Super Street Fighter IV AE/Gen

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Super Street Fighter IV AESSFIVAE.png
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 SystemsSSFIVAEHeaderButtons.png


Gen

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.

Players to Watch

Flash Metroid, Xian

Moves

Unique Attacks: Mantis

Name
Command
Notes
Change Style: Crane
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
F.png or N.png + Lp.png + Lk.png
Throw.png
Hozen
B.png + Lp.png + Lk.png
Throw.png

Special Moves: Mantis

Name
Command
Notes
Hyakurenko
Press P.png repeatedly
Requires 5 punch button presses; Ex.png Armorbreak.png
Gekiro
Dp.png + K.png ---.png K.png
Press K.png with proper timing after initial hit for followup kicks; Lk.png gets 5 follow up kicks, Mk.png gets 6, and Hk.png and Ex.png get 7; Ex.png

Super Combo: Mantis

Name
Command
Notes
Zan'ei
Qcf.png Qcf.png + P.png
Armorbreak.png

Ultra Combos: Mantis

Name
Command
Notes
Zetsuei
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Shitenketsu
Qcb.png Qcb.png + 3p.png
Armorbreak.png

Unique Attacks: Crane

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

Throws: Crane

Name
Command
Notes
Shuraku
F.png or N.png + Lp.png + Lk.png
Throw.png
Hozen
B.png + Lp.png + Lk.png
Throw.png

Special Moves: Crane

Name
Command
Notes
Jyasen
B.png (charge) F.png + P.png
Ex.png
Oga
D.png (charge) U.png + K.png
Ex.png
   Sudden Stop
B.png
Perform after Oga
   Close Kick
D.png or N.png
Perform after Oga
   Far Kick
F.png or Df.png
Perform after Oga
   Ceiling Jump
U.png
Perform after Oga
      Falling Kick
D.png
Perform after Ceiling Jump; Armorbreak.png
      Close Range Kick Right
Df.png or F.png
Perform after Ceiling Jump; Armorbreak.png
      Close Range Kick Left
Db.png or B.png
Perform after Ceiling Jump; Armorbreak.png

Super Combo: Crane

Name
Command
Notes
Jyakoha
Qcf.png Qcf.png + K.png

Ultra Combos: Crane

Name
Command
Notes
Ryukoha
Qcf.png Qcf.png + 3k.png
Teiga
(in air) Qcf.png Qcf.png + 3k.png
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 Jab.gif HL 25 50 20 ch/sp/su 3 2 7 +3 +5
Standing Strong.gif HL 55 100 40 sp/su 4 5 8 +5 +6
Standing 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 Short.gif HL 40 50 20 su 5 4 13 -3 -2
Standing Forward.gif HL 60 100 40 sp/su 5 3 17 -2 -1
Standing Roundhouse.gif HL 110 200 60 - 8 2 20 -4 0
Crouch Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5
Crouch Strong.gif HL 70 100 40 sp/su 5 4 11 -1 +1
Crouch Fierce.gif HL 100 200 60 - 7 4 19 -5 -1
Crouch Short.gif L 30 50 20 ch/sp/su 4 2 8 +1 +4
Crouch Forward.gif L 70 100 40 sp/su 7 3 14 -3 -1
Crouch Roundhouse.gif L 85 100 60 - 8 3 22 -7 - Hard knockdown
Jump Jab.gif H 40 50 20 - 4 7 - - -
Jump Strong.gif H 70 100 40 - 5 5 - - -
Jump Fierce.gif H 100 200 60 - 6 4 - - -
Jump Short.gif H 50 50 20 - 5 8 - - -
Jump Forward.gif H 80[70] 100 40 - 4 8 - - - Neutral jump damage 80, jump forward/backwards damage 70
Jump Roundhouse.gif H 100 200 60 - 6 3 - - -
Switch Stance - - - - - - - Total 5 - -
Down.gif+Short.gif > Down.gif+Forward.gif L 70 100 40 sp/su 7 3 14 -3 -1
Fierce.gif > Forward.gif HL 40 100 40 sp/su 5 3 17 -2 -1
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -18
Focus Attack LVL 2 HL 90 150 40 - 18+11 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 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 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 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 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 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 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 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 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 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 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 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 Jab.gif HL 30 50 20 ch/sp/su 4 3 12[13] -4[-3] -2[-1] [] refers to far version
Standing Strong.gif H*H 50*50 50*50 20*20 - 18 2*2 22 -3 +1
Standing Fierce.gif L*HL 100*100 100*100 40*20 - 17 2*4 19 -5 0 1st hits low, 2nd hit forces stand
Standing Short.gif HL 40 50 20 su 8 4 13 -3 -2
Standing Forward.gif HL 100 100 40 - 7 4 22 -5 -1
Standing 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 Jab.gif HL 40 50 20 sp/su 4 2 9 0 +3
Crouch Strong.gif HL 70 100 40 sp/su 5 4 13 -3 -1
Crouch Fierce.gif HL 180 300 60 - 21 5 16 -3 +1 [counter-hit] limited juggle knockdown
Crouch Short.gif L 30 50 20 sp/su 5 6 16 -8 - floats opponent
Crouch Forward.gif L 80 100 40 su 8 3 21 -1 +1 1~25f head projectile invincible
Crouch Roundhouse.gif HL 120 150 60 - 5 5 29 -16 -12
Jump Jab.gif H 50 50 20 - 4 7 - - -
Jump Strong.gif H 80[90] 100 40 - 4 5 - - - Neutral jump damage 80, jump forward/backwards damage 90
Jump Fierce.gif H 100[110] 200 60 - 5 7 - - - Neutral jump damage 100, jump forward/backwards damage 100
Jump Short.gif H 40 50 20 - 4 9 - - -
Jump Forward.gif H 90[70] 100 40 - 4 6[8] - - - Neutral jump version, [] refers to jump forward/backwards
Jump Roundhouse.gif H 100 200 60 - 6 3 - - - [air-hit] limited juggle knockdown
Switch Stance - - - - - - - Total 5 - -
Shakudan H 50 50 20 - 4 2 - - - pursuit property
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -18 -21
Focus Attack LVL 2 HL 90 150 40 - 18+11 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 Jab.gif HL 20x2*60 20x2*80 20/8x2*20 su(x3) 6 3(5)1(5)4 20 -3 +1 charge 60f
Jasen 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 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 EX.gif
Jab.gif+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 EX.gif
Jab.gif+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 EX.gif
Strong.gif+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 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: