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 |
The characters | Abel • Adon • Akuma • Balrog • Blanka • C. Viper • Cammy • Chun-Li • Cody • Dan • Dee Jay • Dhalsim • Dudley • E. Honda • El Fuerte • Fei Long • Gen • Gouken • Guile • Guy • Hakan • Ibuki • Juri • Ken • M. Bison • Makoto • Rose • Rufus • Ryu • Sagat • Sakura • Seth • T.Hawk • Vega • Zangief |
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