SSF4 Gen Match-ups & Strategies (Old)

My bad, I was linking them when I “found out”.

It’s snipped, but what’s this business about punishing Sakura’s ex.hk? do you mean on reaction (e.g. during a block string or random ex.hk) or on block?

I’d say he means in between the blocked hits, because it’s +4 on block you can’t punish it by anything.

I think he means a whiff punish, mantis super is very easy to connect fully on whiff no matter where she’s at. Mantis U2 requires her to be fully grounded so its significantly harder to time/space.

why would someone whiff ex-tatsu? I can’t see a reason doing it at a great distance O_O

I need to test it, but doesn’t she whiff the EX tatsu’s second kick if you crouch block?

It happened once, where she hit me once and then whiffed, i’m pretty sure its distance dependent, e.g. if she does max distance cr.mk then cancels it into ex.tatsu. That would probably be an application of the punish.

Like most characters who can do special cancels from normals you can attack between them with invincibles, like Ryu’s cr.mk to hado, you can super once you get out of block stun from the cr.mk unless he’s really deep into your hitbox (ex.hado comes out pretty quick so that’s hard/impossible to punish inbetween the hits).

Another example would be vipers cr.mk xx lp.tk which is completely safe on block, but has enough startup animation to attack in-between the two attacks.

hey, i’m a bison player and i’m planning to go to a tournament here in cali soon. i’m trying to identify the options every character can use to shut down the EX Psychocrusher as a getaway option on bison’s wakeup. For example, after the knockdown, ryu has jump in OS DP, chun li can downforward roundhouse and kick from behind, and she also has an OS c.hk or s.hk upon jump in.

What are gen’s options to beat this escape option? If you are extra generous, please let me know how you option select/straight up beat EX Devil’s reverse and teleport as well :slight_smile:

Well, he can (mantis) super or ultra it afterwards, and otherwise I don’t think he has much to punish it or a useful OS. The only thing that I can think of that might beat it (not tested it myself so I dunno) is EX Gekiro kicks.

One of Gens safest ways is to bait the EX SC and jump back with a late crane mk. I use this a lot if I know the Bison player has an itchy EX SC finger. In most cases tho, the mk will hit while Bison is still in the air so he will be reset. Watch out for the follow-up.

I use this a lot against several of my bison friends.

EX.pc would lose to a jump in with a buffered Crane Ultra 1/Super right, since he’s airborne?

e.g. [C] j.hk,j.hk (qcf qcf K/KKK) — bnb combo of choice.

Like SecretCharacter said, jumping back is the safest way Gen has against his EX reversals. If the Gen feels brave enough, he can do a late HK Oga to the back wall and do a near kick. If it’s well timed it will beat out reversal EX PC/EX Knee/U1 and reversal EX Headstomp will miss as well. It’s punishable though.

Just an information for those who might be facing U2 Fuerte. I saw him flashing with Ultra when I was almost landing from an empty jump, and right after I landed I input a command for a mantis U1. My ultra freeze came out, and I was grinning and drooling like hell. I got grabbed and died.

I really should stop giving advice on a character I havent touched since May xD

Gen Trial #24. I’ve done every other trial for every other character but Gen’s Trial Number 24. I’m on pad and the combo is c lp, st.mp hands super gekiro gekiro finish. Since I’m on pad I cannot get the c.lp 2 frame link to st.mp AND get the hands to come out at the same time. I have to mash st.mp and hope it links and then hands will come out. Is there some trick to make this trial doable on pad realistically? As of right now it has to do a lot with luck and hoping my mash falls on that 2/60th of a second.

Using pad doesn’t mean you cannot do c.LP -> s.MP link. You just have to time well. (At least it’s not as impossible as crane c.LP -> change stance -> mantis s.LP)

I use pad as well (with Settings A except 3P and 3K button as HP and HK, respectively), and here’s how I did:
c.LP with thumb (press 1xHP with index finger) -> s.MP with thumb (press 2xHP with index finger) -> mash super.

Alternatively, you can do:
c.LP with thumb (piano HP -> LP with index and thumb) -> s.MP with thumb (press HP with index finger) -> hands come out -> mash super. This one is easier imo

I finished gen’s trial on the 360 controller. it’s not impossible, it just takes too much time. I timed 2 lp inputs with only one coming out, followed by mp and spamming separate punch inputs (to not hit ex hands). It takes a while, endure it.

On the Guy matchup in the OP. “he might try to use the Elbow Flip into Throw. Do not jump, stand there, or dash back. You will get thrown. Dash from the direction he came from.”

I do not understand what that means. If he comes from the right, and you dash FROM the right, is that not a backdash? And Guy’s backdash seems too good. Anything to punish it?

Edit: “Do not jump, stand there, or dash back.” should be separated as Do not jump; stand there, or dash back.

To be fair, Gens trial5 in this version is way easier, I remember spending days on the 5th on vanilla with the tight link + not being able to combo any hit from hands ;_;

Come to think of links, if you’re used to linking mantis s.LP or c.LP -> s.MK or s.HP, then chances are it’ll be hard doing c.LK -> s.MP, due to 1 frame difference in recovery.

For one of the strategies, it might be a good idea to do this ONLY if you can’t die without doing FADC: one of the hands combo -> FADC -> one standing jab -> LK kara forward or back throw. LK kara is easier than MK and still has enough range to grab your opponents out, and forward throw can set you up for a safe jump. It also does more damage than most of the FADC combos cuz of reset, not to mention your opponent likely won’t be able to react to it unless they’re mashing.

Ok, I think I need a help in a Dhalsim match-up. He was exactly as the ones posted in the spoiler, using limbs and fireballs to keep me out. However, the spoiler doesn’t mention sims teleporting on wake-up and random teleports even when I get slightly close to him. He used a lot of instant overheads with his limbs, and that was the only one I could punish after block/hit. I need to learn how to punish his wake-up teleports without using mantis super, and, if possible, without guessing which way he’ll warp to. Oga ceiling jump didn’t work cuz he recovered in time to block it.

Dhalsim is by far my most hated matchup with any character, period.

Just no fun to fight at all, especially when they keep teleporting all over the screen as soon as you move 1 inch closer. The only thing that helped me is to know that he cannot teleport next to you as you can press any normal button and it’ll come out faster due teleport recovery. I think super/ultra might work aswell in Gens case, not sure.

dhalsim is the shittiest character in this game aside with his gay turtle friend, guile