Street Fighter Alpha 2/Gen: Difference between revisions

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= Introduction =
<templatestyles src="CharacterPage-SFA2/styles.css"/>
{{TOClimit}}
{{HiddenTOCHeader
|header= =Overview=}}
{{CharacterOverview-SFA2
|overview= 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.


= Moves List =
'''Players to watch:'''
[https://www.fightcade.com/id/bunnyconda bunnyconda], [https://www.fightcade.com/id/Leonhard_Mage Leonhard_Mage]
<br><br>
<center>'''Moveset'''</center>
<center><div style="width:100%;max-width:450px;"><youtube>SUC1bE9s6hg</youtube></div></center>
<br>
|playstyle=[[File:A2_Icon_Gen.png|30px]] 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 considered a very good character, but can be deadly in the right hands.''
|pros=* Since he's not a common character, it's likely that your opponent won't know the matchup
* Custom combos (like all characters) do quite a lot of damage- Gen can threaten with a CC on round start if he has the meter
* Has normals with long range, normals with cool properties, good jump normals
* Really good meter build with some of his moves
* Ridiculous pressure in the corner using DP


|cons=* Is really hard to learn, due to having such a big moveset, stance switching, as well as being both a charge and motion character
* Uppercut is not invincible while active
* His specials and normals can be extremely slow
* Walldives are a free AC
|name=Gen
|image=SFA2_Gen_Portrait.png
|health=144
|rating=-1
|stun=40
|fSpeed=300[So-Ryu]<br>350[Ki-Ryu]
|bSpeed=250[So-Ryu]<br>300[Ki-Ryu]
|bJump=48f (3+45+0)[So-Ryu]<br>47f (3+44+0)[Ki-Ryu]
|nJump=48f (3+45+0)[So-Ryu]<br>47f (3+44+0)[Ki-Ryu]
|fJump=48f (3+45+0)[So-Ryu]<br>47f (3+44+0)[Ki-Ryu]
|wakeupNormal=47f
|wakeupQuick=20f
|throw=14
|colorsName=Gen
|old=no
}}
<center>{{FrameDataKey-SFA2
|credit=Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], June 2025
}}</center>
==Stance Change==
{{MoveData-SFA2
|image=A2_Gen_Stance_Mantis.png
|imageSize=250px
|caption=
|name=So-Ryu
|subtitle=Mantis Stance
|input=[[File:3p.png]]
|data=
{{AttackData-SFA2
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 0/-/-
|Block= N/A
|Properties= -
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_Stance_Crane.png
|imageSize=250px
|caption=
|name=Ki-Ryu
|subtitle=Crane Stance
|input=[[File:3k.png]]
|data=
{{AttackData-SFA2
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 0/-/-
|Block= N/A
|Properties= -
}}
|description=
}}
=So-Ryu (Mantis Stance) Moves List=
== Normal Moves ==
== Normal Moves ==
===Standing===
{{MoveData-SFA2
|image=A2_Gen_PStance_st.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 4<sup>[0]</sup>
|Stun= 2
|Startup= 4
|Active= 4
|Frame Adv= +4
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] 
}}
|description=*Can rapid fire into itself or chain cancelled into every standing and crouching normal in Mantis stance other than cr.{{hk}}.
Good poke to abuse up close. Can’t be ducked and has advantage on block.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_st.mp_1.png
|imageSize=250px
|image2=A2_Gen_PStance_st.mp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[1]</sup>, 8<sup>[1]</sup>
|Stun= 4, 4
|Startup= 5
|Active= 2(0)4
|Frame Adv= +3, +5
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties=[[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
}}
|description= *Hits 1 time.
*Both hits are cancellable.
*Can be chain cancelled into: st.{{hp}}, st.{{mk}}, st.{{hk}}, cr.{{hp}}, & cr.{{mk}}.
Decent poke. Can anti-air in some situations.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_st.hp_1.png
|imageSize=250px
|image2=A2_Gen_PStance_st.hp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[2]</sup>, 10<sup>[0]</sup>
|Stun= 6, 6
|Startup= 6
|Active= 5(0)2
|Frame Adv= -2, +3
|Meter= 2/5/9
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description= *Hits 1 time.
*First hit is cancellable.
Can combo into super up close in punishment situations.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_st.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 4<sup>[2]</sup>
|Stun= 2
|Startup= 9
|Active= 5
|Frame Adv= -5
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Chaincancel.png]]<br>[[File:Supercancel.png]]
}}
|description=*Can be chain cancelled into every standing and crouching normal in Mantis stance other than itself & cr.{{hk}}.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_st.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[0]</sup>
|Stun= 4
|Startup= 7
|Active= 4
|Frame Adv= 0
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties=[[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
}}
|description= *Can be chain cancelled into: st.{{mp}}, st.{{hp}}, st.{{hk}}, cr.{{mp}}, & cr.{{hp}}.
Good mid-range poke.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_st.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[1]</sup>
|Stun= 6
|Startup= 9
|Active= 4
|Frame Adv= +2
|Meter= 2/5/9
|Block=[[File:Mid.png]]
|Properties=[[File:Chaincancel.png]]
}}
|description= *Can be chain cancelled into: st.{{hp}} & cr.{{hp}}.
Also a good mid-range poke.
}}
===Crouching===
{{MoveData-SFA2
|image=A2_Gen_PStance_cr.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 4<sup>[2]</sup>
|Stun= 2
|Startup= 4
|Active= 4
|Frame Adv= +4
|Meter= 0/1/2
|Block=[[File:Low.png]]
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
}}
|description= *Can rapid fire into itself or chain cancelled into every standing and crouching normal in Mantis stance other than cr.{{hk}}.
Pretty much a carbon copy of st.{{lp}} that hits low.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_cr.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[2]</sup>
|Stun= 4
|Startup= 7
|Active= 4
|Frame Adv= +3
|Meter= 1/3/6
|Block=[[File:Low.png]]
|Properties=[[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
}}
|description= *Can be chain cancelled into: st.{{hp}}, st.{{mk}}, st.{{hk}}, cr.{{hp}}, & cr.{{mk}}.
Good ground poke.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_cr.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>
|Stun= 6
|Startup= 9
|Active= 4
|Frame Adv= +6
|Meter= 2/5/9
|Block=[[File:Mid.png]]
|Properties=[[File:Chaincancel.png]]
}}
|description= *Can be chain cancelled into: st.{{hk}}.
This should be your primary crouching poke.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_cr.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 4<sup>[1]</sup>
|Stun= 2
|Startup= 5
|Active= 4
|Frame Adv= +4
|Meter= 0/1/2
|Block=[[File:Low.png]]
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
}}
|description= *Can rapid fire into itself or chain cancelled into every standing and crouching normal in Mantis stance other than cr.{{hk}}.
Main combo starter. Verifiable way to land a super.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_cr.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[2]</sup>
|Stun= 4
|Startup= 7
|Active= 3
|Frame Adv= +1
|Meter= 1/3/6
|Block=[[File:Low.png]]
|Properties=[[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
}}
|description= *Can be chain cancelled into: st.{{mp}}, st.{{hp}}, st.{{hk}}, cr.{{mp}}, & cr.{{hp}}.
Good ground poke with nice range.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_cr.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[2]</sup>
|Stun= 6
|Startup= 9
|Active= 5
|Frame Adv= -8
|Meter= 2/5/9
|Block=[[File:Low.png]]
|Properties=[[File:Chaincancel.png]]<br>[[File:Softknockdown.png]]
}}
|description= *Can be chain cancelled into: st.{{hp}} & cr.{{hp}}.
Awesome move for playing footsies. Has a LOT of range.
}}
===Neutral Jumping===
{{MoveData-SFA2
|image=A2_Gen_PStance_nj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[0]</sup>
|Stun= 2
|Startup= 5
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_nj.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[1]</sup>
|Stun= 4
|Startup= 6
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_nj.hp_1.png
|imageSize=250px
|image2=A2_Gen_PStance_nj.hp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>, 12<sup>[2]</sup>
|Stun= 6, 6
|Startup= 12
|Active= 3(0)3
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description= *Hits 1 time.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_nj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[0]</sup>
|Stun= 2
|Startup= 5
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_nj.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[1]</sup>
|Stun= 4
|Startup= 10
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties= Cross-up
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_nj.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[2]</sup>
|Stun= 6
|Startup= 8
|Active= 6
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}
===Diagonal Jumping===
{{MoveData-SFA2
|image=A2_Gen_PStance_dj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 7<sup>[0]</sup>
|Stun= 2
|Startup= 5
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_dj.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[1]</sup>
|Stun= 4
|Startup= 6
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_dj.hp_1.png
|imageSize=250px
|image2=A2_Gen_PStance_dj.hp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 13<sup>[2]</sup>, 11<sup>[2]</sup>
|Stun= 6, 6
|Startup= 12
|Active= 3(0)3
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description= *Hits 1 time.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_dj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 7<sup>[0]</sup>
|Stun= 2
|Startup= 5
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_dj.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[1]</sup>
|Stun= 4
|Startup= 10
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties= Cross-up
}}
|description=
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_dj.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[2]</sup>
|Stun= 6
|Startup= 8
|Active= 6
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}
== Normal Throws ==
{{MoveData-SFA2
|image=A2_Gen_ThrowRange.png
|imageSize=250px
|image2=A2_Gen_PThrow_1.png
|imageSize2=250px
|image3=A2_Gen_PThrow_2.png
|imageSize3=250px
|caption=
|name=Jurak
|subtitle=Punch Throw
|input=[[File:B.png]]/[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>+9<sup>[0]</sup> = 19
|Stun= 0
|Startup= 1
|Active= N/A
|Frame Adv= N/A
|Meter= -/-/3
|Block= N/A
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *Deals 10 damage when opponent tech throws.
*Gen has the 3rd worst throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).
}}
{{MoveData-SFA2
|image=A2_Gen_ThrowRange.png
|imageSize=250px
|image2=A2_Gen_KThrow_1.png
|imageSize2=250px
|image3=A2_Gen_KThrow_2.png
|imageSize3=250px
|caption=
|name=Hosen
|subtitle=Kick Throw
|input=[[File:B.png]]/[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 17<sup>[0]</sup>
|Stun= 0
|Startup= 1
|Active= N/A
|Frame Adv= N/A
|Meter= -/-/3
|Block= N/A
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *Deals 8 damage when opponent tech throws.
*Gen has the 3rd worst throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).
}}
== Alpha Counters ==
{{MoveData-SFA2
|image=A2_Gen_PStance_PAC.png
|imageSize=250px
|caption=
|name=Punch Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:P.png]]
|data=
{{AttackData-SFA2
|Damage= 16<sup>[1]</sup>
|Stun= 8
|Startup= 4
|Active= 4
|Frame Adv= +4
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties= [[File:Startupinv.png]]
}}
|description= Hard to use this AC to your advantage because it doesn't knockdown.
}}
{{MoveData-SFA2
|image=A2_Gen_PStance_KAC.png
|imageSize=250px
|caption=
|name=Kick Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:K.png]]
|data=
{{AttackData-SFA2
|Damage= 16<sup>[1]</sup>
|Stun= 8
|Startup= 4
|Active= 24
|Frame Adv= -39
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description=
}}
== Special Moves ==
{{MoveData-SFA2
|image=A2_Gen_Hyakurenko_1.png
|imageSize=250px
|image2=A2_Gen_Hyakurenko_2.png
|imageSize2=250px
|image3=A2_Gen_Hyakurenko_3.png
|imageSize3=250px
|image4=A2_Gen_Hyakurenko_4.png
|imageSize4=250px
|caption=
|name=Hyakurenko
|subtitle=Hands
|input=[[File:P.png]] x5 (rapidly)
|data=
{{AttackData-SFA2
|version=[[File:Lp.png]]
|Damage= 5<sup>[0]</sup>xN
|Stun= 1xN
|Startup= 5
|Active= 3(2)3(3)3(3)3
|Frame Adv= +14
|Meter= 4/4/4+1 per hit
|Block=[[File:Mid.png]]
|Properties= [[File:Mash.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mp.png]]
|Damage= 5<sup>[0]</sup>xN
|Stun= 1xN
|Startup= 4
|Active= [2(2)x3]2
|Frame Adv= +13
|Meter= 4/4/4+1 per hit
|Block=[[File:Mid.png]]
|Properties= [[File:Mash.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hp.png]]
|Damage= 5<sup>[0]</sup>xN
|Stun= 1xN
|Startup= 3
|Active= 2(2)2(1)2(2)2
|Frame Adv= +12
|Meter= 4/4/4+1 per hit
|Block=[[File:Mid.png]]
|Properties= [[File:Mash.png]]
}}
|description=
-----
{{lp}}
*Requires 5 {{lp}} presses within 16 frames of each other.
*Pushed out of range after 3 hits.
-----
{{mp}}
*Requires 5 {{mp}} presses within 13 frames of each other.
*Pushed out of range after 4 hits.


===So Ryu===
-----
'''Jab'''<br>
{{hp}}
''Standing''<br>
*Requires 5 {{hp}} presses within 9 frames of each other.
*Pushed out of range after 5 hits.


''Crouching''<br>
}}


''Jumping''<br>
{{MoveData-SFA2
|image=A2_Gen_Gekiro_1.png
|imageSize=250px
|image2=A2_Gen_Gekiro_2.png
|imageSize2=250px
|image3=A2_Gen_Gekiro_3.png
|imageSize3=250px
|caption=
|name=Gekiro
|subtitle=Waterfall Kick
|input=[[File:Dp.png]] + [[File:K.png]], [[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lk.png]]
|Damage= 12<sup>[4]</sup>, 3<sup>[4]</sup>, 0^<sup>[4]</sup>x3, 8<sup>[4]</sup>
|Stun= 3, 2, 1x3, 4
|Startup= 8
|Active= 14
|Frame Adv= First: -21<br>Second: -24 at worst, +3 at best
|Meter= 9/9+1(per hit)/9+3(per hit)
|Block=[[File:Mid.png]]
|Properties=[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mk.png]]
|Damage= 13<sup>[4]</sup>, 3<sup>[4]</sup>, 0^<sup>[4]</sup>x4, 10<sup>[4]</sup>
|Stun= 3, 2, 1x4, 5
|Startup= 8
|Active= 16
|Frame Adv= First: -21<br>Second: -24 at worst, +3 at best
|Meter= 9/9+1(per hit)/9+3(per hit)
|Block=[[File:Mid.png]]
|Properties=[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hk.png]]
|Damage= 14<sup>[4]</sup>, 3<sup>[4]</sup>, 0^<sup>[4]</sup>x5, 12<sup>[4]</sup>
|Stun= 3, 2, 1x5, 6
|Startup= 8
|Active= 18
|Frame Adv= First: -21<br>Second: -24 at worst, +3 at best
|Meter= 9/9+1(per hit)/9+3(per hit)
|Block=[[File:Mid.png]]
|Properties=[[File:Hardknockdown.png]]
}}
|description= ^Base damage is technically 0 but the game has a minimum damage of 1.
*'''Unscaled damage in CC.'''
*Follow up {{k}}s must be of the same strength as the one used to preform the initial attack.
*Follow up attacks only occur on block or hit.
*Follow up hits can have positive frame advantage if done low enough.
*24 frame window to press {{k}} for the second hit.
*Subsequent hits have a window of: frame # the previous {{k}} was press within it's window - 1. (Example: If the second {{k}} was pressed on frame 15 of its 24 frame window, the third hit will have a 14 frame window...and so on.)


'''Strong'''<br>
The trick to getting every hit is to wait as long as you can to preform each {{k}}, giving the next {{k}} as big of a window as possible.
''Standing''<br>


''Crouching''<br>
-----
{{lk}} - ''[Hitboxes pictured]''
*5 frames of startup invul.
*Hits 6 times.


If you need meter, use his LK version over and over, and watch how fast a level 3 is built!


''Jumping''<br>
-----
{{mk}}
*4 frames of startup invul.
*Hits 7 times.


-----
{{hk}}
*3 frames of startup invul.
*Hits 8 times.


'''Fierce'''<br>
}}
''Standing''<br>


''Crouching''<br>
== Super Moves ==
Startup Invulnerability Notes:
*At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
{{MoveData-SFA2
|image=A2_Gen_Zanei_1.png
|imageSize=250px
|image2=A2_Gen_Zanei_2.png
|imageSize2=250px
|caption=
|name=Zan'ei
|subtitle=
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:P.png]]
|Damage= 5<sup>[12]</sup>+6<sup>[12]</sup>+9<sup>[12]</sup>+10<sup>[12]</sup>
|Stun= 0
|Startup= 5+0
|Active= 8
|Frame Adv= -34 at worst<br>-26 at best
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:P.png]][[File:P.png]]
|Damage= 5<sup>[12]</sup>+6<sup>[12]</sup>+8<sup>[12]</sup>+9<sup>[12]</sup>+12<sup>[12]</sup>
|Stun= 0
|Startup= 5+0
|Active= 9
|Frame Adv= -32 at worst<br>-26 at best
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3p.png]]
|Damage= 5<sup>[12]</sup>+6<sup>[12]</sup>+8<sup>[12]</sup>+9<sup>[12]</sup>+10<sup>[12]</sup>+14<sup>[12]</sup>
|Stun= 0
|Startup= 5+0
|Active= 12
|Frame Adv= -31 at worst<br>-26 at best
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *Both hitboxes result in the same damage.


''Jumping''<br>
-----
{{AttackColor-SF
|strength=light
|content=Level 1}} - ''[Hitboxes pictured]''
*4 frames of startup hit invul.; 0 of which while active.
*8 frames of startup projectile invul.


-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*5 frames of startup hit invul.; 1 of which while active.
*10 frames of startup projectile invul.


'''Short'''<br>
-----
''Standing''<br>
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*5 frames of startup hit invul.; 1 of which while active.
*12 frames of startup projectile invul.
}}


{{MoveData-SFA2
|image=A2_Gen_Shitenshu_1.png
|imageSize=250px
|image2=A2_Gen_Shitenshu_2.png
|imageSize2=250px
|image3=A2_Gen_Shitenshu_3.png
|imageSize3=250px
|image4=A2_Gen_Shitenshu_4.png
|imageSize4=250px
|caption=
|name=Shitenshu
|subtitle=
|input=[[File:Qcb.png]][[File:Qcb.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:P.png]]
|Damage= 3<sup>[14]</sup>, 3<sup>[14]</sup>, 16<sup>[14]</sup>+1(every 60 frames)x10
|Stun= 0x3, Dizzy
|Startup= 5+0
|Active= 3(3)3(8)2
|Frame Adv= -1
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:P.png]][[File:P.png]]
|Damage= 3<sup>[14]</sup>x4, 18<sup>[14]</sup>+2(every 60 frames)x10
|Stun= 0x5, Dizzy
|Startup= 5+0
|Active= 2[(2)2]x3(8)2
|Frame Adv= -1
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3p.png]]
|Damage= 3<sup>[14]</sup>x6, 20<sup>[14]</sup>+3(every 60 frames)x10
|Stun= 0x7, Dizzy
|Startup= 5+0
|Active= 1[(1)1]x5(7)2
|Frame Adv= -1
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]
}}
|description= *Last hit causes a countdown from 10-0.
*Each count is 60 frames long and deals damage.
*If the opponent hits Gen during the countdown, the countdown will stop.
*If the countdown reaches 0, the opponent will be dizzied.
*If the opponent already has a countdown on them and is hit with another Shitenshu, each count will last 10 fewer frames. This reduction can stack.


''Crouching''<br>
-----
{{AttackColor-SF
|strength=light
|content=Level 1}} - ''[Hitboxes pictured]''
*5 frames of startup hit invul.; 1 of which while active.
*8 frames of startup projectile invul.
*The first 2 hits occur before the super screen freeze ends.
*Hits 3 times.
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*5 frames of startup hit invul.; 1 of which while active.
*12 frames of startup projectile invul.
*The first 2 hits occur before the super screen freeze ends.
*Hits 5 times.
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*6 frames of startup hit invul.; 2 of which while active.
*16 frames of startup projectile invul.
*The first 4 hits occur before the super screen freeze ends.
*Hits 7 times.
}}


''Jumping''<br>
=Ki-Ryu (Crane Stance) Moves List=
== Normal Moves ==
===Standing===
{{MoveData-SFA2
|image=A2_Gen_KStance_st.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|Stun= 1
|Startup= 4
|Active= 4
|Frame Adv= 0
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] 
}}
|description=*Can rapid fire into itself or chain cancelled into: st.{{lk}}, cr.{{lp}} & cr.{{lk}}.


'''Foward'''<br>
Smaller characters can duck it.
''Standing''<br>
}}


{{MoveData-SFA2
|image=A2_Gen_KStance_st.mp_1.png
|imageSize=250px
|image2=A2_Gen_KStance_st.mp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=Overhead
|input=st.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[1]</sup>, 6<sup>[1]</sup>
|Stun= 3, 3
|Startup= 23
|Active= 3(0)2
|Frame Adv= -6
|Meter= 1/1+1+1/1+3+2
|Block=[[File:High.png]]
|Properties= -
}}
|description= *Hits 2 times.
*'''Punishable on hit.'''
}}


''Crouching''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_st.hp_1.png
|imageSize=250px
|image2=A2_Gen_KStance_st.hp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>, 14<sup>[2]</sup>
|Stun= 8, 8
|Startup= 23
|Active= 5(0)5
|Frame Adv= -5, 0
|Meter= 2/5/9
|Block=[[File:Low.png]], [[File:Mid.png]]
|Properties= -
}}
|description= *Hits 1 time.


