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Gen Super Street Fighter 4 Arcade Edition Moves, Combos, Strategy Guide

Last updated on April 26, 2010

196 Comments

Gen Super Street Fighter 4 Arcade Edition Character Guide


Character Overview
Gen is a character that excels in the normal move category. Equipped with some of the best normal moves in the game, Gen can switch between two stances to get the best library of moves available to him. Gen's stance-based moveset also equips him with two Supers and two sets of Ultras.. Because of the usefulness of his moveset, Gen also has a very good punish game along with a superb crossup game.

Gen's weaknesses lie in the fact that he depends on EX to get his only good reversal. He also has to constantly switch stances tenuously in order to bring out the full potential of the character. His stamina is below average and he doesn't have a fast mixup game on the ground. Lastly, his damage output without the use of meter is below average.

Strengths
+ Incredible crossup game.
+ Great jumping normals along with a useful jump arc.
+ Super long range overhead.
+ Ultra Combos cover great distance and space.
+ Best pokes have great range.
+ Can walk quickly, regardless of stance.
+ Quick backdash.
+ Great throw range along with kara throws.

Weaknesses
- Low damage meterless combo game, desperately needs FADC.
- Often has to jump to get a mixup going.
- Must constantly change stances to maintain effective gameplay.
- Hard to combo into Ultras.
- Low stamina and stun.
- No short-range combos into untechable unknockdown.
- Very weak reversal game.


Special Moves
or
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.

or
(Piano Rapidly)
Hyakurenko (Hands) [Mantis Stance Only]
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.

or then (5-6x)
Gekiro (Up Kicks) [Mantis Stance Only]
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.

or
Jyasen (Roll Attack) [Crane Stance Only]
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.

or or or
then or or
If then or or
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

Mantis Super — Zan'ei
Damage
M Super
300

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.


Crane Super — Jyakoha
Damage
C Super
320

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.


Mantis Ultra 1 — Zetsuei
Damage
M Ultra 1
405

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.


Crane Ultra 1 — Ryukoha
Damage
C Ultra 1
398

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.


Mantis Ultra 2 — Shitenketsu
Damage
M Ultra 2
443

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


Crane Ultra 2 — Teiga
Damage
C Ultra 2
428

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.

Target Combos
   
Target Combo 1
This target combo only works in Mantis stance. The purpose of this target combo is to either provide a link from crouching throw techs or to extend an FADC combo at close range. The Crouching Medium Kick is special and super cancelable.
   
Target Combo 2
Another special cancelable Target Combo, and this one is more reliable and damaging in combos. Like before, this Target Combo can only be done in Mantis stance. It's easy to link into the initial standing Hard Punch(which forces the opponent to stand)
Combos
Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Mantis Mantis
Cancel into Hard Gekiro
10 Hits
200 damage
A close range link combo.


Mantis
Cancel into Hyakurenko
5 Hits
160 damage
Gen's standing Medium Punch(Mantis) offers a lot of frame advantage on hit. Use this to your advantage in combos at any range.


Mantis Cancel into EX Hyakurenko
12 Hits
197 Damage
Because Gen's crouching Medium Kick(Mantis) moves him far forward, you can get a lot of damage out of EX Hyakurenko.


Jump

Crane
Crane Cancel into EX Rolling Attack
8 Hits
318 Damage
Crane jump-in combo.


Jump

Crane
juggle Mantis Crouching Hard Kick
3 Hits
168 Damage
Easy crossup combo.


Crane Zan'ei
juggle Gekiro
15 Hits
442 Damage
You must switch stances to Mantis after the first move.


Jump

Crane
juggle Crane Ultra 1
4 Hits
429 Damage
You can only link your Crane Super and Ultras after a Crane jumping Hard Kick.


Mantis Zan'ei, juggle Mantis Ultra 1
20 Hits
647 Damage
The comeback combo.


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.

Mantis Crouching Hard Kick
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.
or
Crane Standing or Crouching Hard Punch
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.

Crane Crouching Hard Kick
Gen's best anti-air normal. Also does above average damage for a normal attack.

Crane Crouching Light Kick
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.

Crane or Mantis Jumping Medium Kick
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.
Gen General Strategy
To play Gen effectively it's important that you always try to defend your airspace. The reason for this is because Gen excels extremely well if he can keep the opponent on the ground as much as possible. The overhead in Crane Stance along with the standing Medium Kick in Mantis Stance are just incredibly good at keeping the opponent off guard while respecting your options.

Because of his special jump arc, Gen's crossup game is one of the best. The unusually long jump arc with such a short height also helps in punishing fireball throwers. Even if your jumping attack is blocked, Gen has great frame traps with his Mantis Standing Hard or Medium Punch. If your opponent doesn't fall for frame traps, simply start your throw setups using your kara throws.

Other Resources and Credit
You can find more information about playing Gen on the Central Character Discussion Thread on the EventHubs.com forums.
Contributions to this guide by Nyoronoru, Oculus_Orbis and GOT_LEP.

Posted by SecretCharacter on January 19, 2009 at 8:32 p.m. #1

Did they change the command for gekiro to reverse DP, or is that a typo?

I know thats what it shows on the scanned in images, but even the game guide books can be wrong.

I just don't see why they would change this command.

Can someone confirm?

 

Posted by asiantom on January 20, 2009 at 8:16 a.m. #2

@SecretCharacter
Hey, that is a typo and a miss print I'd say.

I don't see why they would change the command either, but I took a screen shot of the in-game command list and we should be happy to know that it looks like it's still the same.

Confirmation:http://img.photobucket.com/albums/v495/DeathWatch/genwaterfallkick.jpg?t=1232468089

Sorry for the poor resolution, it was a screen capture! But you can tell that the DP is the 'right' direction that we want.

 

Posted by SecretCharacter on January 20, 2009 at 1:59 p.m. #3

Sweet! I didn't think they had any reason to change it but, they did go back to the old Cammy and Fei commands.

Thanks for the heads up.

 

Posted by BIG_NOOB on January 20, 2009 at 7:35 p.m. #4

how to swap the styles?

 

Posted by shin on January 21, 2009 at 5:14 a.m. #5

hey.. can i ask wat is meant by armour breaking?

 

Posted by SecretCharacter on January 21, 2009 at 6:18 a.m. #6

Holding Strong and Forward (Med punch and kick) is your Focas Attack. The FA can absorb one hit and retaliate. Sort of like and alpha counter. An armour breaking move will knock out a focas attack.

 

Posted by asiantom on January 21, 2009 at 7:54 a.m. #7

@BIG_NOOB
To changes stances is to hit all three punches or all three kicks.
3x Punch(Sou-ryuu/Mantis Stance)
3x Kick (Ki-ryuu/Crane Stance)

 

Posted by anonymous noob on January 31, 2009 at 10:20 a.m. #8

Rapid Slap (Hyakurenko) - The punch button pressed determines the speed and power of this move, and the number of hits. Light is the slowest and does the least damage, while Hard does the most damage and is faster.

Ummm... in what situations (if any) would using Light or Medium Hyakurenko punch attacks be preferable to the Hard punch variety? Are there startup/recovery time differences or something?

 

Posted by ED on February 3, 2009 at 7:48 a.m. #9

Why the hell did they changed the Gekiro comand?

 

Posted by asiantom on February 4, 2009 at 8:32 a.m. #10

@anonymous noob
You'd probably want to do HP Hyakurenko, but you'll find it's just plain easier to do the medium/light versions. the HP version requires a lot of taps. This is based off of my experience in Alpha 3.

@ED
If you read just a couple comments up, you'll see I posted the correct Gekiro command. Eventhubs hasn't changed it to it's correct command.

 

Posted by Catalyst on February 4, 2009 at 10:25 a.m. #11

Fixed Gen's command for his Air Kicks, thanks for the heads up.

 

Posted by julio on February 7, 2009 at 12:59 p.m. #12

Bring back Adon, Geki,Retsu,joe and the guy that taught akuma and gouken.

 

Posted by jleadership@gmail.com on February 13, 2009 at 4 p.m. #13

I wonder who is the guy that taught akuma and gouken

 

Posted by Skydoh on February 14, 2009 at 12:05 a.m. #14

IM GOING TO BE THE BEST GEN PLAYER IN THE WORLD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
REMEMBER THE NAME Skydoh

 

Posted by Zenosbleed on February 14, 2009 at 6:12 a.m. #15

The guy who taught Gouken and Gouki was Goutetsu, I think Goutetsu was killed bu Gouki though. However when Goutetsu died he was proud that Gouki had harnessed the Saitsu no Hadou. The beads that Gouki wears originally belonged to Goutetsu.

