I find LK Gekiro helps stop Abel’s mix up on knock down. Counters his TT, throw and CoD. I find a lot of Abels cancel out any chance to back dash. LK Gekiro is your friend during his block strings. If you have to mash it out, do it.
I agree with Messiah. I think Lk Gekiro is highly underused by most Gen players. I stick that move out all the time just to watch people run into it.
Its Magnetic!
With lk gekiro on the table, has anyone had any trouble with hitting an lk.gekiro and the op floating out of range for the follow-up kicks and them getting up before you hit the ground? I’ve had this happen a lot with characters with big hitboxes like Zangief/T.Hawk/Honda and i get grabbed as soon as i hit the ground.
you have to play the odds tho. if you throw out that giekro and miss against a good abel, you eat at least 280dmg from a non metered punnish. he gets to do whatever he wants when you land because you cant FADC it
the worst case scenario backdash punnish will be a dash up TT for at worst 200 dmg, and thats against top notch competition, making a high risk mediocre reward guess
or you eat a single hit from CoD for 40 dmg
im not going to say you get ultraed unless you are playing against juicebox or shiro something. or youve just completely abused backdash at every turn and made the guess easy for your opponent
you shouldnt be having to block enough step kicks for an average opponent to make that type of read tho anyway. abel has like 2 normals that he can use during footsies, both with less range than anything you have, and without great hitboxes for countering what you have
keep him away from you, and if you should have to block a step kick backdash until he makes you not backdash
Let me more clear, don’t abuse it, but it works well vs his block strings. However it should be common sense not to abuse any suggestions anyone gives. Which will make you predictable. So really people shouldn’t have to be super clear on the whole “use this appropriately”
Yes. When you’re not AA’ing them with a deep gekiro but rather, say, hitting Zang’s j.fierce at his fist’s tip with your lk gekiro, mash the kick button to land faster. Even if you play it too safe and drop someone early once in a while when you could’ve continued kicking them, you’re not losing enough damage to justify giving them a free SPD from time to time.
I also do this when I use lk Gekiro after a roll and know they can punish me HARD if they block it. Most Gen’s get blocked and…begin to slowly…very slowly…float over their opp’s head while they crouch-block…while the Gen says “c’mon…stand up and throw a punch”. By mashing kick on a blocked gekiro to cancel it early you’re not giving your opponent nearly as much time to react and punish
i understand the context of what you were saying, but im saying is that its a very risky move to try and mash out a lk giekro. for more than one reason too. considering that the strike invulnerability will wear out before the move hits, if he does something with a lot of active frames like close RH, you could just eat a counterhit into a fat combo. not being able to FADC a DP type move that dosent have a full frame of active hit and simultaneous invincibility just seems like more reason not to try it
E. Honda’s Headbutt punishment on block (I was surprised this list wasn’t in the first post, cuz I was quite sure I saw it in vanilla match-up):
LP - HP super, needs to block standing
MP - HP super, not sure about Ultra
HP - HP super/Mantis U1
EX - meh
forgive me. I’m a little rusty. but you have a point.
I’m surprised I didn’t have these up. Sorry I got really slack when it came to checking out punishes. I knew about these but never put them all up. Will add them asap.
EDIT: I updated E.Honda. I gave you credit Street11 even though I thought I put them up already. Keep the Strategies coming. I’m back baby, so I’ll be updating as much as I can.
I’ve noticed not a lot of Gen’s are using his Mantis s.HP as a AA. It works wonders vs things like Adons cross-up pressure. Example. Adon does his block string, then goes to cross Gen up with his j.MK. All get has to do is use Mantis s.HP to stop his pressure. It is a lot faster than his Gekiro kicks. I think I’m going to make a situational guide on when Gen should probably use his s.HP to get out of pinches like that.
You can punish Hp with walk forward Mk, you can cancel into hands but fadc it if you do as it only gets one hit and is punishable. Though most people won’t punish it so abuse it if you like. You used to be able to punish mp headbutt too :sad:.
If you have no meter and you are in Crane. After you block using the roll to get in on him can help depending on what style of Honda you play.
