Street Fighter (1987)/Gen: Difference between revisions

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| {{mk}}  {{hk}} || (MK and HK are both the same move) Gen's almost undebatable best move. You lose your entire hurtbox during a majority of the move so you can use it to dodge anything including specials like hadoken, shoryuken, and tiger shot || 1-10 ( 10 startup frames ) 11-30 ( 20 active Frames ) 31-44 ( 14 cooldown frames )
| {{mk}}  {{hk}} || (MK and HK are both the same move) Gen's almost undebatable best move. You lose your entire hurtbox during a majority of the move so you can use it to dodge anything including specials like hadoken, shoryuken, and tiger shot || 1-10 ( 10 startup frames ) 11-30 ( 20 active Frames ) 31-44 ( 14 cooldown frames )
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| {{u}} {{p}} ||  || - (  startup frames ) - (  active Frames ) - (  cooldown frames )
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Revision as of 11:48, 19 May 2021


Overview

Gen is a Chinese assassin more well known for his appearance in Street Fighter Alpha 2, however in this game, he has power, speed, and mind games in abundance. He is generally agreed on to be a rather strong but well rounded character near the middle of the road on the tierlist.

In SF1++, Gen is selected by holding Mk.png and Hk.png together at the title screen or VS. Screen and pressing Start.

Moveset

Move Type Description Framedata
Lp.png Has no hitbox. Worthless in quite literally every way except that it still deflects Geki shurikens the fastest out of Gen's options. 1-2 ( 2 startup frames ) 3-6 ( 4 active Frames ) 7-10 ( 4 cooldown frames )
Mp.png Gen's longest ranged move in his whole kit and your only worthwhile punch. Use it to win out most ranged confrontations. 1-8 ( 8 startup frames ) 9-25 ( 17 active Frames ) 26-31 ( 6 cooldown frames )
Hp.png Definitely an odd move by most means. This move isn't as practical as LK or MP but it can still be used to punish raw jump ins for good damage. 1-19 ( 19 startup frames ) 20-44 ( 25 active Frames ) 45-62 ( 18 cooldown frames )
Lk.png Gen's fastest move (since LP doesn't work). A great move to do after passive jumping in and your best defensive choice for someone getting too antsy and recklessly aggressing in. 1-4 ( 4 startup frames ) 5-17 ( 13 active Frames ) 18-23 ( 6 cooldown frames )
Mk.png Hk.png (MK and HK are both the same move) Gen's almost undebatable best move. You lose your entire hurtbox during a majority of the move so you can use it to dodge anything including specials like hadoken, shoryuken, and tiger shot 1-10 ( 10 startup frames ) 11-30 ( 20 active Frames ) 31-44 ( 14 cooldown frames )
U.png P.png - ( startup frames ) - ( active Frames ) - ( cooldown frames )