Street Fighter IV Remix/Gen: Difference between revisions

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(started Gen's page, finished introduction and pro/con, added an image for 5LP as a placeholder, will update with more images later.)
 
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''Yun and Yang are the protectors of Hong Kong. Gen protects Hong Kong from Yun and Yang.''
''Yun and Yang are the protectors of Hong Kong. Gen protects Hong Kong from Yun and Yang.''
-----
-----
Insert character introduction here.
'''Gen''' is a martial arts master and elderly assassin from China, taking his place in Remix as an extremely aggressive mixup and vortex character with oppressive tools for opening up his opponents. The cornerstone of the character is his unique movement tool, '''Oga,''' a wallcling/stance hybrid that takes the place of his original stance. Using Oga, Gen has access to some of the best movement tools in the game, traversing the screen at high speeds and threatening the opponent with high damage conversions from his movement options. Gen builds an excessive amount of meter when he does get the hit, which is typically spent on his primary super, known lovingly as the '''Old Fucker Tornado.''' Combined with his safe on block blockstring enders and his common reversal, EX '''Upkicks,''' Gen's plan is to stay close to the opponent at all times, place them in unfair mixups and loop them repeatedly until death.
{{ProConTable
{{ProConTable
| pros =
| pros =
* '''Pro 1:'''  
* '''Phenomenal Okizeme:''' Gen has access to some of the most belligerent and oppressive mixups in the entire game, between unreactable high/lows, left/rights and throw options, all of which convert seamlessly into his primary routes that reset into another mixup. His mixups are extremely freeform, allowing you to rotate between a variety of different mixups to keep your opponent guessing, including resets as well as soft and hard knockdowns.
* '''Pro 2:'''  
* '''Meter Build:''' Gen's combo routes are nearly impossible to make meter-negative, and every mixup into a full combo will regularly build you 1-2 bars of super meter on average. Combined with Gen's extremely strong meter spending options, this ensures he always has access to resources, and a meter dump route is only one hit confirm away.
* '''Pro 3:'''  
* '''Old Fucker Tornado:''' One of the best supers in the entire game. Fully cancelable into a normal or divekick at any point after its startup, this super allows you to escape safely from dangerous situations midscreen, and on hit, confirms into absurdly high damage and meter gain, usually enough to build you ''another'' tornado super. By far, Gen's favorite option for spending resources.
* '''Small Hurtbox:''' Gen's hurtbox is disturbingly small while crouching, allowing some setups or reversals to whiff over or under him on occasion.
| cons =
| cons =
* '''Con 1:'''  
* '''Low Health:''' Gen's health totals 900, the second-lowest group in the game. With the high average meterless damage in Remix, this can lead to him comfortably getting two touched by a majority of the cast.
* '''Con 2:'''
* '''Con 3:'''  
}}
}}
</div>
</div>
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|name = Standing Light Punch
|name = Standing Light Punch
|input  = 5LP
|input  = 5LP
|image  = SFIVR_X_5LP.png
|image  = SFIVR_Gen_5LP.png
|caption =
|caption =
|data =
|data =
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|name = Standing Medium Punch
|name = Standing Medium Punch
|input  = 5MP
|input  = 5MP
|image  = SFIVR_X_5MP.png
|image  = SFIVR_Gen_5MP.png
|caption =
|caption =
|data =
|data =
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|name = Standing Heavy Punch
|name = Standing Heavy Punch
|input  = 5HP
|input  = 5HP
|image  = SFIVR_X_5HP.png
|image  = SFIVR_Gen_5HP.png
|caption =
|caption =
|data =
|data =
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|name = Standing Light Kick
|name = Standing Light Kick
|input  = 5LK
|input  = 5LK
|image  = SFIVR_X_5LK.png
|image  = SFIVR_Gen_5LK.png
|caption =
|caption =
|data =
|data =
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|name = Standing Medium Kick
|name = Standing Medium Kick
|input  = 5MK
|input  = 5MK
|image  = SFIVR_X_5MK.png
|image  = SFIVR_Gen_5MK.png
|caption =
|caption =
|data =
|data =
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|name = Standing Heavy Kick
|name = Standing Heavy Kick
|input  = 5HK
|input  = 5HK
|image  = SFIVR_X_5HK.png
|image  = SFIVR_Gen_5HK.png
|caption =
|caption =
|data =
|data =
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|name = Crouching Light Punch
|name = Crouching Light Punch
|input  = 2LP
|input  = 2LP
|image  = SFIVR_X_2LP.png
|image  = SFIVR_Gen_2LP.png
|caption =
|caption =
|data =
|data =
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|name = Crouching Medium Punch
|name = Crouching Medium Punch
|input  = 2MP
|input  = 2MP
|image  = SFIVR_X_2MP.png
|image  = SFIVR_Gen_2MP.png
|caption =
|caption =
|data =
|data =
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|name = Crouching Heavy Punch
|name = Crouching Heavy Punch
|input  = 2HP
|input  = 2HP
|image  = SFIVR_X_2HP.png
|image  = SFIVR_Gen_2HP.png
|caption =
|caption =
|data =
|data =
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|name = Crouching Light Kick
|name = Crouching Light Kick
|input  = 2LK
|input  = 2LK
|image  = SFIVR_X_2LK.png
|image  = SFIVR_Gen_2LK.png
|caption =
|caption =
|data =
|data =
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|name = Crouching Medium Kick
|name = Crouching Medium Kick
|input  = 2MK
|input  = 2MK
|image  = SFIVR_X_2MK.png
|image  = SFIVR_Gen_2MK.png
|caption =
|caption =
|data =
|data =
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|name = Crouching Heavy Kick
|name = Crouching Heavy Kick
|input  = 2HK
|input  = 2HK
|image  = SFIVR_X_2HK.png
|image  = SFIVR_Gen_2HK.png
|caption =  
|caption =  
|data =
|data =
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|name = Jumping Light Punch
|name = Jumping Light Punch
|input  = j.LP
|input  = j.LP
|image  = SFIVR_X_jLP.png
|image  = SFIVR_Gen_jLP.png
|caption =
|caption =
|data =
|data =
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|name = Jumping Medium Punch
|name = Jumping Medium Punch
|input  = j.MP
|input  = j.MP
|image  = SFIVR_X_jMP.png
|image  = SFIVR_Gen_jMP.png
|caption =
|caption =
|data =
|data =
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|name = Jumping Heavy Punch
|name = Jumping Heavy Punch
|input  = j.HP
|input  = j.HP
|image  = SFIVR_X_jHP.png
|image  = SFIVR_Gen_jHP.png
|caption =  
|caption =  
|data =
|data =
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|name = Jumping Light Kick
|name = Jumping Light Kick
|input  = j.LK
|input  = j.LK
|image  = SFIVR_X_jLK.png
|image  = SFIVR_Gen_jLK.png
|caption =
|caption =
|data =
|data =
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|name = Jumping Medium Kick
|name = Jumping Medium Kick
|input  = j.MK
|input  = j.MK
|image  = SFIVR_X_jMK.png
|image  = SFIVR_Gen_jMK.png
|caption =
|caption =
|data =
|data =
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|name = Jumping Heavy Kick
|name = Jumping Heavy Kick
|input  = j.HK
|input  = j.HK
|image  = SFIVR_X_jHK.png
|image  = SFIVR_Gen_jHK.png
|caption =
|caption =
|data =
|data =
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== Command Normals ==
== Command Normals ==
=== <span class="invisible-header">Command Normal 1</span> ===
=== <span class="invisible-header">6MP</span> ===
{{MoveData
{{MoveData
|name = Command Normal 1
|name = Overhead Punch
|input  =  
|input  = 6MP
|image  =  
|image  = SFIVR_Gen_6MP.png
|caption =
|caption =
|data =
|data =
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}}
}}


=== <span class="invisible-header">Command Normal 2</span> ===
=== <span class="invisible-header">6HP</span> ===
{{MoveData
{{MoveData
|name = Command Normal 2
|name = Upward Punch
|input  =  
|input  = 6HP
|image  =  
|image  = SFIVR_Gen_6HP.png
|caption = :nonsmiler:
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
 
=== <span class="invisible-header">6HK</span> ===
{{MoveData
|name = Double Kick
|input  = 6HK
|image  = SFIVR_Gen_6HK.png
|caption =
|caption =
|data =
|data =
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}}
}}


=== <span class="invisible-header">Command Normal 3</span> ===
=== <span class="invisible-header">3HP</span> ===
{{MoveData
|name = Double Poke
|input  = 3[HP]
|image  = SFIVR_Gen_3HP.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
 
=== <span class="invisible-header">3LK</span> ===
{{MoveData
|name = Light Tap Launch
|input  = 3LK
|image  = SFIVR_Gen_3LK.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
 
=== <span class="invisible-header">3HK</span> ===
{{MoveData
|name = Upward Kick
|input  = 3HK
|image  = SFIVR_Gen_3HK.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
 
=== <span class="invisible-header">5PP</span> ===
{{MoveData
|name = Roll
|input  = 5PP
|image  = SFIVR_Gen_5PP.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
 
=== <span class="invisible-header">5/6KK</span> ===
{{MoveData
|name = Oga
|input  = 5/6KK
|image  = SFIVR_Gen_5KK.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
 
=== <span class="invisible-header">5KK > K</span> ===
{{MoveData
|name = Oga > Down-forward Kick
|input  = 5KK > K
|image  = SFIVR_Gen_5KKK.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
 
=== <span class="invisible-header">5KK > 6K</span> ===
{{MoveData
|name = Oga > Forward Kick
|input  = 5KK > 6K
|image  = SFIVR_Gen_5KK6K.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
 
=== <span class="invisible-header">5KK > 2</span> ===
{{MoveData
{{MoveData
|name = Command Normal 3
|name = Oga > Feint
|input  =  
|input  = 5KK > 2
|image  =  
|image  = SFIVR_Gen_5KK2.png
|caption =
|caption =  
|data =
|data =
{{AttackData-SFIVR
{{AttackData-SFIVR
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}}
}}


=== <span class="invisible-header">5KK > 8</span> ===
{{MoveData
|name = Oga > Sky Leap
|input  = 5KK > 8
|image  = SFIVR_Gen_5KK8.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}


=== <span class="invisible-header">j.1/2/3K</span> ===
{{MoveData
|name = Divekick
|input  = j.1/2/3K
|image  = SFIVR_Gen_j1K.png
|image2  = SFIVR_Gen_j2K.png
|image3  = SFIVR_Gen_j3K.png
|caption =
|data =
{{AttackData-SFIVR
|damage  = X
|guard  =
|cancel  = SP, SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
|description =
}}
}}
== Universal Mechanics ==
== Universal Mechanics ==
=== <span class="invisible-header">Forward Throw</span> ===
=== <span class="invisible-header">Forward Throw</span> ===
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|name = Forward Throw
|name = Forward Throw
|input  = 5LP+LK
|input  = 5LP+LK
|image  = SFIVR_X_FThrow.png
|image  = SFIVR_Gen_FThrow.png
|caption =
|caption =
|data =
|data =
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|name = Backward Throw
|name = Backward Throw
|input  = 4LP+LK
|input  = 4LP+LK
|image  = SFIVR_X_BThrow.png
|image  = SFIVR_Gen_BThrow.png
|caption =
|caption =
|data =
|data =
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|name = Alpha Counter
|name = Alpha Counter
|input  = HP+HK
|input  = HP+HK
|image  = SFIVR_X_AC.png
|image  = SFIVR_Gen_AC.png
|caption =
|caption =
|data =
|data =
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}}
}}
== Special Moves ==
== Special Moves ==
=== <span class="invisible-header">Special Move 1</span> ===
=== <span class="invisible-header">Zan'ei</span> ===
{{MoveData
{{MoveData
|name = Special Move 1
|name = Zan'ei
|input  =  
|input  = 236P
|image  =  
|image  = SFIVR_Gen_236P.png
|caption =
|caption =
|data =
|data =
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}}
}}


