Ranma ½: Chougi Ranbu Hen/Genma

From SuperCombo Wiki


Genma's Character Select Portrait

Introduction

I just want to know why he has a half screen command grab super

Moves List

Normal Moves

s.LP
s.HP
s.LK
s.HK
c.LP
c.HP
c.LK
c.HK
j.LP
j.HP
j.LK
j.HK

Throws

Panda Suplex - B / F + HP

Command Normals

Mukiryoku Otoshi / Lassitude Drop - j.D+HK

Lingering overhead attack. Makes for a good ambiguous cross-up option.


Kaeru Rekishi-tai / Run Over Frog - LP+LK / HP+HK

Has upper-body invincibility on startup. A bit too slow to use as a reliable anti-air, so it's mostly used as a way to reliably avoid projectiles.

Special Moves

Panda's Fierce Attack - [B] -> F+K

Quick horizontal ramming attack. HK version travels farther, moves faster, and does more damage. Can be used to punish some moves at a distance, but this move is unsafe on block. Good combo ender.


Panda Brainstorm - [D] -> U+P

Invincible anti-air move. HP version travels farther, moves faster, and does more damage. Has invincibility as long as it's rising and has a nice hitbox, but it's very punishable on block or a miss. If the HP version hits a grounded opponent at point-blank range, it will hit twice and get a guaranteed dizzy. High-risk, high-reward move on a read.

Super Move

Panda Jigoku Meguri / Panda Hell Tour - FF+HP

A dashing throw. Travels very quickly and is unblockable. One of the best Super Moves in the game, though it's still held back by regular Taunt limitations.

Overview

Combos

j.[B]HP (or j.D+HK xx [B]) -> LP (x1-5) xx F+HP

Standard jump-in combo. The number of LP hits you can land depends on how close you are after your jump attack. If you're close but didn't cross up, do 3 LPs. If you've crossed up the opponent, you can get 5 LPs, which will definitely dizzy the opponent.


j.[D]HP (or j.[D]+HK) -> cr.LK xx U+HP

Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. Your go-to follow-up after a knockdown.


j.[D]HP (or j.[D]+HK) -> cr.HP xx U+HP

Powerful dizzy follow-up. Comboing into cr.HP requires tight timing.


B/F+HP xN

Corner-only shenanigans. If you throw an opponent into the corner, you will be left close enough to throw them again on wake-up, but the opponent can't throw you back on the first possible frame. The opponent must time an invincible reversal to escape the throw loop.

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups