I’ve thought about that too, since hard knockdown is still present in Gen’s Ex.Gekiro, and whether the delayed wake up could mean some form of new set up. But as far as I can remember, his Oga hitbox has been shrunk, which leads me to believe that crossing up with Oga is now unlikely.
Depending on the shrinking if its horizontal the he will cross up on fewer characters if its vertical that will give rise to new crossups. As long as his jump mk in both stances are untouched he will still be deadly and his neutral game is still good and super x ultra still a big threat
Happy New Year to all you Gen players lol! Hope this year brings about new and exciting things in your life. AMEN!
plus c
inputs plz …
This definitely showed me to be faster on my focus attack/jump when I saw just how fast you can recover.
FOOTSIES GUIDE FOR THE BEGINNER
I think of footsies not as pushing crMK or any button hoping that it hits but rather putting a plan into action with the aim of achieving a desired or set goal, your footsies will vary depending on the character you are playing and what your strategy is during gameplay, please note that there is no right or wrong way of playing footsies, if your plan is working then you are playing correct footsies, if its blowing up in your face then you might have to change your approach a bit. I will try to give some examples of different goals and the plan I take to achieve them (AKA my footsies) using my main Gen.
GOAL: Get my opponent into the corner
PLAN: I use crMP xx Fierce Rapid Hands as a poking tool, now as my goal is to push them back I refuse giving up screen real estate by not walking back, I walk forward wiff a crLP or crLK to keep them alert that I am not afraid to poke them, if they walk forward I walk back a bit to ensure their next poke wiff, if its a light they wiff its usually a bait and something will follow, if its a medium then they usually crouch block so I walk up and then crMP into hands, now this does like 80 damage at max range but the push back is great, now if I manage to get in on them and I open them up I usually FADC into hard gekiro with carries any opponent to the corner from half screen. at this rate I am not aiming to damage them so if they end up blocking I go into a jyasen roll which pushes back alot and as a last resort I go for a throw which if they tech or not will push them back at least two blocks of space.
(note, crHP in mantis also has decent pushback, and the string sMP sMP crHP in mantis even though its a frame trap has a decent pushback)
GOAL: Knock my opponent down so I can mix them up
PLAN: I hover outside their effective poke range trying to get a grasp on which button they use, usually if they try to hit a certain poke more than 3 times then its their go to poke and then I try to see if I can react to it and punish with a sweep. so I just hover around throwing out light pokes, now if I see they are not taking my poke bait what I do is walk up then dash and throw which also scores a knockdown for me. For my anti air I switch to EX Gekiro or Light Gekiro (harder to time). also I go for empty jump lows
GOAL: Defend and Time wasting
PLAN: Keep and maintain 40% of screen real estate behind me. When I am in defensive mode I tend to float like a butterfly maintaing at lest 2 and half blocks of space,if they walk forward a bit I walk back, if they walk forward too much I walk back and then crMP hands to push them back, I also tend to throw out more mantis standing HK which is longest range, and I look into the air to anti air, because the longer you have the life lead and you maintain spacing the more they have the itch to jump. Also this is where I use Gen long pole Mantis level 1 focus attack alot more.
As you can see my “footsies” vary greatly depending on what goal to want to achieve. So this article is basically to help you to develop and understand the concept so you can create a plan in order to achieve strategic goals for your respective characters. As with everything else Practice Makes Perfect
So I stumbled upon a hidden technique, that allows Gen to jump crane jump distance while still in mantis stance. i am keeping this one till ultra drops lol!
nice u can hit with mantis mk crossup using crane jump sweet … by the way the last setup against balrog works against abel (he has no option against it)… i found it trying to beat a local abel who was abusing it so …
HOT TIP
If you play Dash Straight happy balrogs, you can punish it with standing jab into standing medium kick xx light gekiro or stJab crMP hands, if you need to have a trump card just forget about punishing until you have super then when you block a dash straight punish with reversal fierce hands xx super xx ultra for a painful life drain
so I was messing around in the lab sad about Gen nerfs in USF4 and I stumbled on a new tech (new to me anyways) and that tech is kara Gekiro!!! sweet stuff, gives me some much needed forward range so I can now use light Gekiro as a sweet ranged anti air. YAAAHOOOOOOO!
May I ask if you just plink mk or somehow cancel it’s animation?
It’s dp motion then plink fierce and light kick. Still working out applications for it though
Seems like a good thing to use on jumping attacks that beat c.fp and are outside c.rk (crane) or Gekirou’s range. I’m going to be messing around with that as well.
Interesting find hugo.
It’s awesome with ex gekiro, but hard for me to be consistent with.