Can't remember what parts are canon or were from comics/animations though. I think its mostly canon.

 

Posted by Ello Mate on February 14, 2009 at 7:21 p.m. #16

GEN FTW!!!! Best character in SFIV imo.

 

Posted by Rudeboy on February 15, 2009 at 7:23 a.m. #17

The gekiro move is exactly the same :)

 

Posted by Rotflcopter on February 15, 2009 at 3:38 p.m. #18

3....... More...... Days.......!

 

Posted by asiantom on February 17, 2009 at 9:17 a.m. #19

@Rudeboy
It wasn't before Catalyst fixed it.

 

Posted by Apathy on February 17, 2009 at 4:43 p.m. #20

Can anyone tell me how to properly time the Gekiro the land all the hits?

 

Posted by Zenosbleed on February 18, 2009 at 12:09 a.m. #21

Gekiro you gotta tap the buttons slowly at first and then speed up in a constant manner. Slow->Fast.

 

Posted by Jon on February 18, 2009 at 1:47 p.m. #22

What is the point of having the 2 different styles??

Why not just let him have all his moves in one style?!...so unnecessary...

 

Posted by MantissX on February 18, 2009 at 6:02 p.m. #23

Uh...it's called style? Was that really so hard to figure out?

 

Posted by Zenosbleed on February 19, 2009 at 12:31 a.m. #24

Point of the styles is for him to have more attacks then anyone else. Remember theres only 6 buttons in this game.

 

Posted by kEn's bRo on February 19, 2009 at 1:39 p.m. #25

man can sum1 pleeeaaasssseeeee help me???.. im tryn 2 charge 4 sum of vegas moves bt itz just not working can ne1 tell me how 2 charge properly?..

 

Posted by asiantom on February 19, 2009 at 2:09 p.m. #26

@Jon
What Zenosbleed said. ha! Check out x-ism Gen from A3 to see how horrible he is when they try to mix his two stances.

@kEn's bRo
You realize you're in the Gen guide?
Charging can be simple. Like the game suggests, hold back for two seconds we'll say, then push forward. At the same instance your stick or finger reaches 'forward' press a punch or kick. I'm sure you're having your issues with timing the punch/kick properly. Try quickly double tapping the punch/kick to help insure the input was registered.

good luck.

 

Posted by remzyu on February 19, 2009 at 6:18 p.m. #27

can anyone tell me why Gen's super and ultra moves in the kicking stance don't do any damage? i'm new.

 

Posted by Zenosbleed on February 19, 2009 at 9:21 p.m. #28

>>27

Gen's Crane Super/Ultra didn't do anything because you missed, it will only hit air-borne opponents.

 

Posted by Tyler on February 20, 2009 at 1:14 a.m. #29

Im doing the normal trial and i cant complete the gekiro i can do the kick but it says i need to complete it and i cant read what it says in parenthesis beside it(too small of TV lol), can anyone help me out on what i need to do?

 

Posted by asiantom on February 20, 2009 at 6:27 a.m. #30

@Tyler
To complete the kick you just need to tap the kick button (which ever one you started with) until he completes the move with a downward kick throwing the opponent to the ground.

To do this you need to tap slowly at first and gradually tap faster. This takes time and practice, good luck.

 

Posted by genkid on February 20, 2009 at 2:39 p.m. #31

i commplete the move that says (in air) high kick > high kick like how do u do it

 

Posted by red on February 21, 2009 at 3:41 a.m. #32

damn, the gekiro needs such exact timing... I just can't seem to get farther than 2 kicks in the air....

 

Posted by xerzec on February 21, 2009 at 4:41 p.m. #33

For people having trouble with the Gekiro, I've found the most success in letting the person's body fall parallel to Gen before I start the first kick, and then do the aforementioned gradual increase in tapping speed. I went from 2-3 kicks avg to 5+ kicks avg with a finisher every 3 tries or so. Its definitely a tricky move.

 

Posted by xGOLDx on February 22, 2009 at 2:17 a.m. #34

What I found helpful with the Gekiro is watch when your opponent (Dan), is falling out (I have bad rhythm and am more visual). Just kick when your other kick lands and it will complete after the seventh time

 

Posted by XD on February 22, 2009 at 10:39 a.m. #35

Nobody is playing as him online.

 

Posted by 10k on February 22, 2009 at 6:24 p.m. #36

After extensive testing I have concluded that, unfortunately, Gen is pretty bad. Which sucks, because he's really cool and extremely fun to play, but his only effective strategy is to turtle and poke, because he has such horrible priority.

 

Posted by Rampage on February 22, 2009 at 6:28 p.m. #37

Because he's not Ken or Ryu.

 

Posted by LordofUltima on February 22, 2009 at 7:07 p.m. #38

But it's worth completing his Level 3 Normal Trial, since you get the sweet title, "I Like Meat Buns."

 

Posted by KenMasters' #1 Fan on February 22, 2009 at 9:19 p.m. #39

You can combo the Zan-ei into the Zetsu-ei, which does heavy damage, fyi.

 

Posted by c 2 on February 23, 2009 at 5:20 p.m. #40

I hate his hard trials. When they ask you to link mp (mantis) with lk (crane)

@KenMasters' #1 Fan
For his 2nd hard trial they ask you to do the link i mention ed above and super and ultra..

I'm sorta expecting the frame data so i can make combos that don't revolve around the Mp(M) Lk(c) link.

 

Posted by Anointed24 on February 24, 2009 at 10:10 a.m. #41

How do you do the Gekiro completed?

 

Posted by mofomikes on February 24, 2009 at 10:52 a.m. #42

@Anoited24
Gekiro completed is achieved by landing gekiro and pressing K for additional attacks until the maximum of allowable hits is reached.

@genkid
HK > HK is achieved by jumping in with a HK and landing another HK before landing. Your first HK must land shallow to allow enough time to land the second before reaching the ground.

 

Posted by Shadow Hado on February 24, 2009 at 7:18 p.m. #43

Anyone complete Gen's Hard Trial #5? I can't seem to link the super combo after Hyakurenko, and this is the last trial I need to do! Is the timing just really tight?

 

Posted by ddotcarter84 on February 25, 2009 at 8:17 p.m. #44

#5!?!?! i cant get past level 2 on trial hard how the heck did you do that?! i been playing this for hrs and the timing is just not working i think that level 2combo is really pointless
can't see myself doing that combo in battle...

 

Posted by HyperSonicXtreme on February 26, 2009 at 6:03 a.m. #45

NOT QUITE!!!

 

Posted by Goldenkillah on February 26, 2009 at 11:49 a.m. #46

Gens Trial Normal #4 2 of 4 move, the Double Kick to c. LP to Jyasen how do you get the charge move in to it, i can do the first part but trying to do the charge part just doesnt work for me! When should you start holding for the charge move to come out?

 

Posted by Gekiro on February 26, 2009 at 4:20 p.m. #47

Gens priority needs to be upped
I think Gekiro shud hold same priority as a shoryu tbh

 

Posted by ojisan on March 5, 2009 at 7:09 a.m. #48

Goldenkillah

If you're talking about jumping double kick, after you jump hold diagonal back+down, do the two kicks then land and do the LP and immediately go forward into the Jyasen.

Gen is the man. Not as easy to use because of the no projectile, but def fun to play with and very satisfying when you win.

 

Posted by Gengen on March 8, 2009 at 12:37 a.m. #49

Are you guys going to make a trial walkthrough like the rest of the characters?

 

Posted by PaperStSoapC on March 8, 2009 at 10:14 p.m. #50

for the combo in trial 4, the lp that comes after the double kick is delayed. so do the double kicks, no problem, then find the timing where you can delay it as long as possible but where you can but still perform it. this will give you enough time to charge

 

Posted by Kartman on March 10, 2009 at 4:16 p.m. #51

any of u guys know any good combos for gen? i cant chain any good combos cause kick is too slow to chain most combos and punch i cant figure out any

 

Posted by Kamool on March 10, 2009 at 10:54 p.m. #52

He can change styles in midbattle isnt that a rip of MK Deadly Alliance?! I always like playing Gen in alpha 3 its odd now split into two styles.

 

Posted by MJ on March 11, 2009 at 6:42 a.m. #53

Um, Kamool, Gen could always do that. However in Alpha 3 Gen can use X-ism mode and use a mixed style, the one you used to play with.

 

Posted by asiantom on March 11, 2009 at 8:17 a.m. #54

Kartman:
SFIV is a lot about linking your normals now for combos, so it's just about getting the timing down man.

MJ:
Thanks for clearing that up for him, ha!

 

Posted by kartman on March 11, 2009 at 8:36 p.m. #55

lolm yeah i found that out in trial but i dont get it down all the time cause i remember i had to link like mantis med punch and crane light kick and i sometimes get it down but theres always a space that they can block like is there a way to put in the commands like is it med punch switch stance crouch or the other way then kick

 

Posted by F3LON on March 13, 2009 at 9:18 p.m. #56

Gen Combo from crane

Jumping MP + Standing HKx2 (Hits Twice, Charge Rolling Attack)+EX Rollong Attack (charge rolling attack again)+ crouching MP (still holding charge)+EX Rolling Attack. Once you get into the roll this can be endlessly comboed.

 

Posted by agent 123 on March 14, 2009 at 12:31 p.m. #57

Gen is da man if any1 wants a gen fite my gt is agent 123

 

Posted by Agent koolbreeze on March 14, 2009 at 12:43 p.m. #58

I feel like im da only 1 playn gen online so if u feel your gen is decent send me a f.r my gt is agent 123

 

Posted by nraudigy2 on March 15, 2009 at 2:44 p.m. #59

Why can't I do Gen's rolling attack? I can do every other charge attack.

 

Posted by Agent kool breeze on March 16, 2009 at 1:47 p.m. #60

Are u in crane ? Are u holding for two sec.? Have u tried holding it for longer?

 

Posted by asiantom on March 18, 2009 at 11:18 a.m. #61

@F3LON

I don't believe you can do the combo you described. Well what I mean is, EX Jyasen into c.MP into another EX Jyasen is not possible. After the final hit of the Jyasen, the opponent has the ability to block the c.MP.

Let me know if my timing was off or something. A video would also be helpful.

 

Posted by king sparks 007 on March 18, 2009 at 4 p.m. #62

Gen is CRAP!!!!! I also suck tho!

 

Posted by benjibean on March 20, 2009 at 4:03 a.m. #63

not seen many gens online, shame he is pretty cool.

 

Posted by TKKT on March 20, 2009 at 7:32 a.m. #64

anybody looking to fight a decent Gen, send a fight request this way

id: HARSHCRITIC

 

Posted by TKKT on March 20, 2009 at 7:34 a.m. #65

and @asiantom & F3LON

The combo works against the CPU (doing the roll, crouching MP repeatedly was the only way I could beat Abel on Hardest), but doesn't work well against most online opponents. A simple crouching LK or LP can stop this "combo"

 

Posted by Egodeus on March 20, 2009 at 6:46 p.m. #66

Is the Japanese version slower than the EU version, or is the framerate in YouTube worse than the PS3's? Watching the video seemed like watching a slowmo of the game. Nice to see those trials are indeed possible, but doing some of them myself is dumbblistering (near)impossible. Spent 2 hours alone on completing Ex Gekiro. (Normally I do Ex moves using the 3xP or 3xK buttons, that does not seem to work for Gen though)...

 

Posted by Agent koolbreeze on March 21, 2009 at 8:11 p.m. #67

Dude i cant get da hard trial 4 link where it goes to da mid it comes out 1000 slaps

 

Posted by asiantom on March 23, 2009 at 12:04 p.m. #68

@TKKT
See, I don't think the 'combo' works at all because it's not a combo. After doing the EX-roll you're at a frame advantage of +1, the start up of c.MP is 5. So the opponent has 4 frames to block or counter. So it won't work as an actual 'combo' but could work as just the Gen player throwing out constant Jyasens. And when I test things against a CPU it's in training mode while I have AUTO-block.

Frame data info taken from: http://forums.shoryuken.com/showthrea... Might not be accurate but it's the only thing we've got!

 

Posted by Redwolfx PSN: Redwolfx on March 24, 2009 at 3:40 p.m. #69

I mastered Fei long, and working on Gen now almost mastered him too, Gen is Easily one of the best new comers(return character) with his Switch Style double ultra and super, you can Super to ultra(any of the two), and Do many combinations with him, his jumping can switch between battle makes it harder to read. Best combination catching people off gaurd is Oga, Low kick (Switch Style) > Super > Ultra(Either), Catch them in the air is all timing.

You can Krane Style Jump over them MK to Low Kick > Mantis Style> Super > Ultra to finish the game anytime.

You can also Oga > LK > Mantis style > Gekiro (ex or regular )

So many thigns u can do

 

Posted by F3LON on March 24, 2009 at 7:11 p.m. #70

The combo does work better vs the computer but its not as effective vs online. But vs non shotokons it is a good way to keep the pressure up.

 

Posted by mp on March 25, 2009 at 12:30 a.m. #71

lol gen's hard challenges, especially the 2nd last one (still cant get it)... makes me want to vomit

 

Posted by asiantom on March 25, 2009 at 1:20 p.m. #72

F3LON, what I'm trying to tell you is that it's not a combo :P

You're not going to end up with a 10 hit combo. It's essentially spamming the roll. I use the world spam lightly btw. I just want it to be clear it's not a combo and we shouldn't think it's a combo. It's like saying Ryu throwing two fireballs one after another is a combo.

The series of Jyasen's will work as somewhat of a mix up I'm sure against PLAYERS who're trying to guess you're next move, but whatever a computer does is irrelevant to player vs player.

 

Posted by TKKT on March 26, 2009 at 8:43 a.m. #73

@asiantom,

if you read my post, i put combo in quotations because, as you say, it isn't a combo. it does however work at least 70% of the time against the CPU (even at hardest). it's total spamming of a move, and a half-competent player can break the chain easily.

Gen is definitely the funnest to play for me, but I still find he lacks a couple of tools. When knocked down, he doesn't seem to have much defense/reversaks against cross ups on wake up. His anti-air attacks (D+HK & DP+K) seem to have low priority. It's also a lot harder to catch jumping opponents with a jumping attack, his jumping attacks have weird angles.

Any help would be appreciated!

 

Posted by asiantom on March 26, 2009 at 8:56 a.m. #74

@TKKT,
Okay! We're on the same page then haha.

About the cross ups on wake up, Gen's dash is really quick and if you see the cross up coming his dash will get you out of that cross up situation. I usually use Gekiro against people that jump in. I do see a lot of people saying it trades a lot, but I rarely see that. It might be because I try to execute it early?

 

Posted by DR Jam on March 27, 2009 at 5:31 p.m. #75

I've loved Gen, well, especially since SF@3 (that's my fondest memory of him).

At first, it took me a while to get used to him in SF4, because Capcom decided to strip him naked of his target combos. If my memory serves me correctly, back then he had a few linkable normal attacks that required only the right sequence of input, and not some tricky link bar telling you when to hit.

Anyway, I'm getting better and better with. I love using him, because he's not cliche, he's hard to master, and can easily be underestimated since he's not popular since he's not really accessible.

Four o of his moves that I love to use, and work like a charm are:

1) Jump attack (Hp or Hk) + Hp + Gekiro (I always get at least 6 hits, often 8, it's not that hard--just hold the key for a second during the first hit, then hit it a second time, and then tap it as the hits connect, at a slightly increasing rate)

2) To go through projectiles} Oga (try to connect the best way you see fits) + d.Hk or EX Jyasen

3) Oga (after connecting) + Jyakoha (Super) or Rykoha (Ultra)

4) [if you cannot find an opening use the tricky c.Lk Crane sweep, then] • Zan'ei (Super) + Zetsuei (Ultra) (you have to do the follow up Ultra, and the opponent's body is in the air at about your neck's hight)

OBS: I don't see the point of using his other EX attacks (apart from the EX Rapid Slap which deals more damage)--His EX Gekiro is almost useless since it deals the same amount of damage. Does anybody disagree? I could learn something...

I consider myself above average, so, these moves are not really for novice players, the combos that require canceling in super/ultra, don't require a very sensitive timing, compared to other characters (e.g., Guile--my fav), but they do require quick and precise inputs, unlike a few characters (e.g., Sakura).

 

Posted by DR Jam on March 27, 2009 at 5:33 p.m. #76

forgot to add another basic one:

5) Jump Mk (also works as cross up), + Hp or Mp + Rapid Slap, this is the most basic. I think.

 

Posted by Panda on March 27, 2009 at 9:45 p.m. #77

Erm..not to call you wrong Dr Jam, but...

EX hands is borderline useless. It does less than 20 more damage than HP hands. Only possible use is that it can be linked to standing MK, which may create combo extending possibilities (EX hands -> mk -> gekiro maybe?)

EX Oga's the best EX move. Invunerable until get hits the wall, good for quick escapes. EX roll is an honorable mention to attack through fireballs.

