Street Fighter Alpha 3/Gen

From SuperCombo Wiki

Introduction

Gen has continued seeking other fighters in the hopes that the worthiest ones may participate in a "Death Match". Among those he deemed worthy, Akuma is one of them and Gen now wishes to encounter him again.

Pros Cons
  • Has great options for every possible situation. Tons of great buttons.
  • Stance switching is usually instant and can be buffered ahead of time during moves.
  • Different jump arc in each stance with high priority jump-ins in both
  • Ouga is a great mobility tool that also makes it nearly impossible to keep him cornered
  • Can do big meterless damage with target combos starting from just about any button
  • Having at least 2 bars of super gives him access to massive damage off a variety of confirms from very far away.
  • Can actually deal with anti-air activates decently on A-ISM thanks to air super and whiffed air grab allowing him to land faster
  • Air super can be used to escape the transition into CC infinites
  • One of the most dangerous grabs in the game, since it combos into level 3 kick super near the corner
  • Upkicks (waterfall) are great for everything: anti-airing, counter-poking, combos, strings, etc. They can even be safe on block when in the corner.
  • Hands have incredibly fast startup and great damage/safety
  • Strong high/low mix-up off safe jumps thanks to his 2 hit j. RH
  • Great cross-up loop with upkicks
  • Roll special goes under fireballs
  • Long range overhead in crane stance
  • c. LK in Crane puts the opponent in a juggle state and can be chained into
  • ToD super is safe on block and will result in a dizzy and probably a round win if the opponent cannot land a hit in time
  • Counter hit c. FP in Crane stance does an insane amount of damage/stun for some reason. Up to 30% or more on some characters.
  • Lacks reliable custom combos unless point blank and in the right stance
  • Grounded hurtbox is fatter than it appears, making cross-ups easy on him
  • Stance switching is not always instant after most jump-ins besides crane j. RH
  • Upkicks aren't fully invincible
  • Air super forces you to do the second kick follow-up, which can sometimes get you killed
  • High execution/knowledge requirement to reach his full potential
  • Would be a top 3 character without V-ISM making neutral more dangerous and hindering his air game


Gen
SFA3 Gen Art.png
Character Data

Moves List

Gen's full set of moves is divided between his two stances: Mantis (Gen's default stance, acessed by pushing all 3 punch buttons) and Crane (Gen's alternate stance, acessed by pushing all 3 kick buttons). Each stance comes with their own normals, throws, special moves and supers, all of them useful for different situations. Understanding the ways both stances work is 100% necessary if you want to master Gen.

Worth remembering that X-Ism fuses Gen's Mantis and Crane stances into a single stance, so his moves work differently depending on the distance, as the guide below explains.

