
Gen
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

Throws: Mantis









Special Moves: Mantis













Super Combo: Mantis




Ultra Combos: Mantis








Unique Attacks: Crane





Throws: Crane









Special Moves: Crane






















Super Combo: Crane



Ultra Combos: Crane







Frame Data
Move Analysis
Stance Shift
Gen's stance shifting can be done at any time (during the actual round), but while in neutral, walking or crouching it will take 5 frames to do so. If you don't want to become vulnerable, or you just want to hide it, you can change stances while dashing, jumping, attacking, etc.
Normal Moves
Mantis Stance
- S.LP: Typical fast jab. It's 3 frame startup makes this Gen's 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. Forces stand, so you can cancel into HK Gekiro after.
- S.LK: 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 tool. 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 really 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/frames/priority.
- C.HP: Gen's furthest reaching poke, and with great priority that doubles 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 is one of the slower, less damaging ones in the game, but it's one of his furthest reaching attacks. You really want those knockdowns.
- 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 damage/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 (Gen's command normal, Shakudan), 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.
Unique Attacks
- Shakudan: Crane J.HKx2 - Double overhead, making it damaging and tricky. If done air-to-air it juggles into Crane Super/Ultra 1.
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Dizzy / Focus Crumple Combos
- N/A
FADC Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A
Combos Into Ultras
- N/A
Matchups
- Vs. Abel
To Be Written (TBW)
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