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{{CharNavbox SSVI}}
[[File:genan-select.png|240px|thumb|right]]
[[File:genan-select.png|240px|thumb|right]]
__TOC__


==Introduction==
==Introduction==
Gen-An is still a cheap bastard. Very strong pokes, effective setplay with poison puffs and the addition of a wall dive all make for one annoying matchup. The roll can be punished so don't be a scrub.
Gen-An is effective at pestering his opponent and playing a mix of neutral, pressure, setplay, and hit-and-run as the situation demands, but his grounded mobility leaves a lot to be desired. His step dash makes catching rolls difficult outside the corner, making it all the more important to push your opponent there and keep them there with his pressure, air to air, and anti-air tools. Very strong pokes, effective setplay with poison puffs and the addition of a wall dive all make for one annoying matchup. Gen-An's bag of tricks, such as his ambiguous wall dive, 2D pressure, and rolling attack, are all punishable by wary opponents, so a varied and unpredictable approach is Gen-An's best defense. Once he's bamboozled his way into a lead, Gen-An is comfortable playing neutral and keepaway with his massive normals and unique positioning options but be aware that all of his grounded weapon normals are vulnerable to deflects.


==Data==
==Data==
Line 8: Line 10:
*Damage taken: 109%
*Damage taken: 109%
*Rage retention: 180
*Rage retention: 180
*Rage duration: 14 seconds
*Rage duration: 14 seconds (5th Longest)


==Gameplan==
==Gameplan==
Gen-An has a pretty solid poking game. 5B, 2A and 2B are all good pokes which reach further than you would expect, and at poking range he can use his extremely fast step dash to close the gap and go for throws, usually backed up by 2D for tick throw attempts. 5C is a very strong punish tool, but with its inability to recoil and Gen-An's questionable defense rating you have to be absolutely sure it's going to hit. Gen-An is spoiled for anti-airs as well, with his 2C being particularly strong and his air-to-airs in jB and jC being quite serviceable as well, especially the former which actually hits above him as well as in front. These air-to-airs can be further combined with Triangle Get Off for more pestering if Gen-An finds himself in the corner. Additionally he can use his roll (623S) to punish both on the ground and in the air for its huge hitbox around him and its ability to score a knockdown.
Gen-An has a pretty solid poking game. 5B, 2A and 2B are all good pokes which reach further than you would expect, and at poking range he can use his extremely fast step dash to close the gap and go for throws, usually backed up by 2D for tick throw attempts. 5C is a very strong punish tool, but with its inability to recoil and Gen-An's questionable defense rating you have to be absolutely sure it's going to hit. Gen-An is spoiled for anti-airs as well, with his 2C being particularly strong and his air-to-airs in jB and jC being quite serviceable as well, especially the former which actually hits above him as well as in front. These air-to-airs can be further combined with Triangle Get Off for more pestering if Gen-An finds himself in the corner. Additionally he can use his roll (623S) to punish both on the ground and in the air for its huge hitbox around him and its ability to score a knockdown. 6D is situationally useful as an anti-air as well - although it’s prone to trading, it can combo to jB (depending on height) or cancel into poison puff for a setup opportunity.


Gen-An mainly wants to set up poison puffs (236S), which are useful for occupying space and for locking the opponent in place for a mixup. Talon Claw (63214D), a fullscreen chain poke, has the unique property of bringing the opponent close to Gen-An if they block it, but he is only advantageous if he has a puff in front of him for them to be pulled into. 63214D is susceptible to jump-ins and the puff beforehand is telegraphed, so Gen-An can play with this threat and opt to fish with his anti-airs instead. If Gen-An sets up a puff over an opponent's knockdown safely he can then go for wall dives (214S~S) safely without the opponent being able to escape them. These work exactly like Vega's wall dives in that Gen-An will target the opponent's position as he leaps off the wall, but he can alter his movement left or right not only for ambiguous crossups but also for fakeouts by steering away from the opponent, allowing him to bait something big like an anti-air attempt. Additionally, he can simply fall off the wall (214[S]~D) to get a Triangle Get Off instead, which has its uses for pressing an advantage and for a defensive poke if an opponent in neutral tries to stop you. If you're familiar with how Vega works you'll probably do just fine with Gen-An.
Gen-An's poison puffs (236S) are useful for occupying space and for locking the opponent in place for a mixup. Poison puff mixups can net powerful rewards, as the puff can put his opponent in a juggle state and allow him to connect a heavy attack or WFT. However, tech rolling will allow his opponents to escape poison puffs midscreen and punish Gen-An in the corner. You can discourage your opponent from tech rolling after a corner throw with falling jC. With the proper timing, you’ll hit short rolls and recover in time to throw long rolls.


Gen-An builds Rage quickly and he gains access to a very strong WFT which he holds onto for long. He doesn't get much out of IV Spirit's Continuous Slashes and he appreciates having a disarmed opponent on his hands, so II Spirit is the way to go. In addition to giving him a free reversal after getting Raged, II also grants Gen-An extra mobility with the advanced movement system, with roll cancels being particularly useful for evading and spacing.
Talon Claw (63214D), a fullscreen chain poke, has the unique property of bringing the opponent close to Gen-An if they block it, but he is only advantageous if he has a puff in front of him for them to be pulled into. 63214D is susceptible to jump-ins and the puff beforehand is telegraphed, so Gen-An can play with this threat and opt to fish with his anti-airs instead. If Gen-An sets up a puff over an opponent's knockdown safely he can then go for wall dives (214S~S) safely without the opponent being able to escape them. These work exactly like Vega's wall dives in that Gen-An will target the opponent's position as he leaps off the wall, but he can alter his movement left or right not only for ambiguous crossups but also for fakeouts by steering away from the opponent, allowing him to bait something big like an anti-air attempt. Walldive can also be used as a means of escaping the corner or creating distance from an aggressive opponent, particularly the heavy version, which sends Gen-An the highest and furthest. Additionally, he can simply fall off the wall (214[S]~D) to get a Triangle Get Off instead, which has its uses for pressing an advantage and for a defensive poke if an opponent in neutral tries to stop you. If you're familiar with how Vega works you'll probably do just fine with Gen-An.
 
==Spirits==
*I Spirit’s hyper slash looks like an exciting prospect for Gen-An given how strong his car 5C is and how quickly he build rage, but the increased startup time severely undercuts hyper slash’s potential as a reactive anti-air and the loss of Gen-An’s excellent WFT makes I Spirit a tough sell.
*II Spirit is one of Gen-An’s stronger options. He can get access to rage multiple times per round and weapon break makes his already strong WFT that much more threatening. Gen-An is great at bullying disarmed opponents between his pressure and setplay options. Rolls aid his limited ground mobility and are great for evading attacks and canceling into wall cling as feints, and Gen-An appreciates having additional defensive options with hop and duck as his defense normally isn’t the best.
*III Spirit allows Gen-An to manually charge rage quickly, and given how much time he spends in the air he can find opportunities to make use of air parry. Unlimited rage at low health lets him sit on a powerful threat, but his low defense means just about any hit after that point will KO him. Circle step enables left/right mixups from poison puff, which can help him open up characters too short to hit with 4D.
*IV Spirit doesn’t offer Gen-An significant rewards with continuous slash besides being able to build rage outside of taking damage. His CS starter is slow and he has many other ways to land WFT. Rage explosion/issen are powerful comeback factors for anyone, however.
* V Spirit is a viable alternative which also gives Gen-An II Spirit’s grounded mobility options while sacrificing a longer disarm time for a potential State of Nothingness comeback. Gen-An can easily make space to meditate and is often able to build a fair amount of blue health over the course of the match, but is prone to entering rage quickly.
* VI spirit can be useful for holding onto rage until Gen-An has a clear opportunity to land his WFT and gives him an alternate combo ender with his secret move when he's not in rage and has sufficient green health. Mikiri dodges aid his defensive options pool and building rage offensively works well with his low health total.


