A well timed EX gekiro works but it depends on when she throws the kunai. Same for mantis super/ultra. You should play around with the different timings she can throw the kunai to start her (cross-up) vortex and when you can do these punishes. I hate the match-up aswell, but that’s mainly because imo her vortex is very cheap since it is very hard to even correctly block sometimes and everytime you fail to do so it leads to another knockdown into vortex which does a lot of damage and stun…
if I have mantis super/ultra1 I do that as soon as I see the kunai mid-air… and catch her
does that work when she knocks you down and throws a cross up kunai?
any tip tp beat makoto say defence makoto that know how to space her standing mp and cr mk is antiair and for some reason i find myself out poke lol
yes. It actually depends on her timing but the Ibukis I usually play against lose against this strategy
well, no, you should really out poke her… I usually try to keep her away and then cross her up with Crane j.mk, outside the range of her AA (hitting her with Gen’s back foot). What else… have I already said to keep her away? Lol.
yo i cant beat rose…what up with that…
not any rose but the competent ones that make seemingly EVERYTHING she fucking does SAFE!
what up with that?
quick answers!?
Not to mention Gen is infinitely less rewarding compared to Viper.
Not whiff but only a blocked Gekiro hit can be followed up, I’m sure that’s what you meant just wanted to clarify.
I play both Gen and Rose my opinion is that one should out footsie the other the win the match. Yeah, it’s obvious D: I think landing a sweep is important also use sweep option select to punish her backdash wake up.
You can always punish her spirals with reversal hands, it’s not much, but it’s something. Other possible way is LP TC2 xx Gekiro. Considering Rose is -4 (HK version) it’s not an easy timing. (Rose is -8,-6,-4,-6 on spiral block) You should practice on a Rose Dummy with and get the timing how to punish it spirals, or. Practicing against recorded specials generally helps tremendously on how to beat or punish them.
This is Super Street Fighter 4 Match-up. TC2 doesn’t work
Yeah I noticed that I was looking at the wrong thread. Oh well…
Honest mistake. I just wanted to point it out just incase any one was still playing vanilla and saw this.
tip gen vs cody idk waht i doing wrong it seem so hard ot get close to do my bnb and i getting mind fck with cody frame trap
I kind of mash backdash to get out of his ridiculous continuous pressure. Then I try to maintain that not-so-close-not-so-far range where Gen can poke the shit out of Cody and finger his ass to death. Also Anti-Airing is easy at that range. If you can’t anti-air with normals well go for Gekiro. Make sure you utilize shortcut input so you can do it while crouching (HK Gekiro works best priority wise but it only works against blatantly stupid jumps, just practice when you should do it.). Gekiro will not beat his j.normal but will trade most of the time, but that’s reasonable because I don’t want a Cody next to me continuously punching me. So yeah, instead of blocking you can for a Gekiro, or focus backdash.
Try to capture the momentum and go with it. I usually observe what my opponent does after a blocked hurricane, then depending on that I dash forward or jump forward and apply pressure. If they are blocking you can go for an overhead or dash forward > throw instead of trying to punish with Normal xx Hands. It’s hard to punish and I don’t think it’s rewarding to do unless he’s very close to you where you can TC2 xx Gekiro.
Dash Forward > Sweep from a long distance also works well since they usually move back and forth and may not block low while doing so.
And try not to use focus in footsie war; his every fucking move breaks it. Besides rock, knife throw…
And don’t jump unless you got a knockdown, or only jump from close range with crane stance where you can still crossup with j.mk. Still you can jump just to see if he is proficient at anti airing or not.
I don’t want to derail too much but basically, -at least for me- Cody > Gen at close range, Gen > Cody mid range.
well as far as the frame traps goes, they’re not infinite, he has a certain amount of pushback and then he uses f+mp, it’s a command normal that pushes him forward, is really positive on hit (e.g. he can hit confirm combos), and is positive on block. that’s the bad news, good news is that it has a decent amount of startup, and recovery, so that’s the point where you want to attempt to focus attack into crumple stun, or use an invincible attack like ex.gekiro. If you block it, you stay in the frame trap. So just block and late crouch-tech until you see that move and then ex.gekiro/ultra/super etc. He probably can O/S your backdash, but not with much (maybe ex.cu).
But in general, if Cody doesn’t use the body blow, he has to go for a tick throw or end the never ending blockstring somewhere with a safe blockstring or whatever. know your punishes for ex.zonk, hk.cu, ex.cu and regular zonk. Also non-ex.zonk isn’t throw invincible, nor does it have lower body invincibility, so throwing him does well, since if he’s using ex.zonk, he has to hold two punch buttons which makes it very difficult to tech throws. Bigger things to worry about is his 1/4 screen crouching short :[, not sure what other problems Gen has aside from having to keep most of the match grounded due to his gdlk b+mp anti-air and not being able to get any safe chip damage off of roll pressure without burning meter.
Seth, on the other hand, is the one character I can’t seem to beat. Tanden Engine shenanigans.
Backdashing gets punished by whatever (another tanden engine, shoryuken, ultra, hyakuretsu kyaku, more normals, etc), and getting baited into doing EX Gekiro and getting a massive combo after that, is also pretty bitter.
The trick would be not to fall into the tanden engine traps. Problem is, the only way to avoid it properly is either outrange it (you can’t do jack shit at that range), or jump. And jumping all the time to avoid it doesn’t work very well either.
Also, crane cr.HK sucks vs Seth since he just changes his arc with dive kicks, making cr.HK whiff, and Gen eats another combo (cr.HP as a starter, for example).
HK Gekiro also trades often and is very vertical. Only reliable AA is EX Gekiro, which I have to save for the times I gotta be random.
I honestly, for the life of me, can’t find a way to beat Seth.
And Xian’s matches vs Tokido’s Seth are some of the worst examples I’ve seen of that matchup. It’s like Tokido never played Seth in his life and is is just fooling around. The latter seems true. Like someone mentioned on youtube: Kazunoko vs Xian would be interesting. Just so I can see Gen get raped and be thankful it’s not just me being my shitty self.
i hate the seth matchup
Using the tandem is a very very risky move for Seth to use against someone who knows how to beat it.
Simple wait for him to start changing colour, and as soon as you see that, jump towards him and hit him with the hardest combo you can.
If a Seth tries to Tandem me now, he could lose 60-70% of his health.
what are you guys doing against blocked drills from rose? i thought gen had a garaunteed punish besides mashed hands. no?
Distance dictates the frame disadvantage (or even advantage) of her drills.
In order
LP from -8 to -3
MP from -6 to -1
HP from -4 to +1
EX from -6 to -1
Once you learn the distances and which version was used, you even punish with c.mp xx hands.
For the most part, if she has no EX bar, and she did a semi-deep HP and is at -2, you can safely pop a hit confirm and probably expect a counterhit.
And get used to backdashing after blocking a non-deep drill. They can’t catch your backdash with EX drill if their first drill was shallow/meaty.
Translates into free ultra if you do it soon enough.
All in all: pre-emptive poking is the way to deal with her.
Trying to stop Rose, Cody, Dudley, and several other frametrap masters during said frametraps… is a bad idea. Guess right when they try to throw you, backdash when it’s safest ('cause it’s never 100% safe) to backdash, and get a st.jab/hands/ex gekiro in there, when there’s a hole.
thanks for the breakdown. im not getting hit too much, its just i was going to crmp hands after a blockstring drill, and i was consistently not punishing. i thought that used to work. guess not. could be imagining things. ive been playing fei almost exclusively in this, and he gets a free punish almost every time