SSF4 Gen Combo Thread

crane cLP to mantis s.LP? they cant link so i guess you are talking about chaining?

sounds hard :smiley:

and a 1 frame link (mantis sLP > crane cMP) switching stance, i dont think i’ll EVER be able to do that :lol:

It is one of those combos that looks really cool, and definately tests your skill. I’d say everyone should practice 1 frame combos just for general execution practice, just don’t try it online lol.

you can also link PPP s.lp and c.lp into KKK c.lk, PPP c.hk for untechable knockdown. Hard as hell but I’d like to get better at this combo to force more knockdowns for wakeup pressure. The only other way to knock them down in combos starting in mantis besides super/ultra is gekiro (techable so can’t safe jump), PPP s.mp, KKK c.lk (overly character and range-specific), or using ex hands, PPP c.hk (untechable but spends a bar)

yes, i dont see that much but i’d like to use that more than i’m used to, especially for the knockdown

c.LK, cLP, sMP xx Gekiro (2 frames)
cLK, cLP, sHP xx Gekiro (1 frame)

the “hard” part is realizing if the distance is not enough to make gekiro whiff, while hit confirming from the lights

EX hands to Sweep is expensive in terms of meter… it depends on that opponent’s options on his wakeup… but I almost never use it anymore, it was gold in vanilla

instead of s.mp I use s.mk xx gekiro. harder to link but makes it much easier to scoop someone up who’s further away. Also s.mp in combos whiffs against some crouching characters like Blanka or Ryu when he’s not on your nuts

Actually crane c.LP -> mantis s.LP is a 1-frame link. So the whole sequence is this:

Crane c.LP (switch stance) -> Mantis s.LP (switch stance) -> Crane c.MP xx LP Roll

If you want to practice switching stances in combos, you can do this as well (heck I wouldn’t try it):
Mantis j.LP (deep, switch stance) -> Crane c.LP (switch stance) -> Mantis s.LP (switch stance) -> Crane c.LK (switch stance) -> [FADC ->] Sweep :lol:

lol my bad, crane cLP is actually +3 on hit so youre right

and yes, as kruldar mentioned thats another good use for sMK, in combos where you need range to cancel in LK gekiro

Combo --> mp, mk hands, FADC, KKK cr.lk

from looking at the frame data and reading/understandin it right, it “should” be possible…? I tried it last night and i had no luck.
Im sure it can be done, coz i saw NightWalker do it in his match against the T.Hawk player…?

:::This is how i do it, maybe you guys can shed some light:::

mp, mk hands, FADC, dash forward, change stance KKK , cr.lk.

It’s definitely possible. It may be easier for you to do if you change stance during hands and before FADC.

yes you have time to follow up with crane cLK, you probably have to practice more :slight_smile:
i’d rather go for sMP, sHP xx Gekiro or sMP, sMK xx Gekiro though

another thing i was thinking about (maybe old but i actually haven’t seen it in videos :wonder:), is resetting damage scaling in FADC combos going for a tick throw right after the first sMP which is +6 on hit and leaves you pretty near to the opponent… instead of the usual combo ending with sMP, sHP/sMK xx Gekiro

like, for example** sMP, sMP, sMK xx Hands, FADC, sMP, tick trow** … doing a total 369 (239+130) dmg instead of 323

or… cLK, cLP, sMP, sMK xx Hands, FADC, sMP, tick throw… 334 (204+130) instead of 269

KKK jHP, PPP sMP, sMP, sMK xx Hands, FADC, sMP, tick throw… 449 (319+130) instead of 384

obviously the longer that combo was, the more damage you “gain” by resetting

i dont think its something which should be done from the beginning, but maybe after you landed a a couple FADC combos against the same opponent and he REALLY shouldnt expect that after the sMP (+6)… it all happens so fast and fluently.

even nastier (but i personally think it might be too much) following up with two sMP after FADC then slightly walking forward and doing a sMK-kara throw, even if thats not as fast

obviously its not something supposed to be tried on random-reversal-mashers…

went into training mode last night after work and tryed to change stance during the hands then FADC … only manages to do it about 3 out 10 times. I think with a bit more practice i could do it.

But i was more successful doing … mp, KKK cr.lk, (into crance or mantis U1). From looking at the damage it might not be worth doing if you are going to hit confirm into an FADC combo then do mp, KKK cr.lk.

the highest damage i got was 399. I dont fully remember how i did it, but it was from a jump in with probably PPP or KKK HP, mk hands, FADC, mp, KKK cr.lk, KKK ultra (something like that).

If any one is home now and can try this combo out to confirm.

I use tick throws a lot after FADC if I need to stay on a turtle style player and noticed they aren’t mashing SRK or Command Grab. I usually use FADC, c.LK, c.LP c.LP Kara tick throw. Or FADC ,c.LK Tick Throw

@Trapy

I used FADC -> s.LP -> tick throw only once cuz it was faster, and I do think I saw FADC -> wait -> tick throw several times in videos (though I cannot remember which ones)

Like you said, you have to make the opponent think that you do combo all the time after FADC.

Sometimes a Tick, Pause, LK Gekiro can work.

and sometimes you eat huge damage because they blocked. Not worth it.

get better reactions and do it when you see them attempt a tech. end of story.

Also if you look at top players they take chances. Daigo has been caught many times throwing random psychic HP SRKs. Even tick throws are just as much of a gamble then using the LK Gekiro kick. Especially vs anyone who wants to mash a srk during your block string. So if someone wants to be an picky ass, I guess nothing is worth it then since almost everything that you do that isn’t a true block string can be punished.

It’s all part of the reading game. Early on in the match you can easily see if your opponent likes to throw, the key is too see his patterns. Like a Ken that will sometimes jump in and do jab x2 into throw instead of contnueing his combo. I usually get thrown the first two times but to be honest I do that on purpose. It’s better to eat a throw than a full on combo anyway, and your opponent might get arrogant and think you suck at teching. It’s a big part of the game, cause I play seth I can add another thing to the equation: SPD. If I srk FADC they’ll think I will throw and try to tech/reversal it. But (ex) spd beats out nearly anything, especially throws :stuck_out_tongue: But thats not for this topic lol

i can verify that this does work. very risky tho. works on your opponents wake up too.

i’ll walk up, pause for a sec then tag them trying to tech a grab

when i do it, i use EX, and its when im reading that they are definately going to press a button

Ok so I’m going to start playing Gen again because I have high hopes for what Capcom will do to Gen in AE.

Can anyone tell me what that combo was with the roll AND a stance chance beforehand? I think that’s a combo I never did in Vanilla and I’d like to practice it, can’t find it though…

i actually didnt get what you mean… you refer to the PPP sMP > KKK cMP x Roll link?

i’m glad you’ll play gen again

one of the most important things, in my opinion, due to SSF4 hands awful pushback, is being able to hitconfirm more than consistently into gekiro for more damage and especially for the knockdown every time you can

cLK, cLP, sHP xx Gekiro
cLK, cLP, sMP xx Gekiro
cLK, cLP, sMK xx Gekiro

the version you choose depends on the distance from the opponent you are dealing with, in order not to whiff… where obviously sMK reaches further drastically decreasing chances of whiffing