=== <span class="invisible-header">Special Move 2</span> ===
=== <span class="invisible-header">Thousand Hands of Chop</span> ===
{{MoveData
{{MoveData
|name = Special Move 2
|name = Thousand Hands of Chop
|input  =  
|input  = 214P
|image  =  
|image  = SFIVR_Gen_214P.png
|caption =
|caption =
|data =
|data =
{{AttackData-SFIVR
{{AttackData-SFIVR
|version = LK
|version = LP
|damage  = X
|damage  = X
|guard  =  
|guard  =  
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}}
}}
{{AttackData-SFIVR
{{AttackData-SFIVR
|version = MK
|version = MP
|damage  = X
|damage  = X
|guard  =  
|guard  =  
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  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
|version = HK
|version = HP
|damage  = X
|damage  = X
|guard  =  
|guard  =  
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}}
}}


=== <span class="invisible-header">Special Move 3</span> ===
=== <span class="invisible-header">Upkicks</span> ===
{{MoveData
{{MoveData
|name = Special Move 3
|name = Upkicks
|input  =  
|input  = 236K~K, 6K
|image  =
|image  = SFIVR_Gen_236K.png
|image2  = SFIVR_Gen_236Kfollowup.png
|image3  = SFIVR_Gen_236K6K.png
|caption =
|caption =
|data =
|data =
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}}
}}


=== <span class="invisible-header">Special Move 4</span> ===
== Super Moves ==
=== <span class="invisible-header">Zetuei</span> ===
{{MoveData
{{MoveData
|name = Special Move 4
|name = Zetuei
|input  =  
|input  = 236PPP
|image  =  
|image  = SFIVR_Gen_236PPP
|caption =
|caption =
|data =
|data =
{{AttackData-SFIVR
{{AttackData-SFIVR
|version = LP
|damage  = X
|damage  = X
|guard  =  
|guard  =  
|cancel  = SU
|startup = X
|startup = X
|active  = X
|active  = X
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|onHit  = X
|onHit  = X
|onBlock = X
|onBlock = X
|description =
}}
}}
}}
=== <span class="invisible-header">Million Hands of Chop</span> ===
{{MoveData
|name = Million Hands of Chop
|input  = 214PPP
|image  = SFIVR_Gen_214PPP
|caption =
|data =
{{AttackData-SFIVR
{{AttackData-SFIVR
|version = MP
|damage  = X
|damage  = X
|guard  =  
|guard  =  
|cancel  = SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
}}
{{AttackData-SFIVR
|version = HP
|damage  = X
|guard  =
|cancel  = SU
|startup = X
|active  = X
|recovery = X
|onHit  = X
|onBlock = X
}}
{{AttackData-SFIVR
|version = EX
|damage  = X
|guard  =
|cancel  = SU
|startup = X
|startup = X
|active  = X
|active  = X
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|onHit  = X
|onHit  = X
|onBlock = X
|onBlock = X
|description =
  }}
  }}
}}
}}


== Super Moves ==
=== <span class="invisible-header">Old Fucker Tornado</span> ===
=== <span class="invisible-header">Super Move 1</span> ===
{{MoveData
{{MoveData
|name = Super Move 1
|name = Old Fucker Tornado
|input  =  
|input  = 214KKK, 236KKK
|image  =  
|image  = SFIVR_Gen_236KKK
|caption =
|caption =
|data =
|data =
Line 748: Line 934:
}}
}}


=== <span class="invisible-header">Super Move 2</span> ===
=== <span class="invisible-header">Divekick Super</span> ===
{{MoveData
{{MoveData
|name = Super Move 2
|name = Divekick Super
|input  =  
|input  = j236KKK
|image  =  
|image  = SFIVR_Gen_j236KKK
|caption =
|caption =
|data =
|data =
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  }}
  }}
}}
}}
{{Navbox-SFIVR}}
{{Navbox-SFIVR}}
{{Category: Gen}}
{{Category: Gen}}

Latest revision as of 13:33, 18 April 2024

Introduction

Yun and Yang are the protectors of Hong Kong. Gen protects Hong Kong from Yun and Yang.


