Sweet Revenge has made it clear that Genfu is quite possibly the biggest threat we have seen in Dead or Alive 5: Ultimate. If you want to scratch the surface of this deep DOA character, check out my frame data guide with some notes and added commentary from Sweet Revenge himself. The words of SR are in red, as the words of Jesus were in the Bible. There are not many now, but more notes will come in the future.
*Thanks Omega for the artwork... it's awesome stuff*
Introduction:
Genfu is one of the best character in Dead or Alive 5: Ultimate. His moves give him a lot of advantage, he has a vortex, and super powerful moves. He's not as fast as some other characters, but a patient man need not worry about speed as a powerful Genfu is an unstoppable tank.
Legend:
789
456
123
1 = Diagonal Down Left
2 = Down
3 = Diagonal Down Right
4 = Left
5 = Neutral
6 = Right
7 = Diagonal Up Left
8 = Up
9 = Diagonal Up Right
Unique Strikes:
P
Startup: 10
Recovery: 13
Advantage: -2 on hit / -2 on block
PP (can be slightly delayed)
Startup: 8
Recovery: 15
Advantage: -5 on hit / -4 on block
** notes ** So yeah, the second punch is high and can execute in 8 frames... makes for a great tick throw.
PPP
Startup: 18
Recovery: 24
Advantage: +5 on hit / -5 on block
PP2P
Startup: 19
Recovery: 26
Advantage: -3 on hit / - 10 on block
** notes ** Pretty unsafe, but a fairly nice mix-up for PP on an a level with slipping properties. Oh, and it tracks as well.
PPK
Startup: 12
Recovery: 26
Advantage: -1 on hit / -10 on block
9P
Startup: 12
Recovery: 26
Advantage: +23 on hit / -10 on block
8P
Startup: 14
Recovery: 16
Advantage: +43 / -10 on block
6P
Startup: 11
Recovery: 22
Advantage: -5 on hit / -8 on block
6PP
Startup: 22
Recovery: 23
Advantage: -5 on hit / -8 on block
6PPP
Startup: 20
Recovery: 23
Advantage: +5 on hit / -7 on block
** notes ** At maximum threshold this move causes a sit-down stun that guarantees follow-up damage
6PPP+K
Startup: 30
Recovery: 32
Advantage: +26 on hit / +1 on block
** notes ** This is a fairly nice mix-up though it's still a mid-punch. It guard breaks and you have a second delay on the final mid-punch to throw off a potential hold. It tracks as well.
4P
Startup: 13
Recovery: 22
Advantage: +0 on hit / -5 on block
4PP
Startup: 24
Recovery: 29
Advantage: +33 on hit / -8 on block
4P6P
Startup: 15
Recovery: 23
Advantage: +25 on hit / -7 on block
4P6PP
Startup: 24
Recovery: 30
Advantage: +49 on hit / -11 on block
** notes ** If that last punch hits, it will give you a free bounds which guarantees follow-up damage.
44P (you can charge this attack if you'd like)
Startup: 28
Recovery: 26
Advantage: +36 on hit / +19 on block
** notes ** 44P is a great attack. After an opponent hits the ceiling, this move will hit after the opponent hits the floor. Don't charge it very long, or you will miss out on damage.
** notes ** 44PP is a free guaranteed launch after 44P connects with a brief charage. I highly recommend using this move on any stage with a ceiling for lots of bonus damage.
44P is a good option. It crushes and it's also a guard breaker with a guaranteed launcher after it (8p) and you can get 8PP2P which is a hard knockdown.
3P
Startup: 15
Recovery: 21
Advantage: -5 on hit / -8 on block
3PP
Startup: 25
Recovery: 23
Advantage: +5 on hit / -7 on block
The best option against a ceiling. You do 3PP (whiff the first punch so you get the sit down) followed by 33P, then another one followed by his 16P. Make sure to dash in for the close hit.
3P (hold)
Startup: 13
Recovery: 23
Advantage: +36 on hit / - 12 on block
2P
Startup: 15
Recovery: 20
Advantage: +0 on hit / -4 on block
1P
Startup: 18
Recovery: 26
Advantage: -3 on hit / -10 on block
1P is good to do because it tracks and stuns on counter hit. It also gives a deep stun in water on counter hit leading to a free 33P sit down.
