< Street Fighter (1987) | Gen
Moveset
Move Type | Description | Framedata |
---|---|---|
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 ) | |
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 ) | |
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 ) | |
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 ) | |
or | (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 ) |
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 ) | |
or | 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 ) |