Street Fighter Alpha 2/Gen: Difference between revisions

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[[File:Gen_Alpha2_colors.PNG]]
[[File:Gen_Alpha2_colors.PNG]]


 
Gen is probably the most complex character in the game. Due to having 2 different stances, he has twice as many normal moves as other characters. Unfortunately, compared to later games in the series (Street Fighter 4) Gen is not a very good character. His normals are odd, and he doesn't do very much damage. He is also often unsafe.
Pros:
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Cons:
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Revision as of 02:45, 7 March 2019

Sf-gen.gif
GenKi breathe.gif

Introduction

Gen is legendary for defeating opponents with his bare hands. Day and night, youths seek Gen for a chance at fame. He shrugs them off in disgust. Gen seeks only true warriors, and does not fear the fight.

Gen Alpha2 colors.PNG

Gen is probably the most complex character in the game. Due to having 2 different stances, he has twice as many normal moves as other characters. Unfortunately, compared to later games in the series (Street Fighter 4) Gen is not a very good character. His normals are odd, and he doesn't do very much damage. He is also often unsafe. Pros:

Cons:

Moves List

Normal Moves

So Ryu

STANDING

Lp.png- Good poke to abuse up close. Can’t be ducked and has advantage on block.

Mp.png- Decent poke. Can anti-air in some situations.

Hp.png- Slow normal. Can combo into super up close in punishment situations.

Lk.png- Has decent speed and a small advantage up close.

Mk.png- Good mid-range poke. Can combo into super.

Hk.png- Also a good mid-range poke. Very quick start-up with nice range.

CROUCHING

cr.Lp.png- Pretty much a carbon copy of st.lp, only crouching.

cr.Mp.png- Good ground poke that has more range that it looks. Combos into super.

cr.Hp.png- This should be your primary crouching poke. Quick and has amazing range.

cr.Lk.png- Main combo starter. Verifiable way to land a super.

cr.Mk.png- Good ground poke with nice range. Can combo into super.

cr.Hk.png- Awesome move for playing footsies. Has a LOT of range.

JUMPING Jumping U.png (Neutral jump)

nj.Lp.png-

nj.Mp.png-

nj.Hp.png-

nj.Lk.png-

nj.Mk.png-

nj.Hk.png-

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png-

dj.Mp.png-

dj.Hp.png-

dj.Lk.png-

dj.Mk.png-

dj.Hk.png-

Ki Ryu

STANDING

Lp.png- poke that only hits big characters that are standing. Smaller characters can duck it.

Mp.png- an overhead that’s quick on start up.

Hp.png- a “scoop” like punch that’s very slow. Generally not worth using.

Lk.png- an OK poke up close I guess.

Mk.png- a pretty good poke that has decent range despite how ugly it looks.

Hk.png- a two-hit kick that only hits big characters when they’re standing.

CROUCHING

cr.Lp.png- a normal that’s somewhat slow.

cr.Mp.png- looks exactly like cr.lp but seems to have a lot more priority.

cr.Hp.png- a strange looking attack that has strange properties. If you counter-hit with this attack, it does 2x damage to your opponent. If you get hit while performing this move, you take 2x damage. It’s really not worth using seeing how slow it is on startup.

cr.Lk.png- pops opponent in the air that can juggle into Jakoha in the corner.

cr.Mk.png- decent start-up that has pretty good range.

cr.Hk.png- awesome anti-air that can beat a lot of stuff clean.

JUMPING Jumping U.png (Neutral jump)

nj.Lp.png-

nj.Mp.png-

nj.Hp.png-

nj.Lk.png-

nj.Mk.png-

nj.Hk.png-

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png-

dj.Mp.png-

dj.Hp.png-

dj.Lk.png-

dj.Mk.png-

dj.Hk.png-

Normal Throws

So Ryu

F.png/B.png+Mp.pngHp.png -

F.png/B.png+Mk.pngHk.png -

Ki Ryu

F.png/B.png+Mp.pngHp.png -

F.png/B.png+Mk.pngHk.png -

Alpha Counters

So Ryu

B.pngDb.pngD.png+P.png- Damaging, but doesn’t knock down. Hard to use this AC to your advantage.

B.pngDb.pngD.png+K.png- Works against early jump-ins but will miss against deep jump-ins.

Ki Ryu

B.pngDb.pngD.png+P.png- Deals massive damage and works well against close-ranged attacks.

