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NORMALS:

-Mantis Stand Jab is 3 frames startup and leads to plenty of other normals and s
pecials
-Mantis Stand Strong is an amazing poke and frame trap because of its advantage
on block allowing a followup normal, and is a great whiff punish and anti-air fo
r far jump-ins
-Mantis Stand Fierce forces opponents to stand, moves Gen forward, and can be sa
fe by cancelling into TC2 or Hands on the first hit; it is also a decent anti-ai
r
-Mantis Stand Forward is similar to Low Strong, it can make crouching normals wh
iff, whiff punish stand normals, and can lead into Hands or just create space
-Mantis Stand Roundhouse has good use when opponent is cornered because of its r
ange, and it can also counterpoke lows
-Mantis Low Jab is good to throw in blockstrings up close, since it creates fram
e traps and links into Mantis Stand Fierce
-Mantis Low Strong is amazing as a footsie tool since it makes Gen's hitbox move
forward at a low profile to duck under standing normals, counterhit, and leads
into Hands and big combos
-Mantis Low Fierce is a really good poke that also moves Gen's hurtbox, deals mo
re damage, and can be mixed up with Low Strong at closer ranges; also works as a
far anti-air
-Mantis Low Short has great range and chains into itself and jabs, which can lea
d into big combos; really good to start blockstrings and hitconfirms off of mixu
ps
-Mantis Low Forward is a good footsie tool as well, and it also makes for a good
anti-air since it really shrinks the hurtbox
-Mantis Low Roundhouse is a great and fast long-range sweep that can be combo'd
into
-Mantis Jump Strong is useful to stuff opponent's jumping away or backdashing fr
om a jump-in because of the shallow angle it hits at
-Mantis Jump Fierce is good direct air-to-ground because of the large protective
hitbox on the way down; can also cross up vs certain chars in the corner
-Mantis Jump Forward is a really good cross-up because of the hurtbox on his kne
e being so low and the jump arc being so high; can also instant overhead
-Mantis Jump Roundhouse has a nice hitbox above and in front of Gen, making it a
good air-to-air or even rising anti-air
-Crane Stand Strong is a really long range but slow overhead; good mixup overall
and actually makes a good meaty
-Crane Stand Fierce hits low on the first hit and winds up like Crane Stand Stro
ng, so it creates a strong mixup when the opponent is conditioned to block high
when Gen winds up
-Crane Low Fierce is a specific footsie tool with a slow startup hitbox that pul
ls Gen's hurtbox back and quickly extends forward when active
-Crane Low Short puts enemy in float/juggle state to combo into anything and als
o allows a stance switch during recovery, combos into Ultra 1, and both Supers
-Crane Low Roundhouse is solely an anti-air normal with good veritcal range espe
cially with Gen's low crouch hitbox
-Crane Jump Short can kind of be used as an anti-air on reaction, since its star
tup is super fast and its hitbox is tall
-Crane Jump Forward is probably the best cross-up in the game combined with the
far jump arc and quick fall speed in Crane stance; can also instant overhead
-Crane Jump Roundhouse can hit twice, creating a nice extra high/low mixup on a
jump-in, but each hit scales, so overall damage may suffer
-During the active frames of any normal, Gen can switch stances instantly, meani
ng he can jump in with Crane or Mantis and swtich to the other on the ground int
o a combo
-During the animation of stance switching on the ground, Gen can cancel the it b
y standing, crouching, jumping, or pressing two normal buttons (either double-ta
pped, piano'd or plink'd)
-KARA THROWS: Mantis Stand Strong, Mantis Stand Roundhouse, Mantis Stand Forward

