Street Fighter Alpha 3/Gen/Introduction: Difference between revisions

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| intro =  
| intro =  
| pros =
| pros =
* '''placeholder'''
* Has great options for every possible situation.  Tons of great buttons.
* Stance switching is usually instant and can be buffered ahead of time during moves.
* Different jump arc in each stance with high priority jump-ins in both
* Ouga is a great mobility tool that also makes it nearly impossible to keep him cornered
* Can do big meterless damage with target combos starting from just about any button
* Having at least 2 bars of super gives him access to massive damage off a variety of confirms from very far away.
* Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster
* Air super can be used to escape the transition into CC infinites
* One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner
* Upkicks (waterfall) are great for everything: anti-airing, counter-poking, combos, strings, etc.  They can even be safe on block when in the corner.
* Hands have incredibly fast startup and great damage/safety
* Strong high/low mix-up off safe jumps thanks to his 2 hit j. RH
* Great cross-up loop with upkicks
* Roll special goes under fireballs
* Long range overhead in crane stance
* c. LK in Crane puts the opponent in a juggle state and can be chained into
* ToD super is safe on block and will result in a dizzy and probably a round win if the opponent cannot land a hit in time
* Counter hit c. FP in Crane stance does an insane amount of damage/stun for some reason.  Up to 30% or more on some characters.
| cons =
| cons =
*'''placeholder'''
* Lacks reliable custom combos unless point blank and in the right stance
* Grounded hurtbox is fatter than it appears, making cross-ups easy on him
* Stance switching is not always instant after most jump-ins besides crane j. RH
* Upkicks aren't fully invincible
* Air super forces you to do the second kick follow-up, which can sometimes get you killed
* High execution/knowledge requirement to reach his full potential
* Would be a top 3 character without V-ISM making neutral more dangerous and hindering his air game
}}
}}

Latest revision as of 15:03, 19 September 2022

Introduction

Gen has continued seeking other fighters in the hopes that the worthiest ones may participate in a "Death Match". Among those he deemed worthy, Akuma is one of them and Gen now wishes to encounter him again.

Pros Cons
  • Has great options for every possible situation. Tons of great buttons.
  • Stance switching is usually instant and can be buffered ahead of time during moves.
  • Different jump arc in each stance with high priority jump-ins in both
  • Ouga is a great mobility tool that also makes it nearly impossible to keep him cornered
  • Can do big meterless damage with target combos starting from just about any button
  • Having at least 2 bars of super gives him access to massive damage off a variety of confirms from very far away.
  • Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster
  • Air super can be used to escape the transition into CC infinites
  • One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner
  • Upkicks (waterfall) are great for everything: anti-airing, counter-poking, combos, strings, etc. They can even be safe on block when in the corner.
  • Hands have incredibly fast startup and great damage/safety
  • Strong high/low mix-up off safe jumps thanks to his 2 hit j. RH
  • Great cross-up loop with upkicks
  • Roll special goes under fireballs
  • Long range overhead in crane stance
  • c. LK in Crane puts the opponent in a juggle state and can be chained into
  • ToD super is safe on block and will result in a dizzy and probably a round win if the opponent cannot land a hit in time
  • Counter hit c. FP in Crane stance does an insane amount of damage/stun for some reason. Up to 30% or more on some characters.
  • Lacks reliable custom combos unless point blank and in the right stance
  • Grounded hurtbox is fatter than it appears, making cross-ups easy on him
  • Stance switching is not always instant after most jump-ins besides crane j. RH
  • Upkicks aren't fully invincible
  • Air super forces you to do the second kick follow-up, which can sometimes get you killed
  • High execution/knowledge requirement to reach his full potential
  • Would be a top 3 character without V-ISM making neutral more dangerous and hindering his air game