Street Fighter IV/Gen

From SuperCombo Wiki

Introduction

Move Analysis

Walking/Jumping

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

STANCE CHANGE PPP OR KKK (depending on which style you are in)

This is probably the biggest and most important of his special moves, and is what gen is built around. With the stance switch he is able to fluidly move from one move set to another giving him 12 normals and 4 specials. Usage of this stance switch is an important fundamental in Gen's game, and with that you should know what this move entails. When gen performs his stance change from a neutral, walking or crouching position, it will cost him 5 frames to do so. This is important to note because during this period he is vulnerable! While dashing, jumping or performing a move (normal or special), no frames are made to show the transition, so he is allowed to stance change without the 5 frame penalty. Some things to note: -normals from either stance can then transition to a normal in another stance as long as the stance change is buffered during the first normal (example: s.mp in mantis into c.lk crane) -you can begin your charges in mantis for crane specials

Super Move

Ultra Move

The Basics

Combos

When it comes to combos, Gen has plenty of options due to his multiple stances. In this section we will review the best possible punishes and also some of the more flashy combos that gen has in his arsenal


PPP Mantis Combos

1. S.MK xx HP Hands thread on shoryuken

Difficult move to pull off when you first attempt it, this move is debatable as to whether it is Bread and Butter combo or not. Why should you use it? Well first off it gives the best poke gen has (rangewise) more to work with, here are a little stats from the shoryuken thread, credit goes to Mnszyk for the data

This is why you should do Medium Kick xx Fierce Hands:

Medium Kick 70 damage, 100 stun, 40 meter Your opponent will be pushed ~4 training room squares in the other direction High priority, long range Block Advantage: -2 Hit Advantage: +2

Medium Kick xx Fierce Hands 134 damage, 180 stun, 110 meter Your opponent will be pushed ~18 training room squares in the other direction. At max range, you'll advance yourself about ~9 squares for free. Armor Breaking - Your opponent will never be able to safely focus your pokes if you do this Block Advantage: +5 Hit Advantage: +9

Almost doubled damage and stun, the ability to push your opponent around like crazy, nearly triple meter, armor breaking, and high safety ... what would you weigh that against?

As you can see, there are plenty of reasons to MKhands. It allows you to effectively zone and punish whiffs that Gen normally could not. He can also use it to punish things like (list is still growing) Blocked Shoto Roundhouse Close Range tiger shot Close range fireball (Shotos) MP or HP Headbutt (Honda) Punish rekkas (fei or abel) early rolls by abel wheel kicks (abel) TAP (Balrog)

This combo alone gives him the ability to increase his zone, whereas most of the combos gen has have to be up in your face, this lets him start the pressure and force the issue with opponent.

So How do you do it?

There are many different manners of doing it, first thing is first let's break down how the combo works

MK itself has 5 frames of startup which is not too bad at all, but the active frames are only 3, so within these active frames you have to get hands out. At first this may seem like a daunting task because....

Hands requires 5 P button inputs to activate. So in practice you can hit any P button 5 times and Hands will come out (this must be done rapidly). What aids this process is that any combination of P buttons can be used and the 5th one will determine the strength of the hands (with HP being the best). Being able to piano the inputs would be the best method here but there are different ways to get MK hands to come out:

SecretCharacter's method My method of doing it is; Lp+Mk, then piano from right to left, Fp, Mp, Lp, Fp (Notice how he uses LP+MK, when this input is done the higher button input will come out and the lower button input will still be recorded)

Kruldar's Method video links Piano Method Slide Method

B izm's method LP+MKx2, LP MP HP

SLVRNBLK's method Same as the piano but with 2 fingers on mp (middle and ring) so that you can drum that button twice

FROM MK hands you can also cancel the first three hits of hands to another mk hands or mk super. The mk hands to mk hands works in block strings as well.