A “scoop” like punch that’s very slow. Generally not worth using.
}}


''Jumping''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_st.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|Stun= 3
|Startup= 9
|Active= 4
|Frame Adv= 0
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Supercancel.png]]
}}
|description= An OK poke up close.
}}


{{MoveData-SFA2
|image=A2_Gen_KStance_st.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 9
|Active= 4
|Frame Adv= -5
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= A pretty good poke that has decent range.
}}


'''Roundhouse'''<br>
{{MoveData-SFA2
''Standing''<br>
|image=A2_Gen_KStance_st.hk_1.png
|imageSize=250px
|image2=A2_Gen_KStance_st.hk_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[2]</sup>, 5<sup>[2]</sup>
|Stun= 4, 4
|Startup= 6
|Active= 4(7)4
|Frame Adv= -16, -1
|Meter= 2/2+2+1/2+4+3
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= *Hits 2 times.
*'''Punishable on hit.'''
}}


''Crouching''<br>
===Crouching===
{{MoveData-SFA2
|image=A2_Gen_KStance_cr.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|Stun= 3
|Startup= 4
|Active= 4
|Frame Adv= +2
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description=
}}


''Jumping''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_cr.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[1]</sup>
|Stun= 6
|Startup= 5
|Active= 4
|Frame Adv= +2
|Meter= 1/3/6
|Block=[[File:Mid.png]]
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
}}
|description= Looks exactly like cr.{{lp}} but does more damage and stun.
}}


===Ki Ryu===
{{MoveData-SFA2
|image=A2_Gen_KStance_cr.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 18<sup>[2]</sup>
|Stun= 8
|Startup= 23
|Active= 6
|Frame Adv= +3
|Meter= 2/5/9
|Block=[[File:Mid.png]]
|Properties= [[File:Counterhit.png]]
}}
|description= *'''Receives & deals 200% damage when [[Street_Fighter_Alpha_2/System#Counter_Hits|counter hit]].'''


'''Jab'''<br>
It’s really not worth using seeing how slow it is on startup.
''Standing''<br>
}}


''Crouching''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_cr.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 7<sup>[0]</sup>
|Stun= 3
|Startup= 7
|Active= 6
|Frame Adv= -6
|Meter= 0/1/2
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= *Launches opponent into the air for juggle potential.


''Jumping''<br>
Can juggle into Jyakoha in the corner.
}}


'''Strong'''<br>
{{MoveData-SFA2
''Standing''<br>
|image=A2_Gen_KStance_cr.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 9
|Active= 3
|Frame Adv= -4
|Meter= 1/3/6
|Block=[[File:Low.png]]
|Properties= -
}}
|description= Has good range and can low profile fireballs.
}}


''Crouching''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_cr.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>
|Stun= 8
|Startup= 5
|Active= 4
|Frame Adv= -19
|Meter= 2/5/9
|Block=[[File:Mid.png]]
|Properties= -
}}
|description= *'''Punishable on hit.'''


Awesome anti-air that can beat a lot of jump-ins clean.
}}


''Jumping''<br>
===Neutral Jumping===


{{MoveData-SFA2
|image=A2_Gen_KStance_nj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>
|Stun= 3
|Startup= 5
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


'''Fierce'''<br>
{{MoveData-SFA2
''Standing''<br>
|image=A2_Gen_KStance_nj.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 6
|Active= 9
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


''Crouching''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_nj.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>
|Stun= 8
|Startup= 7
|Active= 8
|Frame Adv=
|Meter= 1/4/8
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


''Jumping''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_nj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[0]</sup>
|Stun= 3
|Startup= 5
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


{{MoveData-SFA2
|image=A2_Gen_KStance_nj.mk_1.png
|imageSize=250px
|image2=A2_Gen_KStance_nj.mk_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 13<sup>[1]</sup>, 12<sup>[1]</sup>
|Stun= 6, 6
|Startup= 12
|Active= 2(0)5
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties= Cross-up
}}
|description= *Hits 1 time.
}}


'''Short'''<br>
{{MoveData-SFA2
''Standing''<br>
|image=A2_Gen_KStance_nj.hk_1.png
|imageSize=250px
|image2=A2_Gen_KStance_nj.hk_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hk.png]], [[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 13<sup>[2]</sup>+1
|Stun= 8+0
|Startup= 6
|Active= 8(6)2
|Frame Adv=
|Meter= 1/4+3/8+7
|Block=[[File:High.png]]
|Properties=
}}
|description= *Follow up attack only occurs on block or hit.
*Hits 2 times.
}}


===Diagonal Jumping===


''Crouching''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_dj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>
|Stun= 3
|Startup= 5
|Active= 9
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


''Jumping''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_dj.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 6
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


'''Foward'''<br>
{{MoveData-SFA2
''Standing''<br>
|image=A2_Gen_KStance_dj.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>
|Stun= 8
|Startup= 7
|Active= 8
|Frame Adv=
|Meter= 1/4/8
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


{{MoveData-SFA2
|image=A2_Gen_KStance_dj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>
|Stun= 3
|Startup= 5
|Active= 9
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


''Crouching''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_dj.mk_1.png
|imageSize=250px
|image2=A2_Gen_KStance_dj.mk_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[1]</sup>, 11<sup>[1]</sup>
|Stun= 6, 6
|Startup= 12
|Active= 2(0)4
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties= Cross-up
}}
|description= *Hits 1 time.
}}


{{MoveData-SFA2
|image=A2_Gen_KStance_dj.hk_1.png
|imageSize=250px
|image2=A2_Gen_KStance_dj.hk_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hk.png]], [[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 12<sup>[2]</sup>+1
|Stun= 8+0
|Startup= 6
|Active= 8(6)2
|Frame Adv=
|Meter= 1/4+3/8+7
|Block=[[File:High.png]]
|Properties=
}}
|description= *Follow up attack only occurs on block or hit.
*Hits 2 times.
}}


''Jumping''<br>
== Normal Throws ==


*Same normal throws as So-Ryu (Mantis Stance).


'''Roundhouse'''<br>
== Alpha Counters ==
''Standing''<br>


''Crouching''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_PAC.png
|imageSize=250px
|caption=
|name=Punch Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:P.png]]
|data=
{{AttackData-SFA2
|Damage= 19<sup>[1]</sup>
|Stun= 8
|Startup= 4
|Active= 1
|Frame Adv= -1
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description= Deals massive damage and works well against close-ranged attacks.
}}


''Jumping''<br>
{{MoveData-SFA2
|image=A2_Gen_KStance_KAC.png
|imageSize=250px
|caption=
|name=Kick Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:K.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[1]</sup>
|Stun= 8
|Startup= 4
|Active= 4
|Frame Adv= -7
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description= Has a lot of range making it very useful against projectiles.
}}


== Special Moves ==
== Special Moves ==
===So-Ryu Stance===
'''Hyakurenkou'''
*Press punch rapidly


'''Gekirou'''
{{MoveData-SFA2
*Forward, Down, Down-Forward + Kick
|image=A2_Gen_Jyasen_1.png
**Press Kick up to 7 additional times for more hits
|imageSize=250px
|image2=A2_Gen_Jyasen_2.png
|imageSize2=250px
|image3=A2_Gen_Jyasen_3.png
|imageSize3=250px
|caption=
|name=Jyasen
|subtitle=
|input=[[File:Cb.png]], [[File:F.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lp.png]]
|Damage= 4<sup>[7]</sup>, 4<sup>[7]</sup>, 12<sup>[7]</sup>
|Stun= 6, 1, 1
|Startup= 7
|Active= 3(4)2(4)2
|Frame Adv= -7 at worst<br>-6 at best
|Meter= 5/5+1(per hit)/6+2(per hit)
|Block=[[File:Mid.png]]
|Properties= [[File:Counterhit.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mp.png]]
|Damage= 4<sup>[7]</sup>x3, 13<sup>[7]</sup>
|Stun= 6, 1x3
|Startup= 7
|Active= 3(5)2(6)2(6)2
|Frame Adv= -8 at worst<br>-7 at best
|Meter= 5/5+1(per hit)/6+2(per hit)
|Block=[[File:Mid.png]]
|Properties= [[File:Counterhit.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hp.png]]
|Damage= 4<sup>[7]</sup>x4, 14<sup>[7]</sup>
|Stun= 6, 1x4
|Startup= 7
|Active= 3(5)2[(6)2]x3
|Frame Adv= -9 at worst<br>-8 at best
|Meter= 5/5+1(per hit)/6+2(per hit)
|Block=[[File:Mid.png]]
|Properties= [[File:Counterhit.png]]
}}
|description= *'''Receives 125% damage when [[Street_Fighter_Alpha_2/System#Counter_Hits|counter hit]].'''
*'''Punishable on hit.'''
 
-----
{{lp}} - ''[Hitboxes pictured]''
 
*Hits 3 times.
 
-----
{{mp}}
 
*Hits 4 times.
 
-----
{{hp}}
 
*Hits 5 times.
 
}}
 
{{MoveData-SFA2
|image=A2_Gen_OgaDiagram.png
|imageSize=250px
|image2=A2_Gen_Oga_Wall_d.png
|imageSize2=250px
|image3=A2_Gen_Oga_Wall_f.png
|imageSize3=250px
|image4=A2_Gen_Oga_Ceiling_b.png
|imageSize4=250px
|image5=A2_Gen_Oga_Ceiling_d.png
|imageSize5=250px
|image6=A2_Gen_Oga_Ceiling_f.png
|imageSize6=250px
|caption=
|name=Oga
|subtitle=
|input=[[File:Cd.png]], [[File:U.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version=(from wall)[[File:B.png]]/[[File:Db.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 6/-/-
|Block=N/A
|Properties= -
}}
{{AttackData-SFA2
|header= no
|version=(from wall)[[File:Ub.png]]/[[File:U.png]]/[[File:Uf.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 0/-/-
|Block=N/A
|Properties= -
}}
{{AttackData-SFA2
|header= no
|version=(from wall)[[File:N.png]]/[[File:D.png]]/[[File:Df.png]]/[[File:F.png]]
|Damage= 12<sup>[7]</sup>
|Stun= 10
|Startup= 9
|Active= until landing
|Frame Adv=
|Meter= 6/8/10
|Block=[[File:High.png]]
|Properties=[[File:Softknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=(from ceiling)[[File:Ub.png]]/[[File:U.png]]/[[File:Uf.png]]
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 6/-/-
|Block=N/A
|Properties= -
}}
{{AttackData-SFA2
|header= no
|version=(from ceiling)[[File:N.png]]/[[File:D.png]]
|Damage= 13<sup>[7]</sup>
|Stun= 10
|Startup= 9
|Active= until landing
|Frame Adv=
|Meter= 6/8/10
|Block=[[File:High.png]]
|Properties=[[File:Softknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=(from ceiling)[[File:B.png]]/[[File:Db.png]]/[[File:Df.png]]/[[File:F.png]]
|Damage= 12<sup>[7]</sup>
|Stun= 10
|Startup= 9
|Active= until landing
|Frame Adv=
|Meter= 6/8/10
|Block=[[File:High.png]]
|Properties=[[File:Softknockdown.png]]
}}
|description= *Strength of {{k}} determines the speed at which Gen travels to the wall. {{lk}} the slowest, {{hk}} the fastest.
*'''Unscaled damage in CC.'''
 
