Indeed it is pretty difficult to land one in a game, I was thinking of using Gen’s over head to set it up. Gen’s overhead is decent for spacing and of course +1 on hit, so after a successful overhead… BOOM! Oga set up… That’s what I was thinking anyway, not even started taking anything to training room. Sadly the overhead is -3 on block so not to be overused against players with decent reactions who can block and punish well. But I’ll post the results when I’ve done some more research.
I haven’t tested these on everyone, I’m sure they work on the majority of the cast, but I don’t want to say they do without actually testing them.
Crane j.RHx2, c.Strong, Fierce Roll, FADC (**) Mantis s.Strong, TC2, LK Gekiro - 383 Damage / 566 Stun
Crane j.RHx2, c.Strong, Fierce Roll, FADC (**) Mantis s.Fierce, HK Gekiro (Hard Knock-down) - 375 Damage / 506 Stun
Gotta jett to hockey, will do more later.
** - To get used to this you need to pause after the FADC. Do the FADC ASAP, but delay on the s.Strong. It’s feels a bit more delayed than if you were do to xx Hands, FADC, s.Strong.
Meanwhile, in the old version…
Crane j.HP, Mantis s.MP, TC2 xx Hands FADC s.MP, TC2 xx LK Gekiro - 383 damage / 639 stun
Finishing with s.HP xx HK Gekiro - 382 damage / 597 stun
Roll FADC combos are kind of gimped if you have to use Shakudan, because it does only 50 damage/stun on an unscaled hit.
Crane j.HP, Mantis s.MP, Crane c.MP xx HP roll, FADC, s.MP, TC2 xx LK Gekiro: 398 damage / 616 stun
Finishing with s.HP xx HK Gekiro - 390 damage / 556 stun
More damage for less stun, but the worst part is that they aren’t even universal. Without the fierce roll, it would be extremely low for an FADC combo. If you use the fierce EX roll however, they do the same damage but go up to 700 and 640 stun, respectively.
I’m really not sure yet how the roll FADCs have an advantage over hands FADCs. Maybe against opponents that can’t punish the roll, they could be used as frame traps with the potential for big damage.
I was in a hurry when I did them as I said I was on my way to hockey. But thanks for confirming the jHP
Personally I’m not too impressed with the Roll combos. They are another option and at least it’s in our favour minus the last hit. I’m sure we will find something in a few weeks or months.
Maybe something like
Crane j.Fierce, Mantis s.Strong, Crane c.Strong xx Fierce Roll, FADC, Mantis s.Jab, s.Jab, s.Strong, Crane c.Strong, xx Jab Roll, FADC, Mantis s.Strong, TC2, LK Gekiro.
I’m sure it would get scaled super hard though.
…so basically you want gen to be in S(super)UMVC3.
When you use the Forward, Focus , Forward then link c.hp how tight of a link it is ? What about the regular technic , Focus, Forward, Forward, c.hp
Whats the traditional way to piano c.mp H hand ?
Do I have to learn how to cancel into light hand or medium hands in some Gen Technology
Thx for your help, I am trying to learn Gen very interesting character.
Do u play pad or stick?
I play on a stick,
I do my piano for mk Hands with lp,mp,hp,lp,hp
Ok, then for cMP x Hands its plink cMP HP then piano LP MP HP.
If u search google and type Ryu apprentice gen tutorial you will get my hands tutorial, although meant for pad u can learn a thing or two
Thx, you mean p-link c.mp with c.lp then lp,mp, hp ?
Ive try this method and it feel very confortable.
Normally is it better to poke with c.mp x hands or st.mk hands ?
When I get a hit confirm from something like j.hp , st.mp , tc 2 xx hands
or alternatively j.hp, st.mp, c.mp xx hands are those useful combo
or I should always finish with tc 2 xx geikero and only use the first 2 as blockstring.
Ive check the input of Amiyu when he goes for tc 2, he put his stick forward when doing the HP
then p-link the mk . Is there anything useful in there or its simply his personal preference.
For FADC combo it seem useful to have the stick foward for an easier cancelling. How should
I go about when I poke with c.mp xx hands or c.mk xx hands and want to FADC, my stick will
naturally be downback. Is there a trick or I am just have to have a harder time linking after the FADC.
Somebody could answer those questions I would really appreciate it. Thx
u gonna be fearless walk forward block at last frame or hold forward when hp come out
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No, I plink cMp and cHp, its easier for me that way on pad. Your methods works the same way too
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CMPxHands has more range than sMk x hands but wiffs some of the hits, sMk moves Gen forward a bit and therefore hits a bit more. Against Gief cMP onto hands is golden to use, most time you will be thrown out os sMK.
