SSF4 Gen Match-ups & Strategies (Old)

i dont know. you could just browse the other forum for those threads, they r usually stickied anyway, hence easy to find.

btw lol @ ur nick, that’s a town in germany ^^

Yeah it is. Ive never lived there or anything but when i was young i used to like rammstein and thats where they recorded there cd’s and i thought it sounded cool.

But anyways I have a lot of experience fight T.hawk and my buddy who plays him says that their is nothing he can do about me jumping and (crane) j.hk both hits back dash. That and ultra 2 i find incredibly helpful in this match up mainly because once i have it forces him to play more of a ground game i typically jump back when he jumps. Dont use (crane) j.mk you will just get command grabed. (warning genanigans) If you wiff a geikiro do the delayed hit even if he’s crouching if he try’s to punish you before you land you can typically hit him before he hits you.

Spiel Mit Mir love that song.

anyways. That’s what I do myself, is check other forums to see how other players/characters have to handle Gen, usually they will post punish stuff like Ryu example. He can SRK Gen’s roll on block. Basically it’s no different than going to other forums looking up other characters frame data. This is important as you need to know what moves of theirs are safe or not.

I was just thinking if we were to compile them it could save people time.And serve as a reminder to people.

the Character specific forum is a compilation of what you are talking about.

I just wanted to comment you guys have a great write up for your match-ups. I only came here to read them for my characters, because no one really has write ups on the Gen match-up. Go figure.

i just know that after a knockdown by fuerte i want to kill myself :L

the vanilla ex oga was pure gold ._.

Air throws. How does that work in hitbox terms? So for Guile when he uses his Air throw, he has the solid blue box, like a normal throw. But when you are in the air. I do not see Gen with the Blue “Throwable” Hitboxes. So for air throws, what does that Blue box have to come in contact with?

look better mate :slight_smile: you can still see the blue lined box on gen’s jumping normal scans

anyway, guile’s airthrow is always a pain in the ass, since its throwbox is huge… starts pretty fast (3rd frame), not many active frames (2) though… i was wondering if mantis jMP (5 active frames) could help, since it looks like the one with the most distant hitbox from the blue lined grab-box… dont know if thats distant enough though… but air to air against guile is always a huge risk

im going to guess it just has to touch your hittable box. which would explain how i get air grabbed with an attack clearly at active frames

EDIT: nevermind then, if you got a blue box, youre getting grabbed

I checked a few others and I couldn’t see them. I just never went through them all. You can BARELY see it in the Mantis j.MP as it is.

I like to use jabs but was thinking about using Crane j.MP

that might bee good

i just checked it out on the hitbox scans…

  • mantis jHK is the one which hits further from gen’s grab-box, startup 6, actives 3
  • mantis jMP hits slighy less distant than jMK, startup 5, actives 5
  • crane jMP hits slightly less distant than mantis jMP, startup 4, actives 5

anyway, for all of them, if timed right, should hit guile’s hitbox sooner than he can grab gen’s grabbox… they have better range

i think i’d go for one of the two jMP, since mantis jHK might be harder to time (crap startup, crap actives)

jumping jab/short hitboxes are not distant enough from gen’s grabbox, so you get caught 100% if he times it right

PS: in case, sorry about the crappy english

ya but jab can come out really fast and hit them before they have a chance to throw. all depends.

I’m going to have to test some normals for neutral jumping sonic booms. As I tried to use crane nj.MP and his hurtbox lands on the boom.

not faster than crane jMP actually

ya but light has longer active frames.

I wonder how j.MK would work, I can’t check it because the link is down for me.

true, but i think its about range most of all… good actives and startup makes it easier to time the attack, but if guile times/spaces his air-throw right and you have less range on your jumping attack, you still get grabbed, no matter how many active frames you got

thats why guile can rape air to air with 2 active frames, because of the throwbox range and size

both j.MK have less range than the two jMP, and they hit lower… guile’s nearest hitbox while he’s air-throwins is situated on his upper body

j.lk is the way to go. test and it and you’ll thin “like wtf why did i never used it before : D” ^^

hehe thats totally awesome, i tend not to use it because of the poor damage, but if i lose a couple of A2A in a match i start using it all the time like to show gen’s a2a supremacy, lol

and that basically never loses to normal jumping attacks

dunno against guile’s well timed air grab though, if both players time and space the attack properly, i’m afraid better range is the only way out.
of course if that guile does random air-grabs (most of them online) cause he’s used to win a2a that way, you can beat it with stuff like crane jLK or jHP too just by timing it better

but seriously, crane jLK is the shit, lol

Zukku what lk? Crane?