==Normal Moves==
==Normal Moves==
===Far Slashes===
{{FrameDataCargo-SSVI
| moveId = genan_5a
| display = 230x230px
| description =
A quick stab forward. Can be useful for stuffing aerial approaches if spaced far enough.
}}
{{FrameDataCargo-SSVI
| moveId = genan_5b
| display = 230x230px
| description =
Has deceptively more range than 5A even though it looks the same, making it a decent poke. Will hit at round start.
}}
{{FrameDataCargo-SSVI
| moveId = genan_5c
| display = 230x230px
| description =
Be careful with this move. It has great damage, speed and range, but not only does it not recoil but Gen-An wastes time walking forward a bit afterwards, making it very easy to punish. This hits OTG for small damage, but just set up your cloud. Can anti-air at far distances.
}}
{{FrameDataCargo-SSVI
| moveId = genan_2a
| display = 230x230px
| description =
A quick dig with more range than 5B.
}}
{{FrameDataCargo-SSVI
| moveId = genan_2b
| display = 230x230px
| description =
Has the same range as 2A. Potentially his best poke but also the most susceptible to deephits.
}}
{{FrameDataCargo-SSVI
| moveId = genan_2c
| display = 230x230px
| description =
An anti-air with disgustingly good range for its job, both horizontally and vertically. Recoils on block but is not cancellable. Great frame advantage on hit.
}}
===Near Slashes===
{{FrameDataCargo-SSVI
| moveId = genan_n5a
| display = 230x230px
| description =
A light hook.
}}
{{FrameDataCargo-SSVI
| moveId = genan_n5b
| display = 230x230px
| description =
n5A but heavier.
}}
{{FrameDataCargo-SSVI
| moveId = genan_n5c
| display = 230x230px
| description =
Standing 2C but it's even better because it's special cancellable. Has a very lenient proximity window and also has nice frame advantage.
}}
{{FrameDataCargo-SSVI
| moveId = genan_n2a
| display = 230x230px
| description =
n5A but lower.
}}
{{FrameDataCargo-SSVI
| moveId = genan_n2b
| display = 230x230px
| description =
n5B but lower.
}}
===Kicks===
{{FrameDataCargo-SSVI
| moveId = genan_5d
| display = 230x230px
| description =
A forward kick.
}}
{{FrameDataCargo-SSVI
| moveId = genan_6d
| display = 230x230px
| description =
An upward kick. Launches the opponent upward and is special cancellable, but will only combo into jB against jumping opponents at particular heights. Instead, Gen-An can set up a poison puff with this.
}}
{{FrameDataCargo-SSVI
| moveId = genan_2d
| display = 230x230px
| description =
A very quick forward slide. Hits low and gives slight advantage on block. Use this to threaten tick throws and catch jump out attempts with 6D or n5C. Be careful with spamming this because he can be thrown during the gaps even on hit.
}}
{{FrameDataCargo-SSVI
| moveId = genan_3d
| display = 230x230px
| description =
A stronger slide, travelling further, dealing more damage and causing a knockdown. A lot less safe, though.
}}


{| class="wikitable"
===Air Normals===
|+ Far Slashes
{{FrameDataCargo-SSVI
|-
| moveId = genan_ja
! Attack !! Description !! Cancelable?
| display = 230x230px
|-
| description =
| '''5A''' <br>
Aerial n5A. Quick but short-ranged and not very active.
[[File:SSVI Gen-An 5A Far.png|thumb]]
}}
|| A quick stab forward. Can be useful for stuffing aerial approaches if spaced far enough. || No
 
|-
{{FrameDataCargo-SSVI
| '''5B''' <br>
| moveId = genan_jb
[[File:SSVI Gen-An 5B Far.png|thumb]]
| display = 230x230px
|| Has deceptively more range than 5A even though it looks the same, making it a decent poke. Will hit at round start. || No
| description =
|-
An upward swing. Useful as an air-to-air, both for hitting straight out and above him.
| '''5C''' <br>
}}
[[File:SSVI Gen-An 5C Far.png|thumb]]
 
|| Be careful with this move. It has great damage, speed and range, but not only does it not recoil but Gen-An wastes time walking forward a bit afterwards, making it very easy to punish. This hits OTG for small damage, but just set up your cloud. || No
{{FrameDataCargo-SSVI
|-
| moveId = genan_jc
| '''2A''' <br>
| display = 230x230px
[[File:SSVI Gen-An 2A Far.png|thumb]]
| description =
|| A quick dig with more range than 5B. || No
A quick crossup swing. This is a great jump-in which is easy enough to combo from, but depending on the matchup performing crossups with this may be difficult.
|-
}}
| '''2B''' <br>
 
[[File:SSVI Gen-An 2B Far.png|thumb]]
{{FrameDataCargo-SSVI
|| Has the same range as 2A. Potentially his best poke but also the most susceptible to deephits. || No
| moveId = genan_jd
|-
| display = 230x230px
| '''2C''' <br>
| description =
[[File:SSVI Gen-An 2C Far.png|thumb]]
A forward kick. Reaches further than jA and juS but less than jB. His most active air normal. The startup is deceptively slow, given Gen-An kicks well before the hitbox comes out.
|| An anti-air with disgustingly good range for its job, both horizontally and vertically. Recoils on block but is not cancellable. Great frame advantage on hit. || No
}}
|}
 
===Unarmed Normals===
{{FrameDataCargo-SSVI
| moveId = genan_u5s
| display = 230x230px
| description =
Standing hook.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_u2s
| display = 230x230px
| description =
Crouching hook.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_jus
| display = 230x230px
| description =
Aerial hook.
}}
 
===Hyper Slash (I)===
{{FrameDataCargo-SSVI
| moveId = genan_hs
| display = 230x230px
| description =
Essentially his 5C. Does not hit OTG.
}}
 
===Continuous Slash (IV)===
{{FrameDataCargo-SSVI
| moveId = genan_cs
| display = 230x230px
| description =
Shares the same animation as far 5B. CS4 ends with a spinning attack which makes the sequence deal a bit more damage than CS4s typically do.
}}
 
===Command Normals===
{{FrameDataCargo-SSVI
| moveId = genan_tj
| display = 230x230px
| description =
Gen-An leaps far forward off the wall. It looks a bit similar to his wall dive but you don't have any extra control of his air mobility. This is useful for spacing crossups with jC.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_tgo
| display = 230x230px
| description =
This is mainly used to bully with jB when in the corner, as it reaches far and covers a high area above him.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_4d
| display = 230x230px
| description =
An overhead hop kick. Gen-An leaps forward a bit. This reaches very high and will actually miss on some crouching opponents, including Gen-An himself. Furthermore it deals low damage and doesn't even knock down. It's more useful as a high profile move than an actual mixup tool, or for any purpose involving hitting the opponent. Can combo into 623C, WFT, or secret move on counter-hit.
}}
 
