SSF4 Gen Combo Thread

Pretty much.

all hits of giekro? pretty easy to hit it +90% if you play gen often enough for 2 years

Sweet. Well continue to nail all those hits and still have worse results than just a jumping target combo.

Not even to mention how much better crane cr. HP is.

also you get the advantage of fully charging a second oga for mind games or whatever during the giekro. cant really do that with the target combo. but whatever works for you

More damage+more meter gain doesn’t sound like worse results. Sure the stun is less but gen isn’t a stun character, he wasn’t built with the intent to stun.

Actually, it now gains meter equal to, if not less than, one j.HK connect, which is really terrible.

This discussion is going way out. If “you” (whoever thinks this way) think only one way of follow-up should be done because of better/worse stun&damage, then you’re on the wrong character. Gen player, imho, needs to think about something else as well, such as spacing, situation after a combo, frame trap possibility, etc. Please discuss some other factors too, like HNIC Mike. Like developers said, he’s a “technical character”.

If conditions are correct, I do the followings after Oga hit:
jab -> cross under
crane s.HK -> overhead or dash in
j.HK -> super or U1
Gekiro -> dash in

Changing topic:

Something I haven’t seen from anybody, and i’m not sure why, is using mk hands to hitconfirm into an fadc combo. Such as mkxxhands, fadc, mp, fpxxlk gekiro. Does 293 dmg and 392 stun, gives you a knockdown and lets you be aggressive. Been thinking about this since super came out. It seems to me like such a devastating tool, and one necessary for gen to compete. So start using it.

My bad this is correct.

Honestly it’s this kind of thinking that holds back these boards. EVERY character should be thinking about spacing, frame trap, and situations after combos. He’s no more technical than most other characters in the game. The only difference is that he isn’t as good.

I tried doing that with c.MP instead (since I cannot do MK hands), but my reaction seems to be too slow to realize whether I hit the opponent or not. When I press MP+MK he’s already in recovery. I seem to need an extra normal before that like a jab or s.MP.

Btw, PPP c.LK xx c.LP -> KKK c.MP seems to be pretty handy in close range. Disregarding SRK mash, it seems to trade with a 3-frame normal at worst, as long as you time it perfectly (and the opponent does that too).

id consider it, but only from footsies, and not from a jump in. i just dont think its worth it if you already landed a jump in. you are only adding like 70-80 dmg for those 2 bars.

from footsies, youre adding 160+. and you are giving the opponent something to really be afraid of

So you can’t hit confirm super off of it then i presume? Go into training mode and set to random block until you can hit confirm off of it every time.

Pretty much. It’s just my personal reaction speed that I would like to improve if I can. Never considered using random block in that way, tho. Thanks, will do that when I have time.

Exactly the point i was getting at.

I think now, and I agree to you that all characters should be thinking about situations. My apologies for that. Not sure if I agree to your comment about Gen not being more technical than most others, but I’m not going to start yet another off-topic stuffs here xD.

Well… not to stir the pot again, but I think there actually IS an optimum combo. Personally, I would always take more damage and stun over less damage and stun. When playing in a tournament you don’t have luxury to do average damage during an opening.

In fact, I’m thinking about making a thread called “The efficient Gen”, which listed all the optimum situations.

In any case, if you can recognize the situation where crane cr.hp will or will not connect every time and react with the correct move, more power to you.

You just disagreed with me. I was backing myself. Take your own advice.

Actually this would be a “My opinion on how to play Gen” not an Efficient way of playing. Everyone has their own way of playing. It works for some more than it works for others. Basically you would be telling people like Warlike and Hoigek that they should use j.Hkx2 more rather then some of their mix ups that work well for them in most cases. So what you might think is efficient, doesn’t work for other peoples playing styles who are probably better than you.

No, the point is to find out what the best thing to do in situation X is. I’m not saying I know the best thing to do in all situations (I just know that gekiro is a bad oga ender).

that’s your opinion. the only way Gekiro is a bad ender is if you don’t know how to do it.

i think gekiro is not less consistent than shakudan, after oga

i attempt a shakudan only if i want to go for crane U1 and clearly see the opponent was launched high enough

if you main gen you should be able to complete gekiros 95% of the times, and shakudan does not come out if you hit the upper body with the oga

about gen not being a “stun character”, i actually agree with zukuu