Street Fighter Zero 3

Street Fighter Zero 3

14.10.2013 07:01:38
Gen Guide
~B
STREET FIGHTER ZERO 3
Gen Z-ism(A-ism) for Sony Playstation

This FAQ is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may be
altered as long as this disclaimer and the above copyright notice
appear in full. This FAQ is not to be used for profitable/promotional
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books, etc. or being incorporated into magazines, etc. in ANY way. This
FAQ was created and is owned by me. All copyrights and trademarks are
acknowledged that are not specifically mentioned in this FAQ. Please
give credit where it is due.

Contents:
1. Introduction
2. Special abilities
3. The guard crush meter and counter hits
4. Normal moves analysis
5. Special moves analysis
6. Super combos analysis
7. Combos
8. Other information
9. Credits

------------
Introduction
------------
Gen is one of the more confusing characters in this game Street
Fighter Zero 3, primarily because he has 2 styles of fighting. I have
written this FAQ in the hope that more people will try to understand
how to use him and of course, use him.

Key:

P- Any punch
K- Any kick
LP- Light punch
MP- Medium punch
HP- Heavy punch
LK- Light kick
MK- Medium kick
HK- Heavy kick
QCF- Quarter circle forward
QCB- Quarter circle backward
DPM- Dragon punch motion(Forward, Down, Down forward)

Special abilities

Besides blocking and zero counters (Zero counters), every character
has more special abilities in this game. Some of the special abilities
have been changed from SF Zero 2. All the special abilities listed
below are available in Z-ism.

-----------------------------------------------------
Blocking (Both in the air and on the ground)
-----------------------------------------------------
I believe everyone knows the command of blocking and what it is for.
Therefore, I will not go into detail. Note that you have to stand and
block for jump-in attacks and kneel down and block for most crouching
kick attacks.

---------------------
Ground recovery
---------------------
If you're tripped or knocked down, press any 2Ks to roll forward. It
is useful to get close to your foe. Note that you can be thrown while
rolling. Don't use it when fighting Zangief because he can SPD
(Spinning pile driver) you out of it.

---------------
Air recovery
---------------
When you are knocked up into the air, press any 2Ps to flip upright to
avoid being juggled because you can air block. You can control the
direction of where your character lands by controlling the joystick.

-----------
Taunting
-----------
To taunt, press select. They have no practical use and should not be
used unless you want to make fun of your foe. Some taunts can
do damage to the enemy.

------------
Zero counter
------------
When blocking an attack, press Forward + punch and kick of the same
strength to perform a Zero Counter. You need at least one level of the
Super Combo bar and one notch of the Guard Crush meter (I will go
into further detail on the Super Combo bar and Guard Crush bar later
on).

--------------------------------------
The guard crush meter and counter hits
--------------------------------------
Unlike in SF Zero 2, you can't win by pure turtling here because of
the guard crush meter which is located under the life bar. When you
block an attack, it will deplete a bit of the guard crush bar which
will eventually refill. If the whole guard crush meter is depleted,
you will be stunned for a few seconds. After you recover, whether you
get hit or whether you recover naturally, one notch of the meter will
be taken away.

When you hit someone while they're in the midst of doing something, it
will be considered as a counter hit and will do more damage than usual.


As you know by now, Gen has 2 styles of fighting and the moves for
each style are different.
Ansatsu Ken: Souryuu, sometimes referred to as Mantis style, is best
used for poking and for doing chain combos. It is much easier to use
Gen in this style than the other one.
Ansatsu Ken: Ki-ryuu, also known as crane style is a much harder style
to use. It is also hard to chain in this style but in the hands of an
expert, it is a killer.
To switch between the styles, press PPP for Ansatsu Ken: Souryuu and
KKK for Ansatsu Ken: Ki-ryuu.
When Gen is using Ansatsu Ken: Souryuu, his standing pose will be both
his fists clenched with 2 fingers pointed downwards.
Gen's standing pose for Ansatsu Ken: Ki-ryuu will be both his fists
clenched, one at face level, one at chest level and he will stand on 1
leg.

---------------------
Normal moves analysis
---------------------

Ansatsu Ken: Sou-ryuu

Standing LP- Gen does a weakish punch. Has excellent recovery time.
Best used for starting combos. However, the shorter
characters can crouch under it.
Standing MP- Gen does a punch that goes slightly upwards at face
level. Has okay recovery and priority.
Standing HP- Gen does a uppercut punch. A good anti-air if used
correctly.
Standing LK- Gen does a very weak kick at ankle level. Recovery time
is not very good and has low priority.
Standing MK- Gen does a kick with good range at waist level. A good
poke and recovery time okay.
Standing HK- Similar to the MK but he uses the opposite leg and this
kick is stronger.
Crouching LP- Similar to the standing version except that Gen kneels
down and does the punch(of course!).
Crouching MP- Gen kneels down and punches using two fingers. An
extremely good poke. Recovery time is okay.
Crouching HP- Very similar to the MP version except that he uses all
of his fingers and the opposite hand.
Crouching LK- Gen will slide his kick across the ground. Doesn't have
good range but excellent recovery.
Crouching MK- Similar to the crouching LK except that he uses the
opposite leg and it has better range.
Crouching HK- Gen will stretch out his leg to kick his foe at ankle
level. This has very good range but recovery time is
horrible. This is also Gen's trip.
Jumping LP- Gen will push his hand downwards using his fingers by his
waist. Not a very useful move.
Jumping MP- Similar to jump LP.
Jumping HP- Gen will first bring his clenched fist high up and moving
it downwards in a flash. It takes him some time to do it,
so do it early.
Jumping LK- Gen will bend his leg to hit with his knee. Priority is
low.
Jumping MK- Gen will do a kick downwards. This kick is also a crossup,
which means that if Gen jumps over his foe and does the
kick, his foe will have to block from the other side. There
is a clearer explanation below.
Jumping HK- Similar to the jump MK.

Example of a crossup
If Gen is on the left side of the screen, normally when he attacks his
foe, his foe will have to press right on the direction pad. However,
when Gen does a crossup, his foe will have to press left on the
direction pad. Crossups are extremely useful against human players.

Ansatsu Ken: Ki-ryuu

Standing LP- Similar to the Sou-ryuu version.
Standing MP- Gen does a punch that goes in an upward arch which will
move down. This is an overhead, meaning that the foe must
stand and block. Recovery time is horrible even if it
hits. Start-up time is also very poor.
Standing HP- Gen does a punch that goes in a downward arch which will
eventually move up. This is a low-level sweep, which means
the foe must crouch down and block. Recovery time is good
but start-up time is poor.
Note: Try confusing human players by doing MP and HP at different times
since it is hard to anticipate whether to stand and block or
crouch and block.
Standing LK- Gen does a kick at ankle level. Good recovery time.
Standing MK- Similar to the Sou-ryuu version of the standing HK.
Standing HK- Gen will turn a little to the back and again to the front,
lashing a kick at the same time. He will then use the
other leg to do another kick. Recovery time is okay.
Crouching LP- Very similar to the standing LP except he crouches and
does it.
Crouching MP- A stronger version of the crouching LP.
Crouching HP- Gen will fold his arms and then will do a downward slap.
Start-up time is horrible but if is used a counter hit,
it will do tons of damage.
Crouching LK- Gen will do a straight kick will knock his foe upward.
You can then follow with a juggle combo. This is one of
the rare crouching moves which does not require the foe
to stand and block.
Crouching MK- Gen will stretch his leg across the ground to kick his
foe. A good poke and recovery time is okay.
Crouching HK- Gen will press his palm against the ground and do an
upward kick. A good anti-air but recovery is horrible.
Jumping LP- Similar to the jumping LP of Souryuu style.
Jumping MP- A stronger version of jumping LP.
Jumping HP- Gen will press both his palms downwards. Nothing special
about this.
Jumping LK- Similar to the jumping LK of Souryuu style.
Jumping MK- Gen will spread his whole body out which he uses the front
part to hit his foe. It is also a crossup.
Jumping HK- Gen will do a good-ranged kick. Use this to start up his
ground combos.

----------------------
Special moves analysis
----------------------

Ansatsu Ken: Sou-ryuu

--------------------------------------------
Hyakurenkou Press any punch rapidly
--------------------------------------------
Gen will punch rapidly by moving his hand up and down very fast. The
heavier the punch used, the faster he will move his hand. Range of this
skill is very poor but it is quite good as a counter attack.

---------------------------
Gekirou DPM + kick
---------------------------
Gen will first do a kick upwards. The foe will "float" if it connects.
Here, proceed to press the kick button to obtain more hits and damage.
Everytime you mesh on the buttons, you will get only 3 hits. So
basically, to get the full number of hits(LK Gekirou 6, MK 7 and HK 8),
you will have to start out slowly and increase the speed. For the last
3 hits, mesh on the buttons. Another way to get the full number of hits
is to remain at a constant relatively fast speed and mesh the buttons
for the last 3 hits(Trust me, I've done it before). The last kick will
do the most damge and will push the foe far away. This move doesn't
have as much priority as a dragon punch but it is my favourite
move in Gen's arsenal.


Ansatsu Ken: Ki-ryuu

-------------------------------------
Uken Jump HK, press HK again
-------------------------------------
After the first kick, Gen will turn around and lash out another kick.
This kick takes some time to come out, so the first kick must be done
early. Use it more often against taller characters.

-------------------------------------------------
Jyasen Charge back, then forward + punch
-------------------------------------------------
Gen will roll forward for a distance before he ends with a punch. The
heavier the punch used, the further he will roll. The rolling has very
lousy priority because almost anything can knock him out of it. Only
use it when you are fighting with fireballers as he will go under
protractiles when doing this move.

------------------------------------------------------------
Ouga Charge down, then up forward or up back + kick
------------------------------------------------------------
Gen will jump to either side of the screen depending motion done on
the direction pad. Once he clings onto the "wall" there, the things he
can do are different. If you press backward, he will do nothing. If
you do nothing, he will do a flying kick at a 45 to 50 degrees. If you
press forward,he will do a flying kick at a wider arch, around
30 degrees. As for pressing up, he will fly to the "ceiling" and you
have another few choices of what you want him to do. If you do nothing,
he will stomp straight down. If you press left or right, he will do
a slanting stomp depending on the direction used on the direction pad.
If you continue pressing up, he will do nothing. Quite a useful move
against fireballers too. Each kick also knocks the opponent higher into
the air than in SF Zero 2 if it connects, allowing you to juggle the
foe.

---------------------
Super combos analysis
---------------------
Everyone has a super combo bar located at the bottom of the screen in
Z-ism. There are altogether 3 Levels which are represented by smaller
bars in that big bar. All super combos require at least one bar. Once
used up, they can be refilled. To do Level 1 supers, press LP or LK,
Level 2 supers press MP or MK and Level 3 supers press HP or HK. Gen
has 4 different supers and each super requires a different motion to be
performed.
Note: Use the super bars wisely, since they take much longer to refill
than in SF Zero 2.

Ansatsu Ken: Sou-ryuu

-----------------------------------
Zan'ei QCF 2 times + punch
-----------------------------------
Gen rushes forward with his fist in front of him and penetrates through
the foe's body. "Explosions" will then take place in the foe's body.
The more levels used, the faster Gen rushes and the further
he moves. I strongly recommend at least using it at Level 2 because the
priority at Level 1 is so lousy that practically any attack can trade
hits with it or even knock him out of it and also Gen only rushes
forward only about a third to half the screen which means if the foe is
not close enough, Gen will stop right in front of him. The recovery
time is horrible if missed so it is best that it is used in a combo.
Now, the foe flys backwards and also higher after getting hit by the
Zan'ei which will allow you to juggle with anything of your choice.

---------------------------------------
Shitenshuu QCB 2 times + punch
---------------------------------------
Gen does a super version of the Hyakurenkou which he finishes with a
point using his finger. If it hits, a timer will appear above the
foe starting from 9 which will count backwards. When it reaches 0, the
foe will become dizzy. Note that while during the timer is on, the
foe's life bar will decrease slowly. However, if you get hit, the timer
will disappear.

Ansatsu Ken: Ki-ryuu

-------------------------------------
Jyakouha QCF 2 times + punch
-------------------------------------
Gen will jump up and when he comes into contact with his foe, Gen will
use his legs to grab him or her, turn round in the air and step on him
or her. The more levels used, the more times Gen will step on the foe
and also the further he will jump across the screen. This is an
unblockable air grab and is good for ending juggle combos. Gen can be
knocked out of this so time correctly when attempting to do this.

------------------------------------------
Kouga In the air, QCB 2 times + K
------------------------------------------
Gen will go a flying kick downwards and he will jump towards the other
side of the screen and performs another flying kick. The more levels
used, the more kicks Gen will perform. He can be controlled when he is
doing this super combo. If you press LK, he will jump to the left side
of the screen and do a flying kick to the right. If you press MK, he
will jump right to the top of his foe and stomp down. If you press HK,
he will jump to the right side of the screen and do a flying kick to
the left. There is not much use for this super combo; best used as a
surprise attack against fireballers because when the opponent gets hit
by the first kick, he or she can easily block the second as Gen takes
a long time to jump to the other side of the screen or on top of his
foe. Therefore, I only recommend the use of Level 1 only.

------
Combos
------
Gen's main strength lies in his combos, mainly because of his speed.
Though he is not the fastest character in this game, he is one of the
rare ones that can chain(Don't forget Guy). His normal attacks alone
are quite weak, so to add on to the damage, try doing combos.

Ansatsu Ken: Sou-ryuu
Gen can chain much more easily in this style. The most basic chain
combos are crouching LP, MK, HP or crouching LK, MK, then standing HK.
There are more complex combos than these which are shown below.

1. MP, HP, after first hit, cancel into HK
2. Jump in HP, standing MP, Gekirou
3. Jump in HP, on the ground HP, after first hit cancel into Hykurenkou
Hint: After jump HP, keep tapping on the HP button.

I will not list his chain combos which accumulate to a huge list. They
are easy to do as long as you don't try to cancel a heavier attack into
a lighter one. The list above is just a simple example of combos which
end with special moves.

Ansatsu Ken: Ki-ryuu
Gen has very few chain combos in this style but he also has other
combos besides chains.

1. Jump HK, Uken, standing HK(4 hits)
2. Jump HK, Uken, crouching MP, Jyasen
3. Jump HK, Uken, crouching LK, Jyakouha(Level 2 at least; Gen doesn't
jump far enough for Level 1)
4. Ouga, Jyakouha(Level 2 at least)

Also a simple list of combos which end with special or super moves.
This style is quite good for juggling, so use it to your advantage.

Gen has some really hard juggles. What I've given are actually simple
examples.

------------------
Mixed style combos
------------------
1.Souryuu style, jump HK, crouching MK, Zan'ei(Level 2), switch style,
Jyakouha
Note: Actually, after the Zan'ei, the foe can be juggled by anything
of your choice but Jyakouha is the best because even if the foe uses
air recovery, it is hard to escape because Jyakouha is unblockable.
2.Kiryuu style, jump HK, Uken, switch style, crouching LK twice,
crouching MP, Zan'ei(Level 2), standing MP, Gekirou(4 hits),
Gekirou(2 hits), switch style, Jyakouha.

-----------------
Other information
-----------------

-------------------------
Gen's first mid-boss: Ryu
-------------------------
Gen and Ryu will exchange words about the Assasin fist, which Gen
uses. I'm not sure what the words are, so can anyone kindly enlighten
me?

After you defeat Ryu, Gen will say something to himself.

----------------------------
Gen's second mid-boss: Gouki
----------------------------
Gen is standing on the opposite side of the screen. Akuma tries to
surprise Gen with a Shun Goku Satsu, but Gen counters it and then tries
his Zan'ei, which Akuma similarily evades. They will then also exchange
words.

---------------------
Final boss: Shin Vega
---------------------
Gen and Shin Vega will exchange words about Gen killing the Master of
Fist(Gouki) before the fight starts.

--------------
Final Comments
--------------
Gen is a powerful character if used correctly. It was said before that
he is 5th in overall ranking(combos, damage, etc). Try Gen if you are
tired of characters like Akuma, Ken and Ryu and have lots of fun; you
won't be disappointed. Stick with the Souryuu style for the first few
stages of using Gen because he is easy to use in this style. Then
gradually, shift to the other style and master him with this style.

This is my first FAQ so feel free to send me comments. I will add
some strategies against the CPU later but I need strategies against
human players so also feel free to send them to me. My e-mail address
is sumsatjt@singnet .com.sg . I will also probably improve the combos
section.

-------
Credits
-------

Thanks to Kao Megura
For allowing me to take the names of Gen's moves.

Also to my cousin, sCruB
For helping me in the process of writing this FAQ

Unpublished work copyright 1999 Ernest Sum

 
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