66P
Startup: 12
Recovery: 23
Advantage: +6 on hit / -5 on block
64P
Startup: 16
Recovery: 27
Advantage: +35 on hit / -8 on block
33P
Startup: 15
Recovery: 23
Advantage: +5 on hit / -6 on block
** notes ** This move gives a nice bounce at maximum threshold.
16P
Startup: 16
Recovery: 34
Advantage: +52 on hit / -12 on block
This move does 82 damage on NH, but only if you get the close hit.
Near a wall after the frame advantage, I would suggest 16P.
236P
Startup: 19
Recovery: 25
Advantage: +24 on hit / -10 on block
** notes ** 16P tracks, and stuns pretty deep.
While side-stepping P
Startup: 31
Recovery: 25
Advantage: +34 on hit / -11 on block
K
Startup: 11
Recovery: 24
Advantage: +4 on hit / -9 on block
9K
Startup: 19
Recovery: 30
Advantage: +17 on hit / -14 on block
** notes ** The whole 9K string tracks, and offers a stumble stun.
9KK
Startup: 25
Recovery 32
Advantage: +11 on hit / -12 on block
8K
Startup: 14
Recovery: 26
Advantage: +6 on hit / -12 on block
** notes ** Though this does launch, you probably won't see the point of using it often. Another high kick that tracks though...
Although it's unsafe it is a 14 frame tracking launcher. You can use it in conjunction with the blender.
Near a wall 8K is good since it tracks and launches.
7K
Startup: 16
Recovery: 45
Advantage: +17 on hit / -30 on block
6K
Startup: 14
Recovery: 26
Advantage: +34 on hit / -8 on block
HOLD 6K
Startup: 13
Recovery: 23
Advantage: + 17 on hit / -7 on block
HOLD 6KK
Startup: 31
Recovery: 26
Advantage: +36 on hit / -12 on block
** notes ** This kick track, and launches.
3K
Startup: 14
Recovery: 24
Advantage: +5 on hit / -9 on block
3KP
Startup: 24
Recovery: 26
Advantage: +22 on hit / -11 on block
3KPP
Startup: 34
Recovery: 26
Advantage: +27 on hit / +7 on block
** notes ** I really love this move. The last hit guard breaks, and if it hits close you get 6PPP guaranteed. Oh, and the high punch even tracks!
3KP6P
Startup: 28
Recovery: 28
Advantage: +51 on hit / -11 on block
** notes ** This is a fairly nice mix-up because of the damage and the last mid-punch offers a free bounds.
2K
Startup: 14
Recovery: 25
Advantage: -4 on hit / -9 on block
1K
Startup: 17
Recovery: 23
Advantage: +1 on hit / -1
1KP
Startup: 30
Recovery: 35
Advantage: +51 on hit / -12 on block
1KK
Startup: 30
Recovery: 32
Advantage: +9 on hit / -12 on block
While sidestepping K
Startup: 32
Recovery: 30
Advantage: +27 on hit / -15 on block
** notes ** This sidestep is very unsafe, but it tracks and also stumble stuns the opponent if it hits.
P+K
Startup: 16
Recovery: 25
Advantage: +23 on hit / -11 on block
P+KP
Startup: 18
Recovery: 22
Advantage: +37 on hit / -7 on block
P+KPP
Startup: 23
Recovery: 25
Advantage: +34 on hit / -8 on block
P+K6P
Startup: 18
Recovery: 22
Advantage: +39 on hit / -7 on block
6P+K
Startup: 18
Recovery: 28
Advantage: +40 on hit / -11 on block
4P+K
Startup: 18
Recovery: 20
Advantage: +40 on hit / -3 on block
8K launcher is guaranteed after using this faint stun.
Critical Burst 3P+K
Startup: 20
Recovery: 25
Advantage: +74 on hit / -8 on block
2P+K
Startup: 15
Recovery: 29
Advantage: +35 on hit / -12 on block
2P+K46P (you can delay this)
