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==Move Analysis== | ==Move Analysis== | ||
===Stance Shift=== | |||
Gen's stance shifting can be done at any time (during the actual round), but while in neutral, walking or crouching it will take 5 frames to do so. If you don't want to become vulnerable, or you just want to hide it, you can change stances while dashing, jumping, attacking, etc. | |||
===Normal Moves=== | ===Normal Moves=== | ||
====Mantis Stance==== | ====Mantis Stance==== | ||
'''S.LP''': | '''S.LP''': Typical fast jab. It's 3 frame startup makes this Gen's fastest attack. It chains and got nice frames on both hit and block. | ||
'''S.MP''': This is a key move among Gen's links. Startup at 4 frames, +5 on block and +6 on hit. | '''S.MP''': This is a key move among Gen's links. Startup at 4 frames, +5 on block and +6 on hit. | ||
'''S.HP''': A fast two-hitter for up close | '''S.HP''': A fast two-hitter for up close. Forces stand, so you can cancel into HK Gekiro after. | ||
'''S.LK''': | '''S.LK''': With 5 frames of startup and -3 on block, this move is not to be thrown out lightly. | ||
'''S.MK''': A fast and far reaching poke. Cancelling it into Hands (and then into Super) is a staple | '''S.MK''': A fast and far reaching poke. Cancelling it into Hands (and then into Super) is a staple tool. Priority is lacking though, with a vulerable hitbox extending well past the attackbox. | ||
'''S.HK''': Less speed, reach and damage than S.MK xx Hands, but with much greater priority. | '''S.HK''': Less speed, reach and damage than S.MK xx Hands, but with much greater priority. | ||
'''C.LP''': Standard crouching jab. Not as good as either s.lp or c.lk. | '''C.LP''': Standard crouching jab. Not really as good as either s.lp or c.lk. | ||
'''C.MP''': Another useful zoning tool. It's 2 frames slower than s.mk, but with slightly better damage | '''C.MP''': Another useful zoning tool. It's 2 frames slower than s.mk, but with slightly better damage/frames/priority. | ||
'''C.HP''': Gen's furthest reaching poke, and with | '''C.HP''': Gen's furthest reaching poke, and with great priority that doubles as an anti-air. | ||
'''C.LK''': A 4 frame low attack, standard fare. | '''C.LK''': A 4 frame low attack, standard fare. | ||
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'''C.MK''': A bit slow and lacking reach, but useful for going into Hands from a low hit. | '''C.MK''': A bit slow and lacking reach, but useful for going into Hands from a low hit. | ||
'''C.HK''': Gen's sweep one of the slower, less damaging ones in the game, but it's one of his furthest reaching attacks. | '''C.HK''': Gen's sweep is one of the slower, less damaging ones in the game, but it's one of his furthest reaching attacks. You really want those knockdowns. | ||
'''J.MK''': Crossup move. Will be used often. | '''J.MK''': Crossup move. Will be used often. | ||
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'''S.LK''': 8 frame startup, punishable on block. Capcom just didn't want us to use this move. | '''S.LK''': 8 frame startup, punishable on block. Capcom just didn't want us to use this move. | ||
'''S.MK''': A decent poke with nice priority. Punishable if blocked up close. | '''S.MK''': A decent poke with nice damage/priority. Punishable if blocked up close. | ||
'''S.HK''': When used as an anti-air, if only the first hit connects (or trades) you can follow up with Crane Super. | '''S.HK''': When used as an anti-air, if only the first hit connects (or trades) you can follow up with Crane Super. | ||
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'''J.MK''': Gen actually kicks backwards, making this a great and deceptive crossup tool. | '''J.MK''': Gen actually kicks backwards, making this a great and deceptive crossup tool. | ||
'''J.HK''': You can actually hit this move twice | '''J.HK''': You can actually hit this move twice (Gen's command normal, Shakudan), making it a tricky and damaging jumpin. When done as an air-to-air it allows you to follow up with Crane Super/Ultra 1. | ||
===Normal Throws=== | ===Normal Throws=== | ||
'''(F+)LP+LK''': | |||
'''B+LP+LK''': | |||
===Command Normals=== | ===Command Normals=== | ||
'''Shakudan''': Crane J.HKx2 | |||
Double overhead, making it damaging and tricky. If done air-to-air it juggles into Crane Super/Ultra 1. | |||
===Focus / Saving Attack=== | ===Focus / Saving Attack=== |
Revision as of 12:37, 18 June 2010
Introduction
Move Analysis
Stance Shift
Gen's stance shifting can be done at any time (during the actual round), but while in neutral, walking or crouching it will take 5 frames to do so. If you don't want to become vulnerable, or you just want to hide it, you can change stances while dashing, jumping, attacking, etc.
Normal Moves
Mantis Stance
S.LP: Typical fast jab. It's 3 frame startup makes this Gen's fastest attack. It chains and got nice frames on both hit and block.
S.MP: This is a key move among Gen's links. Startup at 4 frames, +5 on block and +6 on hit.
S.HP: A fast two-hitter for up close. Forces stand, so you can cancel into HK Gekiro after.
S.LK: With 5 frames of startup and -3 on block, this move is not to be thrown out lightly.
S.MK: A fast and far reaching poke. Cancelling it into Hands (and then into Super) is a staple tool. Priority is lacking though, with a vulerable hitbox extending well past the attackbox.
S.HK: Less speed, reach and damage than S.MK xx Hands, but with much greater priority.
C.LP: Standard crouching jab. Not really as good as either s.lp or c.lk.
C.MP: Another useful zoning tool. It's 2 frames slower than s.mk, but with slightly better damage/frames/priority.
C.HP: Gen's furthest reaching poke, and with great priority that doubles as an anti-air.
C.LK: A 4 frame low attack, standard fare.
C.MK: A bit slow and lacking reach, but useful for going into Hands from a low hit.
C.HK: Gen's sweep is one of the slower, less damaging ones in the game, but it's one of his furthest reaching attacks. You really want those knockdowns.
J.MK: Crossup move. Will be used often.
J.HK: Upward angled air-to-air move with nice damage and priority.
Crane Stance
S.LP: A 4 frame jab that's -4 on block, nothing you'll want to just throw out there. Can chain-cancel into c.lk though.
S.MP: Standard overhead, two hitter with great reach.
S.HP: A deceptive low hitter. Slow but does huge damage. It's unsafe, but the pushback makes it hard to punish. Use it only when the opponent is exptecting an overhead.
S.LK: 8 frame startup, punishable on block. Capcom just didn't want us to use this move.
S.MK: A decent poke with nice damage/priority. Punishable if blocked up close.
S.HK: When used as an anti-air, if only the first hit connects (or trades) you can follow up with Crane Super.
C.LP: A 4 frame jab that leads to nothing. At least this one's even on block.
C.MP: Gen's best poke from Crane stance. It's -3 on block so it can be punished, but only if it's done up close.
C.HP: At 21 frames startup this is a tricky move to use, and note that you take almost twice the damage if you're hit during startup. It does great damage and stun though, so using it after a Focus crumble is a nice option.
C.LK: A quick lancher that is horrible on block. This is a key move to combo into.
C.MK: This move allows Gen to duck under most projectiles, and that's about it.
C.HK: Gen's most reliable anti-air move. Note that it's punishable by a grounded opponent even on hit.
J.MP: This is actually Gen's jumpin with the best priority. Useful if the opponent anti-airs you with normals.
J.HP: Gen curls up into a ball while attacking, giving it a nice priority and guarantees a deep jumpin.
J.LK: Great upward angeled hitbox, fast startup and very long active time. The only drawback is it's puny damage.
J.MK: Gen actually kicks backwards, making this a great and deceptive crossup tool.
J.HK: You can actually hit this move twice (Gen's command normal, Shakudan), making it a tricky and damaging jumpin. When done as an air-to-air it allows you to follow up with Crane Super/Ultra 1.
Normal Throws
(F+)LP+LK:
B+LP+LK:
Command Normals
Shakudan: Crane J.HKx2
Double overhead, making it damaging and tricky. If done air-to-air it juggles into Crane Super/Ultra 1.
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
Strategy
Matchups
Frame Data
MANTIS STYLE | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Block | Super Meter | Frames | |||||||||
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes |
LP | HL | 25 | 50 | 20 | ch/sp/su | 3 | 2 | 7 | +3 | +5 | |
MP | HL | 55 | 100 | 40 | sp/su | 4 | 5 | 8 | +5 | +6 | Far version 80 damage |
HP | HL | 70*40 | 100*100 | 40*20 | sp/su | 5 | 2*4 | 17 | -3 | +1 | Forces stand, 1st hit cancellable |
LK | HL | 40 | 50 | 20 | su | 5 | 4 | 13 | -3 | -2 | Far version 40 damage |
MK | HL | 60 | 100 | 40 | sp/su | 5 | 3 | 17 | -2 | -1 | |
HK | HL | 110 | 200 | 60 | - | 8 | 2 | 20 | -4 | 0 | |
crouch LP | HL | 20 | 50 | 20 | ch/sp/su | 4 | 2 | 7 | +2 | +5 | |
crouch MP | HL | 70 | 100 | 40 | sp/su | 7 | 4 | 11 | -1 | +1 | |
crouch HP | HL | 100 | 200 | 60 | - | 7 | 4 | 19 | -5 | -1 | |
crouch LK | L | 30 | 50 | 20 | ch/sp/su | 4 | 2 | 8 | +1 | +4 | |
crouch MK | L | 70 | 100 | 40 | sp/su | 7 | 3 | 14 | -3 | -1 | |
crouch HK | L | 85 | 100 | 60 | - | 8 | 3 | 22 | -7 | - | cannot fast recover |
Jump LP | H | 40 | 50 | 20 | - | 4 | 7 | - | - | - | |
Jump MP | H | 70 | 100 | 40 | - | 5 | 5 | - | - | - | |
Jump HP | H | 100 | 200 | 60 | - | 6 | 4 | - | - | - | |
Jump LK | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | straight jump 30 damage |
Jump MK | H | 70 | 100 | 40 | - | 4 | 8 | - | - | - | straight jump 80 damage |
Jump HK | H | 100 | 200 | 60 | - | 6 | 3 | - | - | - | |
??? (switch style?) | - | - | - | - | - | - | - | 5 | - | - | |
Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | |
Focus attack LVL 2 | HL | 90 | 150 | 40 | - | 17+12 | 2 | 35 | -15 | - | |
Focus attack LVL 3 | - | 150 | 200 | 60 | - | 65 | 2 | 35 | - | - | |
Forward Throw | 0.9 | 130 | 100 | 40 | - | 3 | 2 | 20 | - | - | |
Back Throw | 1.0 | 120 | 100 | 40 | - | 3 | 2 | 20 | - | - | |
Hyakurenkou LP | HL | 16xn | 20xn | 10/5xN | su | 5 | 3(5)3(5)3(5)3 | 17 | +5 | +9 | Armor break |
Hyakurenkou MP | HL | 16xn | 20xn | 10/5xN | su | 4 | 3(3)3(3)3(3)3 | 17 | +5 | +9 | Armor break |
Hyakurenkou HP | HL | 16xn | 20xn | 10/5xN | su | 3 | 3(3)3(3)3(3)3 | 17 | +5 | +9 | Armor break |
Hyakurenkou EX | HL | 16xn | 20xn | -250/0 | su | 3 | 3(3)3(3)3(3)3 | 17 | +5 | +9 | Armor break |
Gekirou LK | HL | 100*10x4*20 | 80*10x5 | 20/20*5x5 | - | 5 | 15 | 14+8 | -35 | - | 1~4f strike invincible |
Gekirou MK | HL | 100*10x5*40 | 80*10x6 | 20/20*5x6 | - | 7 | 15 | 17+8 | -35 | - | 1~4f strike invincible |
Gekirou HK | HL | 100*10x6*90 | 80*10x6*80 | 20/20*5x7 | - | 7 | 15 | 18+8 | -35 | - | 1~4f strike invincible |
Gekirou EX | HL | 100*10x6*90 | 80*10x6*80 | -250/0 | - | 7 | 15 | 18+8 | -35 | - | 1~4f strike invincible |
Zanei | HL | 20*280 | 0 | -1000/0 | - | 1+6 | 16 | 66 | -61 | - | Invincible LP 1~11/MP 1~8/HP 1~5, Armor break |
Ultra Combo 1 | HL | 405 | 0 | 0/0 | - | 1+10 | 11 | 59 | -49 | - | 1~10f invincible, Armor break |
Ultra Combo 2 | HL | 23*420 | 0 | 0/0 | - | 1+8 | 2(6)2(6)2(6)2 | 33 | -10 | - | 1~8f invincible |
CRANE STYLE | |||||||||||
Block | Super Meter | Frames | |||||||||
Move Name | HL | Damage | Stun | Gain | Startup | Active | Recovery | On Guard | On Hit | Notes | |
LP | HL | 30 | 50 | 20 | ch/sp/su | 4 | 3 | 13 | -4 | -2 | |
MP | L | 50*50 | 50*50 | 20*20 | - | 18 | 2*2 | 22 | -3 | +1 | |
HP | L*HL | 100*100 | 100*100 | 40*20 | - | 17 | 2*4 | 19 | -5 | 0 | 2nd hit forces stand, 1st hit low attack |
LK | HL | 40 | 50 | 20 | su | 8 | 4 | 13 | -3 | -2 | |
MK | HL | 100 | 100 | 40 | - | 7 | 4 | 22 | -5 | -1 | |
HK | HL | 70*50 | 100*100 | 40*20 | - | 5 | 3(9)2 | 22 | -6 | -2 | |
crouch LP | HL | 40 | 50 | 20 | su | 4 | 2 | 9 | 0 | +3 | |
crouch MP | HL | 70 | 100 | 40 | sp/su | 5 | 4 | 13 | -3 | -1 | |
crouch HP | HL | 180 | 300 | 60 | - | 21 | 5 | 16 | -3 | +1 | |
crouch LK | L | 30 | 50 | 20 | sp/su | 5 | 6 | 16 | -8 | - | |
crouch MK | L | 80 | 100 | 40 | su | 8 | 3 | 21 | -3 | -1 | |
crouch HK | HL | 120 | 150 | 60 | - | 5 | 3 | 31 | -16 | -12 | |
Jump LP | H | 50 | 50 | 20 | - | 4 | 7 | - | - | - | |
Jump MP | H | 90 | 100 | 40 | - | 4 | 5 | - | - | - | straight jump 80 damage |
Jump HP | H | 110 | 200 | 60 | - | 5 | 7 | - | - | - | straight jump 100 damage |
Jump LK | H | 40 | 50 | 20 | - | 4 | 9 | - | - | - | |
Jump MK | H | 70 | 100 | 40 | - | 4 | 8 | - | - | - | straight jump 90 damage |
Jump HK | H | 100 | 200 | 60 | - | 6 | 3 | - | - | - | |
??? (switch style?) | - | - | - | - | - | - | - | 5 | - | - | |
Shakudan(overhead) | H | 50 | 50 | 20 | - | 4 | 2 | - | - | - | Pursuit property |
Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | |
Focus attack LVL 2 | HL | 90 | 150 | 40 | - | 17+12 | 2 | 35 | -15 | - | |
Focus attack LVL 3 | - | 150 | 200 | 60 | - | 65 | 2 | 35 | - | - | |
Forward Throw | 0.9 | 130 | 100 | 60 | - | 3 | 2 | 20 | - | ||
Back Throw | 1.0 | 120 | 100 | 40 | - | 3 | 2 | 20 | - | - | |
Jasen LP | HL | 20x2*60 | 20x2*80 | 20/8x2*20 | su | 6 | 3(5)1(5)4 | 20 | -3 | +1 | 1~3 hits cancellable |
Jasen MP | HL | 20x3*65 | 20x3*80 | 20/8x3*20 | su | 6 | 3(7)3(11)1(5)4 | 20 | -3 | +1 | 1~3 hits cancellable |
Jasen HP | HL | 20x4*70 | 20x4*80 | 20/8x4*20 | su | 6 | 3(7)3(12)3(11)1(5)4 | 20 | -3 | +1 | 1~3 hits cancellable |
Jasen EX | HL | 20x4*80 | 50x5 | -250/0 | su | 6 | 3(7)3(12)3(11)1(5)4 | 20 | -3 | +1 | 1~45f projectile invincible, 1~5 hits cancellable |
Oga | - | - | - | - | - | - | - | 27 | - | - | |
Oga EX | - | - | - | -250/0 | - | - | - | 27 | - | - | |
Oga Stop | - | - | - | - | - | - | - | 30 | - | - | |
Oga Close | H | 100 | 150 | 30/50 | - | 13 | 6 | 13 | -8 | - | Armor break |
Oga Far | H | 100 | 150 | 30/50 | - | 12 | 7 | 13 | -13 | - | Armor break |
Oga Ceiling | - | - | - | - | - | - | - | 63 | - | - | |
Oga Ceiling Drop | H | 100 | 150 | 30/50 | - | 3 | 15 | 13 | - | - | Armor break |
Oga Super Close | H | 100 | 150 | 30/50 | - | 3 | 14 | 1+12 | - | - | Armor break |
Super Combo | - | 320 | 0 | -1000/0 | - | 1+0 | 19 | 16+16 | - | - | Invincible LK 1~12/MK 1~8/HK 1~5, Pursuit property |
Ultra Combo 1 | - | 150*248 | 0 | 0/0 | - | 1+10 | 8 | 25+28 | - | - | 1~11f invincible, Pursuit property |
Ultra Combo 2 | H | 428 | 0 | 0/0 | - | 1+9 | until ground | 26 | - | - | |
Block | Super Meter | Frames | |||||||||
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes |
The characters | Abel • Adon • Akuma • Balrog • Blanka • C. Viper • Cammy • Chun-Li • Cody • Dan • Dee Jay • Dhalsim • Dudley • E. Honda • El Fuerte • Fei Long • Gen • Gouken • Guile • Guy • Hakan • Ibuki • Juri • Ken • M. Bison • Makoto • Rose • Rufus • Ryu • Sagat • Sakura • Seth • T.Hawk • Vega • Zangief |
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