SPECIALS:
Hands:
-Hands is an armor breaker on top of hitting multiple times, meaning it breaks b
oth normal and red focus easily
-Medium Hands has the same damage as Fierce, but can only be FADC'd or Super can
celled on the first 2 hits
-Heavy Hands has the fastest startup and is the best to combo with since it can
be FADC'd and Super cancelled on any hit on the initial Fierce press
-Hands does 4 chip damage per hit, possibly up to 24 before being pushed out of
range
-EX Hands links into normals, including sweep, but is limited by the pushback
-Pressing 2 more punches before the third hit will extend for 2 more hits; any m
ore punches input after the third hit will not extend
-Pressing 3 or more before the third hit will extend for as many hits as possibl
e (usually 3 for normal Hands, 5+ for EX)
-Hands is good in footsies to poke, start combos, create distance, and stop brut
e force offense in neutral
-Hands is completely unpunishable on block (+5), so buffering it after a poke is
almost always a good idea
-To FADC out of 1 hit of Hands, the FADC must be instant in order to connect wit
h followup; FADCing out of 2+ hits has more leeway
-For 1 hit Hands FADC, use Strong version and double-tap Strong with Forward to
get the FADC ASAP; for every other situation, use Fierce
PIANO:
LIGHT
MEDIUM
HEAVY
Off LP: LP MP LP MP LP | LP MP HP LP MP | LP MP HP LP HP
Off MP: MP HP LP MP LP | MP LP MP MP MP | MP LP MP LP HP
Off HP: HP MP LP MP LP | HP LP MP HP MP | HP MP LP MP HP
Off LK: LP MP HP MP LP | MP HP MP LP MP | MP HP LP MP HP
Off MK: MP HP MP HP LP | MP HP MP LP MP | MP HP LP MP HP
Gekiro:
-Light Gekiro has the fastest startup, hits crouching opponents, and has the big
gest horizontal hitbox (kind of)
-Light Gekiro hits 6 times, Medium hits 7, and Heavy hits 9
-Light Gekiro buttons presses must be spaced and the last 2 hits double-tapped,
Medium can be tapped like 2012 Heavy version, Heavy has no restrictions, and EX
must be like 2012 Heavy
-EX Gekiro is the only version that ends in a hard knockdown
-Gekiro is only invincible on the first 4 frames, unthrowable in the next 2, and
isn't active until the 7th
-EX Gekiro is the best bet for anti-airing since it has more invincibility and a
better hitbox
-Gekiro is a great combo ender, but only specific versions work on certain chara
cters after Target Combo 2 and same for Stand Fierce; it is also a decent anti-a
ir if spaced correctly
-Any missed/blocked anti-air Gekiro can be somewhat remedied with a follow-up ki
ck to stall in the air
Oga:
-Oga has the same frame data no matter the distance from walls or the enemy
-Every followup for Oga is fixed in terms of when to activate them, so there is
essentially a rhythm to pressing the commands
-Oga Falling Kick can be timed early or late to create a really ambiguous crossup
-Oga divekick can be a fake-out into a jump-in or low attack, or it can cross-up
on its own and setup into a throw or instead overhead mixups
-EX Oga is projectile and throw invincible until Gen reaches the wall, airborne
on 7th frame, and ignores opponent's hitbox when jumping