Startup: 22
Recovery: 36
Advantage: +56 on hit / -11 on block
1P+K
Startup: 30
Recovery: 35
Advantage: +36 on hit / -10 on block
HOLD 1P+K
Startup: 60
Recovery: 35
Advantage: +36 on hit / -10 on block
44HOLDP+K
Startup: 40
Recovery: 36
Advantage: +42 on hit / -11 on block
While side stepping P+K
Startup: 37
Recovery: 32
Advantage: +26 on hit / +1 on block
H+K
Startup: 18
Recovery: 30
Advantage: +29 on hit / -14 on block
** notes ** While it's completely unsafe on block, it does crush low attack and ducking opponents.
2H+K
Startup: 23
Recovery: 32
Advantage: +9 on hit / -17 on block
Back-Facing Strikes:
P
Startup: 10
Recovery: 19
Advantage: -4 on hit / -5 on block
8P
Startup: 16
Recovery: 23
Advantage: +36 on hit / -12 on block
4P
Startup: 11
Recovery: 22
Advantage: -7 on hit / -7 on block
4PP
Startup: 22
Recovery: 23
Advantage: -5 on hit / -8 on block
4PPP
Startup: 20
Recovery: 26
Advantage: +5 on hit / -7 on block
4PPP+K
Startup: 30
Recovery: 32
Advantage: +26 on hit / +1 on block
2P
Startup: 13
Recovery: 20
Advantage: -1 on hit / -5 on block
K
Startup: 14
Recovery: 27
Advantage: -1 on hit / -10 on block
4K
Startup: 14
Recovery: 33
Advantage: +24 on hit / -17 on block
2K
Startup: 16
Recovery: 27
Advantage: -8 on hit / -14 on block
P+K
Startup: 17
Recovery: 34
Advantage: +45 on hit / -9 on block
Special Holds:
6K after the parry is a guaranteed deep stun. Where as 4P6P is a natural combo on normal hit and does more damage... the stun isn't as deep though. Very good option near a wall because you can finish the string and get a wall combo, forcing someone to either hold into a vortex throw or eat wall damage.
9H against a high kick
Advantage: +17
9H against a high punch
Advantage: +16
3H against a mid kick
Advantage: +17
3H against a mid punch
Advantage: +16
Throws:
A
Startup: 5
Damage: 47
6A.A
Startup: 7
Damage: 44+20
4A:
Startup: 7
Damage: 53
66A
Startup: 10
Damage: 60
236A
Startup: 12
Damage:25+15 with no juggle damage
Advantage: +74
Ceiling Advantage: +88
** notes ** This is one of Genfu's most important moves, and gives him his vortex option. Follow this mini guide to get some serious damage out of this throw.
i.e on Ayane near a wall
236A, 6K, 6K, A (Genfu will grab her and face her standing and she will be at +13) K is guaranteed and from there you can attempt to do it again.
214A
Startup: 10
Damage: 15
Advantage: +10
To foe's back A
Startup: 5
Damage: 57
Advantage: +5
To foe's back 6A
Startup: 7
Damage: 60
To crouching foe 2A
Startup: 5
Damage: 15
Advantage: +5
To crouch foe 1A
Startup: 7
Damage: 35
To crouching foe's back 2A
Startup: 5
Damage: 62
Genfu next to wall:
Startup: 7
Damage: 38
** notes ** This move may not do much damage, but it at least gets Genfu away from the wall.
Foe next to wall:
Startup: 10
Damage: 70
** notes ** Damaging throw forces opponent to sit-down, canceling their wake-up kick.
*Thanks Omega for the artwork... it's awesome stuff*
Introduction:
Genfu is one of the best character in Dead or Alive 5: Ultimate. His moves give him a lot of advantage, he has a vortex, and super powerful moves. He's not as fast as some other characters, but a patient man need not worry about speed as a powerful Genfu is an unstoppable tank.
Legend:
789
456
123
1 = Diagonal Down Left
2 = Down
3 = Diagonal Down Right
4 = Left
5 = Neutral
6 = Right
7 = Diagonal Up Left
8 = Up
9 = Diagonal Up Right
Unique Strikes:
P
Startup: 10
Recovery: 13
Advantage: -2 on hit / -2 on block
PP (can be slightly delayed)
Startup: 8
Recovery: 15
Advantage: -5 on hit / -4 on block
** notes ** So yeah, the second punch is high and can execute in 8 frames... makes for a great tick throw.
PPP
Startup: 18
Recovery: 24
Advantage: +5 on hit / -5 on block
PP2P
Startup: 19
Recovery: 26
Advantage: -3 on hit / - 10 on block
** notes ** Pretty unsafe, but a fairly nice mix-up for PP on an a level with slipping properties. Oh, and it tracks as well.
PPK
Startup: 12
Recovery: 26
Advantage: -1 on hit / -10 on block
9P
Startup: 12
Recovery: 26
Advantage: +23 on hit / -10 on block
8P
Startup: 14
Recovery: 16
Advantage: +43 / -10 on block
6P
Startup: 11
Recovery: 22
Advantage: -5 on hit / -8 on block
6PP
Startup: 22
Recovery: 23
Advantage: -5 on hit / -8 on block
6PPP
Startup: 20
Recovery: 23
Advantage: +5 on hit / -7 on block
** notes ** At maximum threshold this move causes a sit-down stun that guarantees follow-up damage
6PPP+K
Startup: 30
Recovery: 32
Advantage: +26 on hit / +1 on block
** notes ** This is a fairly nice mix-up though it's still a mid-punch. It guard breaks and you have a second delay on the final mid-punch to throw off a potential hold. It tracks as well.