The style of the honda I play would put that shit on BLAST. Or just block it, take the chip and the +3 frame advantage.
someone please give me some advice on the Seth matchup. Right now it feels really difficult. The seths that play offensive i can handle, but the ones who zone hardcore are a bitch right now. i just picked up Gen about a week ago and i have most of his stuff down (mk xx hands, CH setups, hands fadc, etc ), im just trying to learn matchups now. It feels like Seth can either run away, or keep Gen out indefinitely with yoga sniper, j.mp to counter you A2A, st.fp, booms, and teleport…
On Seth:
His j.hp sucks balls really. By which I mean it is highly inferior to Sims version and basically any fierce punch a character will throw out can atleast trade with him which is what you’ll want since dmg is in your favor and you can dash closer. Do not absorb FA sonic booms as he’ll just do s.hp or j.hp for double damage. Instead try focusing his j.hp and dash in. If you manage to get him close to a corner a run away Seth will probably use walljump to restart the process, but fuck that: carane super destroys anyone that is in the air (the hk version travels almost full screen and has godlike start-up) and I can’t be sure but I think crane ultra will pick him up from walljump too. You can also just stuff his walljump attempt if you predict it right with crane (forward) j.hp as it is a great normal for doing that. Also, Seths teleport is fucking aweful. It has been erfed completely in super and if he ever teleports to get out of a situation or something and you’re grounded you get a free combo/strong hit. Before its recovery frames wear of you can hit that motherfucker clean. Gekiro is also useful for catching his walljump attempts (especially hk version as it has the highest reach, after EX). If the Seth is really jumpy you could try to Oga him with unexpected directions like ceiling Oga or 45 degrees ceiling Oga. If you catch him with that and you have super or ultra you know what to do. Or else just gekiro him or if you’re feeling frisky do mantis jab and cross-under for the reset combo. Check the write up on the first page for more info I wrote on Seth and guaranteed damage. Also, his sonic boom has massive recovery compared to others, try to find his pattern and if he throws a sonic boom you might be able to catch him with crane j.hk x2 (shakudan) into c.mp> hp roll for 311 dmg, or switch stances and go for s.mp mk hands or whatever really If you’re finally close to him cross that bitch up, his srk does not auto-correct properly at all unless he uses ex srk. Watch out if he uses U1 though because Seths are not afraid to throw that shit out, once he has U1 you should note that he can catch you when you jump. But he cannot throw out his ultra when a sonic boom is still on the screen. His super however can be used in combination with sonic booms, so if you jump over a sonic boom he will be able to do super and pull you in.
thank you for the quick response, i really appreciate it <3
he told you pretty much all you need to know.
Here are a few wide openin’s seth has. the kick where he hits you and burst allof your pressure pointson block can be punished by mantis super, mediumkick hands mantis super, and crane cr. medium punch roll fadc into any combo of your choosing OR throw.
When Seth does Jumping back fierce Immediately do fierce kick crane ultra. Learn his combo’sand learn how to block them they are really easy once you get the low of Seth’s combo’s stay off the ground if he teleports near u he’ll probably go for spinning pile driver.
Safe jump or dash out of the way. DO NOT chase him poke when you can and look for opening’s he has a LOT. don’t focus attack his divekicks ex gekiro them if you think it will hit. ( it should be obvious) But block them most of the time’s.
Lastly for headstomps seths like 2 stomp twice and then cross you up for the a rest. ifyou get hit with 2 headstomps. you should be blocking for the crossup it will almost always come… That’s all I have.His stamina is shit so any chance to trade is in you favor.
Looking for option selects for makoto’s HUGE back dash. I’m playing a really defensive anti airing makoto I can’t jumpin he loves to turtle and tech everything I have for the first45seconds hitting me by trading attacks. HE Never pursues and is FOREVER backdashing 5 feet away outside of my range. If walk forward Im at a disadvantage. This makoto is ANNOYING on purpose any tips. Would be most appreciated. Im plying alot of really defensive players as of late.
To be honest if Seth has you in the corner and does the magneto loop (instant headstomps x2/3 into j.hk crossup, he basically has 3 options:
- spd you, which will beat out alot of stuff unless you reversal ex gekiro.
- start his bnb combo such as c.lk c.lp c.lp c.mp lightning kicks (or any bnb variation on that)
- shoryuken FADC you as soon as he lands for the srk fadc headstomp reset situation, if you block the fadc a good Seth will probably do srk fadc into spd… so watch out.
Now luckily Gen is a small character, so the actual magneto loop (which only works on big chars like Rufus and Abel etc.) doesn’t quite work so there is time to reversal between the stomps with ex gekiro, but it’ll cost you a meter. The best thing to do would be to block the initial headstomp and backdash as soon as he goes for the second headstomp (which will put him on the other side of your character so if you practice the dash it’ll even auto-correct).
Nontheless, it is the worst position for a player to be in against Seth, unless you waste a meter in most cases.