After landing Oga without meter, you should go for Gekiro. it does solid damage, and nets you a good chunk of super meter. If you HAVE meter, you can land either super (Mantis OR crane), or ultra (again, mantis OR crane), or super into ultra (mantis super, into EITHER mantis or crane).

Biggest Damaging combo without meter: Crane Target combo, Crouching MP, HP Jyasen. Hard to land, because the opponent must be standing for the target combo to connect. Still wrthy of note, just for the damage and stun.

A more solid combo in crane is: Jump MK (crossup optional), crouching LK, Mantis crouching HK. Knocks down and does OK damage. If you have super, you can replace the mantis crouching HK with the mantis super.

Mantis super can be followed up with any ultra, or gekiro if you don't have ultra.

 

Posted by Peri on March 31, 2009 at 9:58 a.m. #78

Dr Jam Stated that you can Land a super after Oga (wall kick version )

However, if the conditions are right, you can Oga, jump into two HKs, then into Super or ultra. Lots of fun to do : )

 

Posted by Panda on March 31, 2009 at 10:14 a.m. #79

You should always, ALWAYS go for Zan-ei instead of Jyakoha, simply for the extra gekiro juggle (a fully landed HK gekiro fills about 1 full EX bar!)

 

Posted by ljay103 on March 31, 2009 at 3:59 p.m. #80

tired of playing ryu/ken/sagat etc?

try Guile - PSN: LJAY103

 

Posted by Shadekill on April 3, 2009 at 9:17 a.m. #81

Tip for Trial Hard 5:
To cancel into zanei, you MUST do half motion of Zanei once you MP. Immediately EX Rapid Slap (very short time frame, like 0.2 sec) while completeing Zanei motion. EX Rapid Slap should only hit once then it'll cancel into Zanei. Even if you press all 3P it'll still cancel into Zanei. After that you should be fine connecting Gekiro. One of the hardest trial IMO. Took me a while to complete it.

Another variation:
Once you master this, and I think no one will ever in a real fight, you can Ryokoha instead of Gekiro. Of course you've already thought about that. Cheers!

 

Posted by Shadekill on April 3, 2009 at 9:30 a.m. #82

@ DR Jam
EX Gekiro has less strict timing to complete or no timing at all. Whenever I EX Gekiro, I press K every about 0.5 secs and it completes all the time. Hope that helps

 

Posted by Zeekin on April 7, 2009 at 1:21 a.m. #83

For those having trouble consistently completing gekiro:

I think the trick behind Gekiro is partially to with positioning and the other part to do with timing. You'll want to have the guy positioned so that your feet are hitting around the chest area. Also You should time it such that the time in between successive kicks becomes shorter and shorter. So you wait the longest time before your first kick, less time before the 2nd-3rd kick etc until you're pressing the kick button relatively quickly (but never mashing).

 

Posted by Shadekill on April 7, 2009 at 12:53 p.m. #84

@Zeekin

I completely agree with you. The successive 4th-8th kick must be done much faster than 1st-3rd kicks.

 

Posted by Shadekill on April 10, 2009 at 10:40 a.m. #85

anyone who wants to fight a good Zangief/Gen, hit me up.
Gamertag: Shadekill

 

Posted by TAIKO on April 23, 2009 at 7:11 a.m. #86

anybody want to fight a good Gen? (went from ~2000BP to ~3800BP with Gen exclusively)
PSN : HARSHCRITIC

any tips fighting Blanka? Other than Gief, he's the only one who gives me trouble. cross up is no good due to electricity. the rapid slap stops the rolls, but leave you open to his slide. help!

 

Posted by ljay103 on April 24, 2009 at 7:59 a.m. #87

i'll add you TAIKO

 

Posted by TAIKO on April 28, 2009 at 5:28 a.m. #88

Definitely need some more advanced strategies for Gen. Started championship mode yesterday, got to G2(E) and no problem, but once their Gen's deficiencies are much more obvious. Besides the Gief match up (which is pretty once-sided, even with infinite amount of patience, his cross up is hella hard to escape), Sagat and Ryu are a pain with the fireball trap -> to uppercut XX focus XX ultra. Powerbeard on PSN plays a mean Bison as well. The tier rankings are definitely MUCH more obvious at this higher level of play.

After losing most of my matches in G2 with Gen (who I main), I switched to E.Honda, Blanka and Rufus, and won 1 tourney with each. Balanced?

 

Posted by (SiC) on April 28, 2009 at 9:36 a.m. #89

Little help plZ.
Hard trial #5. After the MP, the "Hyakurenko" it's possible with MP, or must with LP ?

 

Posted by MJ on May 1, 2009 at 12:23 p.m. #90

Man,I need to see how a good Gen deals with some of the stronger characters. Anyone have a few good fight on Youtube? Gen dosent have to win, just show some good strategies.

 

Posted by leetness on May 2, 2009 at 11:24 a.m. #91

can somebody how to do the oga i can do the jyasen but not the oga i dont understand it

 

Posted by rojomisin on May 3, 2009 at 4:47 p.m. #92

Gen may be weaker technically, BUT he is 2 characters in 1... which is a strength in the hands of a good player. I main as Gen, and I will say the only character I cannot beat with any frequency is Bison. With all of Gen's capabilities, his real problem is with the exception of his ultra his hits don't do much damage, so the 30 times you hit Sagat and Zangief don't matter because they hit you twice and you have no life left. Here are my suggestions to beat different characters:

- Zangief... use normals and jump away, if he gets in close, all you can do is try to get away, try EX wall jump. If he does the lariat dash once and do HP ultra. very difficult to crossup zangief, but j.medium kick can kick him out of lariat if timed right and hit hits his head. (not his arms)

- Bison... jump straight up and down and use jump punches, keep bison close to you, Bison is tough to beat up close, but nearly impossible to beat when he zones Gen and does distance attacks (head stomp, etc...) If you have other tips on how to beat Bison/Dictator tell me! I get physical anxiety when I play against Bison.

- Blanka... tough match, Blankas attacks seem to deal a lot of damage, and a good blanka player will use electricty effectively, but gen's medium kick can knock him out of it if timed right. use Gen's dragon kick against blanka's jumping attacks. if you have super or ultra meter and he fwd rolls,block and counter with super to ultra... over 50% damage.

- ChunLi... stay away from her, but be patient, cross her up and make her jump, then just dragon kick. you can't beat her in a poke contest, but most chunli players jump alot, so dash back to zone and do dragon kick.

- Ken/Ryu/Sagat/Guile... any fireball thrower, mix up your styles to confuse the distance he can jump. Gen's jumpin ability is strong and you can punish with med.kick to HP mantis or crane HK or link. Sagat is the most difficult because of the high and low fireballs, but they have to throw low fireballs eventually ;D

Gen is a very good character, maybe not top tier but there are so many things to do with him it's fun if anything. I wish they would have kept chain combos from alpha 2&3

 

Posted by Shadekill on May 13, 2009 at 6:13 a.m. #93

@MJ
I'll give you a good Gen fight. My xbox gamertag is Shadekill. Add me.

 

Posted by MJ on May 14, 2009 at 7:57 a.m. #94

@Shadekill
Sorry, but I'm on PSN...

 

Posted by Mach on May 16, 2009 at 5:10 a.m. #95

Gen is one of my favorite characters. His legendary assassin techniques are awesome.

 

Posted by JustagoodFrenchGenplayer on May 20, 2009 at 2:07 a.m. #96

Hello Shadekill I have a Xbox I m gonna add you GT just to see your level because most of my opponent consider that I m very good gen player.

By the way rojomisin are you on Xboxlive?

See you soon

 

Posted by JustagoodFrenchGenplayer on May 20, 2009 at 2:32 a.m. #97

Posted by TAIKO on April 28, 2009 at 5:28 a.m. #89
After losing most of my matches in G2 with Gen (who I main), I switched to E.Honda, Blanka and Rufus, and won 1 tourney with each. Balanced?

At the moment I m in G1E,
Gen is a difficult character to control he has so many moves but I think the best way is to focus on the dangerous moves when you play with him :
- Gekiro
- Oga after Ultra
- pressing with medium kick
- jump with medium kick in the back of the opponent after crouching light kick then super combo + ultra combo

Good luck :)

 

Posted by asiantom on May 20, 2009 at 10:13 a.m. #98

@Shadekill and JustagoodFrenchGenplayer

I'm going to add you guys to play around :]

JustagoodFrenchGenplayer what's your GT?