4P
Startup: 13
Recovery: 22
Advantage: +0 on hit / -5 on block
4PP
Startup: 24
Recovery: 29
Advantage: +33 on hit / -8 on block
4P6P
Startup: 15
Recovery: 23
Advantage: +25 on hit / -7 on block
4P6PP
Startup: 24
Recovery: 30
Advantage: +49 on hit / -11 on block
** notes ** If that last punch hits, it will give you a free bounds which guarantees follow-up damage.
44P (you can charge this attack if you'd like)
Startup: 28
Recovery: 26
Advantage: +36 on hit / +19 on block
** notes ** 44P is a great attack. After an opponent hits the ceiling, this move will hit after the opponent hits the floor. Don't charge it very long, or you will miss out on damage.
** notes ** 44PP is a free guaranteed launch after 44P connects with a brief charage. I highly recommend using this move on any stage with a ceiling for lots of bonus damage.
44P is a good option. It crushes and it's also a guard breaker with a guaranteed launcher after it (8p) and you can get 8PP2P which is a hard knockdown.
3P
Startup: 15
Recovery: 21
Advantage: -5 on hit / -8 on block
3PP
Startup: 25
Recovery: 23
Advantage: +5 on hit / -7 on block
The best option against a ceiling. You do 3PP (whiff the first punch so you get the sit down) followed by 33P, then another one followed by his 16P. Make sure to dash in for the close hit.
3P (hold)
Startup: 13
Recovery: 23
Advantage: +36 on hit / - 12 on block
2P
Startup: 15
Recovery: 20
Advantage: +0 on hit / -4 on block
1P
Startup: 18
Recovery: 26
Advantage: -3 on hit / -10 on block
1P is good to do because it tracks and stuns on counter hit. It also gives a deep stun in water on counter hit leading to a free 33P sit down.
66P
Startup: 12
Recovery: 23
Advantage: +6 on hit / -5 on block
64P
Startup: 16
Recovery: 27
Advantage: +35 on hit / -8 on block
33P
Startup: 15
Recovery: 23
Advantage: +5 on hit / -6 on block
** notes ** This move gives a nice bounce at maximum threshold.
16P
Startup: 16
Recovery: 34
Advantage: +52 on hit / -12 on block
This move does 82 damage on NH, but only if you get the close hit.
Near a wall after the frame advantage, I would suggest 16P.
236P
Startup: 19
Recovery: 25
Advantage: +24 on hit / -10 on block
** notes ** 16P tracks, and stuns pretty deep.
While side-stepping P
Startup: 31
Recovery: 25
Advantage: +34 on hit / -11 on block
K
Startup: 11
Recovery: 24
Advantage: +4 on hit / -9 on block
9K
Startup: 19
Recovery: 30
Advantage: +17 on hit / -14 on block
** notes ** The whole 9K string tracks, and offers a stumble stun.
9KK
Startup: 25
Recovery 32
Advantage: +11 on hit / -12 on block
8K
Startup: 14
Recovery: 26
Advantage: +6 on hit / -12 on block
** notes ** Though this does launch, you probably won't see the point of using it often. Another high kick that tracks though...
Although it's unsafe it is a 14 frame tracking launcher. You can use it in conjunction with the blender.
Near a wall 8K is good since it tracks and launches.
7K
Startup: 16
Recovery: 45
Advantage: +17 on hit / -30 on block
6K
Startup: 14
Recovery: 26
Advantage: +34 on hit / -8 on block
HOLD 6K
Startup: 13
Recovery: 23
Advantage: + 17 on hit / -7 on block
HOLD 6KK
Startup: 31
Recovery: 26
Advantage: +36 on hit / -12 on block
** notes ** This kick track, and launches.
3K
Startup: 14
Recovery: 24
Advantage: +5 on hit / -9 on block
3KP
Startup: 24
Recovery: 26
Advantage: +22 on hit / -11 on block
3KPP
Startup: 34
Recovery: 26
Advantage: +27 on hit / +7 on block
** notes ** I really love this move. The last hit guard breaks, and if it hits close you get 6PPP guaranteed. Oh, and the high punch even tracks!