-All hits of Oga make the opponent float for juggle opportunities and break armo
r
-Oga is mainly a vortex and mixup tool; using it in neutral is basically a gimmi
ck
-Mix in Far Dive, feint, Falling Kick, left/right Falling Kick, and empty Wall D
ive if Oga becomes the main vortex tool
Roll:
-Light Roll hits 2 times, Medium Roll hits 3 times, Heavy Roll hits 4 times
-EX Roll has 3 different versions depending on the 2-button combination: Jab + S
trong = 3 hits, Jab + Fierce = 4 hits, Strong + Fierce = 5 hits
-EX Roll has projectile invincibility on all versions for all frames except the
last 20
-Roll is a decent poke tool, and the EX is a good fireball punish for just one m
eter; on block, Light and Medium are basically unpunishable (-1) and Heavy & all
EX are barely unsafe (-3)
SUPERS & ULTRAS:
-Mantis Jab Super has the most invincibility but the shortest range, whereas Fie
rce has the least invincibility and goes the farthest
-Mantis Super can be combo'd off most normals and Hands
-Mantis Super can be combo'd out of afterwards, as it leaves the opponent in a j
uggle state
-Mantis Strong or Fierce Super can punish fireballs, whiffed normals, and any sp
ecial move with lag at almost the entire screen length
-Crane Super is invincible on all of its startup and 1 frame into its active
-Crane Super can be combo'd off of shortened Gekiro (any version, first 2 hits,
drop), Crane Low Short, or most jumping normals with buffered input
-Crane Super can punish almost any random jump/misinput from 2/3 of the screen
-Mantis Ultra 1 can be juggled into for a combo, including right after Mantis Su
per or Crane Low Short or an Oga hit
-Mantis Ultra 1 is significantly slower compared to Mantis Super, but reaches ov
er a screen length and has more invincibility so it can punish fast fireballs a
little better
-Crane Ultra 1 is an unreliable anti-air and can only be combo'd into off a jugg
le; it is slower than Super, but gives more options on the knockdown
LINKS:
*Low Jab -> Low Strong
*Low Jab -> Stand Strong
Low Jab -> Stand Forward
*Low Jab -> Stand Fierce
Low Short -> Stand Forward
*Low Short -> Stand Strong
*Stand Jab -> Stand Strong
*Stand Jab -> Stand Forward
*Stand Jab -> Stand Fierce
*Stand Strong -> Low Strong
Stand Strong -> Stand Forward
Stand Strong -> Stand Strong
*Stand Strong -> Stand Fierce
*Crane Stand Jab -> Crane Low Short
Mantis Stand Strong -> Crane Low Short
Mantis Stand Strong -> Crane Low Strong
Crane Stand Jab -> Crane Stand Jab -> Crane Stand Jab
Crane Stand Jab -> Crane Low Short
Mantis Stand Jab -> Crane Low Short

Mantis Low Jab -> Crane Low Short


Note: All done in Mantis unless otherwise stated
COMBOS:
Mantis Low Short x2 -> Mantis Stand Strong -> Mantis Low Strong -> Hands
| Good combo after a jump-in because of t
he low hits
Mantis Low Short x2 -> Mantis Low Jab -> Mantis Stand Jab -> Hands
| Long confirm off a Low Short into an FA
DC combo preferably
Mantis Low Jab x2 -> Mantis Stand Strong -> Mantis Stand Forward -> Hands
| From up close to pushing the opponent r
eally far away; good to create space if under pressure
Mantis Stand Strong -> Mantis Stand Strong -> Mantis Stand Forward -> Hands
| Good if you catch a random poke out bec
ause of the long reach of the Forward
Mantis Low Strong -> Hands
| Easiest poke and footsies combo, buffer
3 punches everytime when poking, and press another punch to instantly combo
Mantis Low Strong -> EX Hands -> Mantis Low Roundhouse
| If accidentally used EX Hands, link int
o sweep for hard knockdown; good use of 1 meter, but only works at closer ranges
Mantis Low Short x2 -> Mantis Low Jab -> Mantis Low Strong -> Hands
| Low hit, easy hitconfirm off a jump-in,
but only from point-blank range
Mantis Low Short -> Mantis Low Jab -> Target Combo 1 -> Hands
| True blockstrong into Hands for pushbac
k, but is also just as good as hitconfirm as the above combo
Crane Low Jab -> Mantis Stand Jab -> Mantis Stand Forward -> Hands OR Mantis Sta
nd Forward
| Complex confirm off of Crane Low Jab, b
ut it pushes the opponent really far back from Gen but Hyaku won't FADC into a f
urther combo
Mantis Stand Jab -> Mantis Stand Jab -> ...
| True blockstring, good for corner press
ure or if cross-up/mixup attempt is blocked properly after knockdown
Mantis Stand Strong -> Mantis Stand Fierce -> Heavy Gekiro
| Best combo from counterhit during foots
ies or whiff punished normal; standard followup after FADC
Mantis Stand Strong -> Target Combo 2 -> Gekiro
| Alternative followup into knockdown if
enemy is crouching or on specific characters
Mantis Stand Strong -> Mantis Low Strong -> Hands
| Really good combo off a whiff punish or
counter hit since it leads right into Low Strong and whatever followup
Mantis Low Short -> Mantis Low Jab -> Mantis Stand Fierce -> Heavy Gekiro
| Good confirm off of low hit or early ae
rial into big damage ending in hard knockdown
Mantis Low Strong -> Hands -> FADC -> Mantis Stand Strong -> Mantis Stand Fierce
-> Light/Heavy Gekiro
| Standard full combo with meter off of L
ow Strong into hard knockdown, Heavy Gekiro is CHARACTER SPECIFIC
Mantis Low Strong -> Hands -> FADC -> Mantis Stand Strong -> Target Combo 2 -> L
ight/Heavy Gekiro
| If the enemy gets pushed too far back o
r the confirm was really far, use this instead; Heavy Gekiro is CHARACTER SPECIF
IC
Mantis Low Strong -> Hands -> FADC -> Mantis Low Short -> Mantis Low Jab -> Mant
is Stand Fierce -> Heavy Gekiro
| Easier FADC combo, also hits low so thi
s can be used for a pressure string mixup if blocked
Mantis Low Strong -> Hands -> FADC -> Mantis Stand Jab x2 -> Mantis Stand Fierce

