Gen (SSFIV)

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Mantis Stance

S.LP: A typical fast jab. It's 3 frame startup makes this Gens 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 use. Forces stand, so you can cancel into HK Gekiro after.

S.LK: Standard fare s.lk, but 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 in Gen's zoning. 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 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 and priority.

C.HP: Gen's furthest reaching poke, and with a great priority that also works 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 one of the slower, less damaging ones in the game, but it's one of his furthest reaching attacks.

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 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 in one attack, 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

Command Normals

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