-----
{{ub}}/{{u}}
 
*Travels to the wall behind Gen.
 
-----
{{uf}}
 
*Travels to the wall in front of Gen.
 
-----
(from wall){{b}}/{{db}}
 
*Drops to floor without attacking.
 
-----
(from wall){{ub}}/{{u}}/{{uf}}
 
*Flys to ceiling directly above opponent.
 
-----
(from wall){{n}}/{{d}} - ''[Hitboxes pictured 1st]''
 
*Attacks at 50 degree angle from the wall.
 
-----
(from wall){{df}}/{{f}} - ''[Hitboxes pictured 2nd]''
 
*Attacks at 60 degree angle from the wall.
 
-----
(from ceiling){{ub}}/{{u}}/{{uf}}
 
*Drops to floor without attacking on the opposite side of the opponent from the wall Gen started on.
 
-----
(from ceiling){{b}}/{{db}} - ''[Hitboxes pictured 3rd]''
 
*Attacks at 20 degree angle from the ceiling to the left.
 
-----
(from ceiling){{n}}/{{d}} - ''[Hitboxes pictured 4th]''


===Ki-Ryu Stance===
*Attacks straight down from the ceiling.
'''Jasen'''
*Charge Back, Forward + Punch


'''Shakudan'''
-----
*(In Air)Press HK twice
(from ceiling){{df}}/{{f}} - ''[Hitboxes pictured 5th]''
**First HK must connect


'''Oga'''
*Attacks at 20 degree angle from the ceiling to the right.
*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 ==
== Super Moves ==
===So-Ryu Stance===
Startup Invulnerability Notes:
'''Zan'ei'''
*At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
*Double Quarter Circle Forward + Punch
{{MoveData-SFA2
|image=A2_Gen_Jyakoha.png
|imageSize=250px
|caption=
|name=Jyakoha
|subtitle=
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:P.png]]
|Damage= 32<sup>[0]</sup>
|Stun= 0
|Startup= 5+0
|Active= 21
|Frame Adv= N/A
|Meter= 0/-/0
|Block=N/A
|Properties=[[File:Startupinv.png]][[File:Airthrow.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:P.png]][[File:P.png]]
|Damage= 32<sup>[0]</sup>
|Stun= 0
|Startup= 5+0
|Active= 22
|Frame Adv= N/A
|Meter= 0/-/0
|Block= N/A
|Properties=[[File:Startupinv.png]][[File:Airthrow.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3p.png]]
|Damage= 32<sup>[0]</sup>+32<sup>[0]</sup> = 64
|Stun= 0+0
|Startup= 5+0
|Active= 24
|Frame Adv= N/A
|Meter= 0/-/0
|Block= N/A
|Properties=[[File:Startupinv.png]][[File:Airthrow.png]]<br>[[File:Hardknockdown.png]]
}}
|description= *A full 2 quarter-circles isn't required. Required inputs: {{d}}{{df}}{{f}}{{d}}{{df}} + {{k}}


'''Shitenshu'''
-----
*Double Quarter Circle Back + Punch
{{AttackColor-SF
|strength=light
|content=Level 1}}
*4 frames of startup hit invul.; 0 of which while active.
*4 frames of startup projectile invul.
*Travels less than 1/4 screen.


===Ki-Ryu Stance===
-----
'''Jakoha'''
{{AttackColor-SF
*Double Quarter Circle Forward + Kick
|strength=medium
|content=Level 2}}
*4 frames of startup hit invul.; 0 of which while active.
*4 frames of startup projectile invul.
*Travels a little less than 1/2 screen.


'''Koga'''
Does the same damage as level 1 but travels a bit farther. Doesn't seem worth the extra meter.
*(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 =
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*4 frames of startup hit invul.; 0 of which while active.
*4 frames of startup projectile invul.
*Travels a little more than 1/2 screen.


== Combos ==
}}


(Sou) cr.LK x2,cr.MK,cr.HP or Lvl 2-3 Zanei
{{MoveData-SFA2
|image=A2_Gen_KogaDiagram.png
|imageSize=250px
|image2=A2_Gen_Koga_1.png
|imageSize2=250px
|image3=A2_Gen_Koga_Wall_lk.png
|imageSize3=250px
|image4=A2_Gen_Koga_Wall_mk.png
|imageSize4=250px
|image5=A2_Gen_Koga_Wall_hk.png
|imageSize5=250px
|image6=A2_Gen_Koga_Ceiling_lk.png
|imageSize6=250px
|image7=A2_Gen_Koga_Ceiling_mk.png
|imageSize7=250px
|image8=A2_Gen_Koga_Ceiling_hk.png
|imageSize8=250px
|caption=
|name=Koga
|subtitle=
|input=(in air)[[File:Qcb.png]][[File:Qcb.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:P.png]]
|Damage= 16<sup>[13]</sup>, 18<sup>[13]</sup>
|Stun= 0, 0
|Startup= 5+2
|Active= until landing
|Frame Adv=
|Meter= 0/0/0
|Block=[[File:High.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:P.png]][[File:P.png]]
|Damage= 16<sup>[13]</sup>, 18<sup>[13]</sup>, 18<sup>[13]</sup>
|Stun= 0x3
|Startup= 5+2
|Active= until landing
|Frame Adv=
|Meter= 0/0/0
|Block=[[File:High.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3p.png]]
|Damage= 16<sup>[13]</sup>, 18<sup>[13]</sup>x3
|Stun= 0x4
|Startup= 5+2
|Active= until landing
|Frame Adv=
|Meter= 0/0/0
|Block=[[File:High.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
}}
|description=*On the way up: minimum height of 16 pixels; 2nd frame in the air.
*On the way down: minimum height of 36 pixels; 8 frames before landing.
*Can be air blocked.
*Only the last hit causes a knockdown.
*Damage is the same for the first and subsequent hits no matter which attack is used.


(Ki) Corner Punch Throw, Lv2-3 Jakoha
-----
{{AttackColor-SF
|strength=light
|content=Level 1}}
*5 frames of startup hit invul.; 0 of which while active.
*5 frames of startup projectile invul.
 
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*6 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
 
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*7 frames of startup hit invul.; 1 of which while active.
*7 frames of startup projectile invul.
 
-----
(from ground)
 
*{{lk}}: Flys to left wall.
*{{mk}}: Flys to ceiling directly above opponent.
*{{hk}}: Flys to right wall.
 
-----
(from left wall)
 
*{{lk}}: Attacks at 40 degree angle. - ''[Hitboxes pictured 2nd]''
*{{mk}}: Attacks at 60 degree angle. - ''[Hitboxes pictured 3rd]''
*{{hk}}: Attacks at 75 degree angle. - ''[Hitboxes pictured 4th]''


(Sou) cr.MK,Lvl 3 Shinetsu
-----
(from ceiling)


(Ki)Corner j.HKx2, s.LPx2.cr.LK,Lvl 2-3 Jakoha
*{{lk}}: Attacks at 20 degree angle to the left. - ''[Hitboxes pictured 5th]''
*{{mk}}: Attacks straight down. - ''[Hitboxes pictured 6th]''
*{{hk}}: Attacks at 20 degree angle to the right. - ''[Hitboxes pictured 7th]''


= Advanced Strategy =
-----
(from right wall)


== Custom Combos ==
*{{lk}}: Attacks at 75 degree angle.
*{{mk}}: Attacks at 60 degree angle.
*{{hk}}: Attacks at 40 degree angle.


= Match-ups =
}}


Vs. Adon:
=The Basics=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=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 worth 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 Jyasen 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.


Vs. Akuma:
}}


=Advanced Strategy=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=Gen can combo his rush ppp super from a throw. You want to always chian inot lvl 2 super, unless a lvl 3 will kill (damage between lvl 2 and 3 is very little). In the corner you do lvl 2 rush, switch stance, then lvl 1 grab juggle. Gen builds meter extremely quickly with whiffed dps. You have to make use of both stances while playing him, constantly switching. KKK stance can land a lvl 3 grab super as easy as PPP stance can land rush super. I constantly switch stances, I try not to stay in one stance too much unless it is better to do so (like vs Gief). KKK has nice normals, c.rh is AA, c.mk goes under fbs, c.fp on counter hit does x3 damage, c.lk knocks them up for juggle. J.fp and rh are great air to air, j.mk crosses up any one. Rolling special goes under fireballs and off the wall kicks can lead to lvl 3 air grab juggle. -RSX


Vs. Birdie:
}}


=Combos=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=(So) cr.lk x3, cr.hp
(So) cr.lk x2, cr.mk, cr.hp
(So) cr.lk x2, cr.mk, level 2 or 3 Zan’ei


Vs. Charlie:
(So) cr.LK x2,cr.MK,cr.HP or Lvl 2-3 Zanei


(Ki) Corner Punch Throw, Lv2-3 Jakoha


Vs. Chun-Li:
(So) cr.MK,Lvl 3 Shinetsu


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


Vs. Dan:
}}


=Custom Combos=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=any lvl- c.rh xx lk dp xN


Vs. Dhalsim:
<youtube>Rk4PXazPtyY</youtube>


}}


Vs. Gen (self):
= Match-ups =
-----
The following information comes from the book "All About Mage's GEN: Alpha 2" from long time Japanese player, [https://twitter.com/Leonhard_Mage Leonhard_Mage]. His book that contains more helpful information on Gen can be found [https://mageworld.booth.pm/items/3308257 here]. Keep in mind of some minor changes to the text below from the source material.