Normal Moves

Mantis Stance Normals

  • Standing Jab (A, V)/Close Standing Jab (X):
Damage 4 StandingJab.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Standing Strong (A, V)/Close Standing Strong (X):
Damage 10 Sfa3 gen strong.png
Stun 9/4
Chain Cancel No
Special Cancel Yes, No (A, X) Yes, Yes (V)
Super Cancel Yes, No
Meter on whiff/hit 1/3(A) 4(V, X)
Frame Count 4/6/11
Block Stun +2
Hit Stun/Counter Hit +3/+7
  • Standing Fierce (A, V)/Close Standing Fierce (X):
Damage 5+8 Sfa3 gen fierce.png
Stun 4x2
Chain Cancel No
Special Cancel Yes, No
Super Cancel Yes, No
Meter on whiff/hit 1/1x2 (A) 3x2 (V, X)
Frame Count 5/5, 2/19
Block Stun +2
Hit Stun/Counter Hit +3/Launch
  • Standing Short (A, V)/Close Standing Short (X):
Damage 4 Sfa3 gen short.png
Stun 2
Chain Cancel No
Special Cancel No (A) Yes (V, X)
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 8/5/15
Block Stun -6
Hit Stun/Counter Hit -5/0
  • Standing Forward:
Damage 9 Sfa3 gen forward.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A) 4(V, X)
Frame Count 6/3/16
Block Stun 0
Hit Stun/Counter Hit +1/+5
  • Standing Roundhouse (A, V)/Far Standing Roundhouse (X):
Damage 13 Sfa3 gen roundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A) 6(V, X)
Frame Count 8/2/18
Block Stun +3
Hit Stun/Counter Hit +4/Launch
  • Crouching Jab:
Damage 3 Sfa3 gen crjab.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1 (A, V, X)
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Crouching Strong:
Damage 9 Sfa3 gen crstrong.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A) 4(V, X)
Frame Count 6/4/13
Block Stun +2
Hit Stun/Counter Hit +3/+7
  • Crouching Fierce:
Damage 12 Sfa3 gen crfierce.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A) 6(V, X)
Frame Count 8/4/14
Block Stun +5
Hit Stun/Counter Hit +6/Launch
  • Crouching Short:
Damage 3 Sfa3 gen crshort.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1 (A, V, X)
Frame Count 4/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Crouching Forward:
Damage 9 Sfa3 gen crforward.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A) 4(V)
Frame Count 6/3/13
Block Stun 0
Hit Stun/Counter Hit +1/+5
  • Crouching Roundhouse:
Damage 13 Sfa3 gen crroundhouse.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A) 6(V, X)
Frame Count 8/3/27
Block Stun -7
Hit Stun/Counter Hit -
  • Jump Jab:
Damage 5 Sfa3 gen jjab.png
Stun 2
Meter on whiff/hit 0/1 (A, V, X)
Frame Count 4/10/Land
  • Jump Strong:
Damage 10 Sfa3 gen jstrong.png
Stun 4
Meter on whiff/hit 1/3(A) 4(V)
Frame Count 5/8/Land
  • Jump Fierce:
Damage 16 Sfa3 gen jfierce.png
Stun 15/8
Meter on whiff/hit 1/4(A) 6(V, X)
Frame Count 11/6/Land
  • Jump Short:
Damage 4 Sfa3 gen jshort.png
Stun 2
Meter on whiff/hit 0/1 (A, V, X)
Frame Count 4/10/Land
  • Jump Forward:
Damage 9 Sfa3 gen jforward.png
Stun 4
Meter on whiff/hit 1/3(A) 4(V)
Frame Count 9/8/Land
  • Jump Roundhouse (A, V)/Diagonal Jump Roundhouse (X):
Damage 15 Sfa3 gen jroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A) 6(V, X)
Frame Count 9/4/Land

Crane Stance Normals

  • Standing Jab (A, V)/Far Standing Jab (X):
Damage 7 Sfa3 gen jab2.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/11
Block Stun -1
Hit Stun/Counter Hit 0/+5
  • Standing Strong (A, V)/Far Standing Strong (X):
Damage 4+10 Sfa3 gen strong2.png
Stun 4x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3x2(A) 4x2(V, X)
Frame Count 23/2, 2/24
Block Stun -7
Hit Stun/Counter Hit -6/-2
  • Standing Fierce (A, V)/Far Standing Fierce (X):
Damage 7+13 Sfa3 gen fierce2.png
Stun 8x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4x2 (A) 6x2 (V, X)
Frame Count 22/5, 5/19
Block Stun -1
Hit Stun/Counter Hit 0/Launch
  • Standing Short (A, V)/Far Standing Short (X):
Damage 7 Sfa3 gen short2.png
Stun 2
Chain Cancel No
Special Cancel No (A) Yes (V, X)
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 8/4/11
Block Stun -1
Hit Stun/Counter Hit 0/+5
  • Standing Forward:
Damage 13 Sfa3 gen forward2.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A) 4(V)
Frame Count 8/4/21
Block Stun -6
Hit Stun/Counter Hit -5/-1
  • Standing Roundhouse (A, V)/Close Standing Roundhouse (X):
Damage 8+7 Sfa3 gen roundhouse2.png
Stun 8x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4x2(A) 6x2(V, X)
Frame Count 5/2, 9*, 2/23
Block Stun -2
Hit Stun/Counter Hit -1/Launch

Note: There's a 9 frame gap between the 2 kicks.

  • Crouching Jab:
Damage 6 Sfa3 gen crjab2.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/9
Block Stun +1
Hit Stun/Counter Hit +2/+7
  • Crouching Strong:
Damage 13 Sfa3 gen crstrong2.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A) 4(V)
Frame Count 4/4/16
Block Stun -1
Hit Stun/Counter Hit 0/+4
  • Crouching Fierce:
Damage 17 Sfa3 gen crfierce2.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A) 6(V)
Frame Count 22/6/15
Block Stun +2
Hit Stun/Counter Hit +3/Launch

Note: The damage of this normal increases exponentially if it hits on Counter.

  • Crouching Short:
Damage 6 Sfa3 gen crshort2.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 6/6/15
Block Stun -7
Hit Stun/Counter Hit -6/-1
  • Crouching Forward:
Damage 12 Sfa3 gen crforward2.png
Stun 4
Chain Cancel No
Special Cancel No (A, X) Yes(V)
Super Cancel Yes
Meter on whiff/hit 1/3(A) 4(V, X)
Frame Count 8/3/21
Block Stun -5
Hit Stun/Counter Hit -4/0
  • Crouching Roundhouse:
Damage 16 Sfa3 gen crroundhouse2.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A) 6(V)
Frame Count 4/1/42
Block Stun -20
Hit Stun/Counter Hit -19/Launch
  • Jump Jab:
Damage 8 Sfa3 gen jjab2.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/Land (Neutral) 4/9/Land (Diagonal)
  • Jump Strong:
Damage 13 Sfa3 gen jstrong2.png
Stun 4
Meter on whiff/hit 1/3(A) 4(V)
Frame Count 5/9/Land (Neutral) 5/8/Land (Diagonal)
  • Jump Fierce (A, V)/ Jump Strong (X):
Damage 19 (A, V) 15 (Neutral, X) 14(Diagonal, X) Sfa3 gen jfierce2.png
Stun 8 (A, V) 4 (X)
Meter on whiff/hit 1/4(A) 6(V, X)
Frame Count 6/8/Land
  • Jump Short:
Damage 7 Sfa3 gen jshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/Land (Neutral) 4/9/Land (Diagonal)
  • Jump Forward (A, V)/Diagonal Jump Forward (X):
Damage 12 Sfa3 gen jforward2.png
Stun 4
Meter on whiff/hit 1/3(A) 4(V, X)
Frame Count 11/7/Land (Neutral) 11/6/Land (Diagonal)
  • Neutral Jump Forward (X):
Damage 14 Sfa3 gen njforward.png
Stun 8
Meter on whiff/hit 1/6
Frame Count 6/2/Land
  • Neutral Jump Roundhouse:
Damage 8 Sfa3 gen jroundhouse2.png
Stun 8
Meter on whiff/hit 1/4(A) 6(V, X)
Frame Count 5/8/Land
  • Diagonal Jump Roundhouse:
Damage 8 Sfa3 gen jroundhouse3.png
Stun 8
Meter on whiff/hit 1/4(A) 6(V)
Frame Count 5/8/Land

Special Moves

(SO) Hyakurenko: Punch rapidly [X Z V]

     -Gen jabs furiously in front of himself over a large radius. He will
      continue to attack until the Punch buttons are not pressed rapidly.
      The stronger the Punch button used, the faster Gen will punch.

(SO) Gekirou: F,D,DF+Kick (Kick rapidly) [X Z V]

     -Gen leaps into the air with a high kick. If he knocks his opponent
      into the air, he will pause for a moment. During that time, press the
      Kick button used to start the Gekirou rapidly to kick more times;
      pressing other Kick buttons will have no effect.

(KI) Jyasen: CB,F+Punch [X Z V]

     -Gen rolls forward and finishes with a chop strike. The stronger the
      Punch button used, the longer Gen will roll and the more times he
      will hit.

(KI) Oga: CD,U+Kick [Z V]

     -Gen leaps to the back wall, pushes himself off it, and dives down with
      a kick. The stronger the Kick button used, the farther Gen will leap.
      Pressing Up-Forward at the end of the motion will make Gen leap to the
      other wall. Upon touching the side of the screen, holding Up will make
      Gen bounce to the top of the screen, but he will not attack when he
      drops. Tap Up and Gen will do a head-stomp attack (Thanks Another
      Gamer).

Super Combos

(SO) Zanei: QCF,QCF+Punch [X Z]

     -Gen slides forward low along the ground. If he passes his opponent,
      they will be hit several times after Gen passes.
        Level 1: 4 Hits      Level 2: 5 Hits       Level 3: 6 Hits

(SO) Shitenshu: QCB,QCB+Punch [Z]

     -A more powerful version of the Kyakurenko, Gen swings a flurry of jabs
      finished with a finger jab. If the finger jab hits the opponent, they
      will start to flash and a 9-second countdown timer will appear over
      their head. Unless Gen is hit, the opponent will continue to take
      damage as the timer counts. When it reaches zero, the opponent will be
      knocked back and dizzied.
        Level 1: 3 Hits      Level 2: 5 Hits       Level 3: 7 Hits

(KI) Jyakoha: QCF,D,DF+Kick [Z]

     -Gen will leap forward into the air while trying to grab his opponent.
      If he makes contact with them in the air, he will stomp them to the
      ground and, at Levels 2 and 3, jump on their chest.
        Level 1: 1 Hit       Level 2: 2 Hits       Level 3: 3 Hits

(KI) Koga (air): QCB,QCB+Kick [Z]

     -A more powerful version of the Oga, Gen will do a diving kick, then leap
      to the opposite wall and perform another kick. Each Level will add
      another leap and kick. Gen will always leap to the closest side of the
      screen.
        Level 1: 9 Hits      Level 2: 10 Hits      Level 3: 12 Hits

The Basics

Mantis Stance: Gen's gameplan remains mostly unchanged from his Alpha 2 appearance. You'll be in Mantis Stance for most of the time, as it has great normals and his best super (Zan'ei). His chain normals are mostly safe, so you can use them if you want to build meter while your opponent blocks up close. His cross-up (jumping forward) is a dangerous tool, as it can be easily followed by a chain combo. Gen also has some good normals to poke with, such as his cancellable crouching forward, crouching fierce and standing roundhouse. In addition to his blocked normals, whiffed upkicks are also a great tool to build meter. Since A-Ism doesn't have Custom Combos, Gen's primary use of meter will be for his supers, as his most damaging combos need the meter and come from the chains. A simple confirm combo like crouching short 2x, crouching forward into Level 2 or Level 3 Zan'ei will cause some good damage.

Crane Stance: Gen becomes a lot more mobile in this stance, thanks to a faster jump and his walldive (Oga) giving him a fast way to get out of the corner. His Jyasen roll is a good move to use against some fireballs, as Gen's hitbox shrinks enough that he can roll below them and hit the opponent, depending on the distance. The stance also gives Gen access to some good normals: standing jabs are fast and can be combo'd into his crouching short, who will put your opponent into a juggle state if it connects. Standing strong is an overhead with good range. Crouching fierce is a slow attack, but it will deal lots of damage if it counter hits. Jumping forward is a cross-up kick, while jumping roundhouse is a double kick. Gen's air-to-airs and throws become much deadlier once he has meter, as his Level 3 Jyakoha has great range and will grab the opponent even if they air tech.

Which Ism?

A-Ism

Recommended

Access to his huge array of amazing supers, along with his full moveset in both stances.

V-Ism

Custom combos are generally way too situational and require him to be very close AND in the right stance at the right time. Avoid for the most part.

X-Ism

Loses his normal moveset and gains a mixed moveset from both stances. Much easier to play overall, but loses access to many of his best tools.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Match-ups

Notable Players

Japan

Bideru (A-Gen)

CR Daiku no Minamoto-san (A-Gen)

Dark (A-Gen)

DIN (A-Gen)

Kayaman (A/V Gen)

Makoto (A-Gen)

Miriyau (A-Gen)

Mokeke (A-Gen)

Morumomo (A-Gen)

Ry (A-Gen)

Shin Bashi (V-Gen)

TAK (V-Gen)

Tokage (A-Gen)

VER (A-Gen)

Yuda (V-Gen)

Zakki (V-Gen)

North America

Haqq (A-Gen)

JuniorMafia (A-Gen)

OCxRiDaH (A-Gen)

TS- (A-Gen)

Europe

Alioune (A-Gen)

Geejay (A-Gen)

Discussion

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