Few things are more deadly than a fighter who no longer fears death, and that is what describes Gen perfectly. Struck with an illness that will claim his life eventually, Gen now is determined to die the way he believes he was meant to die: in a glorious battle to the death with a worthy opponent. This makes Akuma, a master of the killing intent, a natural rival for Gen. They have fought once before, and Gen is said to be the only one to survive the Shun Goku Satsu. But Gen now seeks Akuma once again for the ultimate battle during which he hopes he can pass in the glory of the fight.
There are a few characters that you can play only knowing about 60% of their potential and still do fine. Gen is not one of these characters. Not only is understanding everything about Gen necessary to play him effectively, he has two different modes that you must learn to adeptly switch between! There are many dexterity heavy characters in the game, but Gen may be the most dexterity heavy of them all. Without learning how to perform Standing Medium Kick into Hands or the proper distances or cross-up Oga Wall Dive kicks, for example, using Gen may be a losing battle.
Changed counter-hit damage to be the standard 1.25 times normal damage.
Changed hitbox active period from 3F to 5F.
Changed startup from 9F to 7F.
Given Super Meter a +10 bonus when medium or heavy versions make it to the final hit.
Made quick-stand impossible on final hit of heavy version.
Varied number of hits when using EX version depending on punch button combination (light + medium or medium + heavy or light + heavy).
Made EX version projectile-invincible until end of active period.
Increased opponent’s stun by 4F on the penultimate hit or block of the rolling portion of the attack for light/medium/heavy version. Following the fastest possible EX Focus→Dash, this gives the attacker a +6F advantage on a hit, or a +2F advantage when blocked.
Increased hit stun by 5F and block stun by 4F on the penultimate hit of the rolling portion of the attack for the EX version. Following the fastest possible EX Focus→Dash, this gives the attacker a +8F advantage on a hit, or a +2F advantage when blocked.
Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.
Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.
Made +1F advantage on a hit and -1F (dis)advantage when blocked.
Shrunk mid-move leg hurtbox.
Changed damage from 100 to 150.
Increased movement speed.
Changed startup after wall bounce from 12F to 7F.
| MANTIS STYLE
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Standing
| HL
| 25
| 50
| 20
| ch/sp/su
| 3
| 2
| 7
| +3
| +5
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Standing
| HL
| 55
| 100
| 40
| sp/su
| 4
| 5
| 8
| +5
| +6
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Standing
| HL
| 70*40
| 100*100
| 40*20
| sp/su*-
| 5
| 2*4
| 17
| -3
| +1
| 1st hit forces stand, 1st hit cancellable
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Standing
| HL
| 40
| 50
| 20
| su
| 5
| 4
| 13
| -3
| -2
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Standing
| HL
| 60
| 100
| 40
| sp/su
| 5
| 3
| 17
| -2
| -1
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Standing
| HL
| 110
| 200
| 60
| -
| 8
| 2
| 20
| -4
| 0
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crouch
| HL
| 20
| 50
| 20
| ch/sp/su
| 4
| 2
| 7
| +2
| +5
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crouch
| HL
| 70
| 100
| 40
| sp/su
| 5
| 4
| 11
| -1
| +1
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crouch
| HL
| 100
| 200
| 60
| -
| 7
| 4
| 19
| -5
| -1
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crouch
| L
| 30
| 50
| 20
| ch/sp/su
| 4
| 2
| 8
| +1
| +4
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crouch
| L
| 70
| 100
| 40
| sp/su
| 7
| 3
| 14
| -3
| -1
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crouch
| L
| 85
| 100
| 60
| -
| 8
| 3
| 22
| -7
| -
| Hard knockdown
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Jump
| H
| 40
| 50
| 20
| -
| 4
| 7
| -
| -
| -
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Jump
| H
| 70
| 100
| 40
| -
| 5
| 5
| -
| -
| -
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Jump
| H
| 100
| 200
| 60
| -
| 6
| 4
| -
| -
| -
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Jump
| H
| 50
| 50
| 20
| -
| 5
| 8
| -
| -
| -
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Jump
| H
| 80[70]
| 100
| 40
| -
| 4
| 8
| -
| -
| -
| Neutral jump damage 80, jump forward/backwards damage 70
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Jump
| H
| 100
| 200
| 60
| -
| 6
| 3
| -
| -
| -
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| Switch Stance
| -
| -
| -
| -
| -
| -
| -
| Total 5
| -
| -
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c. > c.
| L
| 70
| 100
| 40
| sp/su
| 7
| 3
| 14
| -3
| -1
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cl. > cl.
| HL
| 40
| 100
| 40
| sp/su
| 5
| 3
| 17
| -2
| -1
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| Focus Attack LVL 1
| HL
| 60
| 100
| 20
| -
| 21
| 2
| 35
| -21
| -18
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| Focus attack LVL 2
| HL
| 90
| 150
| 40
| -
| 17+12
| 2
| 35
| -15
| -
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| Focus attack LVL 3
| -
| 150
| 200
| 60
| -
| 65
| 2
| 35
| -
| -
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| Forward Throw
| 0.99
| 130
| 100
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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| Back Throw
| 1.09
| 120
| 100
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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Hyakurenkou
| HL
| 16xn
| 20xn
| 10/5xN
| su
| 5
| 3(5)3(5)3(5)3[(2)3(5)3(5)3]
| 17
| +5
| +9
| Armor break, [] refers to extension (repeats), 1st-2nd hit cancellable
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Hyakurenkou
| HL
| 16xn
| 20xn
| 10/5xN
| su
| 4
| 3(3)3(3)3(3)3[(2)3(3)3(3)3]
| 17
| +5
| +9
| Armor break, [] refers to extension (repeats), 1st-2nd hit cancellable
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Hyakurenkou
| HL
| 16xn
| 20xn
| 10/5xN
| su
| 3
| 3(3)3(3)3(3)3[(2)3(3)3(3)3]
| 17
| +5
| +9
| Armor break, [] refers to extension (repeats), extension cannot be cancelled
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Hyakurenkou
| HL
| 16xn
| 20xn
| -250/0
| su
| 3
| 3(3)3(3)3(3)3[(2)3(3)3(3)3]
| 17
| +5
| +9
| Armor break, [] refers to extension (repeats), 1st-4th hit cancellable
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Gekirou
| HL
| 100*10x4*20
| 80*10x5
| 20/20*5x5
| -
| 5
| 15
| 14+8
| -35
| -
| 1~3f Invincible, 4f unthrowable, 5f~ airborne, on hit/block 5 additional inputs are allowed until landing, followups have pursuit properties, guard advantage is based on 1st hit
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Gekirou
| HL
| 100*10x5*40
| 80*10x6
| 20/20*5x5*10
| -
| 7
| 15
| 17+8
| -35
| -
| 1~4f Invincible, 5~6f unthrowable, 7f~ airborne, 7th hit hard knockdown, on hit/block 6 additional inputs are allowed until landing, followups have pursuit properties, guard advantage is based on 1st hit
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Gekirou
| HL
| 100*10x6*90
| 80*10x6*80
| 20/20*5x6*10
| -
| 7
| 15
| 18+8
| -35
| -
| 1~4f Invincible, 5~6f unthrowable, 7f~ airborne, 8th hit hard knockdown, on hit/block 7 additional inputs are allowed until landing, followups have pursuit properties, guard advantage is based on 1st hit
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Gekirou
| HL
| 100*10x6*90
| 80*10x6*80
| -250/0
| -
| 7
| 15
| 18+8
| -35
| -
| 1~7f Invincible, 7f~ airborne, 8th hit hard knockdown, on hit/block 6 additional inputs are allowed until landing, followups have pursuit properties, guard advantage is based on 1st hit
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Zanei
| HL
| 20*280
| 0
| -1000/0
| -
| 1+5
| 16
| 66
| -61
| -
| 1~10f Invincible, 1~20f can pass through opponent, floats opponent, armor break, 1st hit goes into animation
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Zanei
| HL
| 20*280
| 0
| -1000/0
| -
| 1+5
| 16
| 66
| -61
| -
| 1~7f Invincible, 1~20f can pass through opponent, floats opponent, armor break, 1st hit goes into animation
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Zanei
| HL
| 20*280
| 0
| -1000/0
| -
| 1+5
| 16
| 66
| -61
| -
| 1~4f Invincible, 1~20f can pass through opponent, floats opponent, armor break, 1st hit goes into animation
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| Ultra Combo 1
| HL
| 405
| 0
| 0/0
| -
| 0+11
| 11
| 59
| -49
| -
| 1~11f Invincible, 1~20f can pass through opponent, hard knockdown, armor break, 1st hit goes into animation
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| Ultra Combo 2
| HL
| 23*420
| 0
| 0/0
| -
| 0+7
| 2(6)2(6)2(6)2
| 33
| -10
| -
| 1~9f Invincible, hard knockdown, armor break, 2nd hit does recoverable damage, hit on grounded opponents goes into animation
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| CRANE STYLE
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
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| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Standing
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 3
| 12[13]
| -4[-3]
| -2[-1]
| [] refers to far version
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Standing
| L
| 50*50
| 50*50
| 20*20
| -
| 18
| 2*2
| 22
| -3
| +1
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Standing
| H*HL
| 100*100
| 100*100
| 40*20
| -
| 17
| 2*4
| 19
| -5
| 0
| 1st hit overhead, 2nd hit forces stand
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Standing
| HL
| 40
| 50
| 20
| su
| 8
| 4
| 13
| -3
| -2
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Standing
| HL
| 100
| 100
| 40
| -
| 7
| 4
| 22
| -5
| -1
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Standing
| HL
| 70*50
| 100*100
| 40*20
| -
| 5
| 3(9)2
| 22
| -6
| -2
| [air hit] 1st hit limited juggle knockdown, 2nd hit pursuit property
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crouch
| HL
| 40
| 50
| 20
| sp/su
| 4
| 2
| 9
| 0
| +3
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crouch
| HL
| 70
| 100
| 40
| sp/su
| 5
| 4
| 13
| -3
| -1
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crouch
| HL
| 180
| 300
| 60
| -
| 21
| 5
| 16
| -3
| +1
| [counter-hit] limited juggle knockdown
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crouch
| L
| 30
| 50
| 20
| sp/su
| 5
| 6
| 16
| -8
| -
| floats opponent
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crouch
| L
| 80
| 100
| 40
| su
| 8
| 3
| 21
| -1
| +1
| 1~25f head projectile invincible
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crouch
| HL
| 120
| 150
| 60
| -
| 5
| 5
| 29
| -16
| -12
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Jump
| H
| 50
| 50
| 20
| -
| 4
| 7
| -
| -
| -
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Jump
| H
| 80[90]
| 100
| 40
| -
| 4
| 5
| -
| -
| -
| Neutral jump damage 80, jump forward/backwards damage 90
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Jump
| H
| 100[110]
| 200
| 60
| -
| 5
| 7
| -
| -
| -
| Neutral jump damage 100, jump forward/backwards damage 100
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Jump
| H
| 40
| 50
| 20
| -
| 4
| 9
| -
| -
| -
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Jump
| H
| 90[70]
| 100
| 40
| -
| 4
| 6[8]
| -
| -
| -
| Neutral jump version, [] refers to jump forward/backwards
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Jump
| H
| 100
| 200
| 60
| -
| 6
| 3
| -
| -
| -
| [air-hit] limited juggle knockdown
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| Switch Stance
| -
| -
| -
| -
| -
| -
| -
| Total 5
| -
| -
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| Shakudan (overhead)
| H
| 50
| 50
| 20
| -
| 4
| 2
| -
| -
| -
| pursuit property
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| Focus Attack LVL 1
| HL
| 60
| 100
| 20
| -
| 21
| 2
| 35
| -18
| -21
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| Focus attack LVL 2
| HL
| 90
| 150
| 40
| -
| 17+12
| 2
| 35
| -15
| -
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| Focus attack LVL 3
| -