==Special Moves==
===Poison Cloud Puff===
{{FrameDataCargo-SSVI
| moveId = genan_236a,genan_236b,genan_236c
| display = 230x230px
| description3 =
Gen-An takes a moment to fetch his bottle of poison, then blows a massive purple cloud in front of him. Strength determines the distance. The cloud's hitbox will stay dormant as long as it remains transparent but will turn active once it turns opaque. This deals very little damage but once it's active it will stay out for a while, covering a decent amount of ground and causing a soft knockdown on hit. This is great for setplay, as if you set this up then perform a light wall dive then if the opponent blocked the puff then the ensuing 50/50 will leave the opponent with very few opportunities to escape. Against taller opponents, poison puff can be used to threaten a high/low mixup between 4D and 2D/3D. Otherwise, as a zoning tool, it can be used to make many of his pokes safe.
}}
 
===Slaughterhouse Tumble===
{{FrameDataCargo-SSVI
| moveId = genan_623a,genan_623b,genan_623c
| display = 230x230px
| description3 =
Gen-An immediately starts spinning forward, covering the area around him. If this makes contact with the opponent or the wall then Gen-An will bounce back, still spinning around him until he hits the ground, in which he will recover instantly. This deals low damage unless Gen-An makes contact, which will result in decent damage and a soft knockdown. Strength determines the movement speed, how far Gen-An travels before stopping, the damage output on contact and the size of his jump. 623C is Gen-An's most reliable combo ender but other strengths will work from close mediums. These are all viable as anti-airs and recoil cancel options and are tricky to punish. Gen-An gains access to a pseudo-mixup when using 623S as a recoil: the A version can be spaced to whiff, allowing Gen-An to throw an opponent expecting to block the B or C version.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_u623a,genan_u623b,genan_u623c
| display = 230x230px
| description3 =
This move takes on different properties when Gen-An is unarmed, sporting less range and dealing less damage. The distances travelled per version are the same.
}}
 
===Talon Grab===
{{FrameDataCargo-SSVI
| moveId = genan_63214d
| display = 230x230px
| description =
Gen-An extends his claws straight out with a chain, reaching fullscreen. On hit it does very little damage while pushing the opponent back a fair bit - up close Gen-An can link from this into 5C or 623C. On block, however, it actually pulls the opponent next to him. On its own Gen-An is minus after doing this, but the opponent is left out far enough that you can't be punished with a throw. If you have set up a puff to pull the opponent into the Gen-An will be plus. The opponent will be air reset if hit by this while airborne.  
}}
 
===Wall Stick===
{{FrameDataCargo-SSVI
| moveId = genan_214s
| display = 230x230px
| description =
A wall dive sequence. Gen-An performs a backward jump where he cannot perform any moves. If this touches the wall he clings onto it then jumps off. Strength determines how far back he jumps and then high up he leaps, which can be used to mess with the opponent's anti-airs and can aid in timerscam. Gen-An leaps off the wall targeted at the opponent's current position, but he can alter his trajectory by moving the stick left or right. This is great for crossups and for baiting anti-airs.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_214shold
| display = 230x230px
| description =
Gen-An can delay his leap from the wall for up to a second before he hops off naturally. He is sprawled vertically along the wall and is easy enough to snipe.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_214sd
| display = 230x230px
| description =
Effectively a Triangle Get Off. Gen-An is allowed to perform any aerial attack as he falls.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_214srelease
| display = 230x230px
| description =
Releasing the button will result in Gen-An jumping from the wall. If Gen-An lands normally without attacking then there will still be some extra recovery for when he lands just like when he performs the followup, so this is really only good if you don't want to extend Gen-An's hurtbox.
}}
 
{{FrameDataCargo-SSVI
| moveId = genan_214ss
| display = 230x230px
| description =
Exactly like Vega's wall dive but there's no Izuna Drop to complement it. This has a wide crossup hitbox and it reaches far in both directions, allowing it to catch backdashes and other evasive manuevers. On hit the opponent will fall straight to the ground for a soft knockdown. There is a bit of landing recovery if it misses but not much - if the opponent is running III or IV Spirit and performs a dodge then you can simply throw them after you recover. Gen-An cannot perform any other moves during the wall dive, not even his jD or an air parry in III Spirit.
}}
 
===Toy Transformation===
{{FrameDataCargo-SSVI
| moveId = genan_toy
| display = 100%
| description =
<br/>
}}
 
==Supers==
===Magic Diving Claw (M.D.C.)===
{{FrameDataCargo-SSVI
| moveId = genan_236ab
| display = 230x230px
| description =
After the flash, Gen-An starts running at the opponent from fullscreen. This is a hitgrab where, on hit, Gen-An starts drilling into the opponent's chest before jumping back nearly fullscreen, leaving them in a hard knockdown state. On block he will trip over for a while, leaving him extremely punishable. M.D.C has a tall vertical hitbox while Gen-An is running forward. He will trip after running for too long, but not for nearly as long. This combos from pretty much everything you'd need it to and can be used as a reaction anti-air or fullscreen punish.
}}
 
===Hell's Slaughterhouse Tumble===
{{FrameDataCargo-SSVI
| moveId = genan_sm
| display = 230x230px
| description =
Gen-An leaps forward a bit to spin in place. If this catches an opponent it will bring them upward for a spike which deals decent damage. Gen-An is fully invincible during this attack until the recovery where he walks forward a bit. Despite appearances this deals no chip damage. This combos from the same things 623C does.
}}
 
==Combos==
[[File:Genan Corner Unblockable.webm|thumb|right|Corner RE Unblockable]]
[[File:Genanblockable 2.webm|thumb|right|Midscreen RE Unblockable]]
'''Standard Combos'''
*'''n5B/n5C/n2B/5D 623C/236AB''' - Weaker versions of 623S may be used in some situations but it's not worth it.
*'''63214D, 5C/623C''' - Point blank links. If done any further out these will whiff.
*'''n5C 63214D, 236AB''' - Surprisingly, this works from anywhere n5C will hit.
*'''n5C/2C, 2B''' - Mainly for tacking on extra damage after 2C. 2A works as well and is easier.
*'''n5C/2C, n5B/n2B''' - Backhit only.
*'''4D 623C/236AB''' - Counterhit only.