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Adon.png]] '''Vs. Adon:'''
|content=You want to counterattack the Jaguar Kick properly, but you'll be a little frustrated because it's surprisingly difficult to do since you're sitting so low and you don't have as good
a counterattack as you thought. The other side's airspeed makes it impossible to drop Crane Style's JHP with anything other than a jutting kick, so you'll have to keep your distance and hit him hard to put pressure on him and keep him on the edge. On the ground, Adon's 2HP and HK are strong to begin with, and he only has 2MK, 2MP, and other strong normal
moves, so you're at a disadvantage in terms of damage.
}}


Vs. Guy:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:'''
|content=If you want to win, you have to be thorough with AC and CC. There is almost no other way to pass damage against opponents of the same level or higher. Due to the nature of Gen's jumps, the expectation from jumping in is not that high.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:'''
|content=You want to eliminate those minor mistakes because the damage difference when you get mixed up at close range is unbelievable, but since you're a stance character, it hurts even more. If the opponent is only thinking about 2HP in anti-air or close range return, cross-up with Crane Style is effective. If your opponent uses a variety of moves, or even jumps in and out of them, be aware of what they're aiming for. It's a good idea to be aware of what your opponent is trying to do, even if it's just hitting each other. As a side note, almost all of Birdie's main moves have CC as a counterattack. If you really want to win the game first and make him tremble, you can counterattack with CC to end the game.
}}


Vs. Ken:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:'''
|content=You can't get close to him, and even if you do, there's no way to break him, and you can't push him. The only way to beat him is to try to get him to shoot Sonic Boom. The only way to counter Sonic Boom is with a CC or a normal move, so the only way to avoid CC is to use Crane Style's jump to distract him, or use a JHP or JHK with a good jumping position. You can also use level 3 Zan-ei after seeing Sonic Boom, but the timing becomes more severe the further away you are, so don't be overconfident. If you know what you're doing, you'll be able to think of Sonic Boom and shoot him to prevent him from doing it, so just pretend to aim for him because that will give him a point of hesitation and make it easier to jump in.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:'''
|content=With the fireball and multiple anti airs, you have to force your way through her at key points. There's no particular way to overcome this, so you'll have to match your opponent and push forward. Of course, have meter handy.
}}


Vs. M. Bison (dictator):
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dan.png]] '''Vs. Dan:'''
|content=Be careful if they try to confuse you at close range, if they have good anti-air CC, or if they use LK and MK properly. In the mid-range, you have a big advantage in reach due
to your 2HK, and because of that, they tend to be reluctant to use it, so you should use it as an illusion to close the distance between you and them.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:'''
|content=He is much harder to deal with at close range than at long range, but there is nothing in particular to watch out for. *You have to pay attention to everything.* There is almost nothing to do at long range, except to take out Mantis Style 2HP when 6HK is about to come, because it is almost impossible to win in a technique fight. Gekirou will only get a painful counterattack if the opponent is watching, so if you want to do it, you have to scatter your timing. If you want to play Gekirou, you'll have to spread out your
timing. On the other hand, there are no effective moves at close range, so you'll basically have to use Crane Style and 2LP or LPJyasen from 2MP. If your opponent has a gauge, you won't be able to do this either, so you'll want to deal with them by launching your moves first.
}}


Vs. Rolento:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu:'''
|content=[Loading match-up info...]
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Gen.png]] '''Vs. Gen:'''
|content=If you have a good anti-air CC, that's all you need to do. If you feel like you're getting beaten up, it's because they've figured out your habits or you're thinking too slowly, so it's better to look at their habits.
}}


Vs. Rose:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Guy.png]] '''Vs. Guy:'''
|content=Mantis Style's 2MP and Crane Style's 2MK work super well against sliding and medium whirlwind legs, respectively. Against MKs with super reach, Crane Style's 2MP and LP. So, don't worry about sliding, use Crane Style to defend and attack. Other than that, you don't need to think about anything more than basic actions, so stick to the basics.
If you can match sliding with Kohga, you can assume that you have seen through all of his moves.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Ken.png]] '''Vs. Ken:'''
|content=Note that his Hadouken doesn't work as well as Ryu's, but it's still violently strong. It's quite difficult to deal with, because all you have to do is KAC and counter-attack as you attack. If you don't let yourself think about it, you'll just end up getting hit with a sideways push and a careful anti-air. If you don't let them think about it, they'll just end up doing side pushes and careful anti-air. Against Ken, who uses Shinryuuken to counter cross-ups, you can just pretend to cross-up. You can use Kohga in the same place as Ryu, so you can be aware of it if you want to stay above mid-range.
}}


Vs. Ryu:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):'''
|content=You can hit anti-air with JHP, but the situation after that is bad because you need altitude. It's a bit tricky because the opponent jumps in fast, so you're basically forced to deal with them regardless of distance, and it's hard to counter-attack. MP is the key to aerial combat. If you're not careful, you'll have enough time to switch between schools and input a Psycho Shot when you see it, so make sure you have Zan-ei at level 3.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:'''
|content=In addition to the fact that they are generally incompatible with each other, they have no chance of winning due to their mobility, which allows them to escape for 99 seconds. In addition, the destructive power of CC is so great that you can't even go for it. In a nutshell, he's a boring opponent, but it's easy to hit him with JHK or JHP for anti-air CC, and once you get a crossup, you can finish him off at once. The opponent's high jumps can be dealt with by placing Crane Style's vertical JHK, so if the opponent is unprepared, you can easily push him back. However, there's nothing much to do after you've cornered him, so you can only make it difficult for him to move by hitting him with Jyasen's attacks.
}}


Vs. Sagat:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Rose.png]] '''Vs. Rose:'''
|content=Since there is no way to win against her, we have to attack her in the most basic way. Rose's 2MP is stronger than almost all of our actions, and even if we corner her, she will counterattack with AC and corner us. Don't miss the sting of the 2LK. Sliding is a very important counterattack point because anything can get in if you intentionally step forward and let it sink in. If you know what you're doing, Rose won't do it, so if you're not sure if you can counterattack, you can keep guarding and be on the lookout for super combos. Experience will help you in this area.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Ryu.png]] '''Vs. Ryu:'''
|content=HP Hadouken is the big problem. Ryu can use it, 2MP, 2MK for short to medium range, and MK or 2HP for anti-air, so there's nothing you can do at close range. There is no advantage for Ryu to use Hadoken at long range, either. I'm not sure how much of an advantage it is, but I'm sure it's worth it. Ryu is the one who can move fast, so you can either try to beat him without letting him think about it, or you can push him with Crane Style KAC and then touch him. This information also applies to Evil Ryu except keep in mind of his slightly higher damage and combo potential, as well as having access to a teleport, which can easily be punished if ERyu doesn't have meter to spend.
}}


Vs. Sakura:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:'''
|content=There is nothing you can do against Sagat, who is more responsive than you think, so you have to take the lead in the first half to prevent him from responding. You can't jump in when he has a gauge, because you'll fall prey to a painful CC. If you don't have the gauge, you can jump in with Crane Style HP to knock off the blows, so that's the basic approach. You may be tempted to fly on the ground because bullets are troublesome, but they want you to fly, so you can't lure them too much. You'll want to make sure to drop the jump, but be careful when you have a gauge, because you might be aiming for CC. It's not a forward jump, so it's difficult to dive into the air. It's also necessary to cut back jump attacks with AC and collect gauge from the top of the guard.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:'''
|content=Cross-up from a throw is almost always guarded in the forward direction, so you want to guard it calmly. The cross-up from a Shouoken is a bit confusing, so be careful. You don't have to go along with your opponent's 2MK spacing. Dealing with HP and HK is also a hassle, but there's not much you can do with these moves except match 2HK, so you have to try not to fight at their distance.
}}


Vs. Sodom:
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:'''
|content=I'd like to jump in with Crane Style's HP, but it's too easy to get thrown after guarding, so I have to use HK to avoid getting counterattacked. It's also hard to counterattack Hyakurenkou in a melee, and you're at a huge disadvantage in terms of damage when you're fighting at a distance, so it's basically useless. You want to use cross-up to distract your opponent's concentration before moving. If you're a fan of the game, you'll be happy to know that the game has a lot to offer.
}}


{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:'''
|content=If you push him completely to the edge of the screen, you won't be able to insert Jakouha from Zan-ei, making him a very boring opponent. If you use Crane Style, it's hard to drop him if he jumps between 2 MKs, so it's better to attack with a lot of moves and use Gekirou to counter. You can also use HKHK in Crane Style to jump in and attack with a vertical jump.
You can also use Mantis Style's HP to jump in as if you're going to put it on your head, but it takes some getting used to because the timing is different from a normal jump attack to hit a double lariat.
}}


Vs. Zangief:


{{Street Fighter Alpha 2 characters}}
{{Navbox-SFA2}}
[[Category:Gen]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha 2]]
[[Category:Street Fighter Alpha 2]]

Latest revision as of 12:11, 17 June 2025

Overview

Gen
SFA2 Gen Portrait.png
Health: 144
Defensive Rating: -1
Stun: 40
Walk Speed Forward: 300[So-Ryu]
350[Ki-Ryu]
Walk Speed Backward: 250[So-Ryu]
300[Ki-Ryu]
Jump Backward: 48f (3+45+0)[So-Ryu]
47f (3+44+0)[Ki-Ryu]
Neutral Backward: 48f (3+45+0)[So-Ryu]
47f (3+44+0)[Ki-Ryu]
Jump Forward: 48f (3+45+0)[So-Ryu]
47f (3+44+0)[Ki-Ryu]
Wake-Up: 47f
Quick Rise: 20f
Throw Range: 14
Colors
Punch 2 Punches Punch(Auto)
A2 Gen Color1.png A2 Gen Color3.png A2 Gen ColorAuto1.png
A2 Gen Color2.png A2 Gen Color4.png A2 Gen ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

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.

Players to watch: bunnyconda, Leonhard_Mage

Moveset


Playstyle

A2 Icon Gen.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 considered a very good character, but can be deadly in the right hands.

Strengths Weaknesses
  • Since he's not a common character, it's likely that your opponent won't know the matchup
  • Custom combos (like all characters) do quite a lot of damage- Gen can threaten with a CC on round start if he has the meter
  • Has normals with long range, normals with cool properties, good jump normals
  • Really good meter build with some of his moves
  • Ridiculous pressure in the corner using DP
  • Is really hard to learn, due to having such a big moveset, stance switching, as well as being both a charge and motion character
  • Uppercut is not invincible while active
  • His specials and normals can be extremely slow
  • Walldives are a free AC
SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
  • Purple: Counterbox - hittable area that triggers a counter attack.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, June 2025

Stance Change

So-Ryu
Mantis Stance
3p.png

A2 Gen Stance Mantis.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 0/-/- N/A -

Ki-Ryu
Crane Stance
3k.png

A2 Gen Stance Crane.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 0/-/- N/A -

So-Ryu (Mantis Stance) Moves List

Normal Moves

Standing

st.Lp.png

A2 Gen PStance st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
4[0] 2 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into every standing and crouching normal in Mantis stance other than cr.Hk.png.

