Street Fighter 1 MR/Gen

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Gen

Gen is an old man, and one of the most powerful martial artists in history. Known as "The Devil of Hong Kong", he was feared and respected worldwide for his skill in Chinese martial arts and medicine. He is often cruel, threatening violent acts even on those he cares for, but he isn't entirely heartless. He is a close friend of Chun-Li's deceased father Dorai, and cares for Chun deeply.

Gen is one of the two dedicated charge characters in SF1MR. In comparison to Birdie's style of bullying you with his headbutts, Gen is much more patient, using his low profile Roll ([4]6P) to punish fireballs and errant pokes or chip out opponents with repeated blockstrings. His Upkick ([2]8K) is a classic Flash Kick, a great anti-air and reversal, and he has Crane Attack (214P) to deal chargeless chip or punish without charge. He also has great buttons to play neutral and punish, namely his 2B and 2D which are stellar low pokes and convert into his specials and supers for stellar damage.

Gen is also in possession of a great super, Zanei (236236P). While it is a bit slow, it combos from many of Gen's best moves like 2D or Roll, and has incredible juggle potential. When done as an anti-air, Gen can even pick up after it for massive damage, though this can be hard to time. Generally, Gen's biggest weakness is his mixless nature, reliance on the opponent making a mistake, and low damage overall. Gen struggles to clear 200 damage without specific scenarios in a game where most characters easy combos do 250.


Pros Cons
  • Neutral: With great anti-airs, pokes, and a safe on block low profile special with Roll, Gen can play a fairly dominant neutral even without a fireball
  • Anti-Zoning: Roll beats a lot of fireballs, and Zanei or a close range Upkick will beat all of them, giving Gen versatile ways to punish bad zoning
  • Zanei: While it is a bit slow, Zanei is incredibly combo friendly and travels forward fast, making it quite versatile
  • Defense: Upkick is a stellar reversal, allowing Gen to escape in many situations others have to respect
  • Low Damage: Even with meter, Gen has lower than average damage, forcing him to take more risks
  • Mixless: Gen is one of many characters with no mixup potential, leaving him reliant on landing a Roll for a looping blockstring and chip
  • Slow Taunt: While not the slowest, Gen's 50 frame taunt leaves him struggling to safely taunt after a knockdown
Profile
Gen.png

Stats and Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.4
  • Backward Walk Speed = -2.3
  • Taunt = 50f

Movelist

Special Moves
214A/C - Crane Attack: Chargeless Ender
[4]6A/C - Gen Roll: Combo Ender/Punish Tool
[2]8B/D - Upkick: Anti-Air/Reversal
Supers
236236P - Zanei: Combo Ender/Punish Super
214214P - Super Crane: Reversal Super
Unique Attacks
N/A

Colors
borderless

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Gen 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +7 +2

A far-reaching panic mash and pressure option. Gen steps forward for this 5A, making this button great for a quick option to poke with, and it has good hitstun for typical jabwalk combos.

Stand Light Kick
5B
SF1MR Gen 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 4 5 4 GA/SP/SU +2 -3

A situational poke that doesn't extend Gen's lateral hurtbox. It's an alright poke in a vacuum, but compared to Gen's other buttons, he would rather use other tools for turtling.

Stand Heavy Punch
5C
SF1MR Gen 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 13 10 11 N/A +5 -7

A slow but damaging and high-pushback hit that reaches very far. This is the farthest reaching poke of Gen's normals, but it can be crouched and its quite slow making it prone to getting stuffed. It's damage makes it a situationally good punish option with the ability to link 5A point blank, or any other normal in the corner.

Stand Heavy Kick
5D
SF1MR Gen 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 6 9 7 N/A -1 0
  • Air unblockable

A rare poke for Gen. It has the exact same length as 5B with longer duration, but has better overall frame advantage, and can situationally antiair very far jumps.

Crouching Normals

Crouch Light Punch
2A
SF1MR Gen 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 2 3 2 GA +6 +4

A standard panic mash/pressure option and charge-building normal. In punish scenarios, you can cancel to 2D or Crane Attack (214P) for no charge, or into Roll ([4]6P) with enough charge time.

Crouch Light Kick
2B
SF1MR Gen 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 2 4 2 GA/SP/SU +8 -2

A very quick low for most of Gen's combos. This button is great poke/jab material and is the fastest 2B alongside Lee. It has good frame advantage, but it's mainly to be into itself or to end into Roll ([4]6P) with charge time, although jabwalks will sacrifice charge.

Crouch Heavy Punch
2C
SF1MR Gen 2C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 6 8 6 SP/SU +8 +9

A chunky hit with massive frame advanatage for punish combo filler and charge combos. You can link it into itself or 2B into Roll ([4]6P) for Gen's higher damage combos. It doesn't see much use as a poke despite it's great blockstun because of it's startup and low range, however.

