Street Fighter (1987)/Gen/Movelist

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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 or 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 )
D.png P.png Gen's straight jump attack. An incredibly fast option that almost always wins in air to air conflicts. Possibly the fastest jump attack in the game. 1-17 ( 17 startup frames ) 18-31 ( 14 active Frames ) 32-38 ( 7 cooldown frames )
Df.png P.png or Db.png P.png Gen's directional jump attack. One of, if not the best way for Gen to approach the opponent. 1-23 ( 23 startup frames ) 24-31 ( 8 active Frames ) 32-37 ( 6 cooldown frames )

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