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

st.Mp.png

A2 Gen PStance st.mp 1.png
A2 Gen PStance st.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1], 8[1] 4, 4 5 2(0)4 +3, +5 1/3/6 Mid.png Chaincancel.png
Specialcancel.pngSupercancel.png
  • Hits 1 time.
  • Both hits are cancellable.
  • Can be chain cancelled into: st.Hp.png, st.Mk.png, st.Hk.png, cr.Hp.png, & cr.Mk.png.

Decent poke. Can anti-air in some situations.

st.Hp.png

A2 Gen PStance st.hp 1.png
A2 Gen PStance st.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2], 10[0] 6, 6 6 5(0)2 -2, +3 2/5/9 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • First hit is cancellable.

Can combo into super up close in punishment situations.

st.Lk.png

A2 Gen PStance st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
4[2] 2 9 5 -5 0/1/2 Mid.png Chaincancel.png
Supercancel.png
  • Can be chain cancelled into every standing and crouching normal in Mantis stance other than itself & cr.Hk.png.

st.Mk.png

A2 Gen PStance st.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 4 7 4 0 1/3/6 Mid.png Chaincancel.png
Specialcancel.pngSupercancel.png
  • Can be chain cancelled into: st.Mp.png, st.Hp.png, st.Hk.png, cr.Mp.png, & cr.Hp.png.

Good mid-range poke.

st.Hk.png

A2 Gen PStance st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 9 4 +2 2/5/9 Mid.png Chaincancel.png
  • Can be chain cancelled into: st.Hp.png & cr.Hp.png.

Also a good mid-range poke.

Crouching

cr.Lp.png

A2 Gen PStance cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
4[2] 2 4 4 +4 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into every standing and crouching normal in Mantis stance other than cr.Hk.png.

Pretty much a carbon copy of st.Lp.png that hits low.

cr.Mp.png

A2 Gen PStance cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[2] 4 7 4 +3 1/3/6 Low.png Chaincancel.png
Specialcancel.pngSupercancel.png
  • Can be chain cancelled into: st.Hp.png, st.Mk.png, st.Hk.png, cr.Hp.png, & cr.Mk.png.

Good ground poke.

cr.Hp.png

A2 Gen PStance cr.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 6 9 4 +6 2/5/9 Mid.png Chaincancel.png
  • Can be chain cancelled into: st.Hk.png.

This should be your primary crouching poke.

cr.Lk.png

A2 Gen PStance cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
4[1] 2 5 4 +4 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into every standing and crouching normal in Mantis stance other than cr.Hk.png.

Main combo starter. Verifiable way to land a super.

cr.Mk.png

A2 Gen PStance cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[2] 4 7 3 +1 1/3/6 Low.png Chaincancel.png
Specialcancel.pngSupercancel.png
  • Can be chain cancelled into: st.Mp.png, st.Hp.png, st.Hk.png, cr.Mp.png, & cr.Hp.png.

Good ground poke with nice range.

cr.Hk.png

A2 Gen PStance cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[2] 6 9 5 -8 2/5/9 Low.png Chaincancel.png
Softknockdown.png
  • Can be chain cancelled into: st.Hp.png & cr.Hp.png.

Awesome move for playing footsies. Has a LOT of range.

Neutral Jumping

nj.Lp.png

A2 Gen PStance nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 2 5 10 - 0/1/2 High.png -

nj.Mp.png

A2 Gen PStance nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 4 6 8 - 1/3/6 High.png -

nj.Hp.png

A2 Gen PStance nj.hp 1.png
A2 Gen PStance nj.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2], 12[2] 6, 6 12 3(0)3 - 2/5/9 High.png -
  • Hits 1 time.

nj.Lk.png

A2 Gen PStance nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0] 2 5 10 - 0/1/2 High.png -

nj.Mk.png

A2 Gen PStance nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 4 10 8 - 1/3/6 High.png Cross-up

nj.Hk.png

A2 Gen PStance nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[2] 6 8 6 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 Gen PStance dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 2 5 10 - 0/1/2 High.png -

dj.Mp.png

A2 Gen PStance dj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[1] 4 6 8 - 1/3/6 High.png -

dj.Hp.png

A2 Gen PStance dj.hp 1.png
A2 Gen PStance dj.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2], 11[2] 6, 6 12 3(0)3 - 2/5/9 High.png -
  • Hits 1 time.

dj.Lk.png

A2 Gen PStance dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 2 5 10 - 0/1/2 High.png -

dj.Mk.png

A2 Gen PStance dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[1] 4 10 8 - 1/3/6 High.png Cross-up

dj.Hk.png

A2 Gen PStance dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[2] 6 8 6 - 2/5/9 High.png -

Normal Throws

Jurak
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 Gen ThrowRange.png
A2 Gen PThrow 1.png
A2 Gen PThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0]+9[0] = 19 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 10 damage when opponent tech throws.
  • Gen has the 3rd worst throw range in the game (Alpha2ThrowRanges).

Hosen
Kick Throw
B.png/F.png + Mk.png/Hk.png

A2 Gen ThrowRange.png
A2 Gen KThrow 1.png
A2 Gen KThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 8 damage when opponent tech throws.
  • Gen has the 3rd worst throw range in the game (Alpha2ThrowRanges).

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Gen PStance PAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16[1] 8 4 4 +4 0/0/0 Mid.png Startupinv.png

Hard to use this AC to your advantage because it doesn't knockdown.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Gen PStance KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16[1] 8 4 24 -39 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Special Moves

Hyakurenko
Hands
P.png x5 (rapidly)

A2 Gen Hyakurenko 1.png
A2 Gen Hyakurenko 2.png
A2 Gen Hyakurenko 3.png
A2 Gen Hyakurenko 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 5[0]xN 1xN 5 3(2)3(3)3(3)3 +14 4/4/4+1 per hit Mid.png Mash.png
Mp.png 5[0]xN 1xN 4 [2(2)x3]2 +13 4/4/4+1 per hit Mid.png Mash.png
Hp.png 5[0]xN 1xN 3 2(2)2(1)2(2)2 +12 4/4/4+1 per hit Mid.png Mash.png

Lp.png

  • Requires 5 Lp.png presses within 16 frames of each other.
  • Pushed out of range after 3 hits.

Mp.png

  • Requires 5 Mp.png presses within 13 frames of each other.
  • Pushed out of range after 4 hits.

Hp.png

  • Requires 5 Hp.png presses within 9 frames of each other.
  • Pushed out of range after 5 hits.

Gekiro
Waterfall Kick
Dp.png + K.png, K.png

A2 Gen Gekiro 1.png
A2 Gen Gekiro 2.png
A2 Gen Gekiro 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 12[4], 3[4], 0^[4]x3, 8[4] 3, 2, 1x3, 4 8 14 First: -21
Second: -24 at worst, +3 at best
9/9+1(per hit)/9+3(per hit) Mid.png Hardknockdown.png
Mk.png 13[4], 3[4], 0^[4]x4, 10[4] 3, 2, 1x4, 5 8 16 First: -21
Second: -24 at worst, +3 at best
9/9+1(per hit)/9+3(per hit) Mid.png Hardknockdown.png
Hk.png 14[4], 3[4], 0^[4]x5, 12[4] 3, 2, 1x5, 6 8 18 First: -21
Second: -24 at worst, +3 at best
9/9+1(per hit)/9+3(per hit) Mid.png Hardknockdown.png

^Base damage is technically 0 but the game has a minimum damage of 1.

  • Unscaled damage in CC.
  • Follow up K.pngs must be of the same strength as the one used to preform the initial attack.
  • Follow up attacks only occur on block or hit.
  • Follow up hits can have positive frame advantage if done low enough.
  • 24 frame window to press K.png for the second hit.
  • Subsequent hits have a window of: frame # the previous K.png was press within it's window - 1. (Example: If the second K.png was pressed on frame 15 of its 24 frame window, the third hit will have a 14 frame window...and so on.)

The trick to getting every hit is to wait as long as you can to preform each K.png, giving the next K.png as big of a window as possible.


Lk.png - [Hitboxes pictured]

  • 5 frames of startup invul.
  • Hits 6 times.

If you need meter, use his LK version over and over, and watch how fast a level 3 is built!


Mk.png

  • 4 frames of startup invul.
  • Hits 7 times.

Hk.png

  • 3 frames of startup invul.
  • Hits 8 times.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.

Zan'ei
Qcf.pngQcf.png + P.png

A2 Gen Zanei 1.png
A2 Gen Zanei 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
5[12]+6[12]+9[12]+10[12] 0 5+0 8 -34 at worst
-26 at best
0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
P.pngP.png
5[12]+6[12]+8[12]+9[12]+12[12] 0 5+0 9 -32 at worst
-26 at best
0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3p.png
5[12]+6[12]+8[12]+9[12]+10[12]+14[12] 0 5+0 12 -31 at worst
-26 at best
0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • Both hitboxes result in the same damage.

Level 1 - [Hitboxes pictured]

  • 4 frames of startup hit invul.; 0 of which while active.
  • 8 frames of startup projectile invul.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 10 frames of startup projectile invul.

Level 3

  • 5 frames of startup hit invul.; 1 of which while active.
  • 12 frames of startup projectile invul.

Shitenshu
Qcb.pngQcb.png + P.png

A2 Gen Shitenshu 1.png
A2 Gen Shitenshu 2.png
A2 Gen Shitenshu 3.png
A2 Gen Shitenshu 4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
3[14], 3[14], 16[14]+1(every 60 frames)x10 0x3, Dizzy 5+0 3(3)3(8)2 -1 0/0/0 Mid.png Startupinv.png
Level 2
P.pngP.png
3[14]x4, 18[14]+2(every 60 frames)x10 0x5, Dizzy 5+0 2[(2)2]x3(8)2 -1 0/0/0 Mid.png Startupinv.png
Level 3
3p.png
3[14]x6, 20[14]+3(every 60 frames)x10 0x7, Dizzy 5+0 1[(1)1]x5(7)2 -1 0/0/0 Mid.png Startupinv.png
  • Last hit causes a countdown from 10-0.
  • Each count is 60 frames long and deals damage.
  • If the opponent hits Gen during the countdown, the countdown will stop.
  • If the countdown reaches 0, the opponent will be dizzied.
  • If the opponent already has a countdown on them and is hit with another Shitenshu, each count will last 10 fewer frames. This reduction can stack.

Level 1 - [Hitboxes pictured]

  • 5 frames of startup hit invul.; 1 of which while active.
  • 8 frames of startup projectile invul.
  • The first 2 hits occur before the super screen freeze ends.
  • Hits 3 times.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 12 frames of startup projectile invul.
  • The first 2 hits occur before the super screen freeze ends.
  • Hits 5 times.

Level 3

  • 6 frames of startup hit invul.; 2 of which while active.
  • 16 frames of startup projectile invul.
  • The first 4 hits occur before the super screen freeze ends.
  • Hits 7 times.

Ki-Ryu (Crane Stance) Moves List

Normal Moves

Standing

st.Lp.png

A2 Gen KStance st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 4 4 0 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lk.png, cr.Lp.png & cr.Lk.png.

Smaller characters can duck it.

st.Mp.png
Overhead

A2 Gen KStance st.mp 1.png
A2 Gen KStance st.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[1], 6[1] 3, 3 23 3(0)2 -6 1/1+1+1/1+3+2 High.png -
  • Hits 2 times.
  • Punishable on hit.

st.Hp.png

A2 Gen KStance st.hp 1.png
A2 Gen KStance st.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2], 14[2] 8, 8 23 5(0)5 -5, 0 2/5/9 Low.png, Mid.png -
  • Hits 1 time.

A “scoop” like punch that’s very slow. Generally not worth using.

st.Lk.png

A2 Gen KStance st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 9 4 0 0/1/2 Mid.png Supercancel.png

An OK poke up close.

st.Mk.png

A2 Gen KStance st.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 9 4 -5 1/3/6 Mid.png -

A pretty good poke that has decent range.

st.Hk.png

A2 Gen KStance st.hk 1.png
A2 Gen KStance st.hk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[2], 5[2] 4, 4 6 4(7)4 -16, -1 2/2+2+1/2+4+3 Mid.png -
  • Hits 2 times.
  • Punishable on hit.

Crouching

cr.Lp.png

A2 Gen KStance cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 +2 0/1/2 Mid.png Specialcancel.png
Supercancel.png

cr.Mp.png

A2 Gen KStance cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1] 6 5 4 +2 1/3/6 Mid.png Specialcancel.png
Supercancel.png

Looks exactly like cr.Lp.png but does more damage and stun.

cr.Hp.png

A2 Gen KStance cr.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[2] 8 23 6 +3 2/5/9 Mid.png Counterhit.png

It’s really not worth using seeing how slow it is on startup.

cr.Lk.png

A2 Gen KStance cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7[0] 3 7 6 -6 0/1/2 Mid.png -
  • Launches opponent into the air for juggle potential.

Can juggle into Jyakoha in the corner.

cr.Mk.png

A2 Gen KStance cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 9 3 -4 1/3/6 Low.png -

Has good range and can low profile fireballs.

cr.Hk.png

A2 Gen KStance cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 5 4 -19 2/5/9 Mid.png -
  • Punishable on hit.

Awesome anti-air that can beat a lot of jump-ins clean.

Neutral Jumping

nj.Lp.png

A2 Gen KStance nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 5 10 - 0/1/2 High.png -

nj.Mp.png

A2 Gen KStance nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 6 9 - 1/3/6 High.png -

nj.Hp.png

A2 Gen KStance nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 7 8 - 1/4/8 High.png -

nj.Lk.png

A2 Gen KStance nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[0] 3 5 10 - 0/1/2 High.png -

nj.Mk.png

A2 Gen KStance nj.mk 1.png
A2 Gen KStance nj.mk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[1], 12[1] 6, 6 12 2(0)5 - 1/3/6 High.png Cross-up
  • Hits 1 time.

nj.Hk.png, Hk.png

A2 Gen KStance nj.hk 1.png
A2 Gen KStance nj.hk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2]+1 8+0 6 8(6)2 - 1/4+3/8+7 High.png -
  • Follow up attack only occurs on block or hit.
  • Hits 2 times.

Diagonal Jumping

dj.Lp.png

A2 Gen KStance dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 5 9 - 0/1/2 High.png -

dj.Mp.png

A2 Gen KStance dj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 6 8 - 1/3/6 High.png -

dj.Hp.png

A2 Gen KStance dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 7 8 - 1/4/8 High.png -

dj.Lk.png

A2 Gen KStance dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 5 9 - 0/1/2 High.png -

dj.Mk.png

A2 Gen KStance dj.mk 1.png
A2 Gen KStance dj.mk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[1], 11[1] 6, 6 12 2(0)4 - 1/3/6 High.png Cross-up
  • Hits 1 time.

dj.Hk.png, Hk.png

A2 Gen KStance dj.hk 1.png
A2 Gen KStance dj.hk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
12[2]+1 8+0 6 8(6)2 - 1/4+3/8+7 High.png -
  • Follow up attack only occurs on block or hit.
  • Hits 2 times.

Normal Throws

  • Same normal throws as So-Ryu (Mantis Stance).

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Gen KStance PAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19[1] 8 4 1 -1 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Deals massive damage and works well against close-ranged attacks.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Gen KStance KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[1] 8 4 4 -7 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Has a lot of range making it very useful against projectiles.

Special Moves

Jyasen
Cb.png, F.png + P.png

A2 Gen Jyasen 1.png
A2 Gen Jyasen 2.png
A2 Gen Jyasen 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 4[7], 4[7], 12[7] 6, 1, 1 7 3(4)2(4)2 -7 at worst
-6 at best
5/5+1(per hit)/6+2(per hit) Mid.png Counterhit.png
Mp.png 4[7]x3, 13[7] 6, 1x3 7 3(5)2(6)2(6)2 -8 at worst
-7 at best
5/5+1(per hit)/6+2(per hit) Mid.png Counterhit.png
Hp.png 4[7]x4, 14[7] 6, 1x4 7 3(5)2[(6)2]x3 -9 at worst
-8 at best
5/5+1(per hit)/6+2(per hit) Mid.png Counterhit.png
  • Receives 125% damage when counter hit.
  • Punishable on hit.

Lp.png - [Hitboxes pictured]

  • Hits 3 times.

Mp.png

  • Hits 4 times.

Hp.png

  • Hits 5 times.

Oga
Cd.png, U.png + K.png

A2 Gen OgaDiagram.png
A2 Gen Oga Wall d.png
A2 Gen Oga Wall f.png
A2 Gen Oga Ceiling b.png
A2 Gen Oga Ceiling d.png
A2 Gen Oga Ceiling f.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
(from wall)B.png/Db.png N/A N/A N/A N/A N/A 6/-/- N/A -
(from wall)Ub.png/U.png/Uf.png N/A N/A N/A N/A N/A 0/-/- N/A -
(from wall)N.png/D.png/Df.png/F.png 12[7] 10 9 until landing - 6/8/10 High.png Softknockdown.png
(from ceiling)Ub.png/U.png/Uf.png N/A N/A N/A N/A N/A 6/-/- N/A -
(from ceiling)N.png/D.png 13[7] 10 9 until landing - 6/8/10 High.png Softknockdown.png
(from ceiling)B.png/Db.png/Df.png/F.png 12[7] 10 9 until landing - 6/8/10 High.png Softknockdown.png
  • Strength of K.png determines the speed at which Gen travels to the wall. Lk.png the slowest, Hk.png the fastest.
  • Unscaled damage in CC.

Ub.png/U.png

  • Travels to the wall behind Gen.

Uf.png

  • Travels to the wall in front of Gen.

(from wall)B.png/Db.png

  • Drops to floor without attacking.

(from wall)Ub.png/U.png/Uf.png

  • Flys to ceiling directly above opponent.

(from wall)N.png/D.png - [Hitboxes pictured 1st]

  • Attacks at 50 degree angle from the wall.

(from wall)Df.png/F.png - [Hitboxes pictured 2nd]

  • Attacks at 60 degree angle from the wall.

(from ceiling)Ub.png/U.png/Uf.png

  • Drops to floor without attacking on the opposite side of the opponent from the wall Gen started on.

(from ceiling)B.png/Db.png - [Hitboxes pictured 3rd]

  • Attacks at 20 degree angle from the ceiling to the left.

(from ceiling)N.png/D.png - [Hitboxes pictured 4th]

  • Attacks straight down from the ceiling.

(from ceiling)Df.png/F.png - [Hitboxes pictured 5th]

  • Attacks at 20 degree angle from the ceiling to the right.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.

Jyakoha
Qcf.pngQcf.png + K.png

A2 Gen Jyakoha.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
32[0] 0 5+0 21 N/A 0/-/0 N/A Startupinv.pngAirthrow.png
Hardknockdown.png
Level 2
P.pngP.png
32[0] 0 5+0 22 N/A 0/-/0 N/A Startupinv.pngAirthrow.png
Hardknockdown.png
Level 3
3p.png
32[0]+32[0] = 64 0+0 5+0 24 N/A 0/-/0 N/A Startupinv.pngAirthrow.png
Hardknockdown.png
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + K.png

Level 1

  • 4 frames of startup hit invul.; 0 of which while active.
  • 4 frames of startup projectile invul.
  • Travels less than 1/4 screen.

Level 2

  • 4 frames of startup hit invul.; 0 of which while active.
  • 4 frames of startup projectile invul.
  • Travels a little less than 1/2 screen.

Does the same damage as level 1 but travels a bit farther. Doesn't seem worth the extra meter.


Level 3

  • 4 frames of startup hit invul.; 0 of which while active.
  • 4 frames of startup projectile invul.
  • Travels a little more than 1/2 screen.

Koga
(in air)Qcb.pngQcb.png + K.png

A2 Gen KogaDiagram.png
A2 Gen Koga 1.png
A2 Gen Koga Wall lk.png
A2 Gen Koga Wall mk.png
A2 Gen Koga Wall hk.png
A2 Gen Koga Ceiling lk.png
A2 Gen Koga Ceiling mk.png
A2 Gen Koga Ceiling hk.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
16[13], 18[13] 0, 0 5+2 until landing - 0/0/0 High.png Startupinv.png
Hardknockdown.png
Level 2
P.pngP.png
16[13], 18[13], 18[13] 0x3 5+2 until landing - 0/0/0 High.png Startupinv.png
Hardknockdown.png
Level 3
3p.png
16[13], 18[13]x3 0x4 5+2 until landing - 0/0/0 High.png Startupinv.png
Hardknockdown.png
  • On the way up: minimum height of 16 pixels; 2nd frame in the air.
  • On the way down: minimum height of 36 pixels; 8 frames before landing.
  • Can be air blocked.
  • Only the last hit causes a knockdown.
  • Damage is the same for the first and subsequent hits no matter which attack is used.

Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 5 frames of startup projectile invul.

Level 2

  • 6 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.

Level 3

  • 7 frames of startup hit invul.; 1 of which while active.
  • 7 frames of startup projectile invul.

(from ground)

  • Lk.png: Flys to left wall.
  • Mk.png: Flys to ceiling directly above opponent.
  • Hk.png: Flys to right wall.

