Gen needs more love! So here’s the Alpha 3 Gen thread. Any questions, inputs or feedbacks are welcome.
Here’s my starter
PPP style basic
standing jab: it’ll hit crouching opponent, can be used as combo starter or as close range poke.
standing strong: high priority both low and horizontally. I generally use it as an anti-air vs. jump-in too close to deal with crouching fierce, or to stop opponent’s low pokes/sweep.
standing fierce: 1st hit can be cancelled with either a super or a special. I don’t use this much aside from occasional counter. It seems to be pretty quick to come out, so depending on the developement, there could be more use to this move.
standing short: err…i don’t really use this
standing forward: a quick mid-range poke. I use it like Guy’s mk, but not as long range or high-priority horizontally it seems.
standing rh: slower but higher priority horizontally than mk. I usually use this when the opponent is out of range for st.forward.
cr.jab: i’d rather use cr.short than this
cr.strong: strong priority horizontally and low. I generally buffer double qcf into this move so that with another tap, I’d get his super when I counter the opponent.
cs.fierce: Gen’s all-purpose anti-air move. This move defeats most long-range jump-in. Strong horizontal priority, but weak against low hitting moves like the sweep or sliding. I also use this for jump-prevention at mid-range.
cr.short: quick low hitting poke, combo starter.
cr.forward: also quick low hitting poke. longer range than cr.short
sweep: Risky but high-return. Its hard to explain, but I use this move more often than not in anticipation of opponent moving in close, like laying a trap (or simply as a long range retaliation).
j.lp: I use this for an anti-air or as deep jump, but generally for AA.
j.mp: I can’t quite tell much difference between this and lp aside from perhaps the speed it comes out, and bit of a hit-stun time?
j.hp: It’s got hit-reg high up, but I rarely use it.
j.lk: I use this for crouch-cancel combo, or as deep jump, and occasional AA.
j.mk: cross-up move.
j.hk: KKK style j.hk is better.
standing jab: This move seem to have pretty good priority in horizontal direction. I generally use it like Chun/Rolento’s standing jab, or in KKK style cr.short related combos.
standing strong: An overhead. I rarely use it aside from surprise attack, or taking that last dot of health off.
standing fierce: I occasionally use it as an anti-air, and it seems to have a decent priority, but I rarely use it. If anyone got more info, plz share.
standing short: I rarely use it much like PPP style short.
standing forward: KKK style’s main poke; I use it like PPP style roundhouse. Good horizontal priority
standing roundhouse: Easy to combo off of double-kick jump in, but wouldn’t connect vs. lot of the crouching opponents. I use it for jump-prevention, or when I accidentally tapped j.hk too late…err
cr.jab: I use cr.strong more than this
cr.strong: Good priority vs. low hitting moves; I use it in conjunction with st.jab
cr.fierce: A double-edged sword; good priority horizontally and vertically upward when it’s out, but very slow to come out. When you get a counter-hit, you do 2x dmg, when you take a counter-hit, you take 2x dmg. I generally use this in anticipation of opponent’s attack or reaction to far-jump.
cr.short: Combo move. When a jump-in hit, either land this and go for the super, or just switch to PPP style alpha combo.
cr.forward: KKK style’s main low hitting poke. Fast, long, but leaves you a bit open if wiffed.
cr.roundhouse: Great anti-air vs. opponents right above you. If timed properly, this move will atleast give you a cross-counter against any normal jump-in, even 'gief’s knee.
j.lp: Same as PPP style j.lp
j.mp: Same as above
j.hp: Great priority toward the bottom; I use this vs. opponent’s wakeup, or as alternative to double-kick when I anticipate an opponent to try counter the double-kick with horizontally high-priority anti-air.
j.lk: Same as PPP style j.lk
j.mk: Crossup-move. Even better than PPP style cross-up. You can also juggle the opponent for quite a bit after the arial counter-hit using this move.
j.hk: Main jump-in move; the double-kick. Its best used at max range, so that the tip of the kick hits the opponent, and at an altitude barely high enough so that you can go either for the second kick or land directly and go for low hitting move.
PPP style or KKK style ground throws: You can land his KKK style super grab lvl3 anywhere, and lvl1~3 in the corner given that the opponent doesn’t mid-air activate or SC after each of the throw.
Air throw; midair KK: Its technically possible to combo his KKK air grab lvl3 from the air-throw at specific condition, but I’ve never been able to do it save in practice.
It seems as if Gen’s air throw have decent range horizontally, as well as vertically, but not as hideously wide range like sim’s. I don’t use air-throw much tho.
rapid punch: fierce RP(rapid punch) comes out in 2 frames, which makes it great for disturbing opponent’s rush, but due to low dmg, its crap for combos. Also, since it is not an inv. frame move, its not very wise to use it on wake up too much.
dp.k: stronger the kick botton you use, higher you go in the air, more kicks you’d land, but more open you’d be to retaliation if wiffed. I use mk version the most.
b(charge)f.p: Not much use for the fierce version save the times when your opponent is sleeping. jab version is for rush-down and quick retaliation, strong version for going under fireballs. Try to land the tip of the last poke, or else you can get retaliated.
d(charge)u.K: On-reaction retaliation against badly timed fireballs or sweeps, on opponent’s wakeup, or to get out of the corner. When you push up initially, the lever direction you put would be the corner you’d fly to. After that, if you keep pressing up, he’ll go above the opponent and fly down if you press down(you can also press down-left/right and control the angel), and simply lands w/o attacking if you do nothing. If you press down after he goes to the corner, he will come down diagonally with a kick. (Sharp angle if simply pressed down, mild angle if pressed down and direction of the opponent.)
qcf.qcf.p: lvl1 is combo only, lvl2 if for combos and reversals, lvl3 is for combos and going under fireballs. This move doesn’t seem to suffer much from damage reduction in combos, good shit.
qcb.qcb.p: Gen lands a rapid punch on the opponent, and poisons them or something. When the count-down ont he opponent reaches zero, they get dizzied. Run like mad once you land this move:)lvl1 is…err, I don’t really use it much? lvl2, I use it as a reversal, and 3 I almost never use.
qcf.qcf.k: A combo super. Although this move will grab anyone in the air, it does not have an invincibility while he is travelling; this meaning you can’t use it on the wake-up vs. gief’s body splash and hope to grab him.
midair qcb.qcb.k: VC killer. I generally use lvl1 in the corner, or to beat opponent’s normal or activation anti-air, and lvl3 for the finish. The hits of this super will combo if done against cornered opponents (though, height adjustment is required.)
Unlike the d(charge)u.k, you control the direction by pressing the K bottons accordingly; short moves you to the right corner, forward to the center and roundhouse to the left.
Its a very basic crap, but non-counter hit of KKK style cr.hk vs. air opponent combos into KKK qcf.qcf.K (lvl1 ~ 3), and it does quite a bit of dmg even at lvl 1. I tend to use this when the opponent tries air recovery near the corner, or activate after the corner throw.
Anyways, if anyone can share their stuff, I’d appreciate it a lot.