 

Posted by @Shadekill on May 22, 2009 at 7:33 a.m. #99

Good fights, your Honda was good to learn from, I don't play many. Good to learn that I can't stay close to Honda, the command grab is brutal >.<

 

Posted by asiantom on May 22, 2009 at 10:48 a.m. #100

the @Shadekill post was me :D WOOPS

 

Posted by Shadekill on May 22, 2009 at 1:16 p.m. #101

@asiantom

Yeah, great fights. I had trouble with your Gen which was I must say pretty wicked. I suppose you were using a fightstick with turbo on? Those chains were close to impossible to pull off. Anyway, GGs again.

 

Posted by Shadekill on May 22, 2009 at 1:21 p.m. #102

@asiantom

I meant that MP > MK > rapid slap > MK > rapid slap or watever that is was awesome. I tried doing that in training and it's pretty darn hard. I guess harder than El Fuerte's infinite loop.

 

Posted by asiantom on May 26, 2009 at 11:56 a.m. #103

@Shadekill

Turbo! I'm insulted! JK, they weren't turbo though but I do have the TE stick. It took a long time to get down but it's pretty easy to do once you get them.

Check out the SRK forums (http://forums.shoryuken.com/showthrea...)

MK > Hands is an amazing poking tool. What I do is press the following buttons one after another in quick succession, MK, LP, MP, HP, MP, HP. then I repeat that for the second round.

If you're using an xbox pad I feel it'll be very hard to do, but on a stick it a lot more managable.

It took me about a month to get it as solid as I have it now. :]

 

Posted by Shadekill on May 27, 2009 at 7:04 a.m. #104

@asiantom

Holy crap, I didn't know that MK > handslap is so good that they made a forum for it. Even worse, the way to execute it is insanely hard! I've been playing fighting games since I was a kid and never came across with sometihing like this. But I must say, it was pretty effective though. Surprises the hell outta me when you MK > handslap. I was like, WTF?! how did.... how the... what the... I'm gonna try that in training!! Only dissapointing is that I don't think that piano/slide method is doable in controller.

 

Posted by asiantom on May 27, 2009 at 10:36 a.m. #105

@Shadekill

Ah yes, if you're on a 360/ps3 controller, or a fightpad this is going to be hard :[

Stick is the way to go!

 

Posted by Da Legend on June 12, 2009 at 12:34 a.m. #106

Gen is WEAK and if you've been beat by him YOU SUCK worse than a NOOB. FOOLISH WELT LOL!!!!!!

 

Posted by Oculus-Orbis on June 14, 2009 at 1 a.m. #107

@Da Legend

Gen is not weak, he happens to have the single strongest normal in the game(stronger than Zangief's), the highest hitting combos, as well as unparalleled juggle ability.
And btw, it's,"Foolish whelp." Not welt.

And who do YOU use, Ken or Sagat? hahaha

 

Posted by asiantom on June 15, 2009 at 10:49 a.m. #108

@Oculus-Orbis

I agree, I don't think Gen is weak. I mean, I think he doesn't hit hard and has no health, but he makes up for that with his mix-up.

What strongest normal are you talking about? His [KKK] cr. HP?

Also, do you think Ken is as powerful as Sagat? That is what I gather from you asking if Da Legend uses Ken or Sagat.

Ken is mid-tier at best, he has a Kara-throw and some pretty easy links but it doesn't make him hard to be because he doesn't have that many options. If you're putting Ken up with Sagat than I'm not sure what SFIV you're playing ;]

 

Posted by Oculus-Orbis on June 18, 2009 at 2:26 a.m. #109

I'm used to using Dhalsim, so the health thing doesn't bother me much(except against Zangief, haha)

And yes, that's the normal I meant.

No, I don't believe Ken is as powerful as Sagat (It was merely a scrub joke at Da Legend's expense).
I agree with you entirely on that matter.

 

Posted by MetalxHealthX on June 23, 2009 at 2:38 a.m. #110

foolish welt? rofl
Gen is really fun, he may not be as "strong" as the top 4 but hes no joke, hes solid mid tier and i expect him to climb the ladder after about a year.
and dude saying Ken isnt comparible to Sagat i dont completely disagree(though imo Sagat is usally over exaggerated), but try getting hit with his Target Combo -> EX DP that kinda damage is ridiculous. id also place him above mid tier, maybe not top 5 but top/mid-top tier imho.

 

Posted by Oculus-Orbis on June 23, 2009 at 11:14 p.m. #111

True, but the good thing about SF4, is that it's a bit more balanced than prior fighters. Sure the tier list is a great start, but if you read the data used to compile the list, you'll find it's very close. Only certain bad match-ups will tip the scales. Besides, the game is young, and the tier list is ever changing. Not to say it doesn't mean anything at all, but, it is a hypothetical system which doesn't truly guarantee that much, save for slight favor in certain situations.

So in essence, what I'm saying is that you can become world class with any character(yes, even Dan). You will simply have to try harder, think quicker, and employ greater strategies, with the lower tier characters.

 

Posted by wolverine on July 9, 2009 at 6:45 a.m. #112

how can i charge any way i cant do any charge i dont know what is the technique plz can any one tell me how

 

Posted by Headbiter on July 9, 2009 at 9:06 a.m. #113

I have a little issue concerning Gen's 4th trial-challenge, the first move. I get down the heavy kick and medium punch easily, but due to the distance that builds up during the punch the following Gekiro always hits empty air.
First I thought I'm maybe too slow with the keys (yes, playing on PC) but I'm already at the point where sometimes I do the gekiro right after the kick, because I give the "Punch-order" in the little timegap during the kick where it isn'T recognized.
I honestly can't figure out what I'm doin wrong here, so if anyone has a tip, please tell me. By now I already mastered the Oga-Ryukoha-Combo but I don't get past that Kick-Punch-EX Gekiro-Combo. T_T

 

Posted by Oculus-Orbis on July 11, 2009 at 9:23 p.m. #114

Have you tried integrating the standing MP into the (EX)Gekiro command?
example:
1)Jump-in HK,
2)forward+MP,
down,
down+forward+2xkick.

 

Posted by Buayadarat on July 12, 2009 at 11:19 p.m. #115

although Gen has low stamina, and deals low damage, but Gen makes up with his insane mix up capability (his Crane and Mantis j.mk), and did anybody realize that Gen has ridiculous invinsible frames when doing a FA, even when chun li have done a back dash after hitting Gen when he is charging, Gen would still hit Chun li, and his hand is not touching her.....crazy

 

Posted by rojomisin on July 14, 2009 at 12:57 p.m. #116

@JustagoodFrenchGenplayer

I'm on PSN...

i will send some of you Gens invites if you're on PSN... I rarely lose gen mirror matches... maybe I haven't found enough good players... i think mk-hands is good but not the be all end all of gen strategy, though it is the best way to punish, though Fierce Hands does a lot of damage in itself, so does the fierce roll if you're already in crane stance.

As I progress though G2, the EX Oga is really key... not only saving me but allowing me to pull out the close ones more often! good stuff. I love head stomping Kens as they wake up! I've seen it beat Ken's ultra if ken's comes out too early.

 

Posted by Alf Huckett on August 5, 2009 at 5:30 a.m. #117

Guys. Bit of advice. I can do all of Gens moves, including the EX Wall Kick. But can't figure out how I am doing the Ex Wall Kick. The one where he goes off the opposite wall. Can someone please tell me how to do it....

Ta

 

Posted by SecretCharacter on August 5, 2009 at 2:55 p.m. #118

It's not the EX that goes off the opposite wall. It depends on the direction you are holding when Gen takes off. If you arent holding a direction then Gen will automatically go to the closest wall.

The only thing EX has differently is that he is invincible untill he touches the wall.

and to #115. You should never use EX Gekiro. It doesn't do anything better than the HK Gekiro ecxept make it easier to input the commands.

Just practice this timing:

HK.1.2.HK.HK.1.2.HK.HK.HK.HK

 

Posted by Alf Huckett on August 6, 2009 at 3:53 a.m. #119

How do I get him to go off the far wall?

 

Posted by Headbiter on August 7, 2009 at 10:51 a.m. #120

@#119
#115 did answer to my question about my trial-challenge question.

@#115
Thanks, that indeed was the little thing that I missed

 

Posted by Oculus-Orbis on August 8, 2009 at 3:53 p.m. #121

@ SecretCharacter #119,
I was answering a question about a trial-challenge, not in any way, suggesting the use of the EX gekiro. I personally, only use standard Gekiro, and consistently complete it when I do.

@Alf Huckett #120,

You must charge downward, then press UP-FORWARD + K
to go the far wall.

 

Posted by Headbiter on August 10, 2009 at 5:55 a.m. #122

So, next question from me. ^^

After I played quite some matches (even encountered a Seth and two Roses between probably 400 Kens, Ryus and Akumas)I got quite the hang of playing Gen in the looower tiers.
But two characters really get me and I never ever won even one match against them.

The first one is Sagat. I can't get near that beast. Okay, I get near him and I can hit him quite some times, but even when I'm really lucky I beat them down to only 50% at best. Usually they get me on distance with this crouching jump (which appearantly makes the whole character one frigging attack-zone) and then spam the fire...thing. And the smart Sagat players also completely block out my Oga (all varieties of them) by jump-kicking...whic also makes the guy seemingly invulnerable.

And the second one is Blanka. God help me, I can't figure that guy out. His cannonball-attacks I can only block and then he practically bounces back at a healthy distance again. And should I ever manage to put him even in the slightest defense, he goes electric and the only way to break that is the falling kick, which also causes damage to me.

I'd be thankful for any advises concerning those characters.

 

Posted by SecretCharacter on August 10, 2009 at 7:35 p.m. #123

Ok Headbiter. Ill start with tis first. Go to the SRK forums for more info.

Starting with Sagat. Sagat isn't very mobile and Gen is. Pretty much the only way Sagat can move quickly is by his tiger knees. What you ned to do is close the gap and pressure him into a corner. Sagat is probably playing defensivly since that is where he is best. Get in poke range and start nailing him with mantis mk-hands, and crouching fp. I can keep going but you'd be better off going to th Gen tread on SRK. Just keep pressuring Sagat and zoning him. Oh and dont make 1 mistake.

Blanka is trickier. Because everything Blanka has beats anything Gen has. Here is the Golden answer that will help you entirely tho. Blocked blanka ball = ultra, and Here's the platinum answer. Blanka ball on hit = super. thats right. if you have meter and he hits you with a ball you can punish him with super/ultra for HUGE damage. Infact, once you have super, start baiting in the ball by doing empty FADC (backdash) untill he hits you.

Again i could keep going, but you'd be better off going to SRK. See you there!

 

Posted by seanomega on August 11, 2009 at 12:28 p.m. #124

is it more powerful to do the punch super into punch ultra or kick ultra?

 

Posted by Headbiter on August 11, 2009 at 1:40 p.m. #125

First if all, thanks for the tips, SecretCharacter
But unfortunately after several more frustrating matches I've decided to give up on Gen. Maybe I don't bring enough frutration-resistance or I lack the reflexes of a coffein-driven rabbit but I'm fed up with Gen.
After weeks of low defense, ridiculous damage, dodgy collision-detection and a character with such an incredibly low mistake-tolerance that even dropping your guard for a quarter second can cost you an almost certain vicotry against even the most unskilled shoto-players I'm sick of it. Pure frustration is not what I'm looking forward to when playing a game. And I'm in the lower tier regions, don't even want to imagine the adrenaline-amount you flush through your body when succesfully playing Gen in the upper tiers.
I really like Gen as a character and I damn sure tried to like playing him, but until Capcom gives him at least a better defense I'm done with that character. Really a shame in my eyes because I loved playing around with his stances and mixups but in my eyes that's not worth sacrificing the fun in a game.
Thanks again for the quick answers to my questions and have fun with the old man.

 

Posted by Tiny Old Man on August 18, 2009 at 5:37 a.m. #126

@#126

Don't give up on Gen "Headbiter" - persevere with him. I know the frustration that you're feeling as I go through it too.

Gen has an EXCELLENT cross up (XUP) game. Abuse jumping MK in crane style (jumping over the opponent).

The following combos work wonders for me:

1. (Crane) XUp MK -> Crouching LK -> Crouching MP -> Oga -> (Mantis) -> Gekiro (Crane whilst Gekiro'ing) -> Oga -> Gekiro

2. (Crane) XUp MK -> Crouching LK -> (Mantis) -> Crouching HK Sweep

3. (Crane) XUp MK -> Jump straight up MK -> Xup MK Again -> into Combo #1 above

4. Oga -> Super (Crane)

5. Oga -> Ultra (Crane)

6. And the grand daddy of all combos:

(Crane) XUp MK -> Crouching LK -> Super -> Ultra

Stick with Gen. He can be hard work to play with, but its a great feeling when you win (or lose) and receive an email shortly afterwards from your opponent with his compliments for using Gen. He is a rare character, but is deadly in the right hands !

Another Training Tip:

Switch to the Training mode and put the Super and Ultra meter settings on to "Permantently" filled. Then practise the Mantis super constantly from side to side. This will help your timing when trying to pull off the super->ultra combo. Set yourself a goal (e.g. 10 supers back to back) and try beat your high score. Practise doing Gekiros after the super too, as well as the Crane Ultra.

 

Posted by asiantom on August 19, 2009 at 6:34 a.m. #127

Gen is a very good character. He's very hard to play with that much is true, but he still has the tools to win.

My main question to you Headbiter is "Can you do MKxxHands?". If you can, that's great. If you can't, you should learn. MKxxHands makes Gen a huge threat and extremely fun.

But it's a game, play who you'll have fun with.

 

Posted by j4zzm4n21 on August 19, 2009 at 11:46 a.m. #128

gen is amazing all i miss is his "k.o counter" super combo from alpha 3.wish guy was in this game i was a beast with him.

 

Posted by yes4me on September 5, 2009 at 12:56 a.m. #129

Done playing with Gen. Unlike other character, I didn't spent too much time learning him since he was my main in SFA3. In my personal experience, he is not as good as SFA3, but he is mid tier. His crane is much better than his mantis unlike in SFA3... imo he reminds me Gouken and Honda for pokes, Abel for the jumping part, Rose for the movement and low damage.

For anyone is trying to follow my progression:
Gen is the 14th character I learned. It took 217 times in G2 to get 1000cp

 

Posted by jm21 on September 9, 2009 at 2:26 a.m. #130

dude i understand your pain characters like gen are not as good as their a3 counterparts tried him online and he's only good in g3 once you hit g2 it's over.always get zoned and srk'd to death.

 

Posted by asiantom on September 9, 2009 at 12:20 p.m. #131

@yes4me and jm21

You guys are doing it wrong. First of all, g3, g2, g1 whatever. Online doesn't mean anything. The only thing "grades" show you is how much time that particular person spends playing online. I've fought too many scrubs that have a gross amounts of GP - but they're just complete trash.

Second of all, I want to know if you guys are blaming Gen for your shortcomings or are you guys just looking for a character who requires less work and has better tools to make things easier.

This post came off aggressive, but I don't mean to be.

 

Posted by yes4me on September 11, 2009 at 10:08 p.m. #132

While online gameplay may mean nothing to you (asiantom), it is the only way I play and meet other people. I have never join a tournament (including EVO) and don't intend to. And when I play online, I use it as a tool to find out how great is a character and his weakness. You may not know but on PC, there is no life at G1. I made a new account just to play again G3&G2! My only fun consists in not getting owned 2 perfects in every games I play.

My other personal goal is to come up with my own tier list based on my online style... and I 100% agree it is not correct (since Rufus is a low tier in my hand), I still find Gen a mid tier character. If JiBbo was playing Gen, obviously I will get owned: He is a pro, and his Gen is top tier. I am not JiBbo. My Gen in SF4 is mid tier.

Regarding SFA3 and SF4, I personally feel Gen in SFA3 was like a fun combo God. In the corner, he could jump HK*2, jump HK*2, into super grab... or that super with a timer... but he can't in SF4. His pokes come out slower; his combo are harder to pull due to lag; his dive kick is slow too. I am feeling I have too much work to pull any victory. In short, SF4 Gen is not as fun as SFA3 Gen.

That been said, you are all free to play Gen. imo, he is not bad, but he is not great either. Please don't get me wrong. I personally love the fact that Gen has 2 stances. It gives Gen more options - my 2 cents

 

Posted by Gen Aficionado on September 14, 2009 at 4:39 a.m. #133

YES4ME, thank you for reminding me that great super with a timer Gen had. It was loads of fun doing that Super and watching your opponent slowly lose his health while he goes into a frenzy of desperate moves to hit you in an attempt to stop the timer. lol. Capcom, what have you done?!

 

Posted by SecretCharacter on September 14, 2009 at 8 a.m. #134

@ asiantom

This kids just dont know.

 

Posted by tempo on September 14, 2009 at 5:19 p.m. #135

light kick gekiro question, i can get 8 hits using heavy, 7 with medium and with light.. err, 5 lol. Is it me or light gekiro only hits for 5? (sfa3 sure was all 7). thanks in advance.

