SSF4 Gen Combo Thread

Hey, those are really good observations. Esp w/ the whole ending a combo w/ MKhands on Sagat/Guile. i’d never really thought about it. But in general, I agree w/ Bronzefist, i’ve been too lazy to end combos in (crane) cr.mp xx roll.

I never really bothered to learn it in Vanilla, but I suppose it’s good to learn how to combo into it. Thanks for the advice =]

I feel like EX hands just isn’t worth it at all due to the incredible usefulness of Gens super. I value his super so much because it can punish an amazing amount of moves/specials and is so easily combo’d into. The discussion of meter management is a personal preference for each individual Gen though, some people like to c.lk c.lp hands FADC c.lk c.lp hands…each to their own.

Endng a combo with hands is pretty much never a good idea unless you’re fighting a grappler character because Gen has to close in order to actually play his poke/footsie game. I used to end every combo with hands but I realized I was basically helping my opponent get some space (we all know guile doesn’t mind that!) and resetting the whole fight in my disadvantage. Obviously if you need some space it is pretty useful.

I’m not fighting top tier Guiles, but I’ve yet to find the hands pushback to be terribly detrimental. You still get a moment to step in after the pusback. It’s typically not enough to put him in your normal range (unless he’s in the corner), but I’ve found that it will still cause Guile to back away towards his own corner. Ultimately though I agree that a combo ending with cr.mp xx roll is better against him. I mentioned in an earlier post that I was too lazy to practice stance switching roll combos, but I also neglected to practice them because I got fucking sick of eating mashed DPs in vanilla. :confused: Against Guile that isn’t a problem, thankfully.

I do like hands combos for grapplers, and against other characters who have a really strong up close game (Rufus, Makoto, Dictator, Cammy etc). I don’t view hands resets as a terrible thing in some matches–especially those where the opponent has weaker mid range footsies than Gen, or those where the opponent can really fuck Gen up bad if he/she gets inside.

Hey, but you ARE fighting top tier Blankas.
Example: Kurokiba13 (my buddy)

He says your Gen is really good.
Props to you Bronze =]
And characters like Makoto get raped by Gen. Seriously. lol

Ah yea I know Kurokiba–he got a great blanka and deejay. My Gen is trash though lol. He only looks decent to people who dont play him :stuck_out_tongue:

Makoto can stun Gen ridiculously quick but he dominates her in footsies. Still though I nnnnnnnnnever want her to get close enough to start her various mixups, so I tend to backdash alot and keep her in st.mk distance.

These are some interesting thoughts for me. I’ve never bothered with the distance my combos place me at relative to my opponent. I’ll make sure to pay attention to that from now.

Since I’m stuck playing vanilla at the moment, can anybody hook me up on some of the strings there?

The same things mentioned also apply in Vanilla afaik.

haha. Okay kids you want Damage?

Crane j.HP, Mantis s.HP, Super, Ultra 1 - 657 Damage / 300 Stun

^i think just crane j.hp, super => ultra does more damage afair (dont nail me on this tho.)

ya does 689 Dmg but 100 Less Stun. So all depends I guess. Also you have a extra hit confirm for people who aren’t very good at things like that.

Has anybody else noticed the increase in damage and stun (and meter too, I suppose) from fadc’ing hands on the later hits rather than the first one? Linkability to followup s.mp’s seems character specific; against some you can link one additional s.mp and against others you only get one s.mp, but still…you get extra dmg and stun in your mk hands combos from certain characters just for chilling on the hands longer before you FADC

combo:
KKK j.hp, PPP s.mp, s.mp, mk xx Hands 291/498

2 bars of meter (already used combo above; extending it now)
…FADC s.mp, s.mp mk xx Hands 345/598 (FADC’d on first hit of hands)
…FADC s.mp, s.mp mk xx Hands 375/634 (FADC’d on last hit of hands)
…FADC s.hp xx HK Gekiro 354/561 (FADC’d on first hit of hands)
…FADC s.hp xx HK Gekiro 384/597 (FADC’d on last hit of hands)

4 bars of meter (already used combo above, did followup FADC s.mp, s.mp, mk xx Hands; extending it now)
…FADC s.mp, s.mp mk xx Hands 359/624 (FADC’d 2x on first hit of hands)
…FADC s.mp, s.mp mk xx Hands 401/672 (FADC’d 2x on last hit of hands)
…FADC s.hp xx HK Gekiro 365/618 (FADC’d 2x on first hit of hands)
…FADC s.hp xx HK Gekiro 407/666 (FADC’d 2x on last hit of hands)

Here is a nice combo if you have them in the corner.

KKK j.HKx2, s.LP, c.LK, PPP Gekiro - (LK) 271 Damage / 388 Stun ][ (EX) 280 Damage / 397 Stun

Also if you use the tricky Crane j.MK while they are in the corner you will land in front and this confuses some players. If you only have 1 EX bar and need to go for the kill. You could try this.

While they are in corner. Crane j.MK, s.LP, c.LK, PPP Gekiro - 216 Damage / 266 Stun ][ (EX)224 Damage / 275 Stun

Just find another one, this is still if they are backed into a corner.

KKK j.HKx2, s.LP, s.LP, c.LK, PPP Gekiro - (LK) 275 / 406 ][ (EX) 284 Damage / 415 Stun

[media=youtube]teZsnpWyVSk[/media]

I don’t know if anyone found this Combo yet, but here goes -

2 Crane J.HK’s -> Mantis S.MP -> Mantis S.HP -> EX Gekiro (After the first Hit from Mantis S.HP). 328 Damage/ 472 Stun.

Those corner specifics are pretty neat. There are probably more variations on those to be discovered, hope you guys will find some.

Also, what the fuck Tom? Stop playing Akuma, because clearly you cannot resist the old man and his crazy combos.

I agree: Props to yall who still find badass combos with Gen. Asiantom, you know you gotta come home, man. Gen’s been callin’ :slight_smile:

I figured someone like you would appreciate them for sure :slight_smile: I just think they add more options if you do end up getting someone into the corner or get into the corner and back throw them. I’ve seen a lot of people score hits from the all mighty Crane j.MK because it doesn’t cross up. Then all they do is the basic c.LK Mantis Sweep.

Enjoy and let me know if anyone ever puts it to use in a match.

both KKK and PPP Ultra1 can be comboed in the corner off a crane cr.lk. atm I don’t know if Crane Ultra 1 would be a better fit because of damage scaling and the number of hits. Does anyone know off the top of their head?