A quick primer on the Gen Fu infinite (PP(delay)P-9P-PP(delay)P)
The main thing needed for the infinite to work is a stun, while the opponent is BT, that keeps the opponent in BT. From there, Gen Fu accesses all of his HCH-type stuns on a BT, which allow him to chain the PPP string into a reset; PP pushes them to the edge of threshold, and the last P is delayed to connect in between the frames where you are not able to turn around and hold or block, causing the victim to get put into another BT stun. 9P is added to extend the stun (it has a limbo stun on HCH), and to undo any work slow escaping. Thus, it becomes PP(delay)P-9P-PP(delay)P-9P, and so on.
From least abusive to most abusive, these are the ways the author knows to start the infinite:
1. Off a ceiling throw: This makes Gen Fu absurdly dangerous in ceiling stages, but is the least dangerous situation, because you have one chance out. Gen Fu runs under you when you hit the ceiling and gets the stun that way. The way the opponent is SEing changes the delay on the first 9P, so you have a single chance to get out.
2. Off a fuzzy guard/blocked negative: By fuzzy guarding a move like the high in Ayane’s 66KK4, or blocking a very unsafe move that leaves the opponent in BT like Lei’s 3P+K, Gen Fu simply can initiate off of 66P, which has the unfortunate effect in NH and CH of keeping the opponent BT.
3. Off of 236P: This happens a few ways. You can get a deep enough stun, walk in the direction that the 236P move will advance (either with something like 8 or 2), and then use it to directly stun the opponent’s back, starting the sequence from the jabs. Alternately, you can use it without a deep stun if the opponent either holds high or mid with a slight delay or low holds at any point in the stun.
It is worth noting that the last punch of PPP wall-splats; however, at that point Gen Fu can do his simple BT launch-juggle combo, and between that and the time it took to get to the wall, you are either very near dead or dead. And there has been no clear way to consistently get out of the infinite, by any character, including BT parries.
Also; Gen's jab seems to be the only one that doesn't cause the opponent to go immediately FT. This does suggest a glitch, but wouldn't be significantly deadly or exceptional except for the NH and CH stunning nature of 66P. Really, a perfect storm.
EDIT: At first, I was thinking that the nature of 66P would make this a problem that could be repeated in a different set up. This is theoretically possible, but in reality it'd likely be difficult to set up and SE dependent. Altering the jabs should be sufficient.
FURTHER EDIT: It seems possible to escape the set up by attempting to crouch dash and SE; however, at best, Gen Fu can still take off 2/3rds from the reset loop and then his combo.
The main thing needed for the infinite to work is a stun, while the opponent is BT, that keeps the opponent in BT. From there, Gen Fu accesses all of his HCH-type stuns on a BT, which allow him to chain the PPP string into a reset; PP pushes them to the edge of threshold, and the last P is delayed to connect in between the frames where you are not able to turn around and hold or block, causing the victim to get put into another BT stun. 9P is added to extend the stun (it has a limbo stun on HCH), and to undo any work slow escaping. Thus, it becomes PP(delay)P-9P-PP(delay)P-9P, and so on.
From least abusive to most abusive, these are the ways the author knows to start the infinite:
1. Off a ceiling throw: This makes Gen Fu absurdly dangerous in ceiling stages, but is the least dangerous situation, because you have one chance out. Gen Fu runs under you when you hit the ceiling and gets the stun that way. The way the opponent is SEing changes the delay on the first 9P, so you have a single chance to get out.
2. Off a fuzzy guard/blocked negative: By fuzzy guarding a move like the high in Ayane’s 66KK4, or blocking a very unsafe move that leaves the opponent in BT like Lei’s 3P+K, Gen Fu simply can initiate off of 66P, which has the unfortunate effect in NH and CH of keeping the opponent BT.
3. Off of 236P: This happens a few ways. You can get a deep enough stun, walk in the direction that the 236P move will advance (either with something like 8 or 2), and then use it to directly stun the opponent’s back, starting the sequence from the jabs. Alternately, you can use it without a deep stun if the opponent either holds high or mid with a slight delay or low holds at any point in the stun.
It is worth noting that the last punch of PPP wall-splats; however, at that point Gen Fu can do his simple BT launch-juggle combo, and between that and the time it took to get to the wall, you are either very near dead or dead. And there has been no clear way to consistently get out of the infinite, by any character, including BT parries.
Also; Gen's jab seems to be the only one that doesn't cause the opponent to go immediately FT. This does suggest a glitch, but wouldn't be significantly deadly or exceptional except for the NH and CH stunning nature of 66P. Really, a perfect storm.
EDIT: At first, I was thinking that the nature of 66P would make this a problem that could be repeated in a different set up. This is theoretically possible, but in reality it'd likely be difficult to set up and SE dependent. Altering the jabs should be sufficient.
FURTHER EDIT: It seems possible to escape the set up by attempting to crouch dash and SE; however, at best, Gen Fu can still take off 2/3rds from the reset loop and then his combo.
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