SSF4 Gen Combo Thread

unfortunately the insane push back isnt helping things much, its only viable vs Deejay

I recently picked up Gen as well, never truly mastered him back in Vanilla, so I want to get back into the swing of things and I just want to say, this thread has been invaluable to me, thanks to all who have responded to questions I was going to ask already :), forgot how freaking fun and challenging this character is to learn and play effectively. Peace!

Is there really a use for combo’s where you have to switch stance in between? personally to me it seems like a very unnecessary trouble, changing stances for an extra move. Maybe if the started in Mantis and you ended it with Crane cr.lk (if thats possible) but I don’t see the point of them. Of course i’m not saying they are bad! Maybe with some experimentation I can find some good ones. Are there any basic and useful ones I can try (unless they really are all pointless)?

OBJECTION!!!

now for one vs floaty characters when I have a chance to finish them off I use a stance change combo into ultra 1.

If I wish to set up variable cross up oga, I use stance change combos (charactter specific)

Ok well I didn’t mean stance change into Ultra, I do those all the time anyway. I mean combo’s like…ummm…well actually I don’t know any combo’s because I don’t use them, but the ones in trials mode are the ones i’m talking about. mantis s.mp > crane cr.lk? Maybe that’s one? I’m not sure but those are the kind of combo’s i’m talking about. No supers or ultras or jump ins (I’m quite a fan of J.hkx2 > PPP cr.mp xx hands). Just standard normal, stance change, normal, stance change etc. Or are those combo’s just useless? The only ones I can see being viable are ones that start in mantis and go into crane roll but I don’t do those.

Sorry for not being specific enough.

what ever works for you.

I find crane j.mk and change to mantis is viable.

I eat too much damage if they block the j.mk and i attempt c.lk (crane)

Can anyone give me a quick rundown on what’s changed as far as Gen in ae 2012? I haven’t played street fighter really since the update. What combos should I go for. All I know is the cr. LK > cr. LP > TC xx LK gekiro. Anything else I should be aware of? Is there a point to using HK version or any other changes to Gen’s game?

HK version is character dependant from that bnb (Guy, Cody, Gief, Seth, Sagat, Juri, Cammy, T.Hawk & Makoto if I remember correctly), the last hit of this version creates an untechable knockdown in which Gen can either setup unblockables, safe jumps or cross/non-crossups.

As for 2012 and Gen look no further than the change list here : http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Gen .

Why aren’t combos with the roll a good idea?

They are no bad idea in general. I’ve seen Xian do a roll combo for the chipping damage now and then.
But this is only for finishing a opponent. Roll is quite punishable.

Roll combos leaves your opponent standing and you at a 0 frame advantage, does less damage than gekiro combos too. outside chip purposes there’s not much use except for swag. Gen needs that knockdown badly.

In Vanilla Gen could combo to sweet meterlessly, wow that was so sweet lol!

Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:

  • Best BnB combo
  • Best punish combo
    You can use max 3 bars, but it must work midscreen, on at least half the cast, at least standing, and it should be practical. No jump in/counterhit/Ultra/Super.

So what would be the best Bnb and the best punish combo gen can do ? (also practical). Thank you

Best BnB: cr.LK st.LP TC2 light Gekiro 215 damage. 210 for cr.LP instead of st.LP.
Best Punish Combo: TC2 hands fadc sMP TC2 ex hands sweep. but due to Gen needing the meter for super ultra damage the best you will see for punish combo is TC2 hands fadc sHP hard gekiro most of the time

I still struggle with my BnB :frowning:

Practice man practice. You have a stick man. It’s much easier on stick than a pad

Thank you, Ugo. How much dmg does TC2 hands fadc sMP TC2 ex hands sweep combo ?

Well a friend has aided in my progression of breaking everything down. Bit by bit. And it’s working an absolute treat. I’ve been sat n training doing it from either side.

Time to start applying it all.

When throwing out pokes with buffers is it better to do s.MK XX Hands or cr.MP XX hands?

Since 2012 the difference between cr.mp and st.mk is negligible however you might want to consider that cr.MP xx hands will tend to whiff the last 2 hits at neigh on max range which opens you up to punishes from fast horizontal movement specials and normals (Fei, Chun & Ibuki) which happens much less often with st.mk even though they share approximately the same range.