Special Moves

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Stance Change (Mantis or Crane)
The Crane and Mantis stances of Gen are the core of his gameplay. When Gen starts the game, he is always in Mantis stance. You can switch stances at any time, even while blocking and attacking. Even if the stance changing animation is visible, it does not drop Gen's guard in any way.
Switching stances while performing combos or doing spacing battles is important in order to keep up pressure or to hold off the opponent. Mantis stance has good long range pokes and has better offensive capabilities. Crane's mixup game is stronger than Mantis's, with a better crossup and a really long range overhead attack.
You can only access two special moves and one Super/Ultra per stance. Keep this in mind before you attack. Lastly, walking in Crane stance is also much faster than walking in Mantis Stance.
Damage
Light
80
Medium
125
Hard
125
EX
163
Properties
When it comes to this hand-chopping move, you'll want to rely only on the Hard or EX version to get damage. All versions of this move are safe on block, and if you land any of them deep enough you can link into other moves, though this is extraordinarily difficult.
Canceling into this attack from a long range move such as Mantis Crouching or Standing Medium Kick is a great way to build meter and put on some pressure, but don't forget that this move inflicts a rather small amount of damage at any range other than point blank.
Whiffing this move is one of Gen's few ways to build meter. It's also functional in FADC combos since the frame advantage of this move is large on hit.
If you're having trouble with piano inputs, check out these tutorials by
Mr.SNK and
Quakefingers.
EX Version: EX Hands has Gen take the largest step forward while chipping which makes followup combos a bit easier. It also helps for landing more hits of the move.
Damage
Light
141
Medium
152
Hard
167
EX
167
Properties
On appearance, this move looks like a useful anti-air for Gen. However, the startup invincibility for each Gekiro is extremely limited, making it likely that the move will lose or trade with a jump-in. When it comes to using this as a reversal, the lack of invincibility also comes into play, not to mention that the Light Gekiro is the only version that can hit crouching characters.
You can apply this move well in combos though. Forcing the opponent to stand using your Mantis Standing Hard Punch allows you to combo into any version of the Gekiro and if you get the timing down, you can land a nice amount of damage in a combo.
Timing the hits of Gekiro once the juggling starts is pretty difficult once the opponent is in the air. For the Hard Gekiro, performing the initial hit then pausing until the opponent is in front of you before continuing tends to be the best method. Try out the best timing for yourself in training mode because many reports have said that different timings will work.
EX Version: The EX version of this move has a lot more invincibility than the regular Gekiros making it a very reliable anti-air. It also strikes crouching characters, making it good as a reversal, though it is not safe on block.
Another added bonus of this move is that you don't have to time the button presses after you've knocked the opponent into the air. Once the opponent falls in front of you you can just mash out the rest of the hits for guaranteed damage. Don't try applying the EX version in combos unless you need the extra range.
Damage
Light
100
Medium
125
Hard
150
EX
160
Properties
Gen's rolling attack functions solely as a combo ender or as a safe way to apply chip damage. Since this move has no invincibility it can't be used to dodge or avoid anything other than a high attack. All versions have the same startup, block recovery and whiff recovery but the Light version has the largest initial hitbox.
Gen's only cancelable normals in Crane Stance are his standing Light Punch and his crouching Medium Punch. Because of this, Crouching Medium Punch is really your only cancelable option to use this move to get into close range.
This move isn't safe against really fast moves like Supers or grappling moves, but it's safe nearly all the time. It's a damaging combo option, but it's rarely used due to the unlikeliness of having a back charge while close to the opponent.
EX Version: EX Roll Attack is completely invulnerable to projectiles for the first two rolling parts of the attack. The startup and block recovery are exactly the same as the normal versions though, making them too slow to punish projectile throwers reliably.

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Oga (Wall Jump, Wall Dive) [Crane Stance Only]
Damage
Light
100
Medium
100
Hard
100
EX
100
Properties
Gen's wall dive attack is a bit tricky to manipulate, but once you get the hanging down this becomes a very important move. Gen's Wall Dive is an overhead attack that must be blocked high. It also breaks armor and travels across the screen at a reasonably fast speed. The button pressed determines how high Gen jumps on the wall before he drops for an attack.
If you choose to hold back after activating Gekiro, Gen will stop his wall dive and drop to the ground. There's not really any use for this other than trying to bait an attack, but Gen falls so slowly to the ground that it's hard to punish anything. He also doesn't gain any meter from this feint.
If you let your joystick go to neutral after jumping to the wall, Gen will do a short-range dive kick. This is safe on block(except against fast moves like grappling attacks), but it's hard to hit the opponent with. You do gain meter for whiffing in this fashion though.
If you hold your joystick forward after reaching the wall, then Gen will do a much farther-ranged dive kick. This is a little less safe on block than the earlier dive kick, opening you up to more punishes. However, if you angle the kick into the opponent's ankles, the wall kick is much more safe. This is also probably the best option to use to both pressure and build the most meter in an offensive situation.
Holding up after you reach the ceiling lets you perform one of three drop kicks from the ceiling. The angled drop kicks are hard to hit opponents with unless they're trying to chase you in the air. The drop-down dive kick is the best one because it's extremely difficult to anti-air and it has the potential to cross up if the opponent doesn't move from his position. These dive kicks are unsafe on block to the point where Light Attacks and throws can connect, so be careful.
All dive kicks juggle the opponent right in front of Gen where he can follow up with a multitude of moves, including a few of his Ultras, both of his Supers, knockdown attacks such as Gekiro and Mantis Sweep. The reward is high, but it's hard to land this move on someone familiar with it. Try to mask the charge time for this move using Hyakurenko or Jyasen.
EX Version: Spending EX on this move only impacts the startup. When Gen turns and jumps toward the wall, he is completely invulnerable to projectiles and cannot be thrown. He has no strike invincibility though and since this move takes so long to get to a hitting state it's best not to try to use this as a reversal.
Super and Ultra Moves
Properties:
Gen poses and slides across the ground for a multi-hit attack that juggles the opponent. This Super starts up pretty quickly, making it a good punishing attack. After the Super is compete, you can juggle the opponent with Gekiro or with an Ultra combo.
The startup of this Super is completely invulnerable to projectiles, attacks and throws. The Light version has the most invincibility, but travels the least amount of distance. If you want to punish projectile throwers you'll have to activate it when the projectile is right in front of you at mid range.
Properties: None
The startup of this Super is completely invulnerable to attacks and throws. It can only strike people in the air though. It's possible to combo into this from some juggles such as the Crane Crouching Light Kick.
Unless you really need the extra damage or you need to punish an aerial opponent, it's best to try to save up for a Zan'ei hit confirm instead.
Properties
This Ultra is exactly the same as Gen's super Zan'ei, but there's two negative quality differences. For starters, this Ultra is much slower. It also has far less invulnerability. These two factors really hamper its utility value.
There's a couple of ways to combo into it such as any version of the Oga Wall Dive and the Crane Crouching Light Kick.
Properties: None
Once again, this Ultra is almost exactly the same as Gen's Super 2. It has a very large hitbox and is completely invulnerable on startup, while only being able to attack airborne opponents. Regrettably, this Ultra is a bit slow, so you'll have initiate it quickly if you want to use it as an anti-air.
All the juggles that work to land Mantis Ultra 1 also work to land this Ultra. Also, unlike Mantis Ultra 1 the Crane Jumping Hard Kicks can juggle into this move.
Properties
Gen performs a Hyakurenko, and if he strikes on the first active frame then he pokes you full of Focus damage. This has the potential to be a grave threat to the opponent since it forces them to make a decision after this Ultra knocks them down.
Regrettably, it's not easy to combo into this Ultra. There is a difficult link from EX Hyakurenko, but most players try to land this move after a Zan'ei juggle. Also, since this Ultra doesn't deal guaranteed damage, you will have to be very confident in your mixup
Properties
This is a dive kick Ultra that is designed to punish fireball throwers or reckless ground moves. There's no way to combo into it, but as an upside you can activate it in any direction you jump. Teiga is only invincible to projectiles only, so it is possible for it to get beaten by normal attacks, though it's unlikely.
Most Gen players like to jump backwards and see if the opponent does a reckless attack to try and follow them, and then they activate this Ultra. This is a bit of a gamble though and doesn't quite work as well as the anti-air Crane Ultra 1.
Notable Normal Moves and Unique Attacks
Mantis Standing Medium Kick
Gen's best mid range poke in Mantis stance. Also, it's special cancelable.
Another added bonus of this move is that you can use it to kara your regular throw. Simply press the button almost at the same time as your throw inputs and it should noticeably increase your throw range.
Mantis Standing Hard Punch
This move forces the opponent to stand, allowing combos into Hard Gekiro. Only the first hit is cancelable.
This sweep has great range. Use it for punishes.
Crane Standing Medium Punch
Gen's overhead has slightly slow startup, but the range is absolutely incredible and it hits twice. Just a really great move.
Both of these moves are slow, but they do incredible damage for normal moves. Standing Hard Punch hits twice and is more reliable in offense-based maneuvers.
Gen's best anti-air normal. Also does above average damage for a normal attack.
This move launches the opponent, and afterwards you can combo into pretty much anything. Unfortunately, the only way to hit confirm into this move is after a jump-in attack.
If you react quickly enough to this move landing, you can juggle into either Ultra 1, both Supers, Mantis Crouching Hard Kick and so forth.
Regardless of the stance you are in, Gen's jumping Medium Kick can cross up the opponent. The Crane version in particular is very ambiguous and hard to block.