Street Fighter Alpha 2/Gen

From SuperCombo Wiki
Sf-gen.gif
GenKi breathe.gif

Introduction

Gen is legendary for defeating opponents with his bare hands. Day and night, youths seek Gen for a chance at fame. He shrugs them off in disgust. Gen seeks only true warriors, and does not fear the fight.

Gen Alpha2 colors.PNG

Gen is probably the most complex character in the game. Due to having 2 different stances, he has twice as many normal moves as other characters. Unfortunately, compared to later games in the series (Street Fighter 4) Gen is not a very good character. His normals are odd, and he doesn't do very much damage. He is also often unsafe.

Pros:

  • Since he's not a common character, it's likely that your opponent won't know the matchup
  • Custom combos (like all characters) do quite a lot of damage
  • Has normals with long range, normals with cool properties, good jump normals.
  • Really good meter build with some of his moves.

Cons:

  • Is really hard to learn, due to having such a big moveset, stance switching, as well as being both a charge and motion character
  • Non CC hits don't hurt very much
  • Uppercut is not actually invincible
  • His specials and normals can be extremely slow
  • Walldives are a free AC

Moves List

Normal Moves

Stance Change

Sou Ryu - 3p.png

PStance.png



Ki Ryu - 3k.png

KStance.png



Sou Ryu

STANDING

Lp.png- Good poke to abuse up close. Can’t be ducked and has advantage on block.

Gen sou.s.lp.png

Mp.png- Decent poke. Can anti-air in some situations.

Gen sou.s.mp(1).pngGen sou.s.mp(2).png

Hp.png- Slow normal. Can combo into super up close in punishment situations.

Gen sou.s.hp(1).pngGen sou.s.hp(2).png

Lk.png- Has decent speed and a small advantage up close.

Gen sou.s.lk.png

Mk.png- Good mid-range poke. Can combo into super.

Gen sou.s.forward.png

Hk.png- Also a good mid-range poke. Very quick start-up with nice range.

Gen sou.s.hk.png

CROUCHING

cr.Lp.png- Pretty much a carbon copy of st.lp, only crouching.

Gen sou.cr.lp.png

cr.Mp.png- Good ground poke that has more range that it looks. Combos into super.

Gen sou.cr.mp.png

cr.Hp.png- This should be your primary crouching poke. Quick and has amazing range.

Gen sou.cr.hp.png

cr.Lk.png- Main combo starter. Verifiable way to land a super.

Gen sou.cr.lk.png

cr.Mk.png- Good ground poke with nice range. Can combo into super.

Gen sou.cr.forward.png

cr.Hk.png- Awesome move for playing footsies. Has a LOT of range.

Gen sou.cr.hk.png

JUMPING Jumping Ub.pngU.png Uf.png (All jumps)

dj.Lp.png-

Gen sou.j.lp.png

dj.Mp.png-

Gen sou.j.mp.png

dj.Hp.png-

Gen sou.j.hp(1).pngGen sou.j.hp(2).png

dj.Lk.png-

Gen sou.j.lk.png

dj.Mk.png-

Gen sou.j.forward.png

dj.Hk.png-

Gen sou.j.hk.png

Ki Ryu

STANDING

Lp.png- poke that only hits big characters that are standing. Smaller characters can duck it.

Gen ki.s.lp.png

Mp.png- an overhead that’s quick on start up.

Gen ki.s.mp(1).pngGen ki.s.mp(2).png

Hp.png- a “scoop” like punch that’s very slow. Generally not worth using.

Gen ki.s.hp(1).pngGen ki.s.hp(2).png

Lk.png- an OK poke up close I guess.

Gen ki.s.lk.png

Mk.png- a pretty good poke that has decent range despite how ugly it looks.

Gen ki.s.forward.png

Hk.png- a two-hit kick that only hits big characters when they’re standing.

Gen ki.s.hk(1).pngGen ki.s.hk(2).png

CROUCHING

cr.Lp.png- a normal that’s somewhat slow.

Gen ki.cr.lp.png

cr.Mp.png- looks exactly like cr.lp but does more damage.

Gen ki.cr.lp.png

cr.Hp.png- a strange looking attack that has strange properties. If you counter-hit with this attack, it does 2x damage to your opponent. If you get hit while performing this move, you take 2x damage. It’s really not worth using seeing how slow it is on startup.

Gen ki.cr.hp(1).pngGen ki.cr.hp(2).png

cr.Lk.png- pops opponent in the air that can juggle into Jakoha in the corner.

Gen ki.cr.lk.png

cr.Mk.png- decent start-up that has pretty good range.

Gen ki.cr.forward.png

cr.Hk.png- awesome anti-air that can beat a lot of stuff clean.

Gen ki.cr.hk.png

JUMPING Jumping Ub.pngU.png Uf.png (All jumps)

dj.Lp.png-

Gen ki.j.lp.png

dj.Mp.png-

Gen ki.j.mp.png

dj.Hp.png-

Gen ki.j.hp.png

dj.Lk.png- Same as in Sou-ryu stance.

Gen sou.j.lk.png

Mk.png-

Gen ki.j.forward(1).pngGen ki.j.forward(2).png

dj.Hk.png- Same as in Sou-ryu stance.

Gen sou.j.hk.png

Command Normals

Shakudan (In Air)Press HK twice- First HK must connect

Normal Throws

So Ryu

F.png/B.png+Mp.pngHp.png -

F.png/B.png+Mk.pngHk.png -

Ki Ryu

F.png/B.png+Mp.pngHp.png -

Gen ki.hp.throw.png

F.png/B.png+Mk.pngHk.png -


For both stances, Punch does more damage than Kick throws, but Kick throws knockdown faster than Punch.

