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

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(Created page with "==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...")
 
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| intro =  
| intro =  
| pros =
| pros =
* '''placeholder'''
* Has great options for every possible situation
* Massive amount of variety with two stances
* Can do big meterless damage with target combos
* Supers have incredible range/speed
* Having at least 2 bars of super gives him access to massive damage off a variety of confirms on the ground or in the air
* Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster
* One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner
* Upkicks 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
* Roll special goes under fireballs
* Counter hit c. FP in Crane stance does an insane amount of damage for some reason.  Up to 20% on some characters.
| cons =
| cons =
*'''placeholder'''
* Lacks reliable custom combos
* Grounded hurtbox is fatter than it appears
* High execution/knowledge requirement to reach his full potential
* Would be a top 3 character without V-ISM making neutral more dangerous
}}
}}

Revision as of 18:02, 10 August 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
  • Massive amount of variety with two stances
  • Can do big meterless damage with target combos
  • Supers have incredible range/speed
  • Having at least 2 bars of super gives him access to massive damage off a variety of confirms on the ground or in the air
  • Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster
  • One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner
  • Upkicks 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
  • Roll special goes under fireballs
  • Counter hit c. FP in Crane stance does an insane amount of damage for some reason. Up to 20% on some characters.
  • Lacks reliable custom combos
  • Grounded hurtbox is fatter than it appears
  • High execution/knowledge requirement to reach his full potential
  • Would be a top 3 character without V-ISM making neutral more dangerous