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 |
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Moves List
Gen's full set of moves is divided between his two stances: Mantis (Gen's default stance, acessed by pushing all 3 punch buttons) and Crane (Gen's alternate stance, acessed by pushing all 3 kick buttons). Each stance comes with their own normals, throws, special moves and supers, all of them useful for different situations. Understanding the ways both stances work is 100% necessary if you want to master Gen.
Normal Moves (A, V)
Mantis Stance Normals
- Standing Jab:
Damage | 4 | ![]() |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Standing Strong:
Damage | 10 | ![]() |
Stun | 9/4 | |
Chain Cancel | No | |
Special Cancel | Yes, No (A) Yes, Yes (V) | |
Super Cancel | Yes, No | |
Meter on whiff/hit | 1/3(A) 4(V) | |
Frame Count | 4/6/11 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Standing Fierce:
Damage | 5+8 | ![]() |
Stun | 4x2 | |
Chain Cancel | No | |
Special Cancel | Yes, No | |
Super Cancel | Yes, No | |
Meter on whiff/hit | 1/1x2 (A) 3x2 (V) | |
Frame Count | 5/5, 2/19 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/Launch |
- Standing Short:
Damage | 4 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No (A) Yes (V) | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 8/5/15 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -5/0 |
- Standing Forward:
Damage | 9 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A) 4(V) | |
Frame Count | 6/3/16 | |
Block Stun | 0 | |
Hit Stun/Counter Hit | +1/+5 |
- Standing Roundhouse:
Damage | 13 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A) 6(V) | |
Frame Count | 8/2/18 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/Launch |
- Crouching Jab:
Damage | 3 | ![]() |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Strong:
Damage | 9 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A) 4(V) | |
Frame Count | 6/4/13 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Crouching Fierce:
Damage | 12 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A) 6(V) | |
Frame Count | 8/4/14 | |
Block Stun | +5 | |
Hit Stun/Counter Hit | +6/Launch |
- Crouching Short:
Damage | 3 | ![]() |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Forward:
Damage | 9 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3(A) 4(V) | |
Frame Count | 6/3/13 | |
Block Stun | 0 | |
Hit Stun/Counter Hit | +1/+5 |
- Crouching Roundhouse:
Damage | 13 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4(A) 6(V) | |
Frame Count | 8/3/27 | |
Block Stun | -7 | |
Hit Stun/Counter Hit | - |
- Jump Jab:
Damage | 5 | ![]() |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/10/Land |
- Jump Strong:
Damage | 10 | ![]() |
Stun | 4 | |
Meter on whiff/hit | 1/3(A) 4(V) | |
Frame Count | 5/8/Land |
- Jump Fierce:
Damage | 16 | ![]() |
Stun | 15/8 | |
Meter on whiff/hit | 1/4(A) 6(V) | |
Frame Count | 11/6/Land |
- Jump Short:
Damage | 4 | ![]() |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/10/Land |
- Jump Forward:
Damage | 9 | ![]() |
Stun | 4 | |
Meter on whiff/hit | 1/3(A) 4(V) | |
Frame Count | 9/8/Land |
- Jump Roundhouse:
Damage | 15 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 1/4(A) 6(V) | |
Frame Count | 9/4/Land |
Crane Stance Normals
Special Moves
(SO) Hyakurenko: Punch rapidly [X Z V]
-Gen jabs furiously in front of himself over a large radius. He will continue to attack until the Punch buttons are not pressed rapidly. The stronger the Punch button used, the faster Gen will punch.
(SO) Gekirou: F,D,DF+Kick (Kick rapidly) [X Z V]
-Gen leaps into the air with a high kick. If he knocks his opponent into the air, he will pause for a moment. During that time, press the Kick button used to start the Gekirou rapidly to kick more times; pressing other Kick buttons will have no effect.
(KI) Jyasen: CB,F+Punch [X Z V]
-Gen rolls forward and finishes with a chop strike. The stronger the Punch button used, the longer Gen will roll and the more times he will hit.
(KI) Oga: CD,U+Kick [Z V]
-Gen leaps to the back wall, pushes himself off it, and dives down with a kick. The stronger the Kick button used, the farther Gen will leap. Pressing Up-Forward at the end of the motion will make Gen leap to the other wall. Upon touching the side of the screen, holding Up will make Gen bounce to the top of the screen, but he will not attack when he drops. Tap Up and Gen will do a head-stomp attack (Thanks Another Gamer).
Super Combos
(SO) Zanei: QCF,QCF+Punch [X Z]
-Gen slides forward low along the ground. If he passes his opponent, they will be hit several times after Gen passes. Level 1: 4 Hits Level 2: 5 Hits Level 3: 6 Hits
(SO) Shitenshu: QCB,QCB+Punch [Z]
-A more powerful version of the Kyakurenko, Gen swings a flurry of jabs finished with a finger jab. If the finger jab hits the opponent, they will start to flash and a 9-second countdown timer will appear over their head. Unless Gen is hit, the opponent will continue to take damage as the timer counts. When it reaches zero, the opponent will be knocked back and dizzied. Level 1: 3 Hits Level 2: 5 Hits Level 3: 7 Hits
(KI) Jyakoha: QCF,D,DF+Kick [Z]
-Gen will leap forward into the air while trying to grab his opponent. If he makes contact with them in the air, he will stomp them to the ground and, at Levels 2 and 3, jump on their chest. Level 1: 1 Hit Level 2: 2 Hits Level 3: 3 Hits
(KI) Koga (air): QCB,QCB+Kick [Z]
-A more powerful version of the Oga, Gen will do a diving kick, then leap to the opposite wall and perform another kick. Each Level will add another leap and kick. Gen will always leap to the closest side of the screen. Level 1: 9 Hits Level 2: 10 Hits Level 3: 12 Hits
The Basics
Which Ism?
A-Ism
Recommended
Access to his huge array of amazing supers, along with his full moveset in both stances.
V-Ism
Custom combos are generally way too situational and require him to be very close AND in the right stance at the right time. Avoid for the most part.
X-Ism
Loses his normal moveset and gains a mixed moveset from both stances. Much easier to play overall, but loses access to many of his best tools.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Notable Players
Japan
Bideru (A-Gen)
CR Daiku no Minamoto-san (A-Gen)
Dark (A-Gen)
DIN (A-Gen)
Kayaman (A/V Gen)
Makoto (A-Gen)
Miriyau (A-Gen)
Mokeke (A-Gen)
Morumomo (A-Gen)
Ry (A-Gen)
Shin Bashi (V-Gen)
Tokage (A-Gen)
VER (A-Gen)
Yuda (V-Gen)
Zakki (V-Gen)
North America
Haqq (A-Gen)
JuniorMafia (A-Gen)
OCxRiDaH (A-Gen)
TS- (A-Gen)
Europe
Alioune (A-Gen)
Geejay (A-Gen)