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==Move Analysis== | ==Move Analysis== | ||
===Walking/Jumping=== | |||
===Normal Moves=== | ===Normal Moves=== | ||
Revision as of 11:22, 20 April 2009
Introduction
Move Analysis
Walking/Jumping
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
When it comes to combos, Gen has plenty of options due to his multiple stances. In this section we will review the best possible punishes and also some of the more flashy combos that gen has in his arsenal
PPP Mantis Combos
1. S.MK xx HP Hands thread on shoryuken
Difficult move to pull off when you first attempt it, this move is debatable as to whether it is Bread and Butter combo or not. Why should you use it? Well first off it gives the best poke gen has (rangewise) more to work with, here are a little stats from the shoryuken thread, credit goes to Mnszyk for the data
This is why you should do Medium Kick xx Fierce Hands:
Medium Kick 70 damage, 100 stun, 40 meter Your opponent will be pushed ~4 training room squares in the other direction High priority, long range Block Advantage: -2 Hit Advantage: +2
Medium Kick xx Fierce Hands 134 damage, 180 stun, 110 meter Your opponent will be pushed ~18 training room squares in the other direction. At max range, you'll advance yourself about ~9 squares for free. Armor Breaking - Your opponent will never be able to safely focus your pokes if you do this Block Advantage: +5 Hit Advantage: +9
Almost doubled damage and stun, the ability to push your opponent around like crazy, nearly triple meter, armor breaking, and high safety ... what would you weigh that against?
As you can see, there are plenty of reasons to MKhands. It allows you to effectively zone and punish whiffs that Gen normally could not. He can also use it to punish things like (list is still growing) Blocked Shoto Roundhouse Close Range tiger shot Close range fireball (Shotos) MP or HP Headbutt (Honda) Punish rekkas (fei or abel) early rolls by abel wheel kicks (abel) TAP (Balrog)
This combo alone gives him the ability to increase his zone, whereas most of the combos gen has have to be up in your face, this lets him start the pressure and force the issue with opponent.
So How do you do it?
There are many different manners of doing it, first thing is first let's break down how the combo works
MK itself has 5 frames of startup which is not too bad at all, but the active frames are only 3, so within these active frames you have to get hands out. At first this may seem like a daunting task because....
Hands requires 5 P button inputs to activate. So in practice you can hit any P button 5 times and Hands will come out (this must be done rapidly). What aids this process is that any combination of P buttons can be used and the 5th one will determine the strength of the hands (with HP being the best). Being able to piano the inputs would be the best method here but there are different ways to get MK hands to come out:
SecretCharacter's method My method of doing it is; Lp+Mk, then piano from right to left, Fp, Mp, Lp, Fp (Notice how he uses LP+MK, when this input is done the higher button input will come out and the lower button input will still be recorded)
Kruldar's Method video links Piano Method Slide Method
B izm's method LP+MKx2, LP MP HP
SLVRNBLK's method Same as the piano but with 2 fingers on mp (middle and ring) so that you can drum that button twice
FROM MK hands you can also cancel the first three hits of hands to another mk hands or mk super. The mk hands to mk hands works in block strings as well.
Strategy
Matchups
Frame Data
