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Gen Ultra Street Fighter 4 artwork

Gen Ultra Street Fighter 4 moves, tips and combos


Stamina: 900Stun: 950 Tier Ranking: 34th
Popularity: 38th Frame DataSF4 Tiers

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jumbofight posted August 10, 2015

This thread is empty so lets get some Gen discussion started.

Gen has some ridiculous Combos available to him, including a couple different combinations of Super > Ultra. The old Mk > hands is a goner, so he lost some of his quick utility on the ground, but his mix up game is pretty solid, his move variety/utility is solid, and he can quickly decimate a player if they can't keep up with the barrage. His multiple Ultra's result in a lot of opportunity to land one every round, and can be combo'd into in a few different ways. His footsie game is solid, he has decent range/strength pokes with good hit boxes and his dashes are quick with good range. Not to mention a decent Kara throw and a great hitbox on FA.

What's not to like!?

The ominous task of switching stances constantly.

That's what.

Gen's utility is greatly curbed by the need to constantly swap between movesets using 3P or 3K often mid-combo. New users will generally have trouble with it and find themselves throwing out the wrong crouching fierce kick or making other mistakes that result in a punish. Mastering the different movesets and moving between them is really key to getting any fun out of Gen, and the satisfaction that comes with an 18 hit combo that involves multiple stance changes, and few people know how to fight against him!...Anyways, Pros vs. Cons

- Multiple Ultras and combos into Ultras - mucho variety
- Easily linkable super > ultra
- Decent mixup game
- Solid BnB combos
- Hugely versatile moveset between both stances

- Stance changing takes a lot of practice to really utilize his whole moveset
- low stamina (he IS a sick old man after all)/
- reliable wakeup requires a bar
- Some matchups (ahem...Zangief) feel heavily weighted in opponents favour.

Seriously, the stance changing is his most major setback. Below average stamina hurts him too, because one or two whiffs can cost a lot, especially on some of the meatier characters who can dole out some pain just for getting too close. The stance changing, even if you're very proficient is just an inherent setback as it can easily throw a wrench in some of the more twitchy footsies/combos/defences as you try to mash that extra button in between a small link or just before an opponents hit is about to land.

EasternRomioi3 posted September 21, 2015

In my opinion, Gen is top 5. This is because of several factors. First and foremost, the ability to combo into the Zanei or Jyakoha supers is laughably easy. He can almost will himself into a super. The Zetsuei ultra 1 follow-up is just a cherry on top for that.

Second, his versatility. Gen's own movements are advantages. You can switch to crane stance, gain a noticeable walk speed increase, immediately switch into mantis and use a mantis combo. This confuses many people, those who are familiar with this difference often assume you're going for a throw or a crane move, like the overhead, and suddenly they're swept. His jump arch plays into this as well.

As for his moves, he has a relatively safe, long distance overhead, exceptional pokes (mantis standing heavy kick, medium kick, sweep, crouching medium punch, crouching heavy punch/crane crouching light punch, crouching medium punch, and the amazing crouching heavy punch).

Next, his cross-up game is nearly unequaled. This is actually also a negative, as it can be really hard to tell what side he is going to land on, thus, screwing with your inputs.

Gen also possesses the most damaging one button press, single hit in the game, crane crouching heavy punch, 180 damage. More than a Shoryuken from Ryu. This move is a good poke against Hugo and has some really cool meaty set ups in the corner. God forbid you land counter hit in the corner, you can land the Jyakoha or Ryukoha ultra. Gen also has the most damaging, single button press, 2 hitter, the standing heavy punch in crane stance. 200 damage. On counter hit it does almost as much as Zangief's heavy SPD and this move is lethal. I often intentionally whiff an overhead on a downed opponent, they stand and immediately block, eating the standing heavy punch.

However, Gen's weaknesses are obvious. Low HP, only 900, low stun, 950, and he is pretty short. Gen's light normals have pitiful range in most scenarios. He only has 3 3 frame moves, mantis standing light punch, heavy rapid hands and EX-rapid hands.

In my opinion, his worst match ups are all footsie based. Against the Shotos, if they get in too close and take advantage of their crouching light punch, Gen is usually forced on raw defense or forced to back dash. Not optimal. Granted, if the situation is a standing battle or an aerial one, Gen usually wins.

The stance changing routine becomes second nature once you learn to use him. You can stance change while in forward dash, back dash, jump, etc. I like to do the Gekiro and switch with it into crane. Also, the unsafe, but extremely dangerous on noobs, Oga dive kick move, is amazing. Free super or ultra follow up (both if you're full stocked). Unsafe of block though but fools a lot of people with all its tricky off the wall, changing the distance, diagonal drop, false drop (the immediate escape that gains no meter).

Sorry for the long winded essay here. Gen is my main, and I hope to see him in SFV!


Xian2 posted October 11, 2015

Gen is one of the most mechanically difficult characters to play, but once you get the hang of it and watch a few Xian (Gen) montages, you can combo with him easily, it takes a few hours of dedication and you will be winning everything with your versitility

I got my username from the legendary Gen Xian

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