Super Street Fighter IV AE/Gen

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Super Street Fighter IV AE
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game Systems


Contents

Gen

Image:SSFIV-Gen_Face.jpg

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.


In a nutshell

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.


Moves

Unique Attacks: Mantis

Name
Command
Notes
Change Style: Crane
File:3k.png
Use when in Mantis Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.

Throws: Mantis

Name
Command
Notes
Shuraku
File:f.png or File:n.png + File:lp.png + File:lk.png
File:throw.png
Hozen
File:b.png + File:lp.png + File:lk.png
File:throw.png

Special Moves: Mantis

Name
Command
Notes
Hyakurenko
Press File:p.png repeatedly
Requires 5 punch button presses; File:ex.png File:armorbreak.png
Gekiro
File:dp.png + File:k.png File:---.png File:k.png
Press File:k.png with proper timing after initial hit for followup kicks; File:lk.png gets 5 follow up kicks, File:mk.png gets 6, and File:hk.png and File:ex.png get 7; File:ex.png

Super Combo: Mantis

Name
Command
Notes
Zan'ei
File:qcf.png File:qcf.png + File:p.png
File:armorbreak.png

Ultra Combos: Mantis

Name
Command
Notes
Zetsuei
File:qcf.png File:qcf.png + File:3p.png
File:armorbreak.png
Shitenketsu
File:qcb.png File:qcb.png + File:3p.png
File:armorbreak.png

Unique Attacks: Crane

Name
Command
Notes
Change Style: Mantis
File:3k.png
Use when in Crane Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.
Shakudan
(in air) File:hk.png File:---.png File:hk.png
File:high.png

Throws: Crane

Name
Command
Notes
Shuraku
File:f.png or File:n.png + File:lp.png + File:lk.png
File:throw.png
Hozen
File:b.png + File:lp.png + File:lk.png
File:throw.png

Special Moves: Crane

Name
Command
Notes
Jyasen
File:b.png (charge) File:f.png + File:p.png
File:ex.png
Oga
File:d.png (charge) File:u.png + File:k.png
File:ex.png
   Sudden Stop
File:b.png
Perform after Oga
   Close Kick
File:d.png or File:n.png
Perform after Oga
   Far Kick
File:f.png or File:df.png
Perform after Oga
   Ceiling Jump
File:u.png
Perform after Oga
      Falling Kick
File:d.png
Perform after Ceiling Jump; File:armorbreak.png
      Close Range Kick Right
File:df.png or File:f.png
Perform after Ceiling Jump; File:armorbreak.png
      Close Range Kick Left
File:db.png or File:b.png
Perform after Ceiling Jump; File:armorbreak.png

Super Combo: Crane

Name
Command
Notes
Jyakoha
File:qcf.png File:qcf.png + File:k.png

Ultra Combos: Crane

Name
Command
Notes
Ryukoha
File:qcf.png File:qcf.png + File:3k.png
Teiga
(in air) File:qcf.png File:qcf.png + File:3k.png
File:armorbreak.png


AE ver. 2012 Changes

(Crane) Crouching Heavy Punch

Changed counter-hit damage to be the standard 1.25 times normal damage.


(Crane) Crouching Heavy Kick

Changed hitbox active period from 3F to 5F.


Shitenketsu

Changed startup from 9F to 7F.


Gekiro

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.


Jyasen

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.


(Mantis) Focus Attack

Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.


(Crane) Focus Attack

Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.


(Crane) Crouching Medium Kick

Made +1F advantage on a hit and -1F (dis)advantage when blocked. Shrunk mid-move leg hurtbox.


EX Oga

Changed damage from 100 to 150. Increased movement speed.


EX Oga (Far Kick)

Changed startup after wall bounce from 12F to 7F.


AE Changes

  • 2 new Target combos: (Mantis):
    1st: Crouching Light Kick into Crouching Medium Kick.
    2nd: First hit of Standing Hard Punch into Standing Medium Kick.
  • Both Medium Kicks can be Canceled now, so go for more damage by Canceling into his Specials.
  • Standing Light Punch's hittable box from his elbow and onward has been deleted, so it's harder to get hit out of now.
  • Crouching Medium Punch's start up is faster, so it's possible to link from Standing Light Punch and Crouching Light Punch.
  • Crouching Medium Punch can now be canceled.
  • Standing Hard Kick's range slightly increased. Good for footsie.
  • Ultra 2 downward hitbox improved.
  • Traveling speed for Crane Style's Ultra 2 is faster, making it easier to connect with now.
  • During backdash, he's airborne right after invincibility wears out.


The Basics

Combos

Strategy

Matchups

Frame Data

MANTIS STYLE
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Standing File:Jab.gif HL 25 50 20 ch/sp/su 3 2 7 +3 +5
Standing File:Strong.gif HL 55 100 40 sp/su 4 5 8 +5 +6
Standing File:Fierce.gif HL 70*40 100*100 40*20 sp/su*- 5 2*4 17 -3 +1 1st hit forces stand, 1st hit cancellable
Standing File:Short.gif HL 40 50 20 su 5 4 13 -3 -2
Standing File:Forward.gif HL 60 100 40 sp/su 5 3 17 -2 -1
Standing File:Roundhouse.gif HL 110 200 60 - 8 2 20 -4 0
crouch File:Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5
crouch File:Strong.gif HL 70 100 40 sp/su 5 4 11 -1 +1
crouch File:Fierce.gif HL 100 200 60 - 7 4 19 -5 -1
crouch File:Short.gif L 30 50 20 ch/sp/su 4 2 8 +1 +4
crouch File:Forward.gif L 70 100 40 sp/su 7 3 14 -3 -1
crouch File:Roundhouse.gif L 85 100 60 - 8 3 22 -7 - Hard knockdown
Jump File:Jab.gif H 40 50 20 - 4 7 - - -
Jump File:Strong.gif H 70 100 40 - 5 5 - - -
Jump File:Fierce.gif H 100 200 60 - 6 4 - - -
Jump File:Short.gif H 50 50 20 - 5 8 - - -
Jump File:Forward.gif H 80[70] 100 40 - 4 8 - - - Neutral jump damage 80, jump forward/backwards damage 70
Jump File:Roundhouse.gif H 100 200 60 - 6 3 - - -
Switch Stance - - - - - - - Total 5 - -
c.File:Short.gif > c.File:Forward.gif L 70 100 40 sp/su 7 3 14 -3 -1
cl.File:Jab.gif > cl.File:Forward.gif HL 40 100 40 sp/su 5 3 17 -2 -1
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -18
Focus attack LVL 2 HL 90 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 150 200 60 - 65 2 35 - -
Forward Throw 0.99 130 100 40 - 3 2 20 - - Hard knockdown
Back Throw 1.09 120 100 40 - 3 2 20 - - Hard knockdown
Hyakurenkou File:Jab.gif 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
Hyakurenkou File:Strong.gif 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
Hyakurenkou File:Fierce.gif 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
Hyakurenkou File:EX.gif 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
Gekirou File:Short.gif 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
Gekirou File:Forward.gif 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
Gekirou File:Roundhouse.gif 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
Gekirou File:EX.gif 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
Zanei File:Jab.gif 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
Zanei File:Strong.gif 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
Zanei File:Fierce.gif 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
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
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
CRANE STYLE
Block Super Meter Frames
Move Name HL Damage Stun Gain Startup Active Recovery On Guard On Hit Notes
Standing File:Jab.gif HL 30 50 20 ch/sp/su 4 3 12[13] -4[-3] -2[-1] [] refers to far version
Standing File:Strong.gif L 50*50 50*50 20*20 - 18 2*2 22 -3 +1
Standing File:Fierce.gif H*HL 100*100 100*100 40*20 - 17 2*4 19 -5 0 1st hit overhead, 2nd hit forces stand
Standing File:Short.gif HL 40 50 20 su 8 4 13 -3 -2
Standing File:Forward.gif HL 100 100 40 - 7 4 22 -5 -1
Standing File:Roundhouse.gif 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
crouch File:Jab.gif HL 40 50 20 sp/su 4 2 9 0 +3
crouch File:Strong.gif HL 70 100 40 sp/su 5 4 13 -3 -1
crouch File:Fierce.gif HL 180 300 60 - 21 5 16 -3 +1 [counter-hit] limited juggle knockdown
crouch File:Short.gif L 30 50 20 sp/su 5 6 16 -8 - floats opponent
crouch File:Forward.gif L 80 100 40 su 8 3 21 -1 +1 1~25f head projectile invincible
crouch File:Roundhouse.gif HL 120 150 60 - 5 5 29 -16 -12
Jump File:Jab.gif H 50 50 20 - 4 7 - - -
Jump File:Strong.gif H 80[90] 100 40 - 4 5 - - - Neutral jump damage 80, jump forward/backwards damage 90
Jump File:Fierce.gif H 100[110] 200 60 - 5 7 - - - Neutral jump damage 100, jump forward/backwards damage 100
Jump File:Short.gif H 40 50 20 - 4 9 - - -
Jump File:Forward.gif H 90[70] 100 40 - 4 6[8] - - - Neutral jump version, [] refers to jump forward/backwards
Jump File:Roundhouse.gif H 100 200 60 - 6 3 - - - [air-hit] limited juggle knockdown
Switch Stance - - - - - - - Total 5 - -
Shakudan (overhead) H 50 50 20 - 4 2 - - - pursuit property
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -18 -21
Focus attack LVL 2 HL 90 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 150 200 60 - 65 2 35 - -
Forward Throw 0.99 130 100 40 - 3 2 20 - - Hard knockdown
Back Throw 1.09 120 100 40 - 3 2 20 - - Hard knockdown
Jasen File:Jab.gif HL 20x2*60 20x2*80 20/8x2*20 su(x3) 6 3(5)1(5)4 20 -3 +1 charge 60f
Jasen File:Strong.gif HL 20x3*65 20x3*80 20/8x3*20 su(x4) 6 3(7)3(11)1(5)4 20 -3 +1 charge 60f
Jasen File:Fierce.gif 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
Jasen File:EX.gif (File:Jab.gifFile:Strong.gif) HL 20x3*80 50x3 -250/0 su(x5) 6 3(5)1(5)4 20 -3 +1 1~23f projectile invincible, charge 60f
Jasen File:EX.gif (File:Jab.gifFile:fierce.gif) 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
Jasen File:EX.gif (File:strong.gifFile:fierce.gif) 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
Oga - - - - - - - Total 27 - - 7f~ airborne, after activation can cancel into followup, charge 60f
Oga File:EX.gif - - - -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
Oga Stop - - - - - - - Total 30 - - 16 grounded recovery frames
Oga Close H 100[150] 150 30/50 - 13 6 After landing 13 -8 - floats opponent, armor break, [] refers to EX version
Oga Far H 100[150] 150 30/50 - 7 7 After landing 13 -13 - floats opponent, armor break, [] refers to EX version
Oga Ceiling - - - - - - - Total 64 - - 16 grounded recovery frames, can cancel into followup until 26f
Oga Ceiling Drop H 100[150] 150 30/50 - 3 15 After landing 13 - - floats opponent, armor break, [] refers to EX version
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 (?)
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
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
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
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes:
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