u can FADC out of any hands version. hard till the 4th hit, mp till the 3rd and lp till the 2nd (afair). or what do you mean?
I thought it was HP & EX 4th and LP & MP 2nd could be FADC’d?
Well, after u fadc u can still combo is what im saying. Or is this old news? If it is then im srry
Very old news. You were able to do this in Street Fighter 4. But thanks for contributing. Keep looking.
If you look at some of the posts we already have them in the combos.
For a minute I thought he had found some way to do mk hands mk hands LOL
So did I. I was like how the hell did I miss this? I’ve been trying almost everything.
There are alot of Cody’s on XBL. Hes one of the main ones I run into other than Ryu, Ken, Ibuki
They are pretty annoying aswell, I loathe his bnb combo because Criminal Uppercut leaves a big space between you and him even on block. I’ll write a matchup synopsis on him soon for the matchup thread.
mk hands punnishes all criminal uppers on block. gotta be frame perfect tho
only if it was a full hit CU. if only tornado hit, he’s too far away. mk or c.mp could reach hp cu maybe, but dunno.
you should consult training mode. his safest one is lp at -5. that one either hits at a punnishable range or whiffs entirely. even if just the tornado hits you. the next one is mp at -8. i dont know what you are talking about.
mashed hands can punish all versions, if distance isn’t off. mk is very strict and not reliable vs lp version, and will often be blocked by mp aswell (due to spacing). this is what i mean, if you do a combo like c.lp, c.lp, c.lp, c.lk, LP CU it’s safe. mp cu still requires very strict timing but is indeed punishable. (sry about that).
actually, no its not safe. if the lp tornado touches you, he isnt safe. it dosent have as much range as your own standing mk. did you even test the blockstring you listed? its punnishable.
i dont know what to tell you if you wont at least try to get your punnishes out. just get your gen pressured for free because xyz is punnishable, but too hard for you to practice
no wonder the gen forum is as sad as it is. i think im done here
i did test it, mr super hero. don’t get yourself up - geeze i hate arrogant ppl like you.
maybe YOU should practice some social talk, hm? anyway. i tested above mentioned string and wasn able to punish it with mk. (only cornered it seems to connect).
even if i should be wrong, or anyone other. it’s a game and this is a forum to just TALK about such things.
LP Criminal Upper = -5 Frames on Block
s.MK = 5 Frames.
You have to mash that shyte just to hit. s.MP is actually your best bet.
I hesitate to ask but what the hell are people doing for string combos with Gen, you’ve got:
c.lk, c.lk, c.lp, (crane) c.mp xx roll, which keeps you close, does good damage, and keeps pressure
c.lk, c.lp, s.hp xx kicks, which scores a knockdown and seems to be some of the best damage, but is a one frame link that’s unsafe on block
s.mp, s.mp, s.mk xx hands which only works in certain situations at point blank, and leaves you with bad positioning
any combo into hands, which I think tend to suck if you don’t have super since you don’t have a knockdown, you don’t have positioning, and you don’t get damage
s.mp, s.hp xx kicks, but this doesn’t work at the edge of s.mp range and is difficult to hit-confirm.
I have no idea what to practice.
The first combo blockstring you mention is probably the best due to keeping the pressure on indeed. It’s also handy to fadc every once in awhile so you can throw or continue your combo (to finish someone off, I never used fadc much with Gen).
The second one is too unreliable (even more so online) being a 1 frame link. Anyway, I’d go with the first one.
i’ve been too lazy to work on the combos that end in cr.mp xx roll, so right now I’m still ending my combos with mk xx hands. While it’s obviously not as great as vanilla, I wouldn’t discount the positioning you get afterwards. The extra pushback can give you breathing space when you’re in the corner, or it can help you push the opponent to the corner.
I try to avoid 1-frame link comboes as much as I can in an online battle, so if I use a string combo I usually use:
st.MP, st.MK xx hands (the good ol’ combo)
cr.lk, cr.lp, st.MP xx LK gekiro… or
cr.lk, cr.lp, st.MP xx EX hands, sweep
Which is great when you want to get them away, but I find it a really awkward range personally, because you’re out of range of all your normals so its essentially a total reset of the situation. Especially against Sagat and Guile, hands seems an awful choice, because they’re very good at keeping characters out and post-hands range is actually their ideal range, not yours. And it doesn’t even do much damage, to boot.
The thing I don’t like about c.lk c.lp st.mp xx lk gekiro is that the range felt finicky in training mode on crouchers, like you could pull an adon and whiff crouchers at long range.
I’m really angsty about committing to EX hands because it seems like super bar is one of the few things Gen really has going for him. It seems really important to get that ASAP since super/ultra is a hell of a punish and can be landed of nearly anything.