Focusing on Gen trying to stun is just bad. Focusing on other things is better, if stun happens, it happens.
Also to add. Sometimes the optimum combo isn’t the best. Why? If every Gen player played the same, we wouldn’t last long. Why? Gen doesn’t deal out amazing damage. Plus how often are you going to be landing Oga? Really the only time you should be throwing out oga is after a block string or using it after a throw for a cross up attempt. But you aren’t going to be doing it every time… Why? They will see it coming the 2nd and 3rd and 4th time. Some times using EX Gekiro can throw people off when you use a different rhythm. I’m not saying that you should never use any of these suggestions as a Oga ender. But using one over the other all of the time just allows people to know what you are going to do next. I’m about to stop using Crane s.HK after Ogas or Supers then following up with Crane s.MP overhead because every Gen is doing it now. I like to mix up my game with even the smallest hits just to mess with them. If you keep doing the most damaging moves at the same times. They will know you are going to look to try and Oga or this or that. Sometimes using Jab to cross under then Block and wait for them to make a mistake is the best way. If they try to throw just tech. Or next time cross under and use LK Gekiro if you think they are going to throw or try and tech.
If you want to talk about Optimum punishes or what to do methods, Oga isn’t the best example. The only time you should be looking for optimum combos is after you block something that is punishable. But it all depends on what you want to do. Oga is more of a mix up with equal parts of wanting to do damage or setup the next combo for more damage by using a normal with little damage.
Your whole “Efficient Gen” Theory sounds like things are going to be set in stone and only one combo is going to be listed as the almighty combo. I say no. What should be done is this. Have almost every scenario that we can think of and give a list of every punish, mix-up option, and follow-ups for each situation. With Pros and Cons. That way people have options and know what they are and what the risks are.
hahaha youre absolutely right about this, and we are talking about that like its SO important.
against good players who know a little about the matchup youre getting your oga blocked all the time, and sometimes even if you thought you spaced it correctly using MK of LK versions, they might have walked forward before blocking, making you hit their upper body and getting punished
imho the only good offensive use you can make of oga, like in vanilla, is using it for 50/50 oga crossup setups… btw we should have a thread about this (oga crossup setups)
OR… if you want to use oga feints for building meter or whatever, oga ceiling oblique with intentional whiffing in order to attempt a sweep or generic counter hit… all this kind of stuff… its cool too
safe oga into EX DP. all day long
All the other characters use the most damaging combos available to them (exept Sakura), why can’t Gen? So our opponent knows what our most efficient/most damaging combo is. Who cares? All Gen’s combos start the same way anyway. Oga, jump-in, or MK… And when we land the first hit, it doesn’t matter what our opponent knows because we are already combo-ing them.
SSF4 is such a slow game that “mix-ups” aren’t really effective. They can all be reacted to and countered easily, you see them coming a mile away. I don’t like to use resets after oga like a jab or a crane cr.mp -> another oga. Because it’s based on luck and guessing. You have to hope the opponent actually falls for the reset, or hope he blocks the wrong way after the reset, or hope you don’t eat a shoryu FADC ultra. I’m not a big fan of giving up GUARANTEED damage to play guessing games. It’s more than likely you’re going to simply miss out on that damage. If you’re fighting a newbie, go for the reset. But if you’re fighting a seasoned vet you better not try anything fancy. Just end Oga with RH Gekiro.
Gen has enough trouble as it is, I’m not going to sacrifice damage just to “mess with them.” I’m using gen, that’s messing when them enough.
But you also have to think of the options you have after knocking down your opponent.
Depends on save jump setups, distance and stuff.
one thing im really dissapointed about Gen is that his regular jumps are too high, which lead him vulnerable for any anti air attack. It can be very frustrating at times, going against projectile characters.
stop jumping so much. I know it’s hard to do because I’m guilty of it myself. His old jump arc really made it easy to jump in on people and I still have a bad habit of jumping once in a while just because I think I can. I’m playing a lot more footsies then jump in if I think it’s safe. Not sure what exactly you are doing but if you are jumping for no reason, stop.
You are wrong and my PP is 1000 points higher than yours (the points that count, everyone knows BP is just time points).
56K is 100% correct. When in serious play you don’t have the ability to take anything other than max damage. You don’t know if you are going to get that opportunity again and must play as efficient as possible. I’m not saying there is no room for mix ups, I’m just saying after you land the first hit, there IS an optimal thing to do.
what are you talking about? I play all characters a lot and I’m not very good with them all but try them no matter what. When i lose it brings down my PP, get your facts straight. PP is how good you are overall, BP is how good you are with a Character. Why is this so hard to figure out? I’m glad you are better than me with all other characters.
and just because your player points are higher or lower doesn’t prove much. It’s online, I’ve come to realize that. take your 3900PP to a tournament.
and I’m not wrong. sometimes I’d rather use a sweep to get a non-techable knockdown than using just Gekiro. And for the most part sometimes RH gekiro misses. All depends on the situation etc etc etc. Hence why I said a efficient thread is dumb. Best thing to do is learn every god damn tool, then apply it when you think you should. That’s it end of story, non of this… “this is the only way to play gen” there are a few ways to play gen, let people play him how they want.
me personally i like to do with most damage with rarely doing a reset here and there to confuse my opponent, then i go back to poking.
it really depends are who you are fighting.
like me when i do pull a reset it usually confuses my opponent because i rarely do any reset, although im starting to do more maybe because i played a little ibuki so it makes me a little reckless.
tell you one thing it feels great when you got someone into auto guard mode that they dont even try to reversal. it feels good to win a match with grabs and then using jump crane hk because they think your going to try to grab again.
RH Gekiro never misses.
1…2,3…4,5,6,78
Um yes it can. RH has a weird hit box and can whiff if they are too far way. I’m not talking about the sequence. the seq is super easy.
going against a great Sagat and Ryu player, they will out footsie you. You will have to work twice as hard to bait them and can’t afford to make that many mistakes. All I just want is Gen vanilla normal jump, that’s all.
going against good footsie ryu’s and sagats. you need to use c.MP more. also c.HP goes under sagats high tiger shot.
stuff hits outside of footsie range and fish for a ch FA, and then punish as hard as you know how too.
One thing I like to use against heavy projectile characters, is ex jayesen, goes through projectiles, and if theyre blocking, they’ll throw out a jab after its over. Usually if they do this they will be hit by a lk or ex gekiro right after. IF you see them using a shoryuken, use the ex gekiro, if you condition them with this bait tactic once or twice, just block, if they dont hit, jab/throw.
Its really a matter of watching how they react.
Best gen opportunities are when you condition an opponent to think your going to react one way, and then do it entirelly different.
OR, to quote jibbo, “SWEEEEP!”
Hurry Hard! … Curling?
I feel that Gen’s normals are pretty damn good, and I seem to have a decent answer for most things when engaged in the footsies. I also have to agree with the “more (m)cr.strong” statement as well. I think that trying to poke with gen when he has meter is retarded, as EVERYTHING leads to (m)cr. strong->super. Also, (m)cr.mk/cr.hk are great pokes too, cr.hk specifically, when used at the right range it is a pain to deal with, and it sets you up for the Genannigans.
A rather useless combo to test your execution skill, I do this in training mode whenever I think I’m dropping combos a lot then get frustrated:
Crane c.LP -> Mantis s.LP -> Crane c.MP xx LP roll 177/250