frames | frames | super meter | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
move Name | startup | active | total | adv.blk | adv.hit | damage | stun | gain | block | chain | special | super | comments |
MANTIS STYLE | |||||||||||||
LP | 3 | 3 | 15 | -1 | 1 | 30 | 50 | 20 | HL | O | O | O | - |
MP | 4 | 5 | 22 | 2 | 6 | 70 | 100 | 40 | HL | X | O | O | Far version: 80 damage |
HP | 5 | 2*4 | 27 | -7 | 1 | 80*60 | 100*100 | 40*20 | HL | X | O | O | Forces stand, only 1st hit is cancelable |
LK | 5 | 4 | 21 | -3 | -2 | 30 | 50 | 20 | HL | X | X | O | Far version: 40 damage |
MK | 5 | 3 | 27 | -2 | 2 | 70 | 100 | 40 | HL | X | O | O | - |
HK | 8 | 2 | 29 | -4 | 0 | 110 | 200 | 60 | HL | X | X | X | - |
crouch LP | 4 | 2 | 13 | 1 | 4 | 30 | 50 | 20 | HL | O | O | O | - |
crouch MP | 7 | 4 | 21 | -1 | 1 | 70 | 100 | 40 | HL | X | O | O | - |
crouch HP | 7 | 4 | 29 | -5 | -1 | 100 | 200 | 60 | HL | X | X | X | - |
crouch LK | 5 | 4 | 16 | -1 | 2 | 30 | 50 | 20 | L | O | O | O | Low attack |
crouch MK | 7 | 3 | 26 | 1 | 3 | 70 | 100 | 40 | L | X | O | O | Low attack |
crouch HK | 8 | 3 | 38 | -13 | - | 10 | 200 | 60 | L | - | - | - | Low attack, cannot quick stand |
jump LP | 4 | 7 | - | - | - | 40 | 50 | 20 | H | - | - | - | - |
jump MP | 5 | 5 | - | - | - | 70 | 100 | 40 | H | - | - | - | - |
jump HP | 6 | 4 | - | - | - | 100 | 200 | 60 | H | - | - | - | - |
jump LK | 5 | 8 | - | - | - | 40 | 50 | 20 | H | - | - | - | Straight jump: 30 damage |
jump MK | 4 | 8 | - | - | - | 70 | 100 | 40 | H | - | - | - | Straight jump: 80 damage |
jump HK | 6 | 3 | - | - | - | 100 | 200 | 60 | H | - | - | - | - |
Focus Attack Lvl1 | 21 | 2 | 57 | -21 | -21 | 60 | 100 | 20 | HL | - | - | - | - |
Focus Attack Lvl2 | 18+11 | 2 | -15 | - | - | 90 | 150 | 40 | HL | - | - | - | - |
Focus Attack Lvl3 | 65 | 2 | 101 | - | - | 150 | 200 | 60 | - | - | - | - | - |
F+LP+LK | 3 | 2 | 24 | - | - | 130 | 100 | 40 | 0.95 | - | - | - | Throw range: 0.95 |
B+LP+LK | 3 | 2 | 24 | - | - | 120 | 100 | 40 | 1.05 | - | - | - | Throw range: 1.05 |
Hyakurenkou LP | 5 | 3xN | 48 | 5 | 9 | 16xN | 20xN | 30/10xN | HL | X | X | O | Armor break, (translate) |
Hyakurenkou MP | 4 | 3xN | 41 | 5 | 9 | 16xN | 20xN | 30/10xN | HL | X | X | O | Armor break, (translate) |
Hyakurenkou HP | 4 | 3xN | 40 | 5 | 9 | 16xN | 20xN | 30/10xN | HL | X | X | O | Armor break, (translate) |
Hyakurenkou EX | 4 | 3xN | 40 | 5 | 9 | 16xN | 20xN | - | HL | X | X | O | Armor break, (translate) |
Gekirou LK | 7 | 15 | 45 | -35 | - | 100*10x4*20 | 80*10x5 | 30(20)/40*20x5 | HL | X | X | X | Strike invincible: frames 1-4, (translate) |
Gekirou MK | 7 | 15 | 45 | -35 | - | 100*10x5*40 | 80*10x6 | 30(20)/40*20x6 | HL | X | X | X | Strike invincible: frames 1-4, (translate) |
Gekirou HK | 7 | 15 | 47 | -35 | - | 100*10x6*90 | 80*10x6*80 | 30(20)/40*20x7 | HL | X | X | X | Strike invincible: frames 1-4, (translate) |
Gekirou EX | 7 | 15 | 47 | -35 | - | 100*10x6*90 | 80*10x6*80 | - | HL | X | X | X | Strike invincible: frames 1-4 |
Zanei | 6 | 16 | 87 | -61 | - | 20x5*80 | 0 | - | HL | - | - | - | Invincibility frames: LP 1-11 / MP 1-8 / HP 1-5, armor break, (translate) |
Zetsuei | 11 | 11 | 78 | -49 | - | 15x12*225 | 0 | - | HL | - | - | - | Invincible: frames 1-10, armor break |
Switch Style | - | - | - | - | - | - | - | - | - | - | - | - | - |
CRANE STYLE | |||||||||||||
LP | 4 | 3 | 18 | -3 | -1 | 30 | 50 | 20 | HL | O | O | O | - |
MP | 23 | 2*2 | 48 | -3 | 1 | 50*50 | 50*50 | 20*20 | HL | X | X | X | Overhead |
HP | 22 | 2*4 | 46 | -5 | 0 | 100*100 | 100*100 | 40*20 | HL | X | X | X | 1st hit is low, 2nd hit forces stand |