Gen is a martial arts master and elderly assassin from China, taking his place in Remix as an extremely aggressive mixup and vortex character with oppressive tools for opening up his opponents. The cornerstone of the character is his unique movement tool, Oga, a wallcling/stance hybrid that takes the place of his original stance. Using Oga, Gen has access to some of the best movement tools in the game, traversing the screen at high speeds and threatening the opponent with high damage conversions from his movement options. Gen builds an excessive amount of meter when he does get the hit, which is typically spent on his primary super, known lovingly as the Old Fucker Tornado. Combined with his safe on block blockstring enders and his common reversal, EX Upkicks, Gen's plan is to stay close to the opponent at all times, place them in unfair mixups and loop them repeatedly until death.

Strengths Weaknesses
  • Phenomenal Okizeme: Gen has access to some of the most belligerent and oppressive mixups in the entire game, between unreactable high/lows, left/rights and throw options, all of which convert seamlessly into his primary routes that reset into another mixup. His mixups are extremely freeform, allowing you to rotate between a variety of different mixups to keep your opponent guessing, including resets as well as soft and hard knockdowns.
  • Meter Build: Gen's combo routes are nearly impossible to make meter-negative, and every mixup into a full combo will regularly build you 1-2 bars of super meter on average. Combined with Gen's extremely strong meter spending options, this ensures he always has access to resources, and a meter dump route is only one hit confirm away.
  • Old Fucker Tornado: One of the best supers in the entire game. Fully cancelable into a normal or divekick at any point after its startup, this super allows you to escape safely from dangerous situations midscreen, and on hit, confirms into absurdly high damage and meter gain, usually enough to build you another tornado super. By far, Gen's favorite option for spending resources.
  • Small Hurtbox: Gen's hurtbox is disturbingly small while crouching, allowing some setups or reversals to whiff over or under him on occasion.
  • Low Health: Gen's health totals 900, the second-lowest group in the game. With the high average meterless damage in Remix, this can lead to him comfortably getting two touched by a majority of the cast.
Gen
[[File:|center|300px]]
Character Data
Health 900
Chains L>M>H
Walkspeed 1.9 (Fast)
Forward Dash Duration 17 frames
Forward Dash Distance 1.6 (Average)
Backdash Duration 25 frames
Backdash Invuln 9~25 Throw Invuln frames
Unique Movement Oga

Normals

Standing Normals

5LP

Standing Light Punch
5LP
SFIVR Gen 5LP.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

6MP

Overhead Punch
6MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

6HP

Upward Punch
6HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

6HK

Double Kick
6HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

3HP

Double Poke
3[HP]
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

3LK

Light Tap Launch
3LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

3HK

Upward Kick
3HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

5PP

Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

5/6KK

Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

5KK > K

Oga > Down-forward Kick
5KK > K
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

5KK > 6K

Oga > Forward Kick
5KK > 6K
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

5KK > 2

Oga > Feint
5KK > 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

5KK > 8

Oga > Sky Leap
5KK > 8
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

j.1/2/3K

Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Zan'ei

LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Thousand Hands of Chop

Thousand Hands of Chop
214P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Upkicks

LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Zetuei

Zetuei
236PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Million Hands of Chop

Million Hands of Chop
214PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Old Fucker Tornado

Old Fucker Tornado
214KKK, 236KKK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Divekick Super

Divekick Super
j236KKK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Gen is a video game character from the Street Fighter series, first appearing as a non-playable opponent in the original Street Fighter, before becoming playable in Street Fighter Alpha 2. He is an aging Chinese martial arts master and former legendary assassin.

Streetfighter wiki Gen