Crouch Heavy Kick
2D
SF1MR Gen 2D.PNG
He may be old but he can still get down
He may be old but he can still get down
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 5 10 7 SP/SU KD -1
  • Air unblockable

An all-around great move for Gen, 2D does many things a turtling button should do. It makes for great poke potential with good startup, great horizontal range, and cancellability into Roll; it's also a very excellent antiair due to it being air unblockable while going above Gen's hurtbox, and can actually pick up a j.C/j.D followup. It doesn't only make for a great chargeless combo ender after repeated jabs, it also combos into Zanei (236236P) both grounded and on antiair connect.

Jumping Normals

Jump Light Punch/Kick
j.A/j.B
SF1MR Gen jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies

A quick and active air-to-air button with a sweeping hitbox. It has great horizontal range with an angle to catch many jump arcs.


Jump Heavy Punch/Kick
j.C/j.D
SF1MR Gen jC.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies

Gen's primary air-to-ground jump in normal. It has great range and good hitstun, and even makes for a good instant overhead for characters constantly low blocking Gen's infinite blockstring.


Taunt

Taunt
A+B
SF1MR Gen Taunt.PNG
You know he had to do it to em
You know he had to do it to em
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 50 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Gen is hit out of it or not, hence the 1 frame startup.

Gen has a slow taunt sadly, but he can set it up fairly safely after a Roll to still get a bar, though this negates any offense he could have gotten instead.

Special Attacks

Gen Roll
[4]6A/C
SF1MR Gen 46P Second.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 95 Mid 1 34 2 N/A KD +7
C 95 Mid 5 34 2 N/A KD +7
  • Evasive low profile during active frames

A big part of Gen's anti-fireball game in neutral, and a great tool in confirms and pressure. It low profiles through most fireballs and punishes on reaction, as well as through some occasional pokes. In your confirms, you gain it once you have charge, and successfully landing it gives you a juggle into j.C/j.D or Zanei (236236P). This also is a huge part of Gen's infinite blockstring due to its massive frame advantage on block, a simple rep would be 2B > [4]6C.


Upkicks
[2]8B/D
SF1MR Gen 28K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B/D 40,40 Mid 2 18 25 N/A KD -20
  • Frames 1 through 14 Invulnerable; Air Unblockable

A core part of Gen's defense. This is a great air unblockable antiair and reversal with good range, on ground connect point blank it gets two hits, while in most other situations only one (being the Air HKD hitbox) will connect. Very situationally although Gen needs to be pretty close with down charge, it can also be a viable anti-fireball tool.


Crane Attack
214A/C
SF1MR Gen 214P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A/C 20,20,20,20,20,15 Mid 10 5(5)25 10 N/A KD +4
  • Small active frame gap, hitboxes perfectly follow arms meaning there are several that are placed behind Gen

Gen's special that doesn't need charge and is safe on block, though it's benefits stop there. It's very prone to whiffing or dropping hits in combos, and it only gets one hit that causes spinout on antiair. It doesn't see much use in Gen's gameplan and is very obscure on how it's supposed to be used.

Supers

Zan'ei
236236P
SF1MR Gen 236236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
60,140 Mid 16 5 45 N/A KD -46
  • Super doesn't freeze the screen until frame 4

One of Gen's best moves and one of the best utility supers, it phases past fireballs, works in many of Gen's combos, and antiairs with good reward. It being a fireball answer that is both invuln and doesn't need charge makes this Gen's most ideal fireball punish, and it travels far very quickly. It work's after many normal sequences, after 2D, or after Roll, many of these cause a juggle state which allow Gen to pick up a j.C/j.D, and on a really good connect on antiair, 2D into more Zaneis. The thing holding back Zanei is Gen's access to it, as his taunt is poor at gaining meter, it has slower startup than most supers meaning you need better reaction time for fireball punishes, and it's horribly unsafe on block unlike other supers that are + enough to stay safe or give infinite blockstrings.


Super Crane
214214P
SF1MR Gen 214214P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
25,25,25,25,25,25,25,25,25,25 Mid 6 3(3)18(3)3(3)18 6 N/A KD +10
  • Frames 1 through 18 invulnerable

Gen's main reversal super. It has a lot of the issues that Crane Attack (214P) has with range, combos, and antiairs, but it does much better damage compared to Upkick ([2]8K) as a reversal, and is safe on block, and plus at that to start an infinite blockstring. This super is very niche, but it does have its place, although meter is generally better spent on Zan'ei.

Arcade Ending


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