| 150
| 200
| 60
| -
| 65
| 2
| 35
| -
| -
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| Forward Throw
| 0.99
| 130
| 100
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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| Back Throw
| 1.09
| 120
| 100
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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Jasen
| HL
| 20x2*60
| 20x2*80
| 20/8x2*20
| su(x3)
| 6
| 3(5)1(5)4
| 20
| -3
| +1
| charge 60f
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Jasen
| HL
| 20x3*65
| 20x3*80
| 20/8x3*20
| su(x4)
| 6
| 3(7)3(11)1(5)4
| 20
| -3
| +1
| charge 60f
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Jasen
| HL
| 20x4*70
| 20x4*80
| 20/8x4*20
| su(x5)
| 6
| 3(7)3(12)3(11)1(5)4
| 20
| -3
| +1
| charge 60f
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Jasen ( )
| HL
| 20x3*80
| 50x3
| -250/0
| su(x5)
| 6
| 3(5)1(5)4
| 20
| -3
| +1
| 1~23f projectile invincible, charge 60f
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Jasen ( )
| HL
| 20x4*80
| 50x4
| -250/0
| su(x5)
| 6
| 3(7)3(11)1(5)4
| 20
| -3
| +1
| 1~39f projectile invincible, charge 60f
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Jasen ( )
| HL
| 20x4*80
| 50x5
| -250/0
| su(x5)
| 6
| 3(7)3(12)3(11)1(5)4
| 20
| -3
| +1
| 1~54f projectile invincible, charge 60f
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| Oga
| -
| -
| -
| -
| -
| -
| -
| Total 27
| -
| -
| 7f~ airborne, after activation can cancel into followup, charge 60f
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Oga
| -
| -
| -
| -250/0
| -
| -
| -
| Total 27
| -
| -
| 1f~ until wall projectile and throw invincible, 7f~ airborne, can pass through opponents, after activation can cancel into followup, charge 60f
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| Oga Stop
| -
| -
| -
| -
| -
| -
| -
| Total 30
| -
| -
| 16 grounded recovery frames
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| Oga Close
| H
| 100[150]
| 150
| 30/50
| -
| 13
| 6
| After landing 13
| -8
| -
| floats opponent, armor break, [] refers to EX version
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| Oga Far
| H
| 100[150]
| 150
| 30/50
| -
| 7
| 7
| After landing 13
| -13
| -
| floats opponent, armor break, [] refers to EX version
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| Oga Ceiling
| -
| -
| -
| -
| -
| -
| -
| Total 64
| -
| -
| 16 grounded recovery frames, can cancel into followup until 26f
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| Oga Ceiling Drop
| H
| 100[150]
| 150
| 30/50
| -
| 3
| 15
| After landing 13
| -
| -
| floats opponent, armor break, [] refers to EX version
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| Oga Super Close
| H
| 100[150]
| 150
| 30/50
| -
| 3
| 14
| 1 + After landing 12
| -
| -
| floats opponent, armor break, [] refers to EX version, can perform right version until 6 or 3f (?), can perform left version until 4 or 1f (?)
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| Super Combo
| -
| 320
| 0
| -1000/0
| -
| 1+1
| 19
| 16 + After landing 16
| -
| -
| 1~3f Invincible, 1f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents
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| Ultra Combo 1
| -
| 398
| 0
| 0/0
| -
| 0+11
| 8
| 25 + After landing 28
| -
| -
| 1~11f Invincible, 11f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents
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| Ultra Combo 2
| H
| 428
| 0
| 0/0
| -
| 0+10
| until ground
| After landing 26
| -
| -
| 1~9f Invincible, 10f~until landing projectile invincible, hard knockdown, armor break
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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