 

Posted by tempo on September 14, 2009 at 8:58 p.m. #136

ahha! light kick=6hits ¦] (thanks self) np, amature.

 

Posted by jimmz007 on September 19, 2009 at 2:49 a.m. #137

hello to all the street fighter fans! gen for me is the ultimate challenge, there are so many players out their on line that have mastered the fireballers you now how u r! i was once one too! but dont u think it gets a bit boring.

theres nothing better that kicking there haduken ass with some well timed punchers a wall kick then a ultra from no where. try it, its so satisfying.

 

Posted by cowboy_soultaker on October 3, 2009 at 11:25 p.m. #138

@tiny old man
Man, I don't know if you still check the board here but is that first combo you list real? oga to gekkiro to oga to yet another gekkiro? I will try to do it on my own but is there a trick to that?

BTW whats it take to get Tiny old man's combos into Gen's article? seems like it'd be beneficial.

I'm learning stick AND trying to nail gen down. but I am used to disappointment as my current main is vega >.>

 

Posted by cowboy_soultaker on October 3, 2009 at 11:40 p.m. #139

btw...if you're going for oga, and it hits, the lag lets you get hit conformation for mantis sp to mantis ultra.

so you have (crane) oga => (mantis) special => (mantis) Ultra. This has attack data of 670 dmg and vs. balrog that takes him from gold to below half health. while the crane specials are flashy (i am partial to (mantis) special into (crane) ultra) it just cannot compare to the back to back mantis sp ultra

Well okay, I compared the attack data.

oga => super (mantis) => Crane Ultra nets 659 attack data

oga => super (mantis) => mantis ultra nets 670 attack data.

back to back, just super and ultra, they are off by points, but i think the damage scaling is what gimps the crane ultra. The difference is arguably negligible, however the 11 points of damage could be the difference between winning and losing. also arguably, getting a random oga off at higher levels is risky.

 

Posted by cowboy_soultaker on October 4, 2009 at 12:55 a.m. #140

sorry, me again. I am comparing attack data again. Please don't hate me for breaking down your combos, I am really taking a new interest in gen thanks to them.

attack data for xup mk => lk => (mantis) sweep nets 190 dmg
If you switch that mantis chang-up to crane sweep it gets you 16 more damage at 206.

I am understanding where you are coming from on some of those combos. xup mk to straight jump mk isn't necessarily a link (at least I can't link it) but that aside it's a great idea for a mix-up game.

DR. Jam's xup mk => (mantis) hp (2hit) => rapid hands nets 268 and is a pretty strong cross up combo.

you can also link xup mk => lk => (crane) super for 350 dmg.

thats 100 pts of damage more then what I would consider one of his staples oga => gekkiro. I can't complete heavy so i used ex and that netted the 250 dmg.

crunching numbers with Gen could be valuable in the long run as he doesn't get many chances to mix things up. and chances are you will have 1 ultra per match, with high probability of having both.

also, in theory, doing setups into the roll, like (crane) cr. lp to hp roll to ex Cancel lv 3 could prove an invaluable mixup, you could lp Hands into special into ultra. Roll doesn't link via ex cancel into hands that I can tell, at level 1 or dash cancel. Of course i could be just noob and can't pull of that link but going level 3 could catch them by surprise, absorb an attack etc.

One last comparison, the staple I mentioned above, oga to gekkiro...the ex version does 251 i calculated, which I am guessing is a handful of dmg ahead of the standard heavy. You can just do oga into the crane 2 hit jumping heavy kick and get 240 dmg (200 if you miss 1 hit). this is faster, and possibly safer then doing a gekkiro. BTw, you need apx 2 squares of distance to get the second hit.

btw, xup mk (crane) to cr. lk to mantis special to mantis ultra does 577. (crane ultra is 573)

 

Posted by AMurderOfCrows on October 10, 2009 at 2:09 p.m. #141

A quick note

Standing HP (Mantis) into super (mantis) into ultra (mantis) nets 650. OOG tends to get punished way too much for me to like using

 

Posted by cowboy_soultaker on October 10, 2009 at 5:01 p.m. #142

@141
I agree. Thanks for the idea. I see that to do this you have to cancel the first hit. is there a lead in to the hp so that you have a hit confirmation before throwin the special out(sorry I am still learning gen)? I tried xup the crane j.mk. I suppose forward jump hp into hp would work.

 

Posted by cowboy_soultaker on October 11, 2009 at 4:56 a.m. #143

*cancel after the first hit. sorry if that comment caused any confusion.

I am working on adding a little bit of rushdown to my Gen game. FADC or regular dashes into HP (1 or 2 hits) into rapid hands seems to help put pressure on. Also, I am surprised at how often my jump in HP (mantis), HP (2 hits) rapid hands connects. If you connect with jumping HP, you should be able to get the standing HP and hands out, which will put you at a safe distance. When your opponent has your Oga game read, might not be a nice mix-up.

 

Posted by Silent-j1 on October 12, 2009 at 7:36 p.m. #144

i have a level 4500 Gen online, for anyone who wants to try him out. i know a lot of people stray away from him online, but i've been practicing and i think i do pretty good.

PSN tag: Silent-J1

 

Posted by plx on October 20, 2009 at 12:59 p.m. #145

Are we going to see a Combo list here anytime soon?

 

Posted by cowboy_soultaker on October 24, 2009 at 3:09 p.m. #146

it takes someone to compile the combos that are favored, and email them to the webmaster ("contact us"). You could also post it in the forums.

Catalyst (the guy who does all the website stuff) has a lot to do so I don't think he's checking the comment threads for combos and what-not.

 

Posted by D33PSP4C3 9MM on October 25, 2009 at 8:25 a.m. #147

O.k. i tried the speed up method for Gekiro but that rarely worked. I tried the balance method that worked more than speeding up, but i can never finish these damn kicks. I know everyone is tired of hearing this crap, but could someone give me a hand on this one.

 

Posted by sx on October 29, 2009 at 12:14 p.m. #148

KOTAKU!

 

Posted by corybell on November 9, 2009 at 11 a.m. #149

HK off the wall jump can combo into crane ultra.
Similar to Ryu's jumping MP into ultra, Gen can do a jumping (crane) HK, into crane Ultra. By far, I say that Gen's crane super/ultra are better.

 

Posted by @149 on November 9, 2009 at 5:24 p.m. #150

No

 

Posted by ducked on November 15, 2009 at 3:47 a.m. #151

i wish they improve gens stamina

 

Posted by hmm on November 22, 2009 at 8:59 p.m. #152

dude named redwolfx first Gen to hit SG crazy gen user look out for him

 

Posted by A Murder of Crows on November 26, 2009 at 2:46 p.m. #153

@cowboy_striker,comment 142:

Yes, you have to cancel the first hit, which makes it difficult to hit confirm on its own. Normally i listen for the tick and try to shortcut super. if i don't hear the hit, i mash out EX fingers to apply pressure and push away at the same time, otherwise i tend to get punished.

I love playing as gen, but i'm pretty n00btastic still.

 

Posted by hmm on November 30, 2009 at 7:30 a.m. #154

btw, I'm redwolfx.

 

Posted by t f-s l on December 1, 2009 at 1:11 a.m. #155

need help linking crouching punch x2 into s.mp for hard trial number 4.

 

Posted by Gen Player on December 3, 2009 at 3:26 a.m. #156

"Hmm", no you're not redwolfx. Phew, pretender.....

 

Posted by Gen Player on December 7, 2009 at 10:35 p.m. #157

"Hmm", I should add that I am redwolfx. So you can not be.

 

Posted by rare on December 27, 2009 at 8:07 p.m. #158

anyone know.best gen players on psn.names.players that can do
mk-hands-mk-hands-fadc-hands.all counrtys.

 

Posted by Gen on December 29, 2009 at 12:04 p.m. #159

YOU ARE A BIG FOOL!

 

Posted by cowboy_soultaker on January 12, 2010 at 1:37 p.m. #160

I haven't seen it mentioned here yet, so I will mention it now:

the crane version of the super can go out 3 different ways, depending on which kick you use. lk goes very short, mk about half screen, and hk goes all the way across screen.

one might favor using the super to setup the ultra, or use ex but sometimes I could see a telegraphed jump being punished with the appropriate strength of kick.

 

Posted by cowboy_soultaker on February 15, 2010 at 11:38 a.m. #161

i'm gonna compile combos for Gen and submit them eventually. These combos are ideally useful ones that can be used in both online and offline mode. What I mean is, there are theoretical combos that are flashy, but nearly impossible in offline, let alone laggy online. So keep that in mind if you want me to include more.