B.pngDb.pngD.png+K.png- Has a lot of range making it very useful against projectiles.

Special Moves

So-Ryu Stance

Hyakurenkou

  • Press punch rapidly

Gekirou

  • Forward, Down, Down-Forward + Kick
    • Press Kick up to 7 additional times for more hits

Ki-Ryu Stance

Jasen

  • Charge Back, Forward + Punch

Shakudan

  • (In Air)Press HK twice
    • First HK must connect

Oga

  • Charge Down, Up-Forward or Up-Back + Kick
    • Oga Options:
      • (After Reaching Wall)Forward to jump kick towards opponent
      • (After Reaching Wall)Back to cancel wall attack and drop to ground
      • (After Reaching Wall)Up to jump to the ceiling
        • (After Reaching Ceiling)Left to dive Kick to the Left
        • (After Reaching Ceiling)Right to Dive Kick to the Right
        • (After Reaching Ceiling)Down to Dive Kick downwards

Super Moves

So-Ryu Stance

Zan'ei

  • Double Quarter Circle Forward + Punch

Shitenshu

  • Double Quarter Circle Back + Punch

Ki-Ryu Stance

Jakoha

  • Double Quarter Circle Forward + Kick

Koga

  • (In Air)Double Quarter Circle Back + Kick
    • Koga Options:
      • LK makes Gen jump towards the left wall
      • MK makes Gen jump to the ceiling
        • (After Reaching Ceiling)LK to dive kick to the left
        • (After Reaching Ceiling)HK to dive kick to the right
      • HK makes Gen jump towards the right wall
        • (After Reaching Wall)HK to perform long jump kick towards opponent

The Basics

So-ryu: This is the stance you’ll be in the majority of the time once you have meter. Both of Gen’s supers are able to be comboed into from this stance. A simple cr.lk x2 can lead to a damaging level 2 combo and can set up the perfect distance to a crossup jump mk afterwards. Gen is also able to chain light attacks into heavy attacks in this stance making this more of the attacking stance of the two. The main objective is to land a super once you get a level 2 or level 3. Poke with cr.hp or cr.mk with some added tick throws then go for a crossup jumping mk for big damage!

Ki-ryu: Ki-ryu’s supers are not good enough to warrant the use of at all. Koga is generally not worht using because it doesn’t have any startup invincibility and is fairly easy to get hit out of on reaction or by alpha counters. Jakoha can only juggle from the corner off a cr.lk. So this stance is useful when you don’t have meter or are trying to build meter. Gen can be pretty mobile in ki-ryu due to Oga. He can run away fairly well to get meter. Lp Jasen is a quick attack that will most likely hit your opponent many times during the course of the match. If you must use meter, use kick alpha counters to beat projectiles and mid-ranged attacks. Otherwise, save all your meter for So-ryu.

Advanced Strategy

  • Oga Options

After reaching wall, press forward - Gen does a jump kick toward opponent After reaching wall, press back - Gen cancels wall attack After reaching wall, press up - Moves Gen to ceiling After reaching ceiling, press back - Gen performs dive kick to left After reaching ceiling, press forward - Gen performs dive kick to the right After reaching ceiling, press down - Gen performs dive kick downwards

  • Koga Options

Lk - jumps toward left wall Mk - jumps to ceiling Hk - jumps towards right wall After reaching wall, press Hk - performs long jump kick towards opponent After reaching ceiling, press Lk - performs dive kick to the left After reaching ceiling, press Hk - performs dive kick to the right

Combos

(Sou) cr.LK x2,cr.MK,cr.HP or Lvl 2-3 Zanei

(Ki) Corner Punch Throw, Lv2-3 Jakoha

(Sou) cr.MK,Lvl 3 Shinetsu

(Ki)Corner j.HKx2, s.LPx2.cr.LK,Lvl 2-3 Jakoha

Custom Combos

Gen: any lvl- c.rh xx lk dp xN

Match-ups

Vs. Adon:


Vs. Akuma:


Vs. Birdie:


Vs. Charlie:


Vs. Chun-Li:


Vs. Dan:


Vs. Dhalsim:


Vs. Gen (self):


Vs. Guy:


Vs. Ken:


Vs. M. Bison (dictator):


Vs. Rolento:


Vs. Rose:


Vs. Ryu:


Vs. Sagat:


Vs. Sakura:


Vs. Sodom:


Vs. Zangief:

Street Fighter Alpha 2
Characters
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief