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Gen Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:09 p.m. PDT

Gen Ultra Street Fighter 4 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.

+ 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.

- 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
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.

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


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]


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.

Jyasen (Roll Attack) [Crane Stance Only]


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]


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
M Super


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
C Super

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
M Ultra 1


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
C Ultra 1

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
M Ultra 2


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
C Ultra 2


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)
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.

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.


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


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.


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.
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 forums.
Contributions to this guide by Nyoronoru, Oculus_Orbis and GOT_LEP.


asiantom said on March 26, 2010 at 9:16 a.m.

@lol #166


lol said on April 20, 2010 at 5:57 a.m.

HE has the best alt costume on SSf4.

HouseWD said on May 9, 2010 at 9:01 p.m.
Kuei said on June 8, 2010 at 10:33 a.m.

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

old_man_gen said on June 13, 2010 at 4:48 p.m.

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

old_man_gen said on June 13, 2010 at 4:50 p.m.

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

Drippy_Nozzle said on June 16, 2010 at 12:52 p.m.

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

PwnDizzle0 said on June 16, 2010 at 5:50 p.m.

Man Gen is so beast!!

CONSTvariable23 said on June 18, 2010 at 8:38 a.m.


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.

mach1545 said on July 5, 2010 at 3:05 p.m.

You cannot dodge what you cannot see.

mach1545 said on July 5, 2010 at 7:23 p.m.

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 and Oga and it seems possible but it looks like your execution needs to be faster than the speed of light...

GoldTeeths said on July 8, 2010 at 11:02 a.m.

there isnt any video for Gen?

onifuz said on July 13, 2010 at 4:37 p.m.

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

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

mach1545 said on July 27, 2010 at 11:26 a.m.

Thanks for the vid, onifuz.

SF4junkie said on August 17, 2010 at 2:53 a.m.

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,, FADC to Shisenketsu is beautiful and stylish even though it doesnt do much damage. Can you still do the to hands then repeat??!?!

SF4junkie said on September 7, 2010 at 3:10 a.m.

When using the Crane Style, and the opponent tries to jump attack, hit them with a quick 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

Sparxx01 said on September 12, 2010 at 4:34 p.m.

@ sf4junkie u do FADC to shytenketsu? 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

mach1545 said on September 12, 2010 at 5:55 p.m.

Thanks for the tip, sounds pretty useful.

SF4junkie said on September 16, 2010 at 10:58 p.m.

@Sparxx01 & mach1545

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

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

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

MikeDanger said on September 28, 2010 at 1:46 p.m.

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.

GodPride said on October 17, 2010 at 12:06 a.m.

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.

Man_In_Pink said on November 26, 2010 at 8:20 p.m.
Shareware said on December 1, 2010 at 1:20 a.m.

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.


Masose said on December 6, 2010 at 10:38 a.m.

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

Man_In_Pink said on December 31, 2010 at 8:40 a.m.

More good stuff with gen

Man_In_Pink said on January 8, 2011 at 10:54 a.m. got some wacky tricks, combo and glitches? lol worth checking out guys. Oh yea and good music too.

Back57557 said on June 25, 2011 at 1:21 p.m.

It's a shame that Gen is so underpowered.

KarmicPJ_Junior said on August 10, 2011 at 5:23 p.m.

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

ShadowXSnake said on September 5, 2011 at 7:06 p.m.

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.

Labirent said on February 15, 2012 at 5:12 a.m.

Gen requires good execution skills. Your hands should be fast but also calm.
Generaly he is relying on one bnb combo which is mantis< jap,jap,HP,MK,Gekiro>

lp or lk to HP has one frame link which makes it hard to execute in stressfull situations. So, the bnb combo requires practicing for hours to make your muscle memorize the timing between jap and HP link.

Hands, FADC, MP, HP-MK, Gekiro which is the biggest damage option for him is also hard to execute. His FADC has strict timing and requires a special technique to shorten his dash animation.

Gen is hardcore and playing him is like an art. Unless you have a tool assisted brain, only hours of practice can make you a good Gen player and also a good piano player.

Anitec21 said on April 30, 2012 at 3:40 a.m.

Awesome guy! This is the type of character that would deliver great amount of damage.

realtime said on October 7, 2012 at 12:12 a.m.

what that 2 means at Jyasen (my game platform is PC)

Harry2419999 said on October 13, 2012 at 8:01 a.m.

MOst effective combo is to jump hit hard punch and then repeated hands and juggle with super and then hit ultra 1 quickly . For mantis only. For crane combo ultra 1 or super after hitting with oga.

mtbrandao said on November 10, 2012 at 6:09 p.m.

I find worth mentioning that Gen can't cancel moves or supers from one instance to another.

He can't cancel, for example, his target combos (Mantis Stance) Into his Crane Jyasen (Roll).
Nor his Jyasen (which you can cancel into Crane Super — Jyakoha) you can't cancel into Mantis Super — Zan'ei

OuroborosDasein said on June 5, 2014 at 10:01 a.m.

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.
- Also a fair Anti-air, depending on the opposing character's size and jump speed; wide guys like Geif and Oni get tagged easily unlike slimmer guys like Cammy, Gen, and Juri, it would be less effective in comparison.


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