SSF4 Gen Combo Thread

Yep. I only do it offline and during casuals.

I’m pretty sure the lvl3 FA, [C] j.hk, super doesn’t work on Dan because of his weird crumple stun animation during the part where you’re considered airborne. I tried a handful of times and I wasn’t able to land the j.hk for a vid I did recently.

you are right. But no body plays him anyways.

The Gouken thread does sessions to train their Gouken skills. Maybe we should incorporate that into this thread? I like the fact that there are not many Gen players and that we should practice our kung fu to perfection.

Don’t quite see the benefit of doing that specifically, except for the massive amounts critique you’ll be getting from this bitter and cynical Gen community.

So I’ve been using crane j.hk> mantis s.mp> crane c.mp> lp roll lately. However it hardly ever hits and I just don’t get how that is supposed to work. I saw rokotsu do it numerous times but the crane c.mp never hits. Is it just a timing issue or something? or is it something specific, it probably is as were talking about Gen lmao.

Lmao at the last sentence.

It’s timing issue. Your brain is deceiving you due to the fact that you need to press three kick buttons in between unlike s.MP -> s.MK. Try to do it fast enough so that you feel “isn’t it a bit too early to press MP?”.

Doesn’t [crane] j.hk x2 > c.mp > hp roll deal the most dmg? Like 300+

I’ve experimented the combo you just mentioned Warlike and it’s fancy but not as much dmg right?

I think [crane] j.hk > [mantis] s.mp > s.hp > hk/lk gekiro deals the most damage.

for maximum damage on jump-ins, like punishing well red fireballs, always do crane jHP (110 dmg)

shakudan (jHK x2) does 150 but it counts as 2 hits and it affects damage scaling worse than jHP

[crane] j.hk > [mantis] s.mp > s.hp > hk gekiro vs Ryu: 328 damage 472 stun
[crane] j.hp > [mantis] s.mp > s.hp > hk gekiro vs Ryu: 321 damage 465 stun

But yeah, I feel more comfortable with j.hp so I use it most of the time anyway. :rofl:

I can actually do this, I think it’s just speed, timing is similar to mantis s.mk to crane c.lk, I’m not a pro or anywhere near it but it feels more like a cancel than a link when I do it if that makes sense.

Funkiest combo that I try is
[crane] j.hp > [mantis] c.lk (x2 vs some people) c.lp s.mp > s.mk Hyakurenko, but I don’t know what kind of damage/stun it does but I shall take a look.

Nah more like a styling combo, however it is pretty interesting to see most people trying to throw something out in between the combo if I fuck it up, I dont do it against chars that have a dp mostly.

It’s more a style combo, but when I watched this vid I felt like I had to learn this just for the sake of being able to:

[media=youtube]HnwGLYRuURU]YouTube - ACE E I RI N [Guile] vs rokotsu [Gen[/media]

1:12

His most damaging combo is
© J.hp, (M), mp, © c.mp, ex roll. 338dmg. 545stn.

If you mean you can’t execute the combo, try plinking. plink the PPP s.mp then plink the KKK c.mp. Makes the combo foolproof
If you mean your timing is right but the c.mp never connects, this is common. The s.mp pushes them too far away sometimes, and smaller characters further confound this combo. In those situations at least we can follow the s.mp up with s.mk xx hands to get our damage

Sorry, I don’t plink anything. I prefer raw execution personal preference. I actually already got it fixed, it was just a timing issue.

I’m pretty sure we were talking about combos that require no meter?

That’s neat, I’ve never seen that.

Were we?

So what do you guys think of Gen’s AE version buffs?

take the ex roll out and its still the most damage.

The ex just adds another 100+ to stun.