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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 ===== | |||
'''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. | |||
==== Unique Attacks ==== | |||
'''Shakudan''': Crane J.HKx2 | |||
Double overhead, making it damaging and tricky. If done air-to-air it juggles into Crane Super/Ultra 1. | |||
Revision as of 14:07, 8 March 2011

Gen
Background Info Here.
In a nutshell
General Usage of Character here.
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
Frame Data
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.
Unique Attacks
Shakudan: Crane J.HKx2
Double overhead, making it damaging and tricky. If done air-to-air it juggles into Crane Super/Ultra 1.
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A
Combos Into Ultras
- N/A
Matchups
Vs. Abel
To Be Written (TBW)
Vs. Adon
TBW
Vs. Akuma
TBW
Vs. Balrog
TBW
Vs. Blanka
TBW
Vs. C. Viper
TBW
Vs. Cammy
TBW
Vs. Chun Li
TBW
Vs. Cody
TBW
Vs. Dan
TBW
Vs. Dee Jay
TBW
Vs. Dhalsim
TBW
Vs. Dudley
TBW
Vs. E. Honda
TBW
Vs. El Fuerte
TBW
Vs. Fei Long
TBW
Vs. Gen
TBW
Vs. Gouken
TBW
Vs. Guile
TBW
Vs. Guy
TBW
Vs. Hakan
TBW
Vs. Ibuki
TBW
Vs. Juri
TBW
Vs. Ken
TBW
Vs. M. Bison
TBW
Vs. Makoto
TBW
Vs. Rose
TBW
Vs. Rufus
TBW
Vs. Ryu
TBW
Vs. Sagat
TBW
Vs. Sakura
TBW
Vs. Seth
TBW
Vs. T. Hawk
TBW
Vs. Vega
TBW
Vs. Zangief
TBW