Super Street Fighter IV AE/Gen

From SuperCombo Wiki
Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Gen

SSFIV-Gen Face.jpg

Few things are more deadly than a fighter who no longer fears death, and that is what describes Gen perfectly. Struck with an illness that will claim his life eventually, Gen now is determined to die the way he believes he was meant to die: in a glorious battle to the death with a worthy opponent. This makes Akuma, a master of the killing intent, a natural rival for Gen. They have fought once before, and Gen is said to be the only one to survive the Shun Goku Satsu. But Gen now seeks Akuma once again for the ultimate battle during which he hopes he can pass in the glory of the fight.


In a nutshell

There are a few characters that you can play only knowing about 60% of their potential and still do fine. Gen is not one of these characters. Not only is understanding everything about Gen necessary to play him effectively, he has two different modes that you must learn to adeptly switch between! There are many dexterity heavy characters in the game, but Gen may be the most dexterity heavy of them all. Without learning how to perform Standing Medium Kick into Hands or the proper distances or cross-up Oga Wall Dive kicks, for example, using Gen may be a losing battle.


Moves

Unique Attacks: Mantis

Name
Command
Notes
Change Style: Crane
3k
Use when in Mantis Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.

Throws: Mantis

Name
Command
Notes
Shuraku
f or n + lp + lk
throw
Hozen
b + lp + lk
throw

Special Moves: Mantis

Name
Command
Notes
Hyakurenko
Press p repeatedly
Requires 5 punch button presses; ex armorbreak
Gekiro
dp + k --- k
Press k with proper timing after initial hit for followup kicks; lk gets 5 follow up kicks, mk gets 6, and hk and ex get 7; ex

Super Combo: Mantis

Name
Command
Notes
Zan'ei
qcf qcf + p
armorbreak

Ultra Combos: Mantis

Name
Command
Notes
Zetsuei
qcf qcf + 3p
armorbreak
Shitenketsu
qcb qcb + 3p
armorbreak

Unique Attacks: Crane

Name
Command
Notes
Change Style: Mantis
3k
Use when in Crane Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.
Shakudan
(in air) hk --- hk
high

Throws: Crane

Name
Command
Notes
Shuraku
f or n + lp + lk
throw
Hozen
b + lp + lk
throw

Special Moves: Crane

Name
Command
Notes
Jyasen
b (charge) f + p
ex
Oga
d (charge) u + k
ex
   Sudden Stop
b
Perform after Oga
   Close Kick
d or n
Perform after Oga
   Far Kick
f or df
Perform after Oga
   Ceiling Jump
u
Perform after Oga
      Falling Kick
d
Perform after Ceiling Jump; armorbreak
      Close Range Kick Right
df or f
Perform after Ceiling Jump; armorbreak
      Close Range Kick Left
db or b
Perform after Ceiling Jump; armorbreak

Super Combo: Crane

Name
Command
Notes
Jyakoha
qcf qcf + k

Ultra Combos: Crane

Name
Command
Notes
Ryukoha
qcf qcf + 3k
Teiga
(in air) qcf qcf + 3k
armorbreak


AE ver. 2012 Changes

(Crane) Crouching Heavy Punch

Changed counter-hit damage to be the standard 1.25 times normal damage.


(Crane) Crouching Heavy Kick

Changed hitbox active period from 3F to 5F.


Shitenketsu

Changed startup from 9F to 7F.


Gekiro

Given Super Meter a +10 bonus when medium or heavy versions make it to the final hit. Made quick-stand impossible on final hit of heavy version.


Jyasen

Varied number of hits when using EX version depending on punch button combination (light + medium or medium + heavy or light + heavy). Made EX version projectile-invincible until end of active period. Increased opponent’s stun by 4F on the penultimate hit or block of the rolling portion of the attack for light/medium/heavy version. Following the fastest possible EX Focus→Dash, this gives the attacker a +6F advantage on a hit, or a +2F advantage when blocked. Increased hit stun by 5F and block stun by 4F on the penultimate hit of the rolling portion of the attack for the EX version. Following the fastest possible EX Focus→Dash, this gives the attacker a +8F advantage on a hit, or a +2F advantage when blocked.


(Mantis) Focus Attack

Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.


(Crane) Focus Attack

Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.


(Crane) Crouching Medium Kick

Made +1F advantage on a hit and -1F (dis)advantage when blocked. Shrunk mid-move leg hurtbox.


EX Oga

Changed damage from 100 to 150. Increased movement speed.


EX Oga (Far Kick)

Changed startup after wall bounce from 12F to 7F.


AE Changes

  • 2 new Target combos: (Mantis):
    1st: Crouching Light Kick into Crouching Medium Kick.
    2nd: First hit of Standing Hard Punch into Standing Medium Kick.
  • Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.
  • Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.
  • Crouching Medium Punch's start up is faster, so it's possible to link from Standing Light Punch and Crouching Light Punch.
  • Crouching Medium Punch can now be canceled.
  • Standing Hard Kick's range slightly increased. Good for footsie.
  • Ultra 2 downward hitbox improved.
  • Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.
  • During backdash, he's airborne right after invincibility wears out.


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
Standing Jab.gif HL 25 50 20 ch/sp/su 3 2 7 +3 +5
Standing Strong.gif HL 55 100 40 sp/su 4 5 8 +5 +6
Standing Fierce.gif HL 70*40 100*100 40*20 sp/su 5 2*4 17 -3 +1
Standing Short.gif HL 40 50 20 su 5 4 13 -3 -2
Standing Forward.gif HL 60 100 40 sp/su 5 3 17 -2 -1
Standing Roundhouse.gif HL 110 200 60 - 8 2 20 -4 0
crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5
crouch Strong.gif HL 70 100 40 sp/su 5 4 11 -1 +1
crouch Fierce.gif HL 100 200 60 - 7 4 19 -5 -1
crouch Short.gif L 30 50 20 ch/sp/su 4 2 8 +1 +4
crouch Forward.gif L 70 100 40 sp/su 7 3 14 -3 -1
crouch Roundhouse.gif L 85 100 60 - 8 3 22 -7 -
Jump Jab.gif H 40 50 20 - 4 7 - - -
Jump Strong.gif H 70 100 40 - 5 5 - - -
Jump Fierce.gif H 100 200 60 - 6 4 - - -
Jump Short.gif H 50 50 20 - 5 8 - - -
Jump Forward.gif H 80[70] 100 40 - 4 8 - - -
Jump Roundhouse.gif H 100 200 60 - 6 3 - - -
??? (switch style?) - - - - - - - 5 - -
c.Short.gif > c.Forward.gif L 70 100 40 sp/su 7 3 14 -3 -1
cl.Jab.gif > cl.Forward.gif HL 40 100 40 sp/su 5 3 17 -2 -1
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 0.99 130 100 40 - 3 2 20 - -
Back Throw 1.09 120 100 40 - 3 2 20 - -
Hyakurenkou Jab.gif HL 16xn 20xn 10/5xN su 5 3(5)3(5)3(5)3 17 +5 +9
Hyakurenkou Strong.gif HL 16xn 20xn 10/5xN su 4 3(3)3(3)3(3)3 17 +5 +9
Hyakurenkou Fierce.gif HL 16xn 20xn 10/5xN su 3 3(3)3(3)3(3)3 17 +5 +9
