SSF4 Gen Combo Thread

So one thing I just want to point out and I hate seeing Gen’s doing online is…

Stop doing (kkk) j.mk > c.lk; It’s soooo unsafe on block so please instead do (kkk) j.mk > s.lp > c.lk; it’s less unsafe on block but at least you can still backdash out of it, and seeing j.mk > c.lk on the front page just annoys me, since people will just follow it and if their opponent blocks it they’re screwed

Yea, that thing is freaking unsafe, being slightly riskier than a random sweep that is blocked. However, it should be noted that j.MK -> s.LP xx c.LK is character specific if the opponent is crouching (s.LP part whiffs on some characters). I’d rather do j.MK -> c.LP and try to practice links by following it up with PPP s.LP if the opponent is standing.

I like using KKK j.MK, PPP j.MP.

Something else I like using when I’m doing resets is a back dash sweep. Sometimes I’ll use something like Reset dash Throw. Then next time, Reset Block, or Attack with like Gekiro etc. But lately I’ve been using back dash sweep if I do it again. I find a lot of people try to tech then I sweep them for a knock down.

LAB WORK: st.mp,st.hp(1 hit),hk.Gekiro

Note: The combo sequence was attempted with various situations

-walk up: Meaning point blank st.mp,st.hp->hk.Gekiro
-jump-in: I attempted various jump-ins including j.hp,j.mk,j.mp into combo…
-neutral jump: I attempted nj.mp,nj.hp,nj.mk into combo
-crouch: I attempted walk up st.mp,st.hp->hk.Gekiro on a crouchin opponent

-st.mp,st.hp(1 hit),hk.Gekiro does NOT land register as a combo on the following characters:

Balrog(Boxer)
Chun li
Guile
Ibuki
Sagat
Makoto
Dudley
Gen
Gouken(jump-in/Neutral Jump only)
Dan(jum-ins/Neutral Jump only)
Sakura
Juri
Zangief
C.Viper
Cammy
DeeJay
Cody
Guy
Hakan
El Fuerte
Vega(claw)
Fei Long(Jump-in/Neutral Jump only)
T.Hawk (Walk up only)
Adon(Jump-in/Neutral Jump only)
Rose


-Jorge

that’s nearly most of the cast… no point for learning for like 20 dmg more against a few chars imo :X

  • u dont use it that often anyway

Yeah, that seems to be the case. It’s nice to know who it works on though, as I think it does more stun that other stuff. I have no problem linking it anyway, so 20 extra damage against Ryu/Ken/Blanka Etc. is always welcome. Plus there is the mind game factor. Getting all of the hits and charging Oga for wake up Oga Genanigans only to land the Dive kick and juggle right back into hk.Gekiro makes for epic lulz.

-Jorge!

Idk why, but there was no FADC combo starting with s.MP after FADC.

s.MP, s.MP, s.MK, Hands, FADC, s.MP, s.MK, LK Gekiro = 306/472
Damage when FADC is performed at the 3rd hands hit. If it’s done at the 4th hit, Gekiro will whiff on characters like Ryu. A jump-in attack beforehand will enable you to cancel at the 4th hit and still connect Gekiro successfully.

eg. KKK j.HKx1, s.MP, s.MP, s.MK, Hands, FADC, s.MP, s.MK, LK Gekiro = 370/618

PPP cr.lk, cr.lp, KKK c.MP, HP roll = 211/292 (only works in close range)

Street: I was asking about that combo like 2 pages ago. I think that people don’t mention as much because of how wasteful FADC combos seem to be. Gen has too Many options with Super and the damage that you get out of FADC combos seems to be kinda negligible at best. As much as I like the idea of it and enjoy doing them, I find them to be counterproductive. Super meter means too damn much to Gen and the possibility of accidentally dropping the combo after the FADC (that link is tight as hell) or the finicky nature of Gen’s FADC combos makes using them seem kinda reckless to me. You want the knockdown more than anything, and you can get that without risking/wasting the meter.

Granted this is just how I play Gen, I really like to have Meter and the way I play him tends to lean heavily on the use or possible use of the supers and anytime I use meter I am not loaded to rock face, so I tend to avoid spending meter unless it is absolutely necessary. Having meter for super tends to change the way the opponent engages you, they tend to get into a footsies/zoning game which is always good for Gen.

the best FADC combo, optimizing damage scaling, seems to be the one Hoigek does the most

**sMP, sHP xx HP-Hands (4hits), FADC, sMP, sHP xx Gekiro LK ---------- 320 dmg ** (329 on characters where the last HK gekiro connects, like ruy/dhalsim/…)

if done after crane jHP, 386/395 (LK/HK gekiro) dmg, pretty f-ing good

anyway
i keep seeing people cancelling hands on the first hit “vanilla style”, but theres really no reason to do that anymore, less damage, less stun, less meter, less everything

or people who go for cLK, cLP, sMP, after the FADC… just sacrificing damage for nothing, those normals all have 4 fr startup, so please just go with sMP (even easier to p-link btw) if you love yourself and dont want to get raped any harder by damage scaling :\

the only reason i could accept for cancelling hands on the first hit, is when you just want to tick throw for particular mixup or ending the match/round

PS: if possible, i tend to wait for the Super too, but sometimes (like when you know the match is going to end before you can even get it, or when you connect a jHP), THAT aforementioned fadc combo* could really be worth of using 2 bars, as you also get like 1 bar back by performing the entire combo

*and no cLK-cLP stuff or 1st hit hands cancelling

Ouch. I must have not read the past XX posts. My bad on that.

I honestly do not see FADC combos as useless, it’s just that Super seems much, much better. The reason I recently start using FADC combos very rarely (I never had done FADC except on blocked roll) is that I just want to show that he is a character who can stun if he wants to. Believe it or not, I am currently trying to change my play style into a very offensive style who rushes in every time (aka reckless) and therefore my EX meter now goes into FADC rather than saving it up.

Well, just trying to prove to my friend that there is no absolutely correct way to play him (he sometimes points out “that is not how Gen is played”, and I don’t believe in that kinda theory :looney:).

Come to think of it, I have a hard time connecting s.MP -> s.HP on Ryu. After a jump-in it’s easy, if he’s crouching it’s no challenge, and if he leans backward after getting hit by s.MP it’s still easy. However, if he leans forward after getting hit by s.MP, I always fail.

ive posted FADC combos with s.MP after the FADC. also my videos have many s.MP follow ups. azntom just hasn’t posted them.

so did kruldar http://shoryuken.com/f274/ssfiv-gen-combo-thread-234425/index7.html#post9157298

yup nothing new, i was just remarking things i’ve red on that specific post 2 months ago actually, since many people still cancel on the 1st =)

and i really didnt mean to accuse anyone for using cLK-cLP-cMP after FADC… anyone does as he likes… just pointing out that since as most people say, FADC combos are worse than in vanilla, cancelling on the 1st hit and using light hits make them even worse

and just wanted to say that the “Hoigek” fadc combo kinda looks like the only one worth the 2 bars, imo…

i mainly do s.mp, s.hp, lk after fadc or just s.hp, lk. just depends, i went to c.lk, c.lp because i’ve been practicing c.lk, s.mp, crane c.mp, roll after fadc, and it was kinda in my reaction.

of course dude… and again, i didnt mean to accuse anyone, and even if you wanted to try that combo with cLK on XBL casuals thats TOTALLY cool (i’d do that too sometimes)… mine was just theory fighting talks about maximizing damage

no accusation intended, really :stuck_out_tongue:

wasn’t saying you were :stuck_out_tongue:

i’ve been using gekiro punishes lately helping a lot more.

Is this appropriate to ask here? There is one combo that I can’t seem to do yet, but I will explain it to you. The combo is standing medium kick into the fast hands that he does that counts as hits together. Is this frame timing or something?

I have no understanding about frames like you all do as I’ve seen from here. I just practice a combo or stragedy from seeing videos until I do it correctly and remember it to try it on someone. If don’t mind, can you explain how can it be done correctly?

go to the gen basic thread. there are further links for that topic. (look under rapid slaps / hands)

here you go:
http://shoryuken.com/f274/gens-basic-info-moveset-usage-framedata-hit-boxes-links-etc-239616/

btw we dont have a GOOD hands thread. I’ve written one in german, but didn’t felt the need to translate it yet - the topic seems rather clear nowadays.

Here is probably the best video for MK hands if you are pianoing.

[media=youtube]Ezr6VYO9KCo[/media]

I use slide like this, but I don’t need a glove.

[media=youtube]HZ13nKkPMZ4[/media]

Here is my video of s.MP, s.MK, xx Hands.

[media=youtube]LYDhHWPImMA[/media]