SSF4 Gen Match-ups & Strategies (Old)

my aa game is fine. it’s rog that gives me problems.

Nah. We clearly that we don’t AA Rog. We let him jump in. Just own up to what we have stated.

<_<

>_>

Oh no’s,lets not listen to Tom,hes just a crazy old man! :o

I’m not old or crazy

Oh wait

He is old and crazy

<_<

>_>

Love ya Tom lol

Has there been much posted on the matchup against Ken? I played a couple of good Ken players who just pinned me to the ground!!! That step kick is just game breakingly ridiculous. Badly need some help, I’m getting like 20 loss streak against this guy -.-

Ken’s stepkick is only good at range. It has a lot of startup and if he’s too close, you can counter hit the startup for free every time.

At range, you can really just block or throw out an Lk Gekiro if they are showing a pattern with it.

It’s a bad matchup. Roll is punishable with SRK (fadc ultra), so you can’t chip. He can force stand with B&B into ex tatsu for good damage and stun, then set up a tick-throw/throw/neutral jump reset. You can’t really c.hp his jump ins because it will lose to ex tatsu’s changed trajectory and net him free damage. Make sure your blockstrings are solid or you’ll eat DP and have to play wakeup games.

That said, learn to late tech on his kara throws. One of the problems I’ve noticed Gen’s have is that they like to try to mash crouch tech on ken’s Kara throw. Gen’s Mantis c.lk comes out in 5 frames. You’ll eat shit. Don’t predict and press buttons; just react with late tech. Once you reset distance (if you’re out of the corner) you can go back to footsies.

Tommy is right in that you have to keep range in between you and Ken. The ideal range is just outside of his kara throw range, but it’s hard to get there without having to block a few forwards. I recommend throwing pokes and scaring him into blocking or jumping. Force him to blow meter on ex tatsu escapes by pressuring him with mk->hands, and try to build meter for Mantis/Crane super.

For the most part, a jumping Ken will still get hit by crane c.hk if you keep this distance. He won’t be able to do cross up tatsu. Be careful if he’s throwing J.Hp though. If he tries to throw F+Forward pokes, you should be able to react with s.mk->Hands… maybe even s.mp->s.mk->Gekiro. If you do react in time for counter-hit s.mp, you can combo into sweep. From there, try a cross-up oga or a safe jump. This, Mantis pokes (s.hk, c.hk, c.hp), and standard AA will net you some good damage.

If he throws hado, you can focus-dash and score a knockdown. If it’s EX, so what? No knockdown and reset distance.

I don’t really know what to say. Just gotta play smart. Don’t cross him up, don’t random Oga, don’t roll, don’t spam tick throw setups, don’t random DP… all will get DP’d. Focusing too much will get you Ex Tatsu’d. His Ex DP beats your EX DP clean.

Bait him, keep in the sweet-spot, and make the most of punishes. Umm… if they try to DP you on wakeup for chip-damage kill, you can throw U1 Crane and catch him for free. Dunno what else to say. Don’t mash DP, don’t jump except nj air-to-air him or to gain ground on fireballs.

Joon’s Ken still wins 8-2 against me so maybe I’m not the best person to ask.

Regardin the Ken matchup… cMP into hands seems to work decently to stuff his stepkick. His lows are a bit more troublesome imho, you can beat those with mantis sHK but the range has to be really on point.

Anyways I found by chance in a session earlyer that you can sorta safe jump Ken with crane j.HP in a manner that you properly safejump his LP/MP/EX shoryu and actually stuff the 3-frame HP sho, but I was trying those manually and it’s painfully hard to manually safejump Ken. If there’s a setup to get this safejump consistently that would be quite helpful

Also, call me crazy but I have a hell of a trouble fighting against a turtling sakura that is in the lead. Can’t jump in at all sice her cHP beats everything, and getting close on the ground is quite hard due to her empty cMK OS sho. I can sometimes get close doing stupid and risky stuff, but I need something more solid

Walk forward + block

Joon doesn’t like to block. He’s so good at reversals, and he’s always looking to do them. He’s just programed that way. Get in and get out. Try and put yourself in reversal situations and bounce out just before he reacts. Do this a few times and hell start 2nd guessing. I got a bunch of casuals in with him and once I started doing this it totally neutralized the match-up. I’d say 5-5 by the end of the night. I even got a 6 win streak with a perfect. Not to boast. Just validating! Joon is as solid as any pro!!! Joon is a very quick thinker, and can adapt to a match like no other.

Try Crane cr. mk xx FA1 dash back/forward for some pressure.

This is probably the worse thing you can do. As you are -21 on hit. So adding a dash in means more -frames. Dash back would be what you want to do. Any scrub will let you FA1 Dash Forward.

Your right! I meant FADC (forward). I actually tested it last night vs Ken. Crane cr. mk. xx FADC (forward):

-On hit
reversal DP blocked (3 frame start-up); blocked
reversal Super (2 frame start-up); blocked

-On block
reversal DP blocked (3 frame start-up); blocked
reversal Super (2 frame start-up); hit

Crane cr. mk. seems to have a longer hit stun and block stun recovery time (unsure of its frame rate data). It still may not be worth the 2 stocks of EX meter but it is an option. Also haven’t tested against grapplers or Akuma’s Super.

Thanks for the match up analysis on Ken, I did much better when I held him at bay but man is it hard with Tatsu’s/air tatsu/cross up tatsu’s/step kick/tiny recovery on LP shoryu’s/kara shit/generally safe play. I’m not gonna sit and moan, just doing my best to keep him out of my face and doing damage/pressure after I score a knockdown with a safe jump. By the way! I can add my own findings to the beautiful Gen community :slight_smile: needs testing but I think mantis meaty C.mk is pretty safe against rog, he woke up with a headbutt and I was unscathed! I’m guessing it’s range dependant and it won’t work at point blank range, but might be a pretty safe option if you get a knockdown, and it’s an easy cancel into Hyakurenko.

balrog’s meterless headbutt loses pretty easily to tons of low hits… just watch out for the EX version which has a completely different hitbox which beats all sorts of meaties

pretty much like gen’s gekiro actually

abut the crane cMK FADC… thats the weirdest thing i’ve ever heard, no offence ._.
if you really have to use meter to AA just use 1 bar for EX gekiro which is very good… seriously

sorry I’ve been slack lately. I’m going to do something to make up for it. I’m going to skim through these posts and add them to the corresponding character. There is a lot of useful information that wasn’t passed to me via PM but in very detailed conversations.

Mantis HP Super Punish Rufus c.HP on block as long as you aren’t the the tip of the hitbox.

I am lost against Makoto. I have a friend who plays her, but I’ve figured him out, and he doesn’t get very technical. This guy had me raging. I don’t know what I was losing with, I just know I was losing. It didn’t help he had a sweet fisher price connection either.

I didn’t even know you could FADC crane c.mk. This gives me some ideas. I actually use it during footsies sometimes.

To the lab!

Just to clarify, Balrog’s non-ex hb have no lower body invincibility, thus meaty lows and lows in general stuff them on startup (free CH). ex. has full body invincibility though but comes out in 12 frames. Meaty Mantis jabs and shorts should be safe from ex.hb and allow for O/S crane U1 if you buffer it in, pretty sure crane super would lose because of it’s quick startup (and ex.hb’s invincibility frames). Balrog’s armored attacks beat meaties clean though unless you cancel into something like ex.gekirou or [M] lp.super because if they’re done on wakeup they have <4f startup.