(crane) cross-up mk, cr. lk, (mantis) HP rapid hands

J. HP, st HP cancel into HP rapid hands

Oga combos:
Oga, J. HK (crane, 2 hits)
Oga, Gekkiro
Oga, super (mantis), ultra (mantis or crane)
Oga, Super (crane)

I haven't been playing him as much lately so I am forgetting some. Post comments here of viable combos and I'll include them.

 

Posted by Gen sucks on February 16, 2010 at 3:48 p.m. #162

I hate Gen. I think Barack Obama could kick his ass if Obama was a Street Fighter IV character. Why did they make Gen such a stupid worm. I sometimes pick gen and lose on purpose just to enjoy the satisfaction of watching him get beaten up.

 

Posted by cowboy_soultaker on February 17, 2010 at 11:22 a.m. #163

probably would be better off trolling in a more active character thread. the first post before my last two was in december.

 

Posted by Tiny Old Man on February 27, 2010 at 3:08 a.m. #164

Shew - it's been a while since I've read this forums. I haven't played Gen in ages and started playing him again last night. I still kicked butt with him, although I am VERY rusty. I couldn't pull off any super -> ultra combos due to my rustiness. (need to hit that training room to get re-aquainted) ;)

Great work on the damage stats and combos Cowboy_soultaker. You've been doing a fine job man! Sorry it took so long for me to reply.

Gen is still a super tough character to use, but you can really mix it up with him and kiss some butt if you've invested the time to learn how to play him properly. He's truly a very satisfying character to play.

 

Posted by Elitist on February 27, 2010 at 8:30 a.m. #165

"couldn't pull off any super -> ultra combos due to my rustiness."

Are you joking? I'm tired of scrubs being impressed by that trash, it's not hard to do at all, you just do QCFs and hit punch, there's no timing or anything. Rustiness SHOULDN'T effect that.

 

Posted by lol on March 5, 2010 at 3:26 a.m. #166

im too good with him i fought redwolfx and i won him in 2 sets and lost one. it was gen vs gen btw.

 

Posted by cowboy_soultaker on March 7, 2010 at 1:55 p.m. #167

@Tiny Old Man
Thank you. I may not be getting that combo list submitted. They are doing some stuff on the forums that may be superior to these guides.

 

Posted by asiantom on March 26, 2010 at 9:16 a.m. #168

@lol #166

Who?

 

Posted by lol on April 20, 2010 at 5:57 a.m. #169

HE has the best alt costume on SSf4.

 

Posted by HouseWD on May 9, 2010 at 9:01 p.m. #170

Nice gen! http://www.youtube.com/watch?v=zjXTDL...

 

Posted by Kuei on June 8, 2010 at 10:33 a.m. #171

@#165
Or do like the pros do; mash the ultra after hitting with a super

 

Posted by old_man_gen on June 13, 2010 at 4:48 p.m. #172

@ kuei
lol....actually mash tooo hard and u end up getting the ex hands instead

 

Posted by old_man_gen on June 13, 2010 at 4:50 p.m. #173

@ asian tom
i beleive he means redwolfx..he's a gen player im not sure if he does tournaments but he's really good

 

Posted by Drippy_Nozzle on June 16, 2010 at 12:52 p.m. #174

Just managed all of gens trials. Ever so pleased. Hats off to you kings of execution skilled enough to main this guy!

 

Posted by PwnDizzle0 on June 16, 2010 at 5:50 p.m. #175

Man Gen is so beast!!

 

Posted by CONSTvariable23 on June 18, 2010 at 8:38 a.m. #176

@#165/Elitist:

Actually, there is timing. Even mashing (or maybe especially mashing), it's possible for the opponent to hit the floor before either Ultra can reach them. Lag only makes it worse.

 

Posted by mach1545 on July 5, 2010 at 3:05 p.m. #177

You cannot dodge what you cannot see.

 

Posted by mach1545 on July 5, 2010 at 7:23 p.m. #178

Quick question, is there anyway to combo into his U2? I know you can jump hk into his Mantis U2 but the Crane one... dunno how. I tried cr.lk and Oga and it seems possible but it looks like your execution needs to be faster than the speed of light...

 

Posted by GoldTeeths on July 8, 2010 at 11:02 a.m. #179

there isnt any video for Gen?

 

Posted by onifuz on July 13, 2010 at 4:37 p.m. #180

i made a little vidéo to showing some ultra2's possibilities...

http://www.youtube.com/watch?v=ee6nSU...

enjoy ^^ ..... or not -_-"

 

Posted by mach1545 on July 27, 2010 at 11:26 a.m. #181

Thanks for the vid, onifuz.

 

Posted by SF4junkie on August 17, 2010 at 2:53 a.m. #182

Gen is a great player to use... so versatile and great mix ups... he is definately not a beginner character...the mantis style cross up j.mk, c.lk, FADC to Shisenketsu is beautiful and stylish even though it doesnt do much damage. Can you still do the s.mk to hands then repeat??!?!

 

Posted by SF4junkie on September 7, 2010 at 3:10 a.m. #183

@mach1545
When using the Crane Style, and the opponent tries to jump attack, hit them with a quick j.hk making sure to hit both, then quicky jump up and spam the Teiga motion. I have hit a few times but the timing is tricky. Ive even hit it off a FA aa when you hit them and they spin side ways.

Anyone play random vs random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

 

Posted by Sparxx01 on September 12, 2010 at 4:34 p.m. #184

@ sf4junkie u do FADC to shytenketsu?..im assuming u dont get the full animation...may be flashy but it really is a waste of ultra lol cuz the ultra will do only about 10 damage lol

 

Posted by mach1545 on September 12, 2010 at 5:55 p.m. #185

@SF4junkie
Thanks for the tip, sounds pretty useful.

 

Posted by SF4junkie on September 16, 2010 at 10:58 p.m. #186

@Sparxx01 & mach1545

My mistake its the crane style cross up j.mk, c.lk, FADC to Ryukoha and u do get the full animation.

Another nice combo is in crane style is j.hk (2 hits), c.mp, Jyasen, FADC, dash forward then throw. It does insane damage especially for Gen.

My personal favourie is in mantis style, j.hp, s.mp, s.mk, Hyakurenko, Zan'ei, Zetsuei.

 

Posted by MikeDanger on September 28, 2010 at 1:46 p.m. #187

I actually think this version of Gen is better than Vanilla's version only thing is it took away m.kick to hands, but it made him faster and he can jump higher,and has really good pokes and super to ultra obviously.

 

Posted by GodPride on October 17, 2010 at 12:06 a.m. #188

Gen is an awesome character, I wish I would have used him sooner. It took me til SSF4 to actually try him out. He's currently my second character behind Vega which seems to be an easy transition.

 

Posted by Man_In_Pink on November 26, 2010 at 8:20 p.m. #189

gen combo bnb tutorial http://www.youtube.com/watch?v=piSuWO...

 

Posted by Shareware on December 1, 2010 at 1:20 a.m. #190

My new main. I can't tell you how much fun it is to use him.
I love baffling folks online by using him, and I'm actually using him pretty well. His combos just come more naturally to me than any other character.

GEN FOR SFxT! :D

 

Posted by Masose on December 6, 2010 at 10:38 a.m. #191

This page needs to be updated, its missing some things, especially the new things in super.

 

Posted by Man_In_Pink on December 31, 2010 at 8:40 a.m. #192

More good stuff with gen http://www.youtube.com/watch?v=_lAqwn...

 

Posted by Man_In_Pink on January 8, 2011 at 10:54 a.m. #193

http://www.youtube.com/watch?v=USEUAM... got some wacky tricks, combo and glitches? lol worth checking out guys. Oh yea and good music too.

 

Posted by Back57557 on June 25, 2011 at 1:21 p.m. #194

It's a shame that Gen is so underpowered.

 

Posted by KarmicPJ_Junior on August 10, 2011 at 5:23 p.m. #195

I wish Gen had a fireball xD, but instead of a fireball a needle that causes no damage but it paralyses u for a second or something. Idk, Im talking ish, I just want to be balanced against fireball spammers. amiright? xD

 

Posted by ShadowXSnake on September 5, 2011 at 7:06 p.m. #196

Street Fighter IV Vanilla (pre nerfs) - 159 posts in the first year, several talk about dropping Gen
SSFIV and on (post nerfs) - 37 posts in two years.

Sad what Capcom did to the Gen fans. Sadder what they did to the character.

 

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