SSF4 Gen Combo Thread

I kinda meant it in the case that gekiro whiffs so its either roll or hands. Turns out he was doing it wrong.

The negative edge mechanic doesn’t really have a window, so to speak. You could hold a button for 10 seconds, and the right motion with a button release would still register as a special move input.

It might just be that the super lenient timing for a TC lets you get away with being more sloppy than normal. However, between the hitstun (hitstop?) of a fierce and a medium move you have a huge window to do the motion, so don’t rush things.

So what’s the most common bnb for Gen?

I was trying cr. Jab -> st. Strong -> TC2 xx Gekiro, but it whiffs on a standing Ryu.

I’ve been using cr. Jab x2 -> TC2 xxx Gekiro instead, but is there a better bnb?

I use c.lk c.lp s.hp>s.mk lk gekiro

I find if you have the execution to pull it off it is the most solid bnb. You can combo it off pretty much anything including cross-up jumpins. Afaik it hits on everybody, make sure you use the light kick gekiro though.

thats almost the best bnb gen has, to improve it and maximize damage you should, imo

1- start with cLK, it must be blocked low and deals +10 damage

2- in case you notice the opponent is standing, use sLP as a second hit (+5 extra dmg) instead of cLP

3- on some character you can use HK gekiro as a finisher to get +9 extra damage, according to my last testing (you guys please correct me if you think i’m wrong, but I’ve been testing in training mode for a while and seemed to work good) this only goes for…

  • Cammy
  • Cody
  • Dudley
  • Guy
  • Hakan
  • Makoto
  • Sagat
  • Seth
  • T.Hawk
  • Zangief

so

cLK, cLP, HP-MK xx LK Gek (or chara specific HK gek) … if they are crouching …210 dmg / 219 with HK gek
cLK, sLP, HP-MK xx LK Gek (or chara specific** HK** gek) … if they’re standing …215 dmg / 224 with HK gek

Awesome, thanks for the info guys.

c.Short, c.Jab, TC2, LK Gekiro 210 DMG / 313 Stun

s.MP, s.MK, LK Gekiro - 223 DMG / 289 Stun

s.Strong, TC2, LK Gekiro - 249 DMG / 356 Stun

Are the three punishes I try to go for the most. Usually I end up scrubbing it out and using hands. But I’m trying to use these three the most.

Some other combos to look at if you are jumping in. Especially if you are looking to put the pressure on and attempt to stun them.

Crane j.HP, Mantis s.Strong, TC2, LK Gekiro - 325 DMG / 513 Stun

Crane j.HP, Mantis s.Strong, TC2, EX Hands, s.HK - 344 DMG / 598 Stun

I’m sorry if these questions are dumb but I’m trying to figure out a few things about Gen. I used to play him in vanilla on PC and after a short detour to Honda I decided to stick with Gen in AE, anyway, here goes;

  1. How safe is (mantis) s.mk on block now?
  2. How many frames is the (mantis) s.mp > s.hp link? (I’m having serious trouble getting this down reliably)
  3. Does (mantis) s.hp > s.mk > mk.gekiro connect on all characters?
  4. What’s the difference between a Target Combo and a regular link?
  5. His mantis jump seems to be changed for the worse, (mantis) j.mk doesn’t seem as good anymore, any tips on what are good jump ins now?

Thanks for any answers.

  1. http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Gen
  2. http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Gen
  3. dunno/ is it even worth it?
  4. http://www.eventhubs.com/guides/2007/oct/21/street-fighter-terminology-acronyms-lexicon-and-glossary-guide/
  5. dont jump/ crane j.hp, j.hk if you fish for a focus or even if not and your opponent doesnt AA properly

So if I understand correctly s.mk is -2 on block and s.mp > s.hp is a 1 frame link and so is s.mp>s.mk?
Thanks for the links, didn’t know there was a wiki.

its a 2 frame link (both). mp hp is possible on certain range (not too far away) i believe.

2. As already stated, thats a 2 frames link… but against some characters (mainly shotos) its impractical due to their “hitstun animation”… works fine against all other characters

3. After that target combo (and in general) use LK gekiro for combos except for some characters who allow the HK version…

  • Cammy
  • Cody
  • Dudley
  • Guy
  • Hakan
  • Makoto
  • Sagat
  • Seth
  • T.Hawk
  • Zangief

I think you can forget about the MK gekiro

**5. **Both crane and mantis jMK are good for (ambiguous) crossups. If you go for a standard frontal jump-in you find the best hitboxes and damage from mantis jHP, crane jHP - jMP - jHK x2.
Crane jHK’s hitbox is actually kinda sucky but its the shakudan (2nd hit) which makes it good on some occasions.
It always depends on the distance and on how high/low/deep you want to hit

If I want to do st.mp, TC2 can I do this: st.mp, hp~mp, mk ?
or will the mp plink interfere with the TC?

I personally plink that all the time, no problems

you can do that combo if you’re quite close, anyway, against some characters, mainly shotos, its much harder since their hitstun animation after sMP is weird and most of the times it’ll make the sHP whiff… exceptions for deep jump ins and hands>FADC follow ups

plink mp and plink hp then just hit the mk, no need to plink since its a target combo

I can’t seem to combo anything after hands fadc. It always seems to get blocked no matter what hit of hands I fadc on. Any idea where I could be going wrong? What frame advantage should I be at after the dash?

Maybe you are dashing too late or are hitting a button too slow. Hands FADC is +6 for any hit of the hands.

Are you sure about that? I heard somewhere that you want to always hit on either the first or 4th hit of fierce hands, and indeed it seems harder to follow up if I FADC on the second or third hit.

Because ppl either plan to cancel as soon as the hands touch someone, or at the very last hit. Cancelling from 2nd and 3rd hit is still +6, but is harder because: 1. You’re not really ready to do that, especially since there is no merit to it at all, 2. IIRC, you have 3 additional frames where you can FADC from, but it’s just an interval between each hands hit and you won’t be put in as much advantage.

It is +6, and you can make it happen if you’re really determined to cancel from your 2nd hit or 3rd hit from the beginning.

So I’m basically looking at a 2 frame link after the dash? That’ll be a bit tricky. Guess I just need to practice until I get used to the dash animation.