Gen Fu QFAQ
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Gen Fu Style |
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Gen Fu, like Bass is
what some might call an “expert” character i.e. a character for advanced
players. He’s actually very powerful if used
correctly but he is also very slow. This
means you have to play Gen Fu with |
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skill to offset the speed of the other characters in a very fast paced game. |
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Gen Fu is played with a very different style from other characters. Not only do his Iron fist techniques strike with a lot of power but Gen Fu’s strings have a lot of STAGGERED TIMING VARIATIONS. In fact I would call Gen Fu, the “king of staggered timing” since he probably utilizes it more than any other characters. |
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When Gen Fu is played
well, he looks like he should be easily countered but even you counter at the
right hit level the STAGGERED TIMING MIXUPS will cause you to get hit and go
flying around the environments. I find
Gen Fu very interesting and fun to play for seasoned fighting game fans who
want the challenge of |
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A few quick tips: |
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Block and counter
specialist-- |
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·
Gen Fu has many
critical hits, 2nd Critical Hit often Juggles |
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· Gen Fu has a Great parry game for “advanced” players to utilize. |
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· Use Gen Fu’s special movements. |
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·
King of
"staggered timing". |
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Make
sure to utilize his qcf+a throw and f,f+a combo (see Set4: throws)
with the staggered timing mix-ups as your opponent trys
to counter. |
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·
Gen
Fu’s sidestep will really slow down characters who try the “rush down” combo
pressure style of play, or just button-mashers ;-). |
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Set0: Bread & Butter |
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·
d+P is his quick OTG hit |
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· QCF + p,p step to the side
and palm stomach blow |
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· Mix in the 1st p only and stagger delay the timing with this move. |
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· Very important strike for Gen Fu. |
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· f+W - Pretty quick
2 fisted push / knockback |
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· d,d and u,u + P |
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· Easily one of the best sidestep
moves in the game. |
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· -- |
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· UB+K
Kicking cartwheel Backwards, good in close. |
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· UF+K (critical) and UF+K,K |
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· -- |
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· --- |
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· db,f+p -- power shoulder push and f+W
2 handed smash push |
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· d,d or u,u + P SS shoulder |
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· db+p low hit |
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Set1:Special Movement |
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· hcf+g hoping forward and |
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· ub+p backward
cartwheel movement |
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· Great move for spacing. E.g. move back then f+w or b+2 |
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· ub+k kicking
backward cartwheel |
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· d,d +p and u,u+ p Sidestep |
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· use Gen Fu's d,d +p u,u + p side movement and hcf+g
and ub+p to make the old man more mobile. |
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· hcf+g~p is a Critical
hit |
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Set2:Staggered Strings |
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· Notice the staggered timing changeups in Gen Fu's combos. |
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· Add more staggered timing delays to strings along with
throws and dare your opponent to counter Gen Fu. You may get countered sometimes but, should
sustain much more damage eating your strings. |
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· w (p+k) combos |
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· p,p -- Check the
great Delays possible between each blow |
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· w, f+p juggle immed to U+W
OTG |
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· d+w,p |
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· df+w |
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· db+w high |
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· b+w Gen Fu can
hold for more power or p to release it sooner |
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· ---- |
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· f+p Series |
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· p,p |
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· p,W End in
shoulder smash |
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· p,k |
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· ---- |
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· b+p Series |
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· p overhead ground smash (also done as f,b+p) |
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· f+p,p |
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· db+k -- Low
start Mix up with D+W, P |
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· p Shoulder |
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· k Sweep |
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· df+k Mid start |
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· p,p spinner
uppercut |
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· --- |
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Set3: Mixed Strings |
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· df+k,pp and db+k,p |
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· f+k quick high critical |
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· uf+k,k or
running K,K High to low sweep mix with u+k quick and ub+k flip kick |
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· hold db+k,k to low sweep |
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· --- |
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· b+p,f+p,p (2nd critical)
huge knockback |
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· p,p,d+p and p,p,d+k |
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· df+p,p |
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· RT high jump
kick critical |
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· f+w |
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· d+RT sweep mix with db+k,k low kick to sweep |
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· U+P starters |
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· hcf+p,p (note you can delay between hits) |
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· b,b+p (uppercut
overhead my head ) |
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· qcb+p critical hit
head butt |
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Set4:Throws |
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· ----Gen Fu's Throw & Catch---- |
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· qcf+a throw into air then f,f dash and A
to catch them |
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· Do you realize that if you catch with Gen Fu you
actually get 15pts LESS DAMAGE than if you just let them hit the ground? |
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· After Gen Fu's air throw it can look cool to dash in an catch but in reality I haven't found any significant
enough frame advantage that will guarantee good damage. |
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· For sure damage strike your opponent on the way down
(or let them fall) My favorite followup: |
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· qcf+p,p 66pts + depending on walls etc. Time the blows to start as they are just
above Gen Fu' s Head |
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· If you want to catch them in the air as they fall for
a followup try: |
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· d+w,p |
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· db+k,p low kick to shoulder push -or- |
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· hcf+p,p (with
staggered timing) |
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· -- |
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· f,f+a, a combo throw and
toss for distance, The command throw start is inescapable and so you get 50pts
to 70pts + depending on walls |
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· -- |
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· b+a will toss into a wall |
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Set5: Combos |
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· u+P, hold df+p,p,p sit stun into Juggle |
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· p,p,p knockback 67pts or better, |
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· w,p,p (delay last p slightly) 80pts |
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· See Gen Fu forum posts page for more combos |
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Set6:High Starts |
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· High starts: |
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· RT, high and
critical (repeat for a juggle) |
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· on juggle f+p,p,p 70pts |
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· f+K high and critical |
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· DB+W High Palm Upper |
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Set7:Parries |
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· In addition to counters, Gen Fu has some nice parries
for more "advanced" players. |
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· What good are they when you can counter? Well beside looking cool, and demonstrating
to "Tekkenites" that DOA has skillful
parries too ;-) The same high parry
works for mid and High hits leaving your opponent only
one hit area to avoid the parry. So if you not sure of those high or low level
attacks, parry it all. |
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· You are still vulnerable to hi-counter throw. |
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· You appear to get a slight frame advantage (plus the suprise element) so strike quickly to capitalize. |
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· b ,f+Fr Parries High and mid |
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· b, d+Fr Parries Low Punches |
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· b, df+Fr Parries Low Kicks |
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· **For the parry startup I've found db and ub to work as well as back |
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Set8: Juggles |
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· W,f+P Juggle |
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· p,p,p |
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· a the Catch |
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· ---- |
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· u+p,df+p,p,p |
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· w,p,p,p |
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