{| class="wikitable"
'''Setplay'''
|+ Near Slashes
*'''236A, 2D/4D, n5C 236A, 2D/4D, n5C 236A...''' - Gen-An's setplay, best used in the corner. n5C special cancels, allowing for continuous setup of 236A. You can mix in throws to this loop, as poison cloud hits during throws much like Genjuro's card. This is most useful after conditioning your opponent not to roll on wakeup; Gen-An is vulnerable to being punished for using 236A against both short and long rolling opponents.  
|-
! Attack !! Description !! Cancelable?
|-
| '''5A''' <br>
[[File:SSVI Gen-An 5A Close.png|thumb]]
|| A light hook.|| No
|-
| '''5B''' <br>
[[File:SSVI Gen-An 5B Close.png|thumb]]
|| n5A but heavier. || Yes
|-
| '''5C''' <br>
[[File:SSVI Gen-An 5C Close.png|thumb]]
|| Standing 2C but it's even better because it's special cancellable. Has a very lenient proximity window and also has nice frame advantage. || Yes
|-
| '''2A''' <br>
[[File:SSVI Gen-An 2A Close.png|thumb]]
|| n5A but lower. || No
|-
| '''2B''' <br>
[[File:SSVI Gen-An 2B Close.png|thumb]]
|| n5B but lower. || Yes
|-
| '''2C''' <br>
[[File:SSVI Gen-An 2C Close.png|thumb]]
|| Same as far version. || No
|}


{| class="wikitable"
'''Continuous Slash (IV)'''
|+ Kicks
*'''n5C, A+B''' - Backhit only.
|-
*'''A+B BBC 623A/236AB/236A/B''' - 623S causes an air reset when used here, so 623A is the only version that doesn't leave him vulnerable on hit. You may want to go with AABBCCC to boost your Rage or to set up another poison cloud.
! Attack !! Description !! Cancelable?
|-
| '''5D''' <br>
[[File:SSVI Gen-An 5D.png|thumb]]
|| A forward kick. || Yes
|-
| '''6D''' <br>
[[File:SSVI Gen-An 6D.png|thumb]]
|| An upward kick. Launches the opponent upward and is special cancellable, but it won't combo into anything. Instead, Gen-An can set up a poison puff with this. || Yes
|-
| '''2D''' <br>
[[File:SSVI Gen-An 2D.png|thumb]]
|| A very quick forward slide. Hits low. Be careful with spamming this because he can be thrown during the gaps even on hit. || No
|-
| '''3D''' <br>
[[File:SSVI Gen-An 3D.png|thumb]]
|| A better slide, travelling further, dealing more damage and causing a knockdown. A lot less safe, though. || No
|}


{| class="wikitable"
'''Rage Explosion (IV, V)'''
|+ Air Normals
*'''(knockdown, corner) 236A, ABC, ABC/236AB''' - Unblockable corner poison cloud into Fatal Flash. Powerful finishing move that completes Gen-An's setplay. If the opponent performs a short roll on knockdown they may be able to throw Gen-An before he recovers from poison cloud.
|-
*'''(knockdown, midscreen) 236A/B, ABC, ABC/236AB''' - Unblockable poison + Fatal Flash setup. At midscreen, you have to time the Rage Explosion and 236B.
! Attack !! Description !! Cancelable?
|-
| '''jA'''<br>
[[File:SSVI Gen-An JA.png|thumb]]
|| Aerial n5A. Quick but short-ranged and not very active. || No
|-
| '''jB'''<br>
[[File:SSVI Gen-An JB.png|thumb]]
|| An upward swing. Useful as an air-to-air, both for hitting straight out and above him. || No
|-
| '''jC'''<br>
[[File:SSVI Gen-An JC.png|thumb]]
|| A quick crossup swing. This is a great jump-in which is easy enough to combo from, but depending on the matchup performing crossups with this may be difficult. || No
|-
| '''jD'''<br>
[[File:SSVI Gen-An JD.png|thumb]]
|| A forward kick. Reaches further than jA and juS but less than jB. His most active air normal. || No
|}


{| class="wikitable"
'''State of Nothingness (V)'''
|+ Unarmed Normals
*'''(corner) n5C 63214D, D+E''' - Gen-An is able to link State of Nothingness from close 63214D in the corner. Additional followups are dependent on the amount of blue health built up.
|-
*'''2D/4D, D+E''' - Counter-hit only
! Attack !! Description !! Cancelable?
|-
| '''u5S'''<br>
[[File:SSVI Gen-An 5S Unarmed.png|thumb]]
|| Standing hook. || No
|-
| '''u2S'''<br>
[[File:SSVI Gen-An 2S Unarmed.png|thumb]]
|| Crouching hook. || No
|-
| '''juS'''<br>
[[File:SSVI Gen-An JS Unarmed.png|thumb]]
|| Aerial hook. || No
|}


==Frame Data - Provided by Tekitogate==
{| class="wikitable"
{| class="wikitable"
|+ Hyper Slash (I)
|+
|-
|-
! Attack !! Description !! Cancelable?
! Attack !! Startup !! On Hit !! On Standing Block !! On Crouching Block !! Notes
|-
|-
| '''A+B''' <br>
| n5A || 5 || 0 || -2 || +3 ||
[[File:SSVI Gen-An Hyperslash.png|thumb]]
|| Essentially his 5C. Does not hit OTG. || No
|}
 
{| class="wikitable"
|+ Continuous Slash (IV)
|-
|-
! Attack !! Description !! Cancelable?
| n2A || 5 || -1 || -2 || +3 ||
|-
|-
| '''A+B''' <br>
| 5A || 7 || -9 || -2 || +3 ||
[[File:SSVI Gen-An Continuous Slash.png|thumb]]
|| Shares the same animation as far 5B. || No
|}
 
{| class="wikitable"
|+ Command Moves
|-
|-
! Attack !! Description !! Cancelable?
| 2A || 8 || -10 || -2 || +3 ||
|-
|-
| '''4D''' (Can be done unarmed) <br>
| jA || 6 || N/A || N/A || N/A ||
[[File:SSVI Gen-An 4D.png|thumb]]
|| An overhead hop kick. Gen-An leaps forward a bit. This reaches very high and will actually miss on some crouching opponents, including Gen-An himself. Furthermore it deals low damage and doesn't even knock down. It's more useful as a high profile move than an actual mixup tool, or for any purpose involving hitting the opponent.
|| Yes
|-
|-
| '''Triangle Jump (j9 near wall)''' <br>
| n5B || 10 || 0 || -8 || -3 ||
|| Gen-An leaps far forward off the wall. It looks a bit similar to his wall dive but you don't have any extra control of his air mobility. This is useful for spacing crossups with jC. || No
|-
|-
| n2B || 10 || -1 || -8 || -3 ||
|-
|-
| '''Triangle Get Off (j3 near wall)''' <br>
| 5B || 9 || -9 || -8 || -3 ||
|| This is mainly used to bully with jB when in the corner, as it reaches far and covers a high area above him. || No
|-
|-
|}
| 2B || 10 || -10 || -8 || -3 ||
 
==Special Moves==
{| class="wikitable"
|+
|-
|-
! Attack !! Description !! Cancelable?
| jB || 8 || N/A || N/A || N/A ||
|-
|-
| '''Poison Cloud Puff''' - 236S (Can be done unarmed) <br>
| n5C || 14 || +13~+14 || -20 || -15 ||
[[File:SSVI Gen-An Poison Puff.png|thumb]]
|| Gen-An takes a moment to fetch his bottle of poison, then blows a massive purple cloud in front of him. Strength determines the distance. The cloud's hitbox will stay dormant as long as it remains transparent but will turn active once it turns opaque. This deals very little damage but once it's active it will stay out for a while, covering a decent amount of ground and causing a soft knockdown on hit. This is great for setplay, as if you set this up then perform a light wall dive then if the opponent blocked the puff then the ensuing 50/50 will leave the opponent with very few opportunities to escape. Otherwise as a zoning tool it can be used to make many of his pokes safe. || No
|-
|-
| '''Slaughterhouse Tumble''' - 623S (Can be done unarmed, Samurai Drive) <br>
| 5C || 15 || -5~-4 || -36 || -31 ||
[[File:SSVI Gen-An Slaughterhouse Tumble.png|thumb]]
|| Gen-An immediately starts spinning forward, covering the area around him. If this makes contact with the opponent or the wall then Gen-An will bounce back, still spinning around him until he hits the ground, in which he will recover instantly. This deals low damage unless Gen-An makes contact, which will result in decent damage and a soft knockdown. Strength determines the movement speed, how far Gen-An travels before stopping, the damage output on contact and the size of his jump. 623C is Gen-An's most reliable combo ender but other strengths will work from close mediums. These are all viable as anti-airs and recoil cancel options and are tricky to punish.
|| No
|-
|-
| '''Talon Grab''' - 63214D <br>
| 2C || 17 || +12~+13 || -20 || -15 ||
[[File:SSVI Gen-An Talon Grab.png|thumb]]
|| Gen-An extends his claws straight out with a chain, reaching fullscreen. On hit it does very little damage while pushing the opponent back a fair bit - up close Gen-An can link from this into 5C or 623C. On block, however, it actually pulls the opponent next to him. On its own Gen-An is minus after doing this, but the opponent is left out far enough that you can't be punished with a throw. If you have set up a puff to pull the opponent into the Gen-An will be plus. The opponent will be air reset if hit by this while airborne.
|| No
|-
|-
| '''Wall Stick (Reverse Jump)''' - 214S <br>
| jC || 14 || N/A || N/A || N/A ||
|| A wall dive sequence. Gen-An performs a backward jump where he cannot perform any moves. If this touches the wall he clings onto it then jumps off. Strength determines how high he leaps, which can be used to mess with the opponent's anti-airs and can aid in timerscam. Gen-An leaps off the wall targeted at the opponent's current position, but he can alter his trajectory by moving the stick left or right. This is great for crossups and for baiting anti-airs.
|| No
|-
|-
| '''Wall Stick (Stick on Wall)''' - [S] during 214S <br>
| 4D || 18 || -9 || -12 || N/A || +1 on crouching opponents
[[File:SSVI Gen-An Wall Cling.png|thumb]]
|| Gen-An can delay his leap from the wall for up to a second before he hops off naturally. He is sprawled vertically along the wall and is easy enough to snipe.
|| No
|-
|-
| '''Wall Stick (Get off from Wall)''' - D during 214[S] <br>
| 5D || 9 || -2 || -6 || -1 ||
|| Effectively a Triangle Get Off. Gen-An is allowed to perform any aerial attack as he falls.
|| No
|-
|-
| '''Wall Stick (Jump from Wall)''' - ]S[ during 214[S] <br>
| 6D || 8 || KD || -8 || -3 ||
|| Releasing the button will result in Gen-An jumping from the wall. If Gen-An lands normally without attacking then there will still be some extra recovery for when he lands just like when he performs the followup, so this is really only good if you don't want to extend Gen-An's hurtbox.
|| No
|-
|-
| '''Head Cutter''' - S during 214]S[ (Samurai Drive) <br>
| 2D || 5 || 0 || N/A || +1 ||
[[File:SSVI Gen-An Head Cutter.png|thumb]]
|| Exactly like Vega's wall dive but there's no Izuna Drop to complement it. This has a wide crossup hitbox and it reaches far in both directions, allowing it to catch backdashes and other evasive manuevers. On hit the opponent will fall straight to the ground for a soft knockdown. There is a bit of landing recovery if it misses but not much - if the opponent is running III or IV Spirit and performs a dodge then you can simply throw them after you recover. Gen-An can not perform any other moves during the wall dive, not even his jD or an air parry in III Spirit.
|| No
|-
|-
| '''Toy Transformation''' - 321421E (II) <br>[[File:Genan-321421E.png]] || || No
| 3D || 7 || KD || N/A || -14 || Active for 12 frames
|}
 
==Supers==
{| class="wikitable"
|+
|-
|-
! Attack !! Description !! Cancelable?
| jD || 16 || N/A || N/A || N/A ||
|-
|-
| '''M.D.C. (Magic Diving Claw)''' - 236AB<br>
| Hyper Slash || 26 || KD || 56 || 46 ||
[[File:SSVI Gen-An MDC.png|thumb]]
|| After the flash Gen-An starts running at the opponent from fullscreen. This is a hitgrab where, on hit, Gen-An starts drilling into the opponent's chest before jumping back nearly fullscreen, leaving them in a hard knockdown state. On block he will trip over for a while, leaving him extremely punishable. He will trip after running for too long, but not for nearly as long. This combos from pretty much everything you'd need it to and can be used as a fullscreen punish. || No
|-
|-
| '''Hell's Slaughterhouse Tumble''' - 632146BC (II), 236BC (VI) (Samurai Drive) <br>
| Continuous Slash || 11 || N/A || -20 || -15 ||
[[File:SSVI Gen-An Hell's Slaughterhouse Tumble.png|thumb]]
|| Gen-An leaps forward a bit to spin in place. If this catches an opponent it will bring them upward for a spike which deals decent damage. Gen-An is fully invincible during this attack until the recovery where he walks forward a bit. Despite appearances this deals no chip damage. This combos from the same things 623C does. || No
|}
|}
==Combos==
'''Standard Combos'''
*'''n5B/n5C/n2B/5D 623C/236AB''' - Weaker versions of 623S may be used in some situations but it's not worth it.
*'''63214D, 5C/623C''' - Point blank links. If done any further out these will whiff.
*'''n5C 63214D, 236AB''' - Surprisingly, this works from anywhere n5C will hit.
*'''n5C/2C, 2B''' - Mainly for tacking on extra damage after 2C. 2A works as well and is easier.
*'''n5C/2C, n5B/n2B''' - Backhit only.
*'''4D 623C''' - Counterhit only.
'''Setplay'''
*'''236A, 2D/4D, n5C 236A, 2D/4D, n5C 236A...''' - Gen-an's relentless setplay, best used in the corner. n5C special cancels allowing for continuous setup of 236A. You can mix in throws to this loop, poison cloud hits during throws much like Genjuro's card. This must be done quickly for it is vulnerable to throws.
'''Continuous Slash (IV)'''
*'''n5C, A+B''' - Backhit only.
*'''A+B BBC 623A/236AB/236A/B''' - For whatever reason 623S causes an air reset when used here, so 623A is the only version that doesn't leave him vulnerable on hit. You may want to go with AABBCCC to boost your Rage or to set up another poison cloud.
'''Rage Explosion (IV, V)'''
*'''(knockdown, corner) 236A, ABC, ABC''' - Unblockable corner poison cloud into Issen. Powerful finishing move that completes Gen-an's setplay. Combine with chase tech to keep opponents guessing.
[[File:Genan Corner Unblockable.webm|thumb|right|Genanblockable Corner]]
*'''(knockdown, midscreen) 236A/B, ABC, ABC''' - Unblockable poison + Issen setup. At a midscreen you have to time the rage explosion and 236B. Combine this technique with chase tech to keep opponents guessing.
[[File:Genanblockable 2.webm|thumb|right|Midscreen Genanblockable Issen]]


==Colors==
==Colors==
[[File:genan-color.png]]
[[File:genan-color.png|x290px]]


==External Links==
==External Links==
*[https://seesaawiki.jp/w/givingleaf/d/%c9%d4%c3%ce%b2%d0%b8%b8%b0%c3 Seesaa wiki]
*[https://seesaawiki.jp/w/givingleaf/d/%c9%d4%c3%ce%b2%d0%b8%b8%b0%c3 Seesaa wiki]
*[https://youtu.be/j-eS25ftYxA?si=uLd9ljLtJhEbV8Xa Anti-roll corner OS]


{{CharNavbox SSVI}}
{{Navbox SS6}}
{{Navbox SS6}}


[[Category:Samurai Shodown VI]]
[[Category:Samurai Shodown VI]]
[[Category:Gen-An]]
[[Category:Gen-An]]

Latest revision as of 02:06, 13 May 2024

Samurai Shodown VI

OverviewDataReplays

Introduction

Gen-An is effective at pestering his opponent and playing a mix of neutral, pressure, setplay, and hit-and-run as the situation demands, but his grounded mobility leaves a lot to be desired. His step dash makes catching rolls difficult outside the corner, making it all the more important to push your opponent there and keep them there with his pressure, air to air, and anti-air tools. Very strong pokes, effective setplay with poison puffs and the addition of a wall dive all make for one annoying matchup. Gen-An's bag of tricks, such as his ambiguous wall dive, 2D pressure, and rolling attack, are all punishable by wary opponents, so a varied and unpredictable approach is Gen-An's best defense. Once he's bamboozled his way into a lead, Gen-An is comfortable playing neutral and keepaway with his massive normals and unique positioning options but be aware that all of his grounded weapon normals are vulnerable to deflects.

Data

  • Dash type: Step
  • Damage taken: 109%
  • Rage retention: 180
  • Rage duration: 14 seconds (5th Longest)

Gameplan

Gen-An has a pretty solid poking game. 5B, 2A and 2B are all good pokes which reach further than you would expect, and at poking range he can use his extremely fast step dash to close the gap and go for throws, usually backed up by 2D for tick throw attempts. 5C is a very strong punish tool, but with its inability to recoil and Gen-An's questionable defense rating you have to be absolutely sure it's going to hit. Gen-An is spoiled for anti-airs as well, with his 2C being particularly strong and his air-to-airs in jB and jC being quite serviceable as well, especially the former which actually hits above him as well as in front. These air-to-airs can be further combined with Triangle Get Off for more pestering if Gen-An finds himself in the corner. Additionally he can use his roll (623S) to punish both on the ground and in the air for its huge hitbox around him and its ability to score a knockdown. 6D is situationally useful as an anti-air as well - although it’s prone to trading, it can combo to jB (depending on height) or cancel into poison puff for a setup opportunity.

Gen-An's poison puffs (236S) are useful for occupying space and for locking the opponent in place for a mixup. Poison puff mixups can net powerful rewards, as the puff can put his opponent in a juggle state and allow him to connect a heavy attack or WFT. However, tech rolling will allow his opponents to escape poison puffs midscreen and punish Gen-An in the corner. You can discourage your opponent from tech rolling after a corner throw with falling jC. With the proper timing, you’ll hit short rolls and recover in time to throw long rolls.

Talon Claw (63214D), a fullscreen chain poke, has the unique property of bringing the opponent close to Gen-An if they block it, but he is only advantageous if he has a puff in front of him for them to be pulled into. 63214D is susceptible to jump-ins and the puff beforehand is telegraphed, so Gen-An can play with this threat and opt to fish with his anti-airs instead. If Gen-An sets up a puff over an opponent's knockdown safely he can then go for wall dives (214S~S) safely without the opponent being able to escape them. These work exactly like Vega's wall dives in that Gen-An will target the opponent's position as he leaps off the wall, but he can alter his movement left or right not only for ambiguous crossups but also for fakeouts by steering away from the opponent, allowing him to bait something big like an anti-air attempt. Walldive can also be used as a means of escaping the corner or creating distance from an aggressive opponent, particularly the heavy version, which sends Gen-An the highest and furthest. Additionally, he can simply fall off the wall (214[S]~D) to get a Triangle Get Off instead, which has its uses for pressing an advantage and for a defensive poke if an opponent in neutral tries to stop you. If you're familiar with how Vega works you'll probably do just fine with Gen-An.

Spirits

  • I Spirit’s hyper slash looks like an exciting prospect for Gen-An given how strong his car 5C is and how quickly he build rage, but the increased startup time severely undercuts hyper slash’s potential as a reactive anti-air and the loss of Gen-An’s excellent WFT makes I Spirit a tough sell.
  • II Spirit is one of Gen-An’s stronger options. He can get access to rage multiple times per round and weapon break makes his already strong WFT that much more threatening. Gen-An is great at bullying disarmed opponents between his pressure and setplay options. Rolls aid his limited ground mobility and are great for evading attacks and canceling into wall cling as feints, and Gen-An appreciates having additional defensive options with hop and duck as his defense normally isn’t the best.
  • III Spirit allows Gen-An to manually charge rage quickly, and given how much time he spends in the air he can find opportunities to make use of air parry. Unlimited rage at low health lets him sit on a powerful threat, but his low defense means just about any hit after that point will KO him. Circle step enables left/right mixups from poison puff, which can help him open up characters too short to hit with 4D.
  • IV Spirit doesn’t offer Gen-An significant rewards with continuous slash besides being able to build rage outside of taking damage. His CS starter is slow and he has many other ways to land WFT. Rage explosion/issen are powerful comeback factors for anyone, however.
  • V Spirit is a viable alternative which also gives Gen-An II Spirit’s grounded mobility options while sacrificing a longer disarm time for a potential State of Nothingness comeback. Gen-An can easily make space to meditate and is often able to build a fair amount of blue health over the course of the match, but is prone to entering rage quickly.
  • VI spirit can be useful for holding onto rage until Gen-An has a clear opportunity to land his WFT and gives him an alternate combo ender with his secret move when he's not in rage and has sufficient green health. Mikiri dodges aid his defensive options pool and building rage offensively works well with his low health total.

Normal Moves

Far Slashes

5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
4 Mid 5 0 -2 +3 Recoil Yes - No

A quick stab forward. Can be useful for stuffing aerial approaches if spaced far enough.

5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
14 Mid 9 -9 -8 -3 Recoil Yes - No

Has deceptively more range than 5A even though it looks the same, making it a decent poke. Will hit at round start.

5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
40 Mid 15 -5~-4 -36 -31 No Yes - No

Be careful with this move. It has great damage, speed and range, but not only does it not recoil but Gen-An wastes time walking forward a bit afterwards, making it very easy to punish. This hits OTG for small damage, but just set up your cloud. Can anti-air at far distances.

2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
4 Mid 8 -10 -2 +3 Recoil Yes - No

A quick dig with more range than 5B.

2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
14 Mid 10 -10 -8 -3 Recoil Yes - No

Has the same range as 2A. Potentially his best poke but also the most susceptible to deephits.

2C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
37 Mid 17 +12~+13 -20 -15 Recoil Yes - No

An anti-air with disgustingly good range for its job, both horizontally and vertically. Recoils on block but is not cancellable. Great frame advantage on hit.

Near Slashes

n5A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6 Mid 5 -1 -2 +3 Recoil Yes - No

A light hook.

n5B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Mid 10 0 -8 -3 Recoil, Special Yes - No

n5A but heavier.

n5C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
34 Mid 14 +13~+14 -20 -15 Recoil, Special Yes - No

Standing 2C but it's even better because it's special cancellable. Has a very lenient proximity window and also has nice frame advantage.

n2A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6 Mid 5 -1 -2 +3 Recoil Yes - No

n5A but lower.

n2B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
10 Mid 10 -1 -8 -3 Recoil, Special Yes - No

n5B but lower.

Kicks

5D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6 Mid 9 -9 -8 -3 Special No - Both

A forward kick.

6D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
9 Mid 8 SKD -8 -3 Special No - Both

An upward kick. Launches the opponent upward and is special cancellable, but will only combo into jB against jumping opponents at particular heights. Instead, Gen-An can set up a poison puff with this.

2D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6 Low 5 0 - +1 Special No - Both

A very quick forward slide. Hits low and gives slight advantage on block. Use this to threaten tick throws and catch jump out attempts with 6D or n5C. Be careful with spamming this because he can be thrown during the gaps even on hit.

3D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
9 Low 7 SKD - -14 Special No - Both

A stronger slide, travelling further, dealing more damage and causing a knockdown. A lot less safe, though.

Air Normals

jA
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
7 High 6 - - - No No - No

Aerial n5A. Quick but short-ranged and not very active.

jB
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
13 High 8 - - - No No - No

An upward swing. Useful as an air-to-air, both for hitting straight out and above him.

jC
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
26 High 14 - - - No No - No

A quick crossup swing. This is a great jump-in which is easy enough to combo from, but depending on the matchup performing crossups with this may be difficult.

jD
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6 High 16 - - - No No - Both

A forward kick. Reaches further than jA and juS but less than jB. His most active air normal. The startup is deceptively slow, given Gen-An kicks well before the hitbox comes out.

Unarmed Normals

u5S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
4 Mid - - - - No No - Yes

Standing hook.

u2S
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6 Mid - - - - No No - Yes

Crouching hook.

juS
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
4 High - - - - No No - Yes

Aerial hook.

Hyper Slash (I)

Hyper Slash
A+B
A+B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
54 Mid 26 SKD -56 -46 No Disarm - No

Essentially his 5C. Does not hit OTG.

Continuous Slash (IV)

Continuous Slash
A+B
A+B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6, 22 (CS1-3), 45 (CS4) Mid 11 - -20 -15 CS2 Yes Throw No

Shares the same animation as far 5B. CS4 ends with a spinning attack which makes the sequence deal a bit more damage than CS4s typically do.

Command Normals

Triangle Jump
j9 near wall
j9 near wall


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - - - - No

Gen-An leaps far forward off the wall. It looks a bit similar to his wall dive but you don't have any extra control of his air mobility. This is useful for spacing crossups with jC.

Triangle Get Off
j3 near wall
j3 near wall


NO IMAGE FOUND

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - - - - No

This is mainly used to bully with jB when in the corner, as it reaches far and covers a high area above him.

4D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6 High 18 -9 - - No No - Both

An overhead hop kick. Gen-An leaps forward a bit. This reaches very high and will actually miss on some crouching opponents, including Gen-An himself. Furthermore it deals low damage and doesn't even knock down. It's more useful as a high profile move than an actual mixup tool, or for any purpose involving hitting the opponent. Can combo into 623C, WFT, or secret move on counter-hit.

Special Moves

Poison Cloud Puff

Poison Cloud Puff
236S
236S
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

A A

3 Mid - SKD - - Samurai Drive No - Both

B B

3 Mid - SKD - - Samurai Drive No - Both

C C

3 Mid - SKD - - Samurai Drive No - Both

Gen-An takes a moment to fetch his bottle of poison, then blows a massive purple cloud in front of him. Strength determines the distance. The cloud's hitbox will stay dormant as long as it remains transparent but will turn active once it turns opaque. This deals very little damage but once it's active it will stay out for a while, covering a decent amount of ground and causing a soft knockdown on hit. This is great for setplay, as if you set this up then perform a light wall dive then if the opponent blocked the puff then the ensuing 50/50 will leave the opponent with very few opportunities to escape. Against taller opponents, poison puff can be used to threaten a high/low mixup between 4D and 2D/3D. Otherwise, as a zoning tool, it can be used to make many of his pokes safe.

Slaughterhouse Tumble

Slaughterhouse Tumble
623S
623S
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

A A

6+6 Mid - SKD - - Samurai Drive No - No

B B

9+9 Mid - SKD - - Samurai Drive No - No

C C

11+8 Mid - SKD - - Samurai Drive No - No

Gen-An immediately starts spinning forward, covering the area around him. If this makes contact with the opponent or the wall then Gen-An will bounce back, still spinning around him until he hits the ground, in which he will recover instantly. This deals low damage unless Gen-An makes contact, which will result in decent damage and a soft knockdown. Strength determines the movement speed, how far Gen-An travels before stopping, the damage output on contact and the size of his jump. 623C is Gen-An's most reliable combo ender but other strengths will work from close mediums. These are all viable as anti-airs and recoil cancel options and are tricky to punish. Gen-An gains access to a pseudo-mixup when using 623S as a recoil: the A version can be spaced to whiff, allowing Gen-An to throw an opponent expecting to block the B or C version.

Slaughterhouse Tumble (Unarmed)
u623S
u623S
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

A A

3+4 Mid - SKD - - - No - Yes

B B

4+4 Mid - SKD - - - No - Yes

C C

6+4 Mid - SKD - - - No - Yes

This move takes on different properties when Gen-An is unarmed, sporting less range and dealing less damage. The distances travelled per version are the same.

Talon Grab

Talon Grab
63214D
63214D
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
6 Mid - - - - No No - No

Gen-An extends his claws straight out with a chain, reaching fullscreen. On hit it does very little damage while pushing the opponent back a fair bit - up close Gen-An can link from this into 5C or 623C. On block, however, it actually pulls the opponent next to him. On its own Gen-An is minus after doing this, but the opponent is left out far enough that you can't be punished with a throw. If you have set up a puff to pull the opponent into the Gen-An will be plus. The opponent will be air reset if hit by this while airborne.

Wall Stick

Reverse Jump
214S
214S


NO IMAGE FOUND

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

214S 214S

- - - - - - - - - No

A wall dive sequence. Gen-An performs a backward jump where he cannot perform any moves. If this touches the wall he clings onto it then jumps off. Strength determines how far back he jumps and then high up he leaps, which can be used to mess with the opponent's anti-airs and can aid in timerscam. Gen-An leaps off the wall targeted at the opponent's current position, but he can alter his trajectory by moving the stick left or right. This is great for crossups and for baiting anti-airs.

Stick on Wall
[S]
[S]
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

[S] [S]

- - - - - - - - - No

Gen-An can delay his leap from the wall for up to a second before he hops off naturally. He is sprawled vertically along the wall and is easy enough to snipe.

Get off from Wall
D
D


NO IMAGE FOUND

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

D D

- - - - - - - No - Both

Effectively a Triangle Get Off. Gen-An is allowed to perform any aerial attack as he falls.

Stick on Wall
]S[
]S[


NO IMAGE FOUND

Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

]S[ ]S[

- - - - - - - - - No

Releasing the button will result in Gen-An jumping from the wall. If Gen-An lands normally without attacking then there will still be some extra recovery for when he lands just like when he performs the followup, so this is really only good if you don't want to extend Gen-An's hurtbox.

Head Cutter
S
S
Version > indicates a follow-up to the main move,
>> a follow-up to a follow-up and so on.
Different versions and/or follow-ups to the move.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.

S S

- - - SKD - - - No - No

Exactly like Vega's wall dive but there's no Izuna Drop to complement it. This has a wide crossup hitbox and it reaches far in both directions, allowing it to catch backdashes and other evasive manuevers. On hit the opponent will fall straight to the ground for a soft knockdown. There is a bit of landing recovery if it misses but not much - if the opponent is running III or IV Spirit and performs a dodge then you can simply throw them after you recover. Gen-An cannot perform any other moves during the wall dive, not even his jD or an air parry in III Spirit.

Toy Transformation

Toy Transformation
321421E (II)
321421E (II)
100%
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
- - - - - - Special No Yes No


Supers

Magic Diving Claw (M.D.C.)

M.D.C. (Magic Diving Claw)
236AB
236AB
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
46 Mid - HKD - - No No - No

After the flash, Gen-An starts running at the opponent from fullscreen. This is a hitgrab where, on hit, Gen-An starts drilling into the opponent's chest before jumping back nearly fullscreen, leaving them in a hard knockdown state. On block he will trip over for a while, leaving him extremely punishable. M.D.C has a tall vertical hitbox while Gen-An is running forward. He will trip after running for too long, but not for nearly as long. This combos from pretty much everything you'd need it to and can be used as a reaction anti-air or fullscreen punish.

Hell's Slaughterhouse Tumble

Hell's Slaughterhouse Tumble
632146BC (II), 236BC (VI)
632146BC (II), 236BC (VI)
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
All values derived from near-full
Weapon Gauge in I/II/III/V Spirit
against V/VI Spirit Haohmaru.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Hit Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Stand Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
CancelRecoil - this move's recoil animation on block is cancellable.
Special - this can be cancelled on hit.
Samurai Drive (VIII only) - this can be cancelled into a different SM or WFT.
Whether or not this move can be cancelled into specials, SM and WFT.
DeflectWhether this move can be deflected with 236E or not. Disarm means you will be disarmed upon deflection. Invul(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't and
Both that it can be done either way.
Whether this move can be performed without a weapon.
0+1+0+1+0+1+9+22 Mid - HKD - - - No Yes No

Gen-An leaps forward a bit to spin in place. If this catches an opponent it will bring them upward for a spike which deals decent damage. Gen-An is fully invincible during this attack until the recovery where he walks forward a bit. Despite appearances this deals no chip damage. This combos from the same things 623C does.

Combos

Corner RE Unblockable
Midscreen RE Unblockable

Standard Combos

  • n5B/n5C/n2B/5D 623C/236AB - Weaker versions of 623S may be used in some situations but it's not worth it.
  • 63214D, 5C/623C - Point blank links. If done any further out these will whiff.
  • n5C 63214D, 236AB - Surprisingly, this works from anywhere n5C will hit.
  • n5C/2C, 2B - Mainly for tacking on extra damage after 2C. 2A works as well and is easier.
  • n5C/2C, n5B/n2B - Backhit only.
  • 4D 623C/236AB - Counterhit only.

Setplay

  • 236A, 2D/4D, n5C 236A, 2D/4D, n5C 236A... - Gen-An's setplay, best used in the corner. n5C special cancels, allowing for continuous setup of 236A. You can mix in throws to this loop, as poison cloud hits during throws much like Genjuro's card. This is most useful after conditioning your opponent not to roll on wakeup; Gen-An is vulnerable to being punished for using 236A against both short and long rolling opponents.

Continuous Slash (IV)

  • n5C, A+B - Backhit only.
  • A+B BBC 623A/236AB/236A/B - 623S causes an air reset when used here, so 623A is the only version that doesn't leave him vulnerable on hit. You may want to go with AABBCCC to boost your Rage or to set up another poison cloud.

Rage Explosion (IV, V)

  • (knockdown, corner) 236A, ABC, ABC/236AB - Unblockable corner poison cloud into Fatal Flash. Powerful finishing move that completes Gen-An's setplay. If the opponent performs a short roll on knockdown they may be able to throw Gen-An before he recovers from poison cloud.
  • (knockdown, midscreen) 236A/B, ABC, ABC/236AB - Unblockable poison + Fatal Flash setup. At midscreen, you have to time the Rage Explosion and 236B.

State of Nothingness (V)

  • (corner) n5C 63214D, D+E - Gen-An is able to link State of Nothingness from close 63214D in the corner. Additional followups are dependent on the amount of blue health built up.
  • 2D/4D, D+E - Counter-hit only

Frame Data - Provided by Tekitogate

Attack Startup On Hit On Standing Block On Crouching Block Notes
n5A 5 0 -2 +3
n2A 5 -1 -2 +3
5A 7 -9 -2 +3
2A 8 -10 -2 +3
jA 6 N/A N/A N/A
n5B 10 0 -8 -3
n2B 10 -1 -8 -3
5B 9 -9 -8 -3
2B 10 -10 -8 -3
jB 8 N/A N/A N/A
n5C 14 +13~+14 -20 -15
5C 15 -5~-4 -36 -31
2C 17 +12~+13 -20 -15
jC 14 N/A N/A N/A
4D 18 -9 -12 N/A +1 on crouching opponents
5D 9 -2 -6 -1
6D 8 KD -8 -3
2D 5 0 N/A +1
3D 7 KD N/A -14 Active for 12 frames
jD 16 N/A N/A N/A
Hyper Slash 26 KD 56 46
Continuous Slash 11 N/A -20 -15

Colors

External Links

Samurai Shodown VI

OverviewDataReplays

Samurai Shodown VI
General

ControlsFAQItemsMechanicsSpiritsTables

Characters

AmakusaAndrewBasaraCham ChamCharlotteEarthquakeEnjaGairaGalfordGaohGen-AnGenjuroHanzoHaohmaruIrohaJubeiKazukiKusaregedoKyoshiroMinaMizuki(Murasaki) NakoruruNicotineOcha-MaroRasetsumaruReraRimururuSankuroShizumaruSiegerSogetsuSugorokuSuijaTam TamUkyoWan-FuYoshitoraYumejiYunfeiZankuroMakai Gaoh

Console Only

ChampleKim Ung CheKurokoPak PakPoppyRasetsu GalfordShikuru Mamahaha