SFA2 gen thread

gen is my favourite character outside of guy in sfa2 so i thought it might be a good idea to pool everyones knowledge together on what gen is capable of in a2 and maximise what the common player can do with him.

im only a player of ordinary skill and when i use gen i more often lose than win, but gen is still so much fun to play with.
if it wasnt for him and all his fun stuff to do i would probably be completely sick of sfa2 by now with everyone using ryu.

anyway with that out of the way gen players please post what you know about gen and how you generally use him. :wonder:

a thing you will notice about gen and his normals besides being split into two stances PPP (mantis) and KKK (crane) he has no far or close version of his normals. so things can get tricky at times since some do work pretty much like close normals and some work like far ones.

other things about the two stances is they have diffrent walk speeds and jump arcs. with mantis having a more standard speed and jump while crane having a faster walk and a longer jump arc.
also when in crane and going for throw do it with kick.

:3p: stance (mantis)

s.:lp: - pretty standard links into other normals and can be mashed into his hundred finger stab move
s.:mp: - short range can also chain into other normals and specials
s.:hp: - quite good can hit people out of the air and it comes out quickly also pretty good reach

s.:lk: - standard standing light kick
s.:mk: - a very good standing medium kick reaches forward and can chain into a super or a standing heavy kick
s.:hk:- long reach and a good occasinal poke its a bit like kens standing hk or charlies b+hk

c.:lp: - standard crouching low punch type move can link into other normals and also mash into hundered finger stab move
c.:mp: - a okay crouching medium punch can link into other normals or into specials and supers
c.:hp: - a very good move i use this often to punish blocked specials or whiifed dragon punches. good reach and fairly safe.

c.:lk: - pretty damn good its like a shoto c.lk and can be chained multiple times into a super.
c.:mk: - err its okay can be chained from lights or other mediums into this and then super. its reach is pretty ordinary compared to shoto mk.
c.:hk: - whoa longgg reach but with that advantage your hit box is stretched pretty damn long. i guess with all sweeps its there to be used but not overused.

j.:lk: - a jumping knee
j.:mk: - used for crossover
j.:hk: - use for jumping in cannot crossover

j.:lp: - standard jumping lp i dont see many uses for it
j.:mp: - standard jump mp comes out quick but lacks reach
j.:hp: - kinda like dans jump hp but alot faster it is possible to time it to beat some of your opponents jumping moves with this.

:3k: stance (crane)

s.:lp: - a very good standing light punch with excellent reach this can be chained multiple times and also into c.lk , also it hits crouching characters even small ones
s.:mp: - a overhead that moves gen forwards and then leaves him very open afterwards. cant be used like some other characters overhead mediums.
you could do it on a character when they are knocked down and since the move is timed quite long it makes it difficult for your opponent to do a wakeup reversal.
however! do not attempt it if they have super meter and their super works good on wakeup, like kens supers especially.
s.:hp: - this is really quite useless and very slow. a intresting fact is that while its a standing heavy punch move it will hit people low if your standing close to them.
kinda like a reverse overhead or err umm underhead?

s.:lk: - quite similar to mantis style s.lk will link from s.lp as well but serves no real purpose.
s.:mk: - it looks almost identical to mantis stand hk but dosnt move forward. an okayish defensive poke in crane but there are far better pokes in this stance.
s.:hk: - a double kick that moves slightly forward and looks awsome! this is a simple way to end a jump in from crane stance and does moderate damage.
the time he takes to do both kicks is quite long and would give you the chance to charge up for another move.

c.:lp: - a stabby finger move comes out quick and looks identical to his c.mp ,use together occasionally for pokey stabby goodness.
c.:mp: - gens best poke in crane easily. i often use this in combination with lp roll attack. safe and fast
c.:hp: - slooowwwww. so slow but you know what? if you land this on counter hit its 4X damage. thats like a counter hit zangeif hp, so it has potiential massive damage. but if YOU get counter hit out of it you take 4X damage O_o

its potentially useful if you know your matchups well… but outside of that its kind of a gimick, its fun to use :wink:

c.:lk: - a launcher can be linked into his anti air super but requires practice and timing.
c.:mk: - a very long reaching crouch medium kick that has recovery. it can go under fireballs. in other words this is a slide but afterwards it returns to your original position where you where crouching instead of moving forwards.
c.:hk: - a upwards thrust kick only use this as a anti air. its pretty much gens only anti air outside of his air throw super in crane and since the air throw loses to normals this is his best anti air option in crane stance.

in crane gens jumping lp,lk and mp are the same as mantis versions so i wont list them…

both his jumping heavys can be used to beat other air normals depending who gen is against and if he is jumping first or not

j.:hp: - comes out fast and does good damage but has short range so needs to be timed if used as a jump in.
j.:hk: - a jumping 2 hit kick depending on your height to your oponent you can land 2 hits. the 2 hits will give you time to switch stance on jump in if you want to.
j.:mk: - a weird looking kick, very easy to crossover with but can also be used as a short range standard jump in.

yay special moves time!

:3p:(mantis)

press :p: repeatdly - its use is more or less to push away more than anything.

:dp:+:k: - anti air and not too bad but its no dragonpunch can press kick afterwards for additional kicks. and also the main move used in in gens custom combo.

supers

:qcf::qcf:+:p: - gen runs through the opponent and does multiple hits not safe to do outside of combo or unless you opponent is recovering and your in the correct distance. in most cases level 2 is the best for this super.

also if you land a level 2 in the corner you can switch into crane and do a level 1 anti air super and it will connect! inigma is a player on ggpo who often does this.

:qcb::qcb:+:p: - touch of death! if this move connects a timer goes down and does damage over time if it reaches zero your opponent gets knocked down and dizzy. but if they hit you timer dissapears. the damage over time increases with level.

:3k:(crane)

:l: then :r: + :p: - a roll that hits that ends in a stab punch the lp version is safe and fast and quite repeatable. hp and mp versions go further and gen rolls more

also with the move being a roll it carries some similar properties it can go under fireballs if timed but also its possible for people to throw you out of this move! but even the during the roll it hits the opponent so that unlikely to happen often.

:d: then :u: or :ub: or :uf: + :k: - gens off the wall dive move this is probably the most complicated off the wall dive move in street fighter ever but with that complexity comes alot of control over what your dive can do.

assuming you are standing on the left side facing your opponent on the right.

doing the move normally will make you jump to the left wall and then jump off it and kick your opponent very similar to adons jaguar tooth.
however if you tap :l: the second before touching the wall you will cancel the jump kick and just land near the edge of the screen.

if you tap :r: instead you will also do a jump kick but this version reaches alot further and has nearly the range of the full screen.

if you do :d: then :uf: instead gen will jump to the opposite wall on the right side then do his dive kick you can also modify the move and cancel it like if you were normally doing it.

now gen also has another version of off the wall except its off the ceiling. so the command is

:d: then :u:,:u: tapping up twice also works for me most of the time :slight_smile:

so what will happen is after gen jumps onto the side wall he will then jump onto of the ceiling and then do a headstomp downwards like dictator

leaving the joystick neutral or taping down will also do the headstomp

also what you can do once you reach the ceiling is tap :u: again for a third time and he will cancel the head stomp or press :db: or :df: to do a angled dive kick that hits to the right or left . this is used if your oponent moves once you hit the ceiling.

the angled dive kick is also good for when your opponent is in the corner and in mid air.

supers

:qcf::qcf: + :k: gens anti air super depending on level it will travel farther. like zangeifs anti air super it is sorta crap against some jump ins like downward splash moves.
it can be comboed from c.:lk: launcher

:qcb::qcb: +:k: (while jumping) super dive kick this works very much like gens off the wall kick except he firstly dosnt need to jump off a wall for the first hit and secondly distance and wall direction control is done by button presses not directions on the stick. at its most basic the useage is quite like akumas air fireball super.

the higher the level super you do the more additional kicks gen will do. with level 1 doing one kick and then the off the wall kick. during all the hits after the first you can do the following. this is assuming you are doing the move from the left side.

pressing :mk: gen will do headstomp

pressing :lk: gen will jump to the left wall and do a second jump kick off the left wall

after pressing :lk: to jump onto the left wall again pressing :hk: will make gen do an extremely flat angled fly kick that reaches the distance of the whole screen.

while pressing :hk: and then :lk: will do the same but off the right wall

spot reserved -combos-

spot reserved -character specific strat-