-> Heavy Gekiro


| Slightly easier hit after FADC and if S
tand Jab gets blocked, go into blockstring for pressure; also best option if FAD
C'd off 1 Hands hit
Mantis Jump Forward -> Mantis Stand Strong x2 -> Hands -> FADC -> Mantis Stand S
trong -> Mantis Stand Fierce -> Gekiro | High damage punish combo off a direct j
ump-in; usually won't connect on cross-ups or long range jump-ins
Mantis Stand Strong -> Mantis Low Strong -> FADC -> Mantis Stand Strong -> Manti
s Stand Fierce -> Heavy Gekiro
| Highest damage FADC combo that works fr
om a very far range since every cancel/link moves him forward
Mantis Low Jab -> Mantis Low Short -> Mantis Stand Jab -> Mantis Stand Forward > Hands
| Any chain of Light normals works into t
he Forward; builds a lot of meter
Crane Low Strong -> Roll
| Useful Crane combo to move opponent int
o corner and safe blockstring for good chip
Crane Low Strong -> Heavy Roll -> FADC -> Mantis Stand Strong -> Target Combo 2
-> Light/Heavy Gekiro
| Crane stance poke combo into bigger dam
age
Mantis Super -> Mantis Ultra 1
| THE COMEBACK COMBO; set up with any can
cellable normal or combo
Gekiro (2-3 hits, drop) -> Crane Super
| Use only on early confirms into Gekiro,
and activate the 2 hits with all three kick buttons to easily switch stances on
landing
Mantis Stand Strong -> Mantis Stand Forward -> EX Hands -> Mantis Low Fierce/Sta
nd Forward/Stand Roundhouse
| High damage and stun combo
Mantis Stand Strong -> Mantis Stand Forward -> EX Hands -> Mantis Stand Forward
-> Hands
| Best combo for one meter, puts you righ
t in front of the opponent
Oga Far Dive Kick -> Crane Stand Roundhouse -> Crane Super
| Successful mixup into Super for another
mixup
Oga Far Dive Kick -> Crane Jump Roundhouse x2 -> Crane Ultra 1
| High damage combo with Ultra get a hard
knockdown as well
Oga Falling Kick -> Mantis Low Roundhouse
| Hard knockdown off of a successful mixu
p
Oga Falling Kick -> Crane Super OR Mantis Super OR Crane Ultra 1 OR Mantis Ultra
1
| Really high damage from a single vortex
; don't buffer any input or else it may be incorrect depending on if you cross-u
p or not
Oga Falling Kick -> Mantis Super -> Mantis Ultra 1
| Biggest turnaround combo damage off a k
nockdown
Crane Jump Forward -> Crane Stand Jab -> Crane Low Short -> Mantis Low Roundhous
e
| Meterless vortex ending in a hard knock
down for another followup
Mantis Low Short -> Target Combo 1 -> Hands
| Easiest followup after blocked cross-up
because it hits low for mixup
Crane Low Short -> Mantis Ultra 1
| Tight timing, but since it hits low, it
can be used after a jump-in
Mantis Super -> Mantis Low Roundhouse
| Easier hard knowckdown after super, esp
ecially if midscreen or Roundhouse Gekiro isn't guaranteed
Mantis Low Short -> Mantis Low Jab -> Crane Low Short -> Mantis Super -> Mantis
Ultra 1
| Low hit start to confirm into biggest p

