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Super Street Fighter IV AE/Gen
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
Unique Attacks: Mantis
Special Moves: Mantis
Super Combo: Mantis
Ultra Combos: Mantis
Unique Attacks: Crane
Special Moves: Crane
Super Combo: Crane
Ultra Combos: Crane
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.
Changed startup from 9F to 7F.
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.
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.
Changed damage from 100 to 150. Increased movement speed.
EX Oga (Far Kick)
Changed startup after wall bounce from 12F to 7F.
- 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.