Dear lord, but thank you very much honestly you two.
Hello guy’s,
In regards to the “painful” sliding techniques, Try this… cut out a (roughly) 7" x 5" sheet of plastic (i used an empty beef jerky package, any ‘semi-stiff’ plastic package material will do), place it over all the buttons, and then tape it to the Plexiglas (not the buttons). If your fingers are dry, they will slide like a dream! If not, use a little powder.
Also, if you want to make the MK part easier, set the PPP button to MK, and then you can just slide back and forth to get MK hands.
Make sure you find stiff plastic… I.E., A heavy-Duty zip-lock bag, or a resealable shredded cheese type bag, ect…
*Has the added advantage of keeping your buttons free from dirt, and dead skin as well.
I dunno how people have such a hard time with slide. They must be using crappy buttons. I use Sanwa and have no problems. I’ve switched to different colours so even new buttons don’t give me problems. Must be people with dry skin or something or the way they are sliding their finger across the buttons. I think some people use the side of their finger to slide over, as where I use the bottom or where my finger print is.
But if you do have a problem wearing a glove is probably the best way as you do not wreck your stick. A pool glove is only like 12$ and when I was using one, I used one of those dollar store thin winter gloves. just cut out the fingers that I didn’t use
Trappy: Yeah I don’t think that FADC combos are worthless as much as they are a less efficient use of meter in my opinion. With he exception of the the scenarios that you have mentioned, a great majority of the time, it is better to play intelligently and get knockdowns/gain meter to nail super->gekiro/st.hk(crane)/ultra/resets/Etc. Genanigans. Too many options present themselves with super meter INCLUDING the threat of 2 FADC combos. The possibility of FADC/Super set ups is why building full meter is in Gen’s best interest.
On the topic of “how a character should be played”, I tend to agree with you to some extent. I think that many characters if not all of them do indeed have a lot of room for innovative/dynamic use of normals/strats, but the idea of character types is indeed extremely relevant to how matches play themselves out. Certain characters lend themselves to specific styles of play and venturing too far away from a specific characters play style opens you up to skewed risk/reward situations that are better avoided or at least minimized. Gen is a bad example of this though because he seems to have a bit more options than most characters, but he certainly is not a “rush down” character due to the finicky nature of his bread and butter combos. A lot of stuff doesn’t land of this or that character and his low vitality/stun meter makes it dangerous as hell to play that way. If he gained meter like he did in vanilla, I would find it more understandable, and if his combos were more reliable on the majority of the cast Etc. his rush down game would be much more well rounded. As it stands, Gen’s play style is very much zoning/ counter punching with a healthy dose of “in and out” game play.
This is just my assessment of Gen though, and a really great grasp of his normals/match-ups would really change the effectiveness of his rushdown, but that is obviously not Gen as much as it is player skill.
On the mk->hands thing. I have been using the mk+lp,mp,lp,hp method. It works well for me and is really reliable for me because I am just twiddling my index/middle finger.
That being said, I have read that mp/hp hands have no difference in start-up/damage/move attributes, which essentially means that in the mp-hands combo you can essentially do mp,lp,mp,lp,mp to activate hands and that is the same thing as mp->hands and easier to execute. Again, just index/middle finger twiddling which in my case is easy as hell.
i find sliding all about how you hold your fingers for the slide.
i straighten them right out (so they just about curve backwards)
then use the skin on the middle joint
luckily (?) i have scars on two of these joints which bact as a little hard bumb/nub to slide the buttons with.
i admit when i get frantic or over do training sliding starts to chaffe
edit
bit cheeky to ask instead of look but:
what is gen’s most damaging combo with full super and ultra1
pianoing is the way to go, but i type for a living so maybe i’m in the majority. I saw one guy talk about lubing with spit and I was a bit put off.
back to combos, so the mantis st.mp to crane c.lk and mantis st.mp to crane c.mp, are they character specific or distance dependent…or both? say for example in combos like these:
crane target combo, mantis st.mp, crane cr.mp, hp.roll
crane target combo, mantis st.mp, crane cr.lk, mantis cr.hp/hk
I think the last only works in a corner.
I think Crane j.HP, Super, Ultra 1 does the most damage. I’m not at home so I can’t look it up, and it’s posted because someone corrected me when I thought I had the most damaging combo, but just look it up. I’m pretty sure its in here.
I’m pretty sure PPP s.MP, KKK c.MP isn’t character specific. If it is, only very few miss, because I’ve never seen it miss yet when I use it.
î think that was me ^^
and yep, that’s the most damage you can get afair. ultra 2 mantis would do more i think, but that’s temp damage so it doesnt really count anyway.
i also second that m s.mp, c c.mp is not char specific.
thanks guys. U2 after crane j.hp mantis super, puts the damage in the 720s I believe, while the ultra is in the mid to late 600s.
Also in practice mode it seemed that crane c.mp to roll connects easier with lp.roll than hp.roll depending on how close you are to the op. Oh and i’m sure as a Gen player no-one really goes for the flash, but this combo just looks awesome to me, but that aside its useless:
crane target combo, mantis st.mp, crane cr.lk xx hp.roll xx crane super
So today I discovered you can actually combo into © Cr.HP from either LK or MK oga for a whopping 450 stun. I think its the only option that’s better than the jump into target combo. Target combo will work more often because to land the © Cr.HP you have to hit there feet just right, but I’m working on ways of making it consistent.
yeah thats right… its all about where the oga hits, if that hits the opponent on his legs (like the LK and sometimes MK oga do), it makes him go high enough and giving you enough time to follow up with slow startup moves (like KKK cHP) or jumping attacks (like the shakudan)… gekiros start lower and sooner so its easier to follow up with those
but i DIDNT acctually know about the KKK cHP follow-up… i always did gekiros cause it seemed like the most damaging thing to do (around 250 dmg)… but if the oga hits the opponent’s legs, KKK cHP does maximum damage and stun 280dmg/450stun
i’ll try to go for cHP as much as possible from now on, thanks… even if a knockdown might be better against some characters… we’ll see
i have no idea if that worked on vanilla too
anyway, about the "crane target combo"
imho the shakudan target combo after Oga is a good choice only if you follow up with crane ultra 1 (maximum damage, without super of course), otherwise i’ve always found gekiros more damaging and easier to do
but now i’m going to try the KKK cHP follow-up, lol
I actually do agree to you in most part. If I may put my trail of thought in simple words, I just don’t like that theory since it seems to limit the character’s play/strength. I wouldn’t keep this discussion too long because this is combo thread =].
MP and HP are actually different if you want to either FADC or hit confirm into Super, since MP hands is cancellable up to 2 hits while HP hands is cancellable up to 4 hits.
mantis st.mp to crane c.lk is absolutely distance dependent. It’s easier after a deep jump-in, but without it it just feels harder than PPP s.MP -> KKK c.MP.
Oga -> KKK c.HP is too strict about where the Oga will hit that it’s even tighter than Oga -> Crane U2. I usually use KKK s.HK as a followup, tho I’m trying to use the character specific reset Oga crossups more often.
i think its just a matter of gettig used to the timing, because at first its not easy to understand the last frame of oga recovery… but it might be done consistently with proper practice… i’ve been trying that in training mode… timing is not difficult at all… you just got to get used to realize where the oga just hit the opponent (but you gotta do that too if you want to go for shakudan+craneU1, and thats not that hard)
and no flame intended, but why people do like the crane sHK follow-up that much? i mean, poor damage compared to a gekiro (220 vs 250), and most important… not even a knockdown
i might give up on the knockdown on some matchups for 280 dmg with crane cHP though
gekiro still looks like the most reliable option (knockdown included) for garanteed damage… then if you want to mix up with sLP resets thats cool
c.HK gives more stun, is throws people off from using just the standard Gekiro. Gekiro gives them time to collect them selves. I don’t just use s.MK, I use Mantis s.MP as well. Sometimes it’s not only about damage. It’s kind of like Ibuki’s dagger. Sure she might be able to cross up on wake up but using her dagger sets up more options. Same with Gen’s resets. in most cases they will think you will go for the straight damage. but after oga you don’t get that much damage. If you use a reset it gives you a 50/50 of applying more damage that could put you in a better position. I’m not saying use resets all of the time or use the same one. But mix it up. You will see me use it a lot only because my videos usually are only vs people in ranked. So moves like that work well. But if I do endless or if I’m at a tournament I’ll mix it up and only use it. Also c.HK puts you in really good position to cross up them up, especially if they aren’t a character with DP style move.
yes probably its all about mixing up stuff in order to confuse the opponent
its just that i tend to prefer resets which implies the threat of cross under… so i don’t really like the sHK follow-up because of the very slow recovery… maybe i’m missing something, just seems overestimated to me
besides, i love knockdowns, those are very advantaging situations too
After s.HK reset, you can do the followings:
Meaty crane c.MP~roll/overhead/low attack/crane c.HP
Mantis j.MK (crane is too obvious)
Focus charge
Oga faint (you WILL get enough charge during s.HK)
Jab can do most of the stuffs as well. The only thing you can’t do compared to jab reset is cross under. In return, you get more stun and damage. Also, depending on when and where you press s.HK to kick your opponents, you can go for an ambiguous cross-up. Try mixing it up with jab reset xD.
well i could certantly try… i actually tend to do always the same immediate/safe/most damaging stuff but i’m aware of the fact that i should mix up more
ya sometimes straight damage isn’t the answer. Especially vs charge characters. think about it, using resets to cross under or up removes their back charge. so they would have to use their non-safe move if they really wanted to, or just block. If you can read your opponent really well, then just block after the reset. Let them do a flash kick or headbutt then punish that.
I’m going to have to say that standing HK is not a good oga ender when you have have jumping target combo which does more damage, stun, and grounds them. The only time I s.HK is after an oga from the ceiling.
Jumping target combo also sets up for super or ultra.