Strategy

Matchups

Frame Data

frames frames super meter
move Name startup active total adv.blk adv.hit damage stun gain block chain special super comments
MANTIS STYLE
LP 3 3 15 -1 1 30 50 20 HL O O O -
MP 4 5 22 2 6 70 100 40 HL X O O Far version: 80 damage
HP 5 2*4 27 -7 1 80*60 100*100 40*20 HL X O O Forces stand, only 1st hit is cancelable
LK 5 4 21 -3 -2 30 50 20 HL X X O Far version: 40 damage
MK 5 3 27 -2 2 70 100 40 HL X O O -
HK 8 2 29 -4 0 110 200 60 HL X X X -
crouch LP 4 2 13 1 4 30 50 20 HL O O O -
crouch MP 7 4 21 -1 1 70 100 40 HL X O O -
crouch HP 7 4 29 -5 -1 100 200 60 HL X X X -
crouch LK 5 4 16 -1 2 30 50 20 L O O O Low attack
crouch MK 7 3 26 1 3 70 100 40 L X O O Low attack
crouch HK 8 3 38 -13 - 10 200 60 L - - - Low attack, cannot quick stand
jump LP 4 7 - - - 40 50 20 H - - - -
jump MP 5 5 - - - 70 100 40 H - - - -
jump HP 6 4 - - - 100 200 60 H - - - -
jump LK 5 8 - - - 40 50 20 H - - - Straight jump: 30 damage
jump MK 4 8 - - - 70 100 40 H - - - Straight jump: 80 damage
jump HK 6 3 - - - 100 200 60 H - - - -
Focus Attack Lvl1 21 2 57 -21 -21 60 100 20 HL - - - -
Focus Attack Lvl2 18+11 2 -15 - - 90 150 40 HL - - - -
Focus Attack Lvl3 65 2 101 - - 150 200 60 - - - - -
F+LP+LK 3 2 24 - - 130 100 40 0.95 - - - Throw range: 0.95
B+LP+LK 3 2 24 - - 120 100 40 1.05 - - - Throw range: 1.05
Hyakurenkou LP 5 3xN 48 5 9 16xN 20xN 30/10xN HL X X O Armor break, (translate)
Hyakurenkou MP 4 3xN 41 5 9 16xN 20xN 30/10xN HL X X O Armor break, (translate)
Hyakurenkou HP 4 3xN 40 5 9 16xN 20xN 30/10xN HL X X O Armor break, (translate)
Hyakurenkou EX 4 3xN 40 5 9 16xN 20xN - HL X X O Armor break, (translate)
Gekirou LK 7 15 45 -35 - 100*10x4*20 80*10x5 30(20)/40*20x5 HL X X X Strike invincible: frames 1-4, (translate)
Gekirou MK 7 15 45 -35 - 100*10x5*40 80*10x6 30(20)/40*20x6 HL X X X Strike invincible: frames 1-4, (translate)
Gekirou HK 7 15 47 -35 - 100*10x6*90 80*10x6*80 30(20)/40*20x7 HL X X X Strike invincible: frames 1-4, (translate)
Gekirou EX 7 15 47 -35 - 100*10x6*90 80*10x6*80 - HL X X X Strike invincible: frames 1-4
Zanei 6 16 87 -61 - 20x5*80 0 - HL - - - Invincibility frames: LP 1-11 / MP 1-8 / HP 1-5, armor break, (translate)
Zetsuei 11 11 78 -49 - 15x12*225 0 - HL - - - Invincible: frames 1-10, armor break
Switch Style - - - - - - - - - - - - -
CRANE STYLE
LP 4 3 18 -3 -1 30 50 20 HL O O O -
MP 23 2*2 48 -3 1 50*50 50*50 20*20 HL X X X Overhead
HP 22 2*4 46 -5 0 100*100 100*100 40*20 HL X X X 1st hit is low, 2nd hit forces stand
LK 8 4 23 -2 -1 40 50 20 HL X X O -
MK 7 4 32 -5 -1 80 100 40 HL X X X -
HK 5 3*2 40 -6 -2 80*70 100*100 40*20 HL X X X -
crouch LP 4 2 16 -2 1 40 50 20 HL X O O -
crouch MP 5 4 28 -10 -8 90 100 40 HL X O O -
crouch HP 21 5 41 -3 1 180 300 60 HL X X X -
crouch LK 5 6 26 -8 - 30 50 20 L X X O Low attack, (translate)
crouch MK 8 3 31 -3 -1 80 100 40 L X X O Low attack
crouch HK 5 2 43 -21 -17 120 150 60 HL X X X -
Jump LP 4 7 - - - 50 50 20 H - - - -
Jump MP 4 5 - - - 90 100 40 H - - - Straight jump: 80 damage
Jump HP 5 7 - - - 110 200 60 H - - - Straight jump: 100 damage
Jump LK 4 9 - - - 40 50 20 H - - - -
Jump MK 4 8 - - - 80 100 40 H - - - Straight jump: 90 damage
Jump HK 6 3 - - - 100 200 60 H - - - -
Shakudan - 2 - - - 50 50 20 H - - - Pursuit property
Focus Attack Lvl1 21 2 57 -21 -21 60 100 20 HL - - - -
Focus Attack Lvl2 18+11 2 65 -15 - 90 150 40 HL - - - -
Focus Attack Lvl3 65 2 101 - - 150 200 60 - - - - -
F+LP+LK 3 2 24 - - 130 100 40 0.95 - - - Throw range: 0.95
B+LP+LK 3 2 24 - - 120 100 40 1.05 - - - Throw range: 1.05
Jasen LP 6 3*1*4 43 -3 1 20*20*80 50*50*50 35/10x2*30 HL X X O Hits 1-3 cancelable
Jasen MP 6 3*3*1*4 59 -3 1 20x3*80 50x4 35/10x3*30 HL X X O Hits 1-4 cancelable
Jasen HP 6 3*3*3*1*4 74 -3 1 20x4*80 50x5 35/10x4*30 HL X X O Hits 1-5 cancelable
Jasen EX 6 3*3*3*1*4 74 -3 1 20x4*80 50x5 35/10x4*30 HL X X O Projectile invincible: frames 1-45, hits 1-5 cancelable
Oga - - - - - - - - - - - - -
Oga EX - - - - - - - - - - - - (Translate)
Oga Stop - - - - - - - - - - - - -
Oga Close 15 Until ground - - - 100 150 30/90 - - - - Armor break, (translate)
Oga Far 14 Until ground - - - 100 150 30/90 - - - - Armor break, (translate)
Oga Ceiling - - - - - - - - - - - - -
Oga Ceiling Drop 11 Until ground - - - 100 150 30/90 - - - - Armor break, (translate)
Oga Super Close 11 Until ground - - - 100 150 30/90 - - - - Armor break, (translate)
Jakoha 11 19 60 - - 300 0 - - - - - Invincibility frames: LK 1-12 / MK 1-8 / HK 1-5, pursuit property
Ryukoha 11 8 71 - - 150*248 - - - - - - Invincible: frames 1-11, pursuit property
Switch Style - - - - - - - - - - - - -
move Name startup active total adv.blk adv.hit damage stun gain block chain special super comments
frames frames super meter
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth