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    Gen Z-Ism by ESum

    Version: 0.3 | Updated: 01/01/70 | Search Guide | Bookmark Guide

    Street Fighter Zero 3
    Gen Z-ism(A-ism) for Sony Playstation
    Version 0.3
    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 purposes; this includes being used by 
    publishers of magazines, guides, 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.
     1. Introduction
     2. Special abilities
     3. The guard crush meter
     4. Counter hits
     5. Introduction to Gen
     6. Ansatsu Ken: Souryuu
     7. Ansatsu Ken: Ki-ryuu
     8. Differences between the two styles
     9. Strategies against certain characters(CPU) 
    10. Miscellaneous information
    11. Credits
    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 to share my experiences using Gen Z-ism with 
    others who are interested in using him. Though Gen has 3 isms like
    the other characters, he is best used in Z-ism in my opinion. This
    does not mean I'm condemning X-ism and V-ism. However, he is even
    more confusing to use in X-ism because he cannot switch styles. 
    Instead, the styles are mixed.
    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 (alpha 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.
    Using this will help to get close to your foe. Note that you can 
    be thrown while rolling. Don't use it against the grapplers 
    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. 
    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 one level of the
    Super Combo bar  and one notch of the Guard Crush meter.
    The guard crush meter 
    Unlike in SF Zero 2, you can't win by pure turtling now because of 
    the guard crush meter which is located under the life bar. When 
    you block an attack, a bit of the guard crush meter 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.
    Counter hits
    When you hit someone while they're in the midst of performing an 
    attack, it will be considered as a counter hit and will do more 
    damage than usual.
    Introduction to Gen
    Gen has 2 styles of fighting, namely: 
    1. Ansatsu Ken: Souryuu, which is also known as Mantis style.
    2. Ansatsu Ken: Ki-ryuu, which is also known as Crane style.
    Both have their strengths and weaknesses which I will explain as
    we go along. If both styles are mastered well, Gen can be one of 
    the deadliest characters because depending on how the fight goes, 
    he can change styles anytime and use the style that is better.
    Ansatsu Ken: Souryuu
    In this style, Gen standing pose is: Fists clenched at chest level
    but with two fingers pointed downwards.
    This style is very good for poking and chain combos. Gen can keep
    his foes at bay by poking them and when they make mistakes, he
    can punish them by doing his chain combos.
    The main drawback about this style is that Gen has no good anti-
    air move. Though he has a few, they do not have high priority and 
    lose out to many overheads.
    Otherwise, most of the time, I stick to this style because I enjoy
    poking my foes.
    To change to this style, press 3Ps. You can do this in the air.
    Normal moves analysis
     LP- Gen does a weakish jab. Has excellent recovery time. Best 
         used for starting combos. However, the shorter characters can
         crouch under it.
     MP- A punch that goes slightly upwards at face level. Has okay 
         recovery and priority.
     HP- Gen does a uppercut punch. A good anti-air if used correctly. 
     LK- Gen does a very weak kick at ankle level. Recovery time is 
         not very good and has low priority.
     MK- Gen does a kick with good range at waist level. A good 
          poke and recovery time is okay.
    *HK- Similar to the MK but he uses the opposite leg and this 
         kick is stronger.
    *LP- Similar to the standing version except that Gen crouches 
         and does the punch.
    *MP- Gen crouches down and punches using two fingers. An extremely
         good poke. Recovery time is okay.
    *HP- Very similar to the MP version except that he uses all of his 
         fingers and the opposite hand.
     LK- Gen will slide his kick across the ground. Doesn't have 
                  good range but excellent recovery. 
    *MK- Similar to the crouching LK except that he uses the pposite 
         leg and it has better range.
    *HK- Gen crouches down and stretches out his leg to kick his foe 
         at ankle level. This has very good range but recovery time is 
         horrible. This is also his trip.
     LP- Gen will push his hand downwards using his fingers by his 
         waist. Not a very useful move.
     MP- Similar to jump LP.  
     HP- Gen will first bring his clenched fist high up and moving 
         it downwards in a flash. It takes him some time for the punch
         to hit, so do it early.
     LK- Gen will bend his leg to hit with his knee. Priority is low.
    *MK- Gen will do a kick downwards. This kick is also a crossup.
    *HK- Similar to the jump MK, but I don't think it is a crossup.
    *More important moves
    Special moves analysis
    Hyakurenkou          Press any punch rapidly           
    Decription: Gen will punch rapidly by moving his hand up and down 
                very fast. 
    Notes: The heavier the punch used, the faster he will move his 
           hand. Range of this is very poor though.
    Uses: This move is very good as a counter attack. When the foe 
          trips you, tap punch rapidly to do this as a surprise move 
          if he/she doesn't jump away.
    Gekirou          DPM + kick         
    Description: Gen will do a kick upwards. 
    Notes: The foe will "float" if it hits. 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).
           As you press the kick button, Gen will do the extra kicks 
           in a systematic order. The last kick will do the most 
           damage 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.
    Uses: Normally, I use it as an anti-air though it loses out to 
          many overheads. I also use it as a mistake punisher if I 
          don't have any super bars left.
    Super combos analysis
    Zan'ei          QCF 2 times + punch
    Description: 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. 
    Notes: 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 low that practically 
           any attack can trade hits with it or even knock Gen out of 
           it. Also, Gen only rushes forward for 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.  
           The foe now flys backwards and also higher after getting 
           hit by the Zan'ei which will allow you to juggle with 
           anything of your choice.
    Uses: I use it as a long-range mistake punisher and also a combo
          finisher in certain cases.
    Level recommended: Level 2. 
    Level 2 is almost as good as Level 3 in terms of speed, range and
    priority. If you have 3 super bars, using Level 2 leaves you with
    one more which you can put to a juggle combo after the Zan'ei.
    Shitenshuu          QCB 2 times + punch
    Description: Gen does a super version of the Hyakurenkou which he 
                 end with a point using his finger. 
    Notes: 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.
    Uses: Normally, I use it as a mistake punisher but otherwise, I 
          don't find it very practial.
    Level recommended: Level 1
    There is a risk of getting hit you don't want before the timer 
    ends. Using more levels will mean greater risk of wasting your 
    super bars.
    1. LP, MP, MK --> crouching HP
    2. MP, HP, after first hit, cancel --> HK
    3. Jump in HP, on the ground HP, after first hit cancel --> 
      Hint: After jump HP, keep tapping on the HP button.
    4. HP, after first hit, cancel --> Zan'ei --> Gekirou
    5. Crouching MK --> Zan'ei(Level 2 recommended), switch style,
      crouching MP --> Jyakouha
    In this style, Gen can chain easily. Chain combos are easy to do 
    as long as you don't try to cancel a heavier attack into a lighter
    one. Gen is the master of chains, so you can even do a zigzag 
    Ansatsu Ken: Ki-ryuu
    In this style, Gen's standing pose is: fists clenched with 2 
    fingers pointing down, on at face level and one at chest level 
    and he only stands on one leg.
    In this style, Gen specialises in kicks and air combat. His 
    punches have horrible lag time. However, this style is good for
    juggling and it is fairly more damaging than the other one so use
    these good points to your advantage.
    Normally, I use this style against taller characters, especially
    Zangief. Since in this style, Gen moves faster than in the other
    one, it is good to use this style to play hit-and-run against 
    To change to this style, press 3Ks. You can do this in the air.
    Normal moves analysis
     LP- Similar to the Sou-ryuu version.
    *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 this attack. Recovery time is horrible even if it 
         hits. It also has horrible lag time.
    *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 this attack. Recovery time
         is good it also has horrible lag time.
    Tip: Try confusing human players by doing MP and HP at different 
         time since it is hard to anticipate whether to stand and 
         block or crouch and block.             
     LK- Gen does a kick at ankle level. Good recovery time.
     MK- Similar to the Sou-ryuu version of the standing HK. 
    *HK- Gen will turn around once, lashing a kick out at the same 
         time. He will then use the other leg to do another kick. 
         Recovery time is okay but you can be in big trouble if the 
         second hit misses.
     LP- Very similar to the standing LP.
     MP- A stronger version of the crouching LP.
    *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 inflict a lot of damage.
    *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 
     MK- Gen will stretch his leg across the ground to kick 
                  his foe at leg level. A good poke and recovery time 
                  is okay.
    *HK- Gen will press his palm against the ground and do an 
         upward kick. A good anti-air but recovery time is horrible.
     LP- Similar to the jumping LP of Souryuu style.
     MP- A stronger version of jumping LP.
     HP- Gen will press both his palms downwards. 
     LK- Similar to the jumping LK of Souryuu style.
    *MK- Gen will spread his whole body out which he uses the 
         front part to hit his foe. It is also a crossup. 
    *HK- Gen will do a good-ranged, straight kick. Good for air 
    *More important moves                 	
    Uken          Jump HK, press HK again
    Decription: After the first kick, Gen will turn around and lash 
                out another kick.
    Notes: This kick takes some time to come out, so the first kick 
           must be done early. Use it more often against taller 
    Jyasen          Charge back, then forward + punch
    Description: Gen will roll forward for a distance before he ends 
                 this move with a punch. 
    Notes: The heavier the punch used, the further he will roll. The 
           rolling has very low priority because almost anything can 
           knock Gen out of it.  
    Uses: Use it more often when you are fighting with fireballers as
          Gen will go under protractiles when doing this move.
    Ouga          Charge down, then up forward or up back + kick
    Gen: Gen will jump to either side of the screen depending on the
         motion done on the direction pad. 
    Notes: 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. Each kick also knocks the opponent higher into the
           air than in SF Zero 2 if it connects, allowing you to 
           juggle the foe.
    Uses: This is quite a useful move against fireballers too.
    Super combos analysis
    Jyakouha          QCF 2 times + K
    Description: 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. 
    Notes: The more levels used, the more times Gen will step on the 
           foe and also the further he will jump across the screen.
           Level 1 almost straight up; Level 2 about half the screen;
           Level 3 about 3/4 of the screen. This is an unblockable air
           grab. Gen can be knocked out of this so time correctly when
           attempting to do this.
    Uses: Mainly use it to finish juggle combos. Also as a relatively
          unreliable anti-air.
    Level recommended: Depends on where the foe is.
    Kouga          In the air, QCB 2 times + K
    Description: Gen will go a flying kick downwards and he will jump 
                 towards the other side of the screen and performs 
                 another flying kick. 
    Notes: The more levels used, the more kicks Gen will perform. He 
           can be controlled during 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.
    Uses: I think this is best used as a surprise attack against 
          unrelentless fireballers.
    Level recommended: Level 1
    Even if the foe 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. 
    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)
    5. Ouga, HK --> Jyakouha(In corner)
    Due to the lag time Gen has for executing certain normal moves, he
    has very little chains in this style. 
    I recommend going to the site www.fighters.net and downloading 
    some of Gen's combos. Also visit the Z-ism combo guide by GDawson 
    if you want more combos.
    Differences between the two styles
    1. In Ki-ryuu style, Gen jumps at a wider arch than in Souryuu
    2. Gen moves faster in Ki-ryuu style than in Souryuu style.
    3. In Souryuu style, Gen's normal moves have less lag time and
       recovery time than in Ki-ryuu style.
    4. Ki-ryuu style is slightly more damaging than Souryuu style.
    Strategies against certain characters(CPU)
    These are the people I normally fight when playing against the CPU.
    I have no chance to play against human players so kindly send me a
    few strategies if you have(against human players).
    He is much harder to win him here than in SF Zero 2. Normally, I 
    stay defensive and wait for him to make mistakes, then counter. If
    you jump in, he will often do his standing HP which you can't air 
    block or counter because his HP has very high priority. 
    This is a tricky fight and you will have to face him upon reaching
    the ninth stage. You'll have to play a mix of offence and defence
    at the same time to ensure victory. By playing too defensive, he 
    will get close to you and throw you. Trying to counter him during 
    this time will be walking into your own grave because he will do 
    his Gou Shouryuuken which has very high priority. If you play 
    too offensive, he will use his Gou Shouryuuken to counter. Jump in
    and attack when you are anticipating that he is going to throw a 
    fireball. Otherwise, stay defensive but try not to get cornered. 
    If you get hit by his Tatsumakisenpuukyaku(Hurricane kick), USE 
    THE AIR RECOVERY or he will juggle you with his Gou Shouryuuken.
    You'll have to play quite defensively in this match. Don't let her
    get too close to you or she will do her Daydream Headlock which 
    does a lot of damage. However, don't try to jump in and attack 
    because she will counter you with a high-prioritized move(I think 
    MP). Normally, I wait for her to do her Flying Peach or Shooting 
    peach(I'm not sure which) which has very long recovery, and then 
    give her a Gekirou or a super combo. If she does 2 LPs, that is 
    a sign that she is going to do the Flying Peach or the Shooting 
    Peach. If she does 2 LPs and a HP, it means she will attempt the 
    Daydream Headlock.
    You will face this match every time you reach the fifth stage. Ryu 
    is much easier here than in SF Zero 2, since in the latter, once 
    he has a bar stored, every hit blocked would be alpha countered
    (for difficulty 8 star). But now, because there are more 
    restrictions, I've yet to see him or in fact anyone else do an 
    alpha counter. Normally, Ryu will do a super combo when he gets 
    close in by doing his Tatsumakisenpuukyaku. You cna play 
    offensive but not too much because Ryu will do his 
    Shouryuuken(Dragon punch) to fend you off.
    Sakura has no fighting style that she always sticks to. She just 
    seems to fight in accordance to how the fight how goes. Most of
    the time, she will jump in to combo her Tatsumakisenpuukyaku. You 
    can go all offensive for this battle if you like. 
    The tricky thing about this fight though is that, you will have to
    crouch block most of the time because of her Haruichiban but once 
    you see her jump, stand and block immediately. 
    Shin Vega
    He can be easy and difficult depending on how you deal with him. 
    Don't jump too much or you'll eat his full-screen psycho crusher. 
    Though it looks majestic, it will not be so when you are the 
    target as you watch 80% to 90% of your life drain away. If he is 
    crouching, it means he is going to throw a fireball. Stay 
    defensive in this match and only attack when he is going to throw 
    a fireball.
    Normally, I play at difficulty 4 star level, so these notes are based
    on my experiences at this difficulty.
    Miscellaneous information
    Gen's first mid-boss: Ryu
    Gen: I didn't think anyone could withstand my honed skills...
    Gen: I see the world is yet an interesting place to live in!
    Ryu: Your fighting style...  It's used for killing people, isn't
    Gen: And what if it is?
    Ryu: You are strong!  I can sense your power just by looking at 
    After you defeat Ryu...
    Gen: I don't understand...  Your style is pure...  It is not like
    Gen: But why do I feel so empty when I look within...?
    Gen: Perhaps it is because I use the "assassin's fist..."
    Gen: Or... is it because of the power he has flowing through 
    STAGE NINE  [Akuma]Gen:  ....................Akuma:  ....................
    Akuma:  It's time to meet eternity old man......
    FINAL STAGE  [M. Bison]
    Gen's second mid-boss: Gouki
    (You will get a special start-up before the fight begins.)
    Gen is standing on the opposite side of the screen. Gouki tries to 
    surprise Gen with a Shun Goku Satsu, but Gen counters it and then tries
    his Zan'ei, which Gouki similarily evades. 
      Gen: ..............................
    Gouki: ..............................
           It's time to meet eternity, old man.
    After you defeat Gouki
    Gen:  ....................
    Gen:  It would be a great honor to die in battle with a worthy foe.
    Gen:  But now that I've defeated you, my wish can't be granted.
    Final boss: Shin Vega
    Bison: Are you the one who defeated the "Master of the Fist?"
    Bison: Ha ha ha...  I will grant your wish as a reward for your 
    Gen: You are a big fool...  You will be the next victim to fall.
    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 the Shotokans 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 easier to use in this style. 
    Then gradually, shift to the other style and master him with this 
    style and congratulations! You have attained invincibility!
    This is my first FAQ so feel free to send me comments. My e-mail 
    address is sumsatjt@singnet.com.sg. 
    Thanks to Kao Megura          <kmegura@hotmail.com>
    For allowing me to take the names of Gen's special moves from his
    Also to my cousin, sCruB          <ckeeho@mbox5.singnet.com.sg>
    For helping me in the process of writing this FAQ.
    Also to Michael "Svenyip" Troupe          <Svenyip@Javanet.Com>
    and Shawn "Shred-Man" Dumas           <Shredder@Bcn.Net>
    I have taken the conversations between Gen and Ryu; Gen and Shin
    Vega from their FAQ.
    Version 0.1
    Created this FAQ
    Version 0.2
    Added the strategies section and made some corrections
    Version 0.3
    Re-organised the FAQ and made more corrections
    Unpublished work copyright 1999 Ernest Sum

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