LK | 8 | 4 | 23 | -2 | -1 | 40 | 50 | 20 | HL | X | X | O | - |
MK | 7 | 4 | 32 | -5 | -1 | 80 | 100 | 40 | HL | X | X | X | - |
HK | 5 | 3*2 | 40 | -6 | -2 | 80*70 | 100*100 | 40*20 | HL | X | X | X | - |
crouch LP | 4 | 2 | 16 | -2 | 1 | 40 | 50 | 20 | HL | X | O | O | - |
crouch MP | 5 | 4 | 28 | -10 | -8 | 90 | 100 | 40 | HL | X | O | O | - |
crouch HP | 21 | 5 | 41 | -3 | 1 | 180 | 300 | 60 | HL | X | X | X | - |
crouch LK | 5 | 6 | 26 | -8 | - | 30 | 50 | 20 | L | X | X | O | Low attack, (translate) |
crouch MK | 8 | 3 | 31 | -3 | -1 | 80 | 100 | 40 | L | X | X | O | Low attack |
crouch HK | 5 | 2 | 43 | -21 | -17 | 120 | 150 | 60 | HL | X | X | X | - |
Jump LP | 4 | 7 | - | - | - | 50 | 50 | 20 | H | - | - | - | - |
Jump MP | 4 | 5 | - | - | - | 90 | 100 | 40 | H | - | - | - | Straight jump: 80 damage |
Jump HP | 5 | 7 | - | - | - | 110 | 200 | 60 | H | - | - | - | Straight jump: 100 damage |
Jump LK | 4 | 9 | - | - | - | 40 | 50 | 20 | H | - | - | - | - |
Jump MK | 4 | 8 | - | - | - | 80 | 100 | 40 | H | - | - | - | Straight jump: 90 damage |
Jump HK | 6 | 3 | - | - | - | 100 | 200 | 60 | H | - | - | - | - |
Shakudan | - | 2 | - | - | - | 50 | 50 | 20 | H | - | - | - | Pursuit property |
Focus Attack Lvl1 | 21 | 2 | 57 | -21 | -21 | 60 | 100 | 20 | HL | - | - | - | - |
Focus Attack Lvl2 | 18+11 | 2 | 65 | -15 | - | 90 | 150 | 40 | HL | - | - | - | - |
Focus Attack Lvl3 | 65 | 2 | 101 | - | - | 150 | 200 | 60 | - | - | - | - | - |
F+LP+LK | 3 | 2 | 24 | - | - | 130 | 100 | 40 | 0.95 | - | - | - | Throw range: 0.95 |
B+LP+LK | 3 | 2 | 24 | - | - | 120 | 100 | 40 | 1.05 | - | - | - | Throw range: 1.05 |
Jasen LP | 6 | 3*1*4 | 43 | -3 | 1 | 20*20*80 | 50*50*50 | 35/10x2*30 | HL | X | X | O | Hits 1-3 cancelable |
Jasen MP | 6 | 3*3*1*4 | 59 | -3 | 1 | 20x3*80 | 50x4 | 35/10x3*30 | HL | X | X | O | Hits 1-4 cancelable |
Jasen HP | 6 | 3*3*3*1*4 | 74 | -3 | 1 | 20x4*80 | 50x5 | 35/10x4*30 | HL | X | X | O | Hits 1-5 cancelable |
Jasen EX | 6 | 3*3*3*1*4 | 74 | -3 | 1 | 20x4*80 | 50x5 | 35/10x4*30 | HL | X | X | O | Projectile invincible: frames 1-45, hits 1-5 cancelable |
Oga | - | - | - | - | - | - | - | - | - | - | - | - | - |
Oga EX | - | - | - | - | - | - | - | - | - | - | - | - | (Translate) |
Oga Stop | - | - | - | - | - | - | - | - | - | - | - | - | - |
Oga Close | 15 | Until ground | - | - | - | 100 | 150 | 30/90 | - | - | - | - | Armor break, (translate) |
Oga Far | 14 | Until ground | - | - | - | 100 | 150 | 30/90 | - | - | - | - | Armor break, (translate) |
Oga Ceiling | - | - | - | - | - | - | - | - | - | - | - | - | - |
Oga Ceiling Drop | 11 | Until ground | - | - | - | 100 | 150 | 30/90 | - | - | - | - | Armor break, (translate) |
Oga Super Close | 11 | Until ground | - | - | - | 100 | 150 | 30/90 | - | - | - | - | Armor break, (translate) |
Jakoha | 11 | 19 | 60 | - | - | 300 | 0 | - | - | - | - | - | Invincibility frames: LK 1-12 / MK 1-8 / HK 1-5, pursuit property |
Ryukoha | 11 | 8 | 71 | - | - | 150*248 | - | - | - | - | - | - | Invincible: frames 1-11, pursuit property |
Switch Style | - | - | - | - | - | - | - | - | - | - | - | - | - |
move Name | startup | active | total | adv.blk | adv.hit | damage | stun | gain | block | chain | special | super | comments |
frames | frames | super meter |
Arcade characters | Abel • Akuma • Balrog • Blanka • C. Viper • Chun-Li • Dhalsim • E. Honda • El Fuerte Guile • Ken • M. Bison • Rufus • Ryu • Sagat • Vega • Zangief | |
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Console characters | Cammy • Dan • Fei Long • Gen • Gouken • Rose • Sakura • Seth |