SSF4 Gen Match-ups & Strategies (Old)

he does this. cLP, LK dan kick, cLP, LK dan kicks. but this is what happens. When I guess and try to reversal. guess what happens. His SRK beats me, he FADCs and Ultras. I even tried mashing out LK gekiro and his dan kicks beat me or traded.

That’s odd, since c.LP xx LK Kick should be beaten out by LK gekiro (but not c.MP). When does he use SRK? On wake up? So does he make you block a jab and does a random SRK, or a random SRK by itself?

dan kick actually does have a decent hit box. the images we got a while back may be wrong.

his srk mix up was probrablly something like dan kick blocked into either throw/srk/normal buffered into dan kick

tough to deal with, but all 50/50 guessing. check this dude out

[media=youtube]HCbsDUhVtJQ]YouTube - OnigiriSirasan [Dan] vs Kukkurin [Zangief[/media]

hrm…it’s got crazy long startup, but i can imagine that the hitboxes are really nice. you try st.mp or cr.hp, or st.hp. I know it doesn’t have invincibility and with a 17f startup, even cancelling there’s at least ten vulnerable frames if my math is about right. Try the other Gekiros, there’s enough time to squeeze them in, mk is probably the one you want even though lk has faster startup. i’m almost positive you can Crane U1/Super in between, but that’s a given.

its a straight 50/50 if you block it. you could try adjusting your spacing so lk dan kick whiffs. other than that you have to out guess him

Wait a minute though, lk dan kicks doesn’t have too much horizontal range, backdash should get you out and away, and then he’d have to do harder kicks…but they’re still safe on block. Maybe you can roll under them if he’s trying to pressure you into the corner? I’m really just throwing out ideas lol.

But if you’re doing gekiro, you might be doing it too early, so you waste your invinc startup when his hurt box isn’t anywhere near your hitbox. Might just have to do it later.

Air dan kicks are different from ground dan kicks, and Gief’s lariat has a huge hurtbox on top of his head anyways. Like I mentioned before, Dan shouldn’t have many things to do against a delayed crouch tech unless he does a delayed KRK as well. But if you do it online you can mess up quite frequently.

I was trying to tech him. when I do he SRKs. his 50/50 pressure was too hard to figure out. cuz he’d mix it up and instead of doing c.LP he’d go straight into kicks. It was so hard to deal with. c.LP, dan kicks, c.lp, dan kicks, dan kicks, srk just a mix up of that.

It sounds like you simply lost a guessing game, no other. EX Gekiro may be able to beat all of those except for backdash and block, and delayed KRK + EX KRK. If you cannot win a guessing game (Gen sucks at it), then all you can do is prevent him from getting close to you.

If you AA Crane supered someone, frame exact Mantis s.MP whiff -> Mantis fj.MK should be safe jump for 4f reversals. Crosses up on some casts, not on others.

Cool, going to test this right now. I’m writing a super guide to matchup specific technology and misc. tips and tricks so this sure came out in good time.

Preparations for AE is getting pretty tense. =)

^ nice good luck man :slight_smile: I’m working on characters specific videos once AE Comes out. I’m waiting just in case some of this technology doesn’t work.

im trying to come up with matchup specific goals for each character. like in terms of do i want to get in on x character, or do i want to keep character x away from me.

i cant really decide about charge characters tho. like i want to get close, but with most of them, that involves walk up blocking some sort of safe special.

what is you guys general approach to fighting the charge characters with gen? do you turtle and build meter from the start? or do you just sell out on getting in from the start?

With a charge character it’s easier to reduce their options on their wakeup, in comparison to a qcf character. You want to have an overall strategy, but in general, most charge characters are slower and hit harder. Only a few like guile have a really projectile intensive zoning game. from a general standpoint, with charge characters, I try to stay on top of what their options are. For example, if as Gen I do a safe jump crossup mk against Balrog he has to block or I get to punish with whatever simply put.

Rushing down is a valid option, when you’re rushing them down, they don’t have alot of time to think, and they have to utilize their normals and self-charging combos. Sitting full screen is in their favor because they almost always have more health and can inflict more damage in a shorter amount of time.

Far Ogas to the opposite screen and back destroys back-charge too. You can do it pretty safely if you do far HK to opposite wall and back, you can do it a couple of times (maintaining down-charge) and then do a mk to land closer to them w/o back-charge and then start your rushdown. Some opps can punish this on reaction, (e.g. Bison U2 eats Oga alive in certain situations).

im talking more from a neutral standpoint. what is your initial goal? how are you getting that first knockdown before you start your mixups?

im asking because i generally have a plan against most characters. like im going to sit and get a read on fireballs vs ryu, or build meter against a character who wants to turtle, or if its rufus, i want to rush him before he gets meter etc.

i just noticed i usually dont really have a plan vs rog or bison, and a few others

I think I just let them dictate the way things will go. I mean, if they start to turtle and build meter with Devil Reverses/HeadButts, I build my meter with Hands/Gekiro, if they decide to come, I’ll try to be ready for it.

I mean, Gen doesn’t really imposes his game until that knockdown. My general gameplan until that against pretty much everyone is to be lame and build meter. He has alright tools for that. His bad matchups for me are characters that does it better than him, like Honda, Guile and Shotos.

well from neutral, say at the beginning of the match, i’d say you want to build as much meter as possible, having super makes it dangerous for Bison to use most of his specials, and dangerous for balrog to make a mistake. Both Bison and Rog HAVE to come to you, so you can move mid-screen and use that to your advantage, since they’ll want to push you toward the corner and be really close to you for either jab pressure or short xx scissor kick pressure. I’d say build meter, poke with [M]st.mk xx hp.hands and slowly push them back to the corner. Then you can go for tick throws which beat almost 90% of their meterless reversals, and about 60% of their reversals that require meter.

maybe that helps?

yeah. kinda what i was thinking. just turtle/meter build.

c.MK, Hands works well vs Rogs who like to use rush punches to get in. It’s similar to Ryu’s tactic vs him. c.MK, Hadouken.

Nice rog matchup stuff :slight_smile: Does anybody have any advice on what to do against a dudley who throws out his dirty HP and f.HP a lot? I know I can focus some of it but god damn it just seems to linger for so long and it beats whatever I try :S to his credit he’s a good Dudley and times it all well, but are they are gem’s that Gen can use against it?