Alpha Counters

So Ryu

Qcd.png+P.png- Damaging, but doesn’t knock down. Hard to use this AC to your advantage.

PStancePAC.png

Qcd.png+K.png- Works against early jump-ins but will miss against deep jump-ins.

PStanceKAC.png

Ki Ryu

Qcd.png+P.png- Deals massive damage and works well against close-ranged attacks.

KStancePAC.png

Qcd.png+K.png- Has a lot of range making it very useful against projectiles.

KStanceKAC.png

Special Moves

So-Ryu Stance

Hyakurenkou Press P.png rapidly

Gen hp.hyaku(1).pngGen hp.hyaku(2).pngGen hp.hyaku(3).png

Gekirou Dp.png + K.png- Press K.png up to 7 additional times for more hits

Gen gekiro(1).pngGen gekiro(2).pngGen gekiro(3).png

Ki-Ryu Stance

Jasen Charge B.png, F.png + P.png

Gen jasen(1).pngGen jasen(2).pngGen jasen(3).pngGen jasen(4).png


Oga Charge D.png, Uf.png or Ub.png + K.png

Gen ouga(1).pngGen ouga(2).png

Oga Options:

  • (After Reaching Wall)F.png to jump kick towards opponent

Gen ouga.kick(2).png

  • (After Reaching Wall)B.png to cancel wall attack and drop to ground

Gen ouga.fake.png

  • (After Reaching Wall)U.png to jump to the ceiling

Gen ouga(3).png

    • (After Reaching Ceiling)Left to dive Kick to the Left

Gen ouga.kick(2).png

    • (After Reaching Ceiling)Right to Dive Kick to the Right

Gen ouga.kick(2).png

    • (After Reaching Ceiling)D.png to Dive Kick downwards

Gen ouga.kick(3).png

Super Moves

So-Ryu Stance

Zan'ei Qcf.pngQcf.png + P.png

Gen zanei(1).pngGen zanei(2).pngGen zanei(3).png

Shitenshu Qcb.pngQcb.png + P.png

Gen hands(1).pngGen hands(2).png

Ki-Ryu Stance

Jakoha Qcf.pngQcf.png + K.png

Gen jakouha(1).png

Koga (In Air)Qcb.pngQcb.png + K.png Koga Options:

  • Lk.png makes Gen jump towards the left wall
  • Mk.png makes Gen jump to the ceiling
    • (After Reaching Ceiling)Lk.png to dive kick to the left
    • (After Reaching Ceiling)Hk.png to dive kick to the right
  • Hk.png makes Gen jump towards the right wall
    • (After Reaching Wall)Hk.png to perform long jump kick towards opponent

The Basics

So-ryu: This is the stance you’ll be in the majority of the time once you have meter. Both of Gen’s supers are able to be comboed into from this stance. A simple cr.lk x2 can lead to a damaging level 2 combo and can set up the perfect distance to a crossup jump mk afterwards. Gen is also able to chain light attacks into heavy attacks in this stance making this more of the attacking stance of the two. The main objective is to land a super once you get a level 2 or level 3. Poke with cr.hp or cr.mk with some added tick throws then go for a crossup jumping mk for big damage!

Ki-ryu: Ki-ryu’s supers are not good enough to warrant the use of at all. Koga is generally not worht using because it doesn’t have any startup invincibility and is fairly easy to get hit out of on reaction or by alpha counters. Jakoha can only juggle from the corner off a cr.lk. So this stance is useful when you don’t have meter or are trying to build meter. Gen can be pretty mobile in ki-ryu due to Oga. He can run away fairly well to get meter. Lp Jasen is a quick attack that will most likely hit your opponent many times during the course of the match. If you must use meter, use kick alpha counters to beat projectiles and mid-ranged attacks. Otherwise, save all your meter for So-ryu.

Advanced Strategy

Gen can combo his rush ppp super from a throw. You want to always chian inot lvl 2 super, unless a lvl 3 will kill (damage between lvl 2 and 3 is very little). In the corner you do lvl 2 rush, switch stance, then lvl 1 grab juggle. Gen builds meter extremely quickly with whiffed dps. You have to make use of both stances while playing him, constantly switching. KKK stance can land a lvl 3 grab super as easy as PPP stance can land rush super. I constantly switch stances, I try not to stay in one stance too much unless it is better to do so (like vs Gief). KKK has nice normals, c.rh is AA, c.mk goes under fbs, c.fp on counter hit does x3 damage, c.lk knocks them up for juggle. J.fp and rh are great air to air, j.mk crosses up any one. Rolling special goes under fireballs and off the wall kicks can lead to lvl 3 air grab juggle. -RSX

Combos

(Sou) cr.lk x3, cr.hp (Sou) cr.lk x2, cr.mk, cr.hp (Sou) cr.lk x2, cr.mk, level 2 or 3 Zan’ei

(Sou) cr.LK x2,cr.MK,cr.HP or Lvl 2-3 Zanei

(Ki) Corner Punch Throw, Lv2-3 Jakoha

(Sou) cr.MK,Lvl 3 Shinetsu

(Ki)Corner j.HKx2, s.LPx2.cr.LK,Lvl 2-3 Jakoha

Custom Combos

Gen: any lvl- c.rh xx lk dp xN

Match-ups

Vs. Adon:


Vs. Akuma:


Vs. Birdie:


Vs. Charlie:


Vs. Chun-Li:


Vs. Dan:


Vs. Dhalsim:


Vs. Gen (self):


Vs. Guy:


Vs. Ken:


Vs. M. Bison (dictator):


Vs. Rolento:


Vs. Rose:


Vs. Ryu:


Vs. Sagat:


Vs. Sakura:


Vs. Sodom:


Vs. Zangief:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief