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* Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now. | * Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now. | ||
* During backdash, he's airborne right after invincibility wears out. | * During backdash, he's airborne right after invincibility wears out. | ||
==The Basics== | ==The Basics== |
Revision as of 18:41, 2 June 2011


Gen
Few things are more deadly than a fighter who no longer fears death, and that is what describes Gen perfectly. Struck with an illness that will claim his life eventually, Gen now is determined to die the way he believes he was meant to die: in a glorious battle to the death with a worthy opponent. This makes Akuma, a master of the killing intent, a natural rival for Gen. They have fought once before, and Gen is said to be the only one to survive the Shun Goku Satsu. But Gen now seeks Akuma once again for the ultimate battle during which he hopes he can pass in the glory of the fight.
In a nutshell
There are a few characters that you can play only knowing about 60% of their potential and still do fine. Gen is not one of these characters. Not only is understanding everything about Gen necessary to play him effectively, he has two different modes that you must learn to adeptly switch between! There are many dexterity heavy characters in the game, but Gen may be the most dexterity heavy of them all. Without learning how to perform Standing Medium Kick into Hands or the proper distances or cross-up Oga Wall Dive kicks, for example, using Gen may be a losing battle.
Moves
Unique Attacks: Mantis
Throws: Mantis
Special Moves: Mantis
Super Combo: Mantis
Ultra Combos: Mantis
Unique Attacks: Crane
Throws: Crane
Special Moves: Crane
Super Combo: Crane
Ultra Combos: Crane
AE Changes
- 2 new Target combos: (Mantis):
1st: Crouching Light Kick into Crouching Medium Kick.
2nd: First hit of Standing Hard Punch into Standing Medium Kick.
- Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.
- Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.
- Crouching Medium Punch's start up is faster, so it's possible to link from Standing Light Punch and Crouching Light Punch.
- Crouching Medium Punch can now be canceled.
- Standing Hard Kick's range slightly increased. Good for footsie.
- Ultra 2 downward hitbox improved.
- Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.
- During backdash, he's airborne right after invincibility wears out.
The Basics
Combos
Strategy
Matchups
Frame Data