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Depends on how u define useful, unless you are aiming for ex hands into sweep or group for chip damage there is no point ending with hands, gekiro leads to a soft knockdown which allows u to continue your offence and some characters get hit by tc2 x Hk gekiro (dudley, makoto, Seth) which leads to untechable knockdown.
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He holds forward to buffer the gekiro, he only need to press qcf+k to get the gekiro out
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The only reason ur hand is in down back is that u lack confidence in ur execution, you need to be in down forward position while pressing cMp x hands then you only have to press MpxMk and forward to FADC. Remember u can only fadc on the first hit or last hit of the hands.
Phew! Typin on fone is stressful. Keep dem questions coming
Thx a lot for taking the time to answer my questions
It seem its possible to FADC after 2 hits, 3 hits, 4 hits of the hands etc I am not sure I understand what you meant by first hit or last hit.
After I land some poke xx hands FADC does st.mp, tc 2 , Geikero work on everyone and is it the best meterless follow up ?
Is the linking window always the same after FADCing hands whetever the number of hits and whatever from witch poke I start it off.
When you say I should be in down forward position do you mean I should move my stick while the hands are executing or would you advocate poking with c.mp or c.mk directly with stick in down forward.
When I am lucky to land a Focus Crumple is the best meterless follow up st.mp , tc 2, Geikero. Is there a list somewhere on whom it work.
What up with all the Olga cross up thing. I was under the impression that opponent can simply avoid getting cross up by blocking down.
After I landed Super is there any difference between connecting either Ultra 1 mantis or Ultra 1 Crane.
Are there clear spot where I should most of the time make a stance change. For example after a Crane c.lk is it an automatic
Stance change unless I want to connect ultra 2 in the corner.
Thx again for your help,
oga cross up if u do it right u hit in fuzzy guard when rise up about to go down to crouch.jsut keep pratice fadc eye ball the hand animation and u wil lget it eventually mk hand fadc is abit slower to fadc crmp u gonna be abit faster to fadc .it dpend on crumple the tc is good but i can also dash 1 time wait crlk hit around mid stomach area hold down forward if u do it right u flip with juggle then u dash under .back throw wiff geiko bait dp super etc .forward throw lk walk f light oga.forward throw dash 1 time walk forward wiff geiko throw agian/dash x 2 safe jump mk or hp char speific they lot of stuff u can do
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I mean that the best time to FADC hands is on the first hit and the 4th hit of the hands.
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TC2 gekiro is the best follow up.
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The linking window is not the same, 2nd and 3rd hit is smaller than the first and second hit.
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Well it doesn’t really matter. If you hold down back u can switch to forward when the hands come out.
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If u are looking for damage yes, if u need an unblockable situation then backthrow or forward throw depending on the setup. Some may even sweep you because of mixups.
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Oga crossup can only hit u blocking low when it hits as a meaty. That’s ur first hittable frame.
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Mantis U1 does more damage and better position for follow up. Use crane if you are looking for style points
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You can change stance @ anytime except when you are airborne or the beginning of the round, but keep in mind that it takes 5 frames to change stance.
Thx for your answers.
Ive been praticing c.mp xx hands FADC a lot and there is something I dont understand quite well.
What I do is Forward , Forward + Focus at the right time. Most of the time it work like a charm and Gen make a perfect
Focus Dash cancel. Can do it 20 times in a row seem like I have mastered it then suddenly Gen start to be unable to dash out
of his focus. My input read as Forward , Forward +Focus in both scenario. I most be doing something technicaly incorrect but
I am unsure exactly what.
The shortcut is forward, focus attack + forward, if u press the second forward one frame faster than mp+mk the focus won’t come out. Just bear that in mind.
I think your right I may be hitting second forward to soon sometimes. What puzzled me is its possible to Focus Dash cancel with Forward, Forward, naked mk+mp. The timing is tight but its possible.
Lot of respect for the Gen players every little technic he has is an art in itself to master.
I need some help with the combo J.hp, st.mp , c.mp ( crane) xx roll . I can do it but with no consistency is this a 1 frame link ?
As soon as I hit st.mp I hit 3 kicks + stick downback and c.mp. Sometimes instead of a c.mp I will see the Crane animation, Does
this mean I hit c.mp to fast ? Does p-linking any help with this link.
It seem with Gen I am having often trouble knowing where to put my stick in combo. Is the standard method having stick backward
anytime I jump then st.mp back when I need to keep charge, st.mp forward when I am going for tc2 or an upcoming st.mk xx hands.
I main Ryu and I usually always have my stick back since every combo are from crouch move unless I am doing a safe jump with an os Srk.