Hyakurenkou EX.gif HL 16xn 20xn -250/0 su 3 3(3)3(3)3(3)3 17 +5 +9
Gekirou Short.gif HL 100*10x4*20 80*10x5 20/20*5x5 - 5 15 14+8 -35 -
Gekirou Forward.gif HL 100*10x5*40 80*10x6 20/20*5x6 - 7 15 17+8 -35 -
Gekirou Roundhouse.gif HL 100*10x6*90 80*10x6*80 20/20*5x7 - 7 15 18+8 -35 -
Gekirou EX.gif HL 100*10x6*90 80*10x6*80 -250/0 - 7 15 18+8 -35 -
Zanei Jab.gif HL 20*280 0 -1000/0 - 1+5 16 66 -61 -
Zanei Strong.gif HL 20*280 0 -1000/0 - 1+5 16 66 -61 -
Zanei Fierce.gif HL 20*280 0 -1000/0 - 1+5 16 66 -61 -
Ultra Combo 1 HL 405 0 0/0 - 0+11 11 59 -49 -
Ultra Combo 2 HL 23*420 0 0/0 - 0+9 2(6)2(6)2(6)2 33 -10 -
CRANE STYLE
Block Super Meter Frames
Move Name HL Damage Stun Gain Startup Active Recovery On Guard On Hit Notes
Standing Jab.gif HL 30 50 20 ch/sp/su 4 3 12 -4 -2
Standing Strong.gif L 50*50 50*50 20*20 - 18 2*2 22 -3 +1
Standing Fierce.gif L*HL 100*100 100*100 40*20 - 17 2*4 19 -5 0
Standing Short.gif HL 40 50 20 su 8 4 13 -3 -2
Standing Forward.gif HL 100 100 40 - 7 4 22 -5 -1
Standing Roundhouse.gif HL 70*50 100*100 40*20 - 5 3(9)2 22 -6 -2
crouch Jab.gif HL 40 50 20 sp/su 4 2 9 0 +3
crouch Strong.gif HL 70 100 40 sp/su 5 4 13 -3 -1
crouch Fierce.gif HL 180 300 60 - 21 5 16 -3 +1
crouch Short.gif L 30 50 20 sp/su 5 6 16 -8 -
crouch Forward.gif L 80 100 40 su 8 3 21 -3 -1
crouch Roundhouse.gif HL 120 150 60 - 5 3 31 -16 -12
Jump Jab.gif H 50 50 20 - 4 7 - - -
Jump Strong.gif H 80[90] 100 40 - 4 5 - - -
Jump Fierce.gif H 100[110] 200 60 - 5 7 - - -
Jump Short.gif H 40 50 20 - 4 9 - - -
Jump Forward.gif H 90[70] 100 40 - 4 8 - - -
Jump Roundhouse.gif H 100 200 60 - 6 3 - - -
??? (switch style?) - - - - - - - 5 - -
Shakudan (overhead) H 50 50 20 - 4 2 - - -
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 0.99 130 100 40 - 3 2 20 - -
Back Throw 1.09 120 100 40 - 3 2 20 - -
Jasen Jab.gif HL 20x2*60 20x2*80 20/8x2*20 su 6 3(5)1(5)4 20 -3 +1
Jasen Strong.gif HL 20x3*65 20x3*80 20/8x3*20 su 6 3(7)3(11)1(5)4 20 -3 +1
Jasen Fierce.gif HL 20x4*70 20x4*80 20/8x4*20 su 6 3(7)3(12)3(11)1(5)4 20 -3 +1
Jasen EX.gif HL 20x4*80 50x5 -250/0 su 6 3(7)3(12)3(11)1(5)4 20 -3 +1
Oga - - - - - - - 27 - -
Oga EX.gif - - - -250/0 - - - 27 - -
Oga Stop - - - - - - - 30 - -
Oga Close H 100 150 30/50 - 13 6 13 -8 -
Oga Far H 100 150 30/50 - 12 7 13 -13 -
Oga Ceiling - - - - - - - 64 - -
Oga Ceiling Drop H 100 150 30/50 - 3 15 13 - -
Oga Super Close H 100 150 30/50 - 3 14 1+12 - -
Super Combo - 320 0 -1000/0 - 1+1 19 16+16 - -
Ultra Combo 1 - 398 0 0/0 - 0+11 8 25+28 - -
Ultra Combo 2 H 428 0 0/0 - 0+10 until ground 26 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: