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2-4-4 |
Reach: 97px |
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Pretty much worthless. It has no hitbox, but it can deflect Geki's stars or break the boards in the board breaking minigame. |
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8-17-6 |
Reach: 73px |
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It's a fine poke due to its range, but it isn't far reaching enough, often leading into trades. |
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19-25-18 |
Reach: 81px | 93px |
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Terrible move. Sure, it can triple hit, which while a plus, it's overwhelmingly hard to land them to begin with, considering its poor reach and framedata. Avoid using it for the most part. |
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4-13-6 |
Reach: 85px |
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A very versitile move. It looks unassuming, but it's a great string tool. Often used it after jump-ins, great for cornering as well, but is also useful defensively. |
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10-20-14 |
Reach: 73px | 103px |
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Gen's defining move. Leaves you pretty much untouchable for almost a second, can double hit, goes under multiple attacks, used for mind games, it's very versitile, but not inherently safe. So if you miss, you can get hit while getting up or getting down, so don't just spam it expecting to win. |
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23-8-6 |
Reach: 92px |
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It exists. Could be used for possible trick shotting, but that's hard to pull off. |
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17-14-7 |
Reach: 90px | 95px |
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The fastest aerial attack in the game. Pretty solid attack for guarding incoming attacks, relatively safe, and wins against most jump-ins. |
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23-8-6 |
Reach: 92px |
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Gen's one and only tool for breaking in. It's quite good for what it is. Due to its speed, it's practical for multiple strings, though the amount you can pull off depends on the character you're facing or where you're standing, when done, follow up with a LK. It's very effective. |
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