SSF4 Gen Combo Thread

I’d just like to say thanks for everyone for posting :smiley: I started reading every single post for the Genanigans and now just read everysingle combo post lol this has kept me really entertained during breaks and spells of boredom :slight_smile:

EDIT: an actual post for the forum to answer, is it better to FADC hands to © c.lk or just get an untechable knockdown with (M) c.hk?

Well, you could do Hands FADC, © c.lk, (M) c.hk… :wink:

Last night I had done a combo on Seth that was NOT suppose to be possible.

S.mp > S.mp > Sweep

I went into the training room and could not re-enact it whatsoever o_O

but is an extra c.lk really worth 2 bars? If you were going to FADC wouldn’t it be better to follow up with c.lp s.mp s.mk gekiro/hands/EX hands c.hk? (if thats possible)

my guess is the second st.mp didn’t hit with its first active frame because of seth’s recoil animation from the first st.mp. making the second hit meaty enough (3rd or later active frame) for cr.hk 8f startup. perhaps its hard to reproduce because his recoil animation and knockback from the first hit was affected by something that the training dummy isn’t doing, like recovery animation, landing/pre-jump frames, crouching? i haven’t really looked at what exactly causes different recoil animations, other than the obvious ones (stand vs. crouch, amount of hitstun, counterhit etc)

I did something similar once no idea how it combo’d. Thought i’d check, it’s not possible to do is it?

c.lk c.lp s.mp s.hp Hyakurenko is it? I assume the pushback is too much

Counter-Hit.

charcter specific. try it on a crouching “fat” character, like dudley

dosent have to be. you can get it consistently on rufus, but only after a crossup mantis mk.

you just have to be able to recreate the exact distance on seth, which may be the hard part

counter hit only affects that specific hit… if that was a 3 hit combo, only the first hit could have benefit of the extra frame advantage

weid stuff.
and its not the first time i hear of someone doing that, never happened to me actually, and i have no idea of how that works with sMP being +6 on hit and mantis sweep having a 8 frames startup… it just doesnt make sense :confused: … could it be a bug or something?

no, its like the other dude was saying. its recoil annimations. they recoil away from the first few active frames, and lean into the later ones when they get hit

for example, on a neutral rufus, without a jump in, try cr.lk, cr.lp, st.mp, st.mkxxxhands. rufus’ recoil wont allow the mk to combo after the first sequence. ever.

my bad i had never realized there was such thing in this game, even the thing you said on rufus :\

but exactly, how can a hit like sMP get extra frame advantage due to this “recoil animation” thing? this is what i dont get :open_mouth:

It’s like how Ryu works. Ryu has two standing hit animations. One where it looks like you uppercut him and he leans back, and one where it looks like you punch him in the stomach, and he leans forward. One makes it harder to hit s.MP, s.MP, and the other it’s easier. From what I can tell and haven’t heard otherwise. They are completely random.

it’s like a meaty…but in a combo. Meaties can actually get more frame advantage than an attack on CH if you hit with late active frames. st.mp has 5A frames and is +6 on hit, if you hit as meaty as possible (last active frame) then the attack is actually +10 on hit since the recovery is ALWAYS the same for the op on hit/block. Just go into training mode, set the dummy on no block, knock him down with [M]cr.hk, then do a meaty st.mp to [M] U2 and it’ll link once you get the timing right.

This is what’s happening in the recoil animation, you’re just not in range to hit, so when they lean back and come back into range you hit him with late active frames (since he’s still in hitstun) and you get more frame advantage in the middle of a combo.

Might sound stupid but I really have a lot of trouble getting meaty hits and setting up safe jumps properly. I get my sweep but when i jump in i get auto correct tiper uppercutted and shit like that, it’s depressing :frowning: can anyone help me here?

Might help to stick to an automatic setup until you’re better with the timing. http://shoryuken.com/f274/gen-option-selects-219512/#post9912132

an automatic setup being what exactly? I’m playing pretty well but I’m just annoyed at myself I can’t put on pressure the way I want to and know that Gen can. After a c.HK I’ll jump in and get a reversal, in my gonads.

automatic meaning there’s no ambiguous time to wait and then do a jump in. e.g. forward throw 2x dash [C]j.hp is a safe jump against balrog (but will lose to ex.ru and ex.ds i’m pretty sure).

You just need to practice certain safe jumps against certain characters, you can’t (well you can but its significantly harder) safe jump reversals that are sub 5f. So if you’re trying to safe jump a character with a 3-4f invincible dp, it’s probably not going to happen unless you put a lot of time into training to know the distance and the timing.

The link in the previous post has a lot of character specific safe jumps for Gen.

Yeah I took a look at them, some of them don’t really seem to make sense or be right to me :confused: I tried them and traded, I guess I was too slow, I’m just really getting down with gen’s footsies at the moment, and when i score a knock down I want to jump in and apply pressure but it’s really soul destroying to eat reversals :frowning:

Alright so I got confirmed by Ryan

You guys who said it was a meaty was right, the 2nd mp acted like a meaty, and therefore gave me extra frames to land the sweep

Does gen have any normals that work as frame traps apart from (m)s.mp?

Sweet baby jesus does gen have ANYTHING that beat Ken’s step kick?