ossible damage
Mantis Low Short -> Mantis Low Short -> Mantis Low Jab -> Target Combo 2 -> Hand
s OR Gekiro
| Confirm off of low hit, can go into FAD
C combo or knockdown
Mantis Stand Jab -> Target Combo 2 -> Heavy Gekiro
| Random jab confirm into hard knockdown
Mantis Jump Forward/Fierce -> (Mantis Stand Jab ->) Mantis Stand Forward x2 -> M
antis Low Roundhouse
| Meterless and simple confirm into a swe
ep at good range to get better jump-in options; CHARACTER SPECIFIC
Strong Hands -> Mantis Low Roundhouse
| CHARACTER SPECIFIC confirm into hard kn
ockdown pretty much only at close ranges or corner
Counterhit Combos:
CH Mantis Stand Strong -> Mantis Low Roundhouse
Note: Any combo not starting with a jump-in can easily start off a jump attack
Note: Any Mantis Stand Fierce in the middle of a combo means only first hit
Note: Oga's Falling Kick, Far Dive Kick, and Close Dive Kick are all interchange
able for the most part
Note: Target Combo 1 = Mantis Low Short -> Mantis Low Forward
Note: Target Combo 2 = Mantis Stand Fierce -> Mantis Stand Forward
Note: Target Combo 2 -> Roundhouse Gekiro only works on certain characters and s
ometimes only when they are crouching
SAFE JUMPS:
https://docs.google.com/spreadsheet/ccc?key=0AkrirTmUNWXtdEM1b2RRQWpQVmd3Z1FGbXZ
mbVB6N2c&hl=en_US&pli=1#gid=0
Forward Throw:
Light Roll -> Crane Jump Forward
Works on Abel, Akuma, E.Ryu, El Fuerte, Hakan, Ken, Oni, Ryu, Seth, Thawk, Yun,
Yang
Forward Dash x2 -> Neutral Jump -> Crane Jump Roundhouse
Works on Adon, Balrog, Viper, Chun Li, Cody, Deejay, Dhalsim, Dudley, Honda, Fei
Long, Gouken, Guile, Guy, Ibuki, Juri, Bison, Makoto, Rose, Rufus, Sagat, Sakur
a, Vega, Zangief, Dan
Crane Stand Roundhouse -> Crane Jump Fierce
Works on Blanka, Cammy
Crane Low Roundhouse > Crane Jump Forward
Works on Gen
Back Throw:
Crane Jump Forward
Works on Abel, Adon, Balrog, Viper, Chunli, Cody, Dan, Dudley, Honda, E.Ryu, Gen
, Guile, Ken,Rufus, Ryu, Thawk, Yang, Yun
Walk back slightly -> Crane Jump Forward
Works on Akuma, Blanka, Cammy, Deejay, Dhalsim, El Fuerte, Fei Long, Gouken, Guy
, Hakan, Ibuki, Juri, Bison, Makoto, Oni, Rose, Sagat, Sakura, Seth, Vega, Zangi
ef
WAKE-UPS:
-Backdash

-Focus Backdash
-Focus Dash
-3-button tech
-Stand Jab
-EX Gekiro
-EX Hands
-EX Roll
OPTION SELECTS:
STRATEGY:

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