(from left wall)

  • Lk.png: Attacks at 40 degree angle. - [Hitboxes pictured 2nd]
  • Mk.png: Attacks at 60 degree angle. - [Hitboxes pictured 3rd]
  • Hk.png: Attacks at 75 degree angle. - [Hitboxes pictured 4th]

(from ceiling)

  • Lk.png: Attacks at 20 degree angle to the left. - [Hitboxes pictured 5th]
  • Mk.png: Attacks straight down. - [Hitboxes pictured 6th]
  • Hk.png: Attacks at 20 degree angle to the right. - [Hitboxes pictured 7th]

(from right wall)

  • Lk.png: Attacks at 75 degree angle.
  • Mk.png: Attacks at 60 degree angle.
  • Hk.png: Attacks at 40 degree angle.

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 worth 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 Jyasen 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


Gen can combo his rush ppp super from a throw. You want to always chian inot lvl 2 super, unless a lvl 3 will kill (damage between lvl 2 and 3 is very little). In the corner you do lvl 2 rush, switch stance, then lvl 1 grab juggle. Gen builds meter extremely quickly with whiffed dps. You have to make use of both stances while playing him, constantly switching. KKK stance can land a lvl 3 grab super as easy as PPP stance can land rush super. I constantly switch stances, I try not to stay in one stance too much unless it is better to do so (like vs Gief). KKK has nice normals, c.rh is AA, c.mk goes under fbs, c.fp on counter hit does x3 damage, c.lk knocks them up for juggle. J.fp and rh are great air to air, j.mk crosses up any one. Rolling special goes under fireballs and off the wall kicks can lead to lvl 3 air grab juggle. -RSX

Combos


(So) cr.lk x3, cr.hp (So) cr.lk x2, cr.mk, cr.hp (So) cr.lk x2, cr.mk, level 2 or 3 Zan’ei

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

(Ki) Corner Punch Throw, Lv2-3 Jakoha

(So) cr.MK,Lvl 3 Shinetsu

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

Custom Combos


any lvl- c.rh xx lk dp xN

Match-ups


The following information comes from the book "All About Mage's GEN: Alpha 2" from long time Japanese player, Leonhard_Mage. His book that contains more helpful information on Gen can be found here. Keep in mind of some minor changes to the text below from the source material.

A2 Icon Adon.png Vs. Adon:

You want to counterattack the Jaguar Kick properly, but you'll be a little frustrated because it's surprisingly difficult to do since you're sitting so low and you don't have as good a counterattack as you thought. The other side's airspeed makes it impossible to drop Crane Style's JHP with anything other than a jutting kick, so you'll have to keep your distance and hit him hard to put pressure on him and keep him on the edge. On the ground, Adon's 2HP and HK are strong to begin with, and he only has 2MK, 2MP, and other strong normal moves, so you're at a disadvantage in terms of damage.

A2 Icon Akuma.png Vs. Akuma:

If you want to win, you have to be thorough with AC and CC. There is almost no other way to pass damage against opponents of the same level or higher. Due to the nature of Gen's jumps, the expectation from jumping in is not that high.

A2 Icon Birdie.png Vs. Birdie:

You want to eliminate those minor mistakes because the damage difference when you get mixed up at close range is unbelievable, but since you're a stance character, it hurts even more. If the opponent is only thinking about 2HP in anti-air or close range return, cross-up with Crane Style is effective. If your opponent uses a variety of moves, or even jumps in and out of them, be aware of what they're aiming for. It's a good idea to be aware of what your opponent is trying to do, even if it's just hitting each other. As a side note, almost all of Birdie's main moves have CC as a counterattack. If you really want to win the game first and make him tremble, you can counterattack with CC to end the game.

A2 Icon Charlie.png Vs. Charlie-Nash:

You can't get close to him, and even if you do, there's no way to break him, and you can't push him. The only way to beat him is to try to get him to shoot Sonic Boom. The only way to counter Sonic Boom is with a CC or a normal move, so the only way to avoid CC is to use Crane Style's jump to distract him, or use a JHP or JHK with a good jumping position. You can also use level 3 Zan-ei after seeing Sonic Boom, but the timing becomes more severe the further away you are, so don't be overconfident. If you know what you're doing, you'll be able to think of Sonic Boom and shoot him to prevent him from doing it, so just pretend to aim for him because that will give him a point of hesitation and make it easier to jump in.

A2 Icon ChunLi.png Vs. Chun-Li:

With the fireball and multiple anti airs, you have to force your way through her at key points. There's no particular way to overcome this, so you'll have to match your opponent and push forward. Of course, have meter handy.

A2 Icon Dan.png Vs. Dan:

Be careful if they try to confuse you at close range, if they have good anti-air CC, or if they use LK and MK properly. In the mid-range, you have a big advantage in reach due to your 2HK, and because of that, they tend to be reluctant to use it, so you should use it as an illusion to close the distance between you and them.

A2 Icon Dhalsim.png Vs. Dhalsim:

He is much harder to deal with at close range than at long range, but there is nothing in particular to watch out for. *You have to pay attention to everything.* There is almost nothing to do at long range, except to take out Mantis Style 2HP when 6HK is about to come, because it is almost impossible to win in a technique fight. Gekirou will only get a painful counterattack if the opponent is watching, so if you want to do it, you have to scatter your timing. If you want to play Gekirou, you'll have to spread out your timing. On the other hand, there are no effective moves at close range, so you'll basically have to use Crane Style and 2LP or LPJyasen from 2MP. If your opponent has a gauge, you won't be able to do this either, so you'll want to deal with them by launching your moves first.

A2 Icon Akuma.png Vs. Evil Ryu:

[Loading match-up info...]

A2 Icon Gen.png Vs. Gen:

If you have a good anti-air CC, that's all you need to do. If you feel like you're getting beaten up, it's because they've figured out your habits or you're thinking too slowly, so it's better to look at their habits.

A2 Icon Guy.png Vs. Guy:

Mantis Style's 2MP and Crane Style's 2MK work super well against sliding and medium whirlwind legs, respectively. Against MKs with super reach, Crane Style's 2MP and LP. So, don't worry about sliding, use Crane Style to defend and attack. Other than that, you don't need to think about anything more than basic actions, so stick to the basics. If you can match sliding with Kohga, you can assume that you have seen through all of his moves.

A2 Icon Ken.png Vs. Ken:

Note that his Hadouken doesn't work as well as Ryu's, but it's still violently strong. It's quite difficult to deal with, because all you have to do is KAC and counter-attack as you attack. If you don't let yourself think about it, you'll just end up getting hit with a sideways push and a careful anti-air. If you don't let them think about it, they'll just end up doing side pushes and careful anti-air. Against Ken, who uses Shinryuuken to counter cross-ups, you can just pretend to cross-up. You can use Kohga in the same place as Ryu, so you can be aware of it if you want to stay above mid-range.

A2 Icon Bison.png Vs. M. Bison (dictator):

You can hit anti-air with JHP, but the situation after that is bad because you need altitude. It's a bit tricky because the opponent jumps in fast, so you're basically forced to deal with them regardless of distance, and it's hard to counter-attack. MP is the key to aerial combat. If you're not careful, you'll have enough time to switch between schools and input a Psycho Shot when you see it, so make sure you have Zan-ei at level 3.

A2 Icon Rolento.png Vs. Rolento:

In addition to the fact that they are generally incompatible with each other, they have no chance of winning due to their mobility, which allows them to escape for 99 seconds. In addition, the destructive power of CC is so great that you can't even go for it. In a nutshell, he's a boring opponent, but it's easy to hit him with JHK or JHP for anti-air CC, and once you get a crossup, you can finish him off at once. The opponent's high jumps can be dealt with by placing Crane Style's vertical JHK, so if the opponent is unprepared, you can easily push him back. However, there's nothing much to do after you've cornered him, so you can only make it difficult for him to move by hitting him with Jyasen's attacks.

A2 Icon Rose.png Vs. Rose:

Since there is no way to win against her, we have to attack her in the most basic way. Rose's 2MP is stronger than almost all of our actions, and even if we corner her, she will counterattack with AC and corner us. Don't miss the sting of the 2LK. Sliding is a very important counterattack point because anything can get in if you intentionally step forward and let it sink in. If you know what you're doing, Rose won't do it, so if you're not sure if you can counterattack, you can keep guarding and be on the lookout for super combos. Experience will help you in this area.

A2 Icon Ryu.png Vs. Ryu:

HP Hadouken is the big problem. Ryu can use it, 2MP, 2MK for short to medium range, and MK or 2HP for anti-air, so there's nothing you can do at close range. There is no advantage for Ryu to use Hadoken at long range, either. I'm not sure how much of an advantage it is, but I'm sure it's worth it. Ryu is the one who can move fast, so you can either try to beat him without letting him think about it, or you can push him with Crane Style KAC and then touch him. This information also applies to Evil Ryu except keep in mind of his slightly higher damage and combo potential, as well as having access to a teleport, which can easily be punished if ERyu doesn't have meter to spend.

A2 Icon Sagat.png Vs. Sagat:

There is nothing you can do against Sagat, who is more responsive than you think, so you have to take the lead in the first half to prevent him from responding. You can't jump in when he has a gauge, because you'll fall prey to a painful CC. If you don't have the gauge, you can jump in with Crane Style HP to knock off the blows, so that's the basic approach. You may be tempted to fly on the ground because bullets are troublesome, but they want you to fly, so you can't lure them too much. You'll want to make sure to drop the jump, but be careful when you have a gauge, because you might be aiming for CC. It's not a forward jump, so it's difficult to dive into the air. It's also necessary to cut back jump attacks with AC and collect gauge from the top of the guard.

A2 Icon Sakura.png Vs. Sakura:

Cross-up from a throw is almost always guarded in the forward direction, so you want to guard it calmly. The cross-up from a Shouoken is a bit confusing, so be careful. You don't have to go along with your opponent's 2MK spacing. Dealing with HP and HK is also a hassle, but there's not much you can do with these moves except match 2HK, so you have to try not to fight at their distance.

A2 Icon Sodom.png Vs. Sodom:

I'd like to jump in with Crane Style's HP, but it's too easy to get thrown after guarding, so I have to use HK to avoid getting counterattacked. It's also hard to counterattack Hyakurenkou in a melee, and you're at a huge disadvantage in terms of damage when you're fighting at a distance, so it's basically useless. You want to use cross-up to distract your opponent's concentration before moving. If you're a fan of the game, you'll be happy to know that the game has a lot to offer.

A2 Icon Zangief.png Vs. Zangief:

If you push him completely to the edge of the screen, you won't be able to insert Jakouha from Zan-ei, making him a very boring opponent. If you use Crane Style, it's hard to drop him if he jumps between 2 MKs, so it's better to attack with a lot of moves and use Gekirou to counter. You can also use HKHK in Crane Style to jump in and attack with a vertical jump. You can also use Mantis Style's HP to jump in as if you're going to put it on your head, but it takes some getting used to because the timing is different from a normal jump attack to hit a double lariat.


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief