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Thursday
Feb252010

GEN - MATCH UPS - SUPER STREET FIGHTER 4

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    GEN - MATCH UPS - SUPER STREET FIGHTER

Reader Comments (3)

VS. Dhalsim

- If your match doesn't last for a long time, then you're rushing in a bit too much. I say this because whenever I play my homie Ryan (Filipino Champ) there's almost usually a time out.
- In the beginning of the round I usually throw out a gekiro, because Sims like to throw out a limb to poke you when the round starts.
- Having Ultra 2 ready let's you jump in for free, and if they stick something out, Crane U2 them; I usually throw it out as late as possible to catch their limbs if anything.
- Personally I go for the 2xHK in crane whenever I jump in, I'll go for tick throws, BUT if they're teching everything, I just try and get some counter hits with s.mp; really good for crouch techers.
- Whenever Sims slide at you, Gekiro after blocking it because they ALWAYS try and grab.
- If you guys have ever read the footsies article, one of the sections cover being random, I did that once against Ryan and I peed on him. Random Gekiros, work so well, just for 1 round that is :]

Keep in mind that I'm basing this off playing Ryan because we usually play against each other and I'm really thankful because playing Ryan, probably the best Sim in NorCal, gives me a lot of confidence in the Sim matchup.

**If you have super meter**
- I was playing Ryan the other night and my homie told to try and do S.hp > Super at mid to full screen whenever Sim throws out a poke and it worked! S.hp works ridiculously well vs Sim's pokes because first it's fast, and it's Super cancellable. Practice it in the training room, there's enough stun from the S.hp for the Super to travel across and hit. Also it feels really good to land it :D


VS. Ibuki

- First and foremost; Gen FASC (Focus Attack Stance Change) WORKS! Which means getting out of kunai vortexes for FREE! After FASC-ing I grab right away because I go from Mantis to Crane, and just grab; No need for fancy stuff, I just feel like the knockdown is really important.
- I want to say that Ibuki's jump-in is retarded. That's why I rarely use C.hp in Mantis for an anti-air. Instead I use C.hk in Crane
- I wouldn't try going air to air with her because her air grab is really good.
- Go. For. Oga. Crossups. There are tons of setups for her, and it's a huge advantage :]

December 29, 2010 | Registered Commenternubbbs

VS. Honda

Recommended Ultra: Ultra 1

- Mantis U1 can punish HP headbutt on block
- Mantis Super can punish MP/HP headbutt on block
- If you can predict when they're going to throw out a headbutt, you can Crane U1 the headbutt.
- Crossing up Honda on his wakeup is probably one of Honda's weaknesses. Just be sure to crossup late so it would be hard for him to auto correct headbutt.
- Focus absorb his buttslam (when coming down) or you can gekiro (I would suggest using LK/EX gekiro)
- Ex Gekiro is the best anti-air to use vs Honda because of Honda's J.mp. (Mantis) C.hp is the next best anti-air and should be used at max range.
- Going back to the crossups on wakeup, always go for the knockdown; (Mantis) S.mk > ex-hands > sweep.
- One basic rule: Do NOT jump in against Honda, especially when he has meter. Great Honda's, like Mike Ross, utilizes his S.hp very well, so be on the lookout for that.


VS. Ryu

Preferred Ultra: Ultra 2

Side note: I personally really like this matchup; 5-5. I say that because Ryu's can never jump in on Gen, because of Gen's (Mantis) C.hp beats all of Ryu's jump-ins except sometimes trades with his J.hp. He also cannot throw fireballs when Gen has Ultra meter; he can punish with Crane Ultra 2.

- Take all the time in the world in this matchup, Gen has to play really really slow.
- For hadokens; Neutral jump, absorb, Focus attack stance change, (Crane) C.mk to go under.
- Learn the Oga crossup setups, there are a couple to set up for the crossup, and can usually be done one after another if timed correctly.
- Anti-air all jump-ins with (Mantis) C.hp. I have never really used (Crane) C.hk because there is a really strict timing for it. If you do it too early, it'll get beat by a jump-in and the timing is too strict, for me that is.

Another side note: This matchup is pretty much playing smart; Don't ever jump in, anti-air. It's more of knowing your opponent's habits and pattern, rather than knowing what to do.

December 29, 2010 | Unregistered Commenternubbbs

VS. Vega (Claw)

Preferred Ultra: Ultra 1

- When Vega tries to build meter by doing the Barcelona drop and landing in the corner again, that's free Mantis U1!
- Vega's will try and do wake up Ultra 2, so I would recommend crossing him up with (Crane) J.mk so that you'd land on the other side to bait the wake up Ultra 2, when he whiffs his ultra, change to Mantis and punish with U1.
- If he goes for a random Barcelona drop, (Crane) neutral J.lk will stop it, after hitting him with the J.lk you will fall to the ground first leaving you in good position to do whatever.
- I would recommend anti-airing with ex-gekiro. His J.hp is really good and will usually trade with normal anti-airs.


VS. Yun (Will be updated more)

Preferred Ultra: Ultra 1

- (Crane) C.hk beats Yun's divekicks clean. (Played today and it always beats it, I haven't had it trade, not yet)

VS. Bison (Dictator)

Preferred Ultra: Ultra 1

- If Bison tries to build meter by doing Devil's Reverse and landing back in the corner, it's usually a free (Mantis) U1.
- If you see him walking back and forth, be on the lookout for a slide, I would just FA to absorb whatever he might throw at me. (Usually scrubs to mid-level players do this)
- A lot of Bison's will wake up with something, ex-psycho, ex-headstomp, teleport.
-


VS. Balrog (Boxer)

Preferred Ultra: Ultra 1

- Crossing up Balrog is probably one of the best things you can do. The safest thing he can do is block. If he goes for EX-upper to get out, first your J.mk crossup will hit the first part of his armor, and then you are in the range for a (Mantis) S.mk > hands. If he does wake up headbutt, it would be easily punishable, sweep is recommended punish.
- If you are cornered by him, do NOT jump. Pretty basic rule, he can always headbutt if you jump in the corner and that equals death.
- Something that I always do is, whenever I'm in his blockstring, I would usually stand and grab/tech because I'm always on the lookout for his EX-overhead.
- Your game vs Balrog should be mid range, and whenever you get the knockdown, rush him down, mix it up.
- Best anti-air would be (Mantis) C.hp.


VS. Rufus

Preferred Ultra: Ultra 1

- There's an option select for Rufus' dive kick mixup, I personally don't use it a lot but this is what it is: (Crane) C.lp + C.lk + C.hk; when he goes for a dive kick the C.hk should beat it, and if he tries to grab you would tech it. (I don't use it often because I'm usually in Mantis stance and if I try to switch I'll eat a dive kick because of the recovery from the stance change)
- Best anti-air would be (Mantis) C.hp for all of Rufus' jump-ins. Although the hitbox for his dive kick is a bit different.
- I would not suggest going air-to-air against Rufus because of his J.hk

December 30, 2010 | Unregistered Commenternubbbs

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