KidArk
Active Member
This is the long awaited Gen Fu DOA 5 U thread i'm finally in a good spot with to start cracking into gen fu i'll try to post as much as I can , but it won't get anywhere if i do it alone. I hope for a lot of support from the other 5 Fu USERS, LEGGO!
I guess i'll Start first, this is the thread I posted in the other thread. Plus a little extra smt smt ;D
ON GUARD: Guaranteed
, (sometimes I can catch them after..? Testingg) No wall splat
Will catch them if you get them on CH basically don't press it IMMEDIATELY after
also it will always allow you to catch light weights.
, Launches, I see no follow ups yet, wall splat
, / guaranteed near wall.
, Knock down, no use yet.
Frame Advantage On Guard
/ +1
+7
Frame traps
On GUARD -2
Follow ups
13i
12i +1 CH
13i +4 NH + 14CH
/ Any SS option really
On GUARD -3 / On NH -3
Follow ups
14i
13i +1 CH
14i +4 NH + 14CH
/ Any SS option really
+1 / +2 depends on how far away you hit with it on NH
Safe Moves
And .. the aforementioned frame advantage on block are his only safe moves
Guaranteed off Parry (Advantage is taken from Stagger fastest meaning this is the least + you get)
Use these
+24
(2in1 on NH) +17
(2in1 on NH) +29
Don't use these
-5 ...
+15 ( is better)
+1.. you can troll with it?
+1 forces you to make a mix up that's really unnecessary
Consider These
+0
+2
I say consider these because the way it hits doesn't even make it look like the opponent is really stunned so they may think you messed up.. which you didn't and if they do try to hit you without stagger escape
+4
+6
It's doubtful anyone would stagger your stun to the point you ever have as little advantage as I put there but it makes the combos you do make harder to get out of.
Ugh.. MORE Guaranteed Stuff
/ towards opponents back , , ,
,
PARRY , ///
I've noticed that string cancelling has become more of a Hit Hit, SS as well seeing as it's safe , so my general place has become, Hit Hit, Throw / Hit Hit , Mix up / Hit Hit SS / Hit Hit Hit.
Good Stuns on NH
14i High, +43
12i High +23
11i High , +34
11i High, +4
13i Mid K +17
13i Mid P, +25 stun
16i Mid P , +23
18i Mid K , +29 (Unholdable)
Some Combos
Since Gen Fu's launch height and launch speeds have been changed and his entire play style now revolves around catching the opponent a lot of his BNB has to be reworked. Gen Fu has a lot of other combos with damage but what is more important than damage is combos that lead into the air throw K so we should work primarily to find those.
STUN! ,
Works off any stun any where in threshold when you trip them and you want to get a catch you can go for this, only problem is Counts as a Mid Kick and High
STUN!
I do suppose it's nice to have a mix up out of that combo ?
STUN! CLOSE HIT 109 Damage whut .
STUN! HIT!
This generally works with every deep stun into any mid / high into any third high / mid ofc the moves have to stun but he can really get a catch off any three hits it ends in high but you can also opt for the into making a really good high low mix up leading into either.
With this info you guys can just guess all the combos Fu has to list all the possible combos even with his limited list would be insane. What I do need to find and post more on or what you guys could help to post is strings that lead into
Notable mention on CH you can just go straight into
or
ON CH
CLOSE HIT 108 can't S/E I do believe.
/
Again this 3p 3p thing is common on a lot of characters now
Note Is S/E able i still use it though <_<
Some CB Set Ups
You can try this after a parry since is guaranteed after
STUN ! HIT
I have like 1 Crit Burst combo I just do something stupid and generic and I net 148 ~ damage on CH I see no need to find anything that does any more than that.
CB Combo
BURST!
Pretty Generic Fu stuff
PL Combo
I do have one of these tho ?
BURST! , ,
or
BURST!
I guess i'll Start first, this is the thread I posted in the other thread. Plus a little extra smt smt ;D
ON GUARD: Guaranteed
, (sometimes I can catch them after..? Testingg) No wall splat
Will catch them if you get them on CH basically don't press it IMMEDIATELY after
also it will always allow you to catch light weights.
, Launches, I see no follow ups yet, wall splat
, / guaranteed near wall.
, Knock down, no use yet.
Frame Advantage On Guard
/ +1
+7
Frame traps
On GUARD -2
Follow ups
13i
12i +1 CH
13i +4 NH + 14CH
/ Any SS option really
On GUARD -3 / On NH -3
Follow ups
14i
13i +1 CH
14i +4 NH + 14CH
/ Any SS option really
+1 / +2 depends on how far away you hit with it on NH
Safe Moves
And .. the aforementioned frame advantage on block are his only safe moves
Guaranteed off Parry (Advantage is taken from Stagger fastest meaning this is the least + you get)
Use these
+24
(2in1 on NH) +17
(2in1 on NH) +29
Don't use these
-5 ...
+15 ( is better)
+1.. you can troll with it?
+1 forces you to make a mix up that's really unnecessary
Consider These
+0
+2
I say consider these because the way it hits doesn't even make it look like the opponent is really stunned so they may think you messed up.. which you didn't and if they do try to hit you without stagger escape
+4
+6
It's doubtful anyone would stagger your stun to the point you ever have as little advantage as I put there but it makes the combos you do make harder to get out of.
Ugh.. MORE Guaranteed Stuff
/ towards opponents back , , ,
,
PARRY , ///
I've noticed that string cancelling has become more of a Hit Hit, SS as well seeing as it's safe , so my general place has become, Hit Hit, Throw / Hit Hit , Mix up / Hit Hit SS / Hit Hit Hit.
Good Stuns on NH
14i High, +43
12i High +23
11i High , +34
11i High, +4
13i Mid K +17
13i Mid P, +25 stun
16i Mid P , +23
18i Mid K , +29 (Unholdable)
Some Combos
Since Gen Fu's launch height and launch speeds have been changed and his entire play style now revolves around catching the opponent a lot of his BNB has to be reworked. Gen Fu has a lot of other combos with damage but what is more important than damage is combos that lead into the air throw K so we should work primarily to find those.
STUN! ,
Works off any stun any where in threshold when you trip them and you want to get a catch you can go for this, only problem is Counts as a Mid Kick and High
STUN!
I do suppose it's nice to have a mix up out of that combo ?
STUN! CLOSE HIT 109 Damage whut .
STUN! HIT!
This generally works with every deep stun into any mid / high into any third high / mid ofc the moves have to stun but he can really get a catch off any three hits it ends in high but you can also opt for the into making a really good high low mix up leading into either.
With this info you guys can just guess all the combos Fu has to list all the possible combos even with his limited list would be insane. What I do need to find and post more on or what you guys could help to post is strings that lead into
Notable mention on CH you can just go straight into
or
ON CH
CLOSE HIT 108 can't S/E I do believe.
/
Again this 3p 3p thing is common on a lot of characters now
Note Is S/E able i still use it though <_<
Some CB Set Ups
You can try this after a parry since is guaranteed after
STUN ! HIT
I have like 1 Crit Burst combo I just do something stupid and generic and I net 148 ~ damage on CH I see no need to find anything that does any more than that.
CB Combo
BURST!
Pretty Generic Fu stuff
PL Combo
I do have one of these tho ?
BURST! , ,
or
BURST!
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