3KP6P
Startup: 28
Recovery: 28
Advantage: +51 on hit / -11 on block
** notes ** This is a fairly nice mix-up because of the damage and the last mid-punch offers a free bounds.
2K
Startup: 14
Recovery: 25
Advantage: -4 on hit / -9 on block
1K
Startup: 17
Recovery: 23
Advantage: +1 on hit / -1
1KP
Startup: 30
Recovery: 35
Advantage: +51 on hit / -12 on block
1KK
Startup: 30
Recovery: 32
Advantage: +9 on hit / -12 on block
While sidestepping K
Startup: 32
Recovery: 30
Advantage: +27 on hit / -15 on block
** notes ** This sidestep is very unsafe, but it tracks and also stumble stuns the opponent if it hits.
P+K
Startup: 16
Recovery: 25
Advantage: +23 on hit / -11 on block
P+KP
Startup: 18
Recovery: 22
Advantage: +37 on hit / -7 on block
P+KPP
Startup: 23
Recovery: 25
Advantage: +34 on hit / -8 on block
P+K6P
Startup: 18
Recovery: 22
Advantage: +39 on hit / -7 on block
6P+K
Startup: 18
Recovery: 28
Advantage: +40 on hit / -11 on block
4P+K
Startup: 18
Recovery: 20
Advantage: +40 on hit / -3 on block
8K launcher is guaranteed after using this faint stun.
Critical Burst 3P+K
Startup: 20
Recovery: 25
Advantage: +74 on hit / -8 on block
2P+K
Startup: 15
Recovery: 29
Advantage: +35 on hit / -12 on block
2P+K46P (you can delay this)
Startup: 22
Recovery: 36
Advantage: +56 on hit / -11 on block
1P+K
Startup: 30
Recovery: 35
Advantage: +36 on hit / -10 on block
HOLD 1P+K
Startup: 60
Recovery: 35
Advantage: +36 on hit / -10 on block
44HOLDP+K
Startup: 40
Recovery: 36
Advantage: +42 on hit / -11 on block
While side stepping P+K
Startup: 37
Recovery: 32
Advantage: +26 on hit / +1 on block
H+K
Startup: 18
Recovery: 30
Advantage: +29 on hit / -14 on block
** notes ** While it's completely unsafe on block, it does crush low attack and ducking opponents.
2H+K
Startup: 23
Recovery: 32
Advantage: +9 on hit / -17 on block
Back-Facing Strikes:
P
Startup: 10
Recovery: 19
Advantage: -4 on hit / -5 on block
8P
Startup: 16
Recovery: 23
Advantage: +36 on hit / -12 on block
4P
Startup: 11
Recovery: 22
Advantage: -7 on hit / -7 on block
4PP
Startup: 22
Recovery: 23
Advantage: -5 on hit / -8 on block
4PPP
Startup: 20
Recovery: 26
Advantage: +5 on hit / -7 on block
4PPP+K
Startup: 30
Recovery: 32
Advantage: +26 on hit / +1 on block
2P
Startup: 13
Recovery: 20
Advantage: -1 on hit / -5 on block
K
Startup: 14
Recovery: 27
Advantage: -1 on hit / -10 on block
4K
Startup: 14
Recovery: 33
Advantage: +24 on hit / -17 on block
2K
Startup: 16
Recovery: 27
Advantage: -8 on hit / -14 on block
P+K
Startup: 17
Recovery: 34
Advantage: +45 on hit / -9 on block
Special Holds:
6K after the parry is a guaranteed deep stun. Where as 4P6P is a natural combo on normal hit and does more damage... the stun isn't as deep though. Very good option near a wall because you can finish the string and get a wall combo, forcing someone to either hold into a vortex throw or eat wall damage.
9H against a high kick
Advantage: +17
9H against a high punch
Advantage: +16
3H against a mid kick
Advantage: +17
3H against a mid punch
Advantage: +16
Throws:
A
Startup: 5
Damage: 47
6A.A
Startup: 7
Damage: 44+20
4A:
Startup: 7
Damage: 53
66A
Startup: 10
Damage: 60
236A
Startup: 12
Damage:25+15 with no juggle damage
Advantage: +74
Ceiling Advantage: +88
** notes ** This is one of Genfu's most important moves, and gives him his vortex option. Follow this mini guide to get some serious damage out of this throw.
i.e on Ayane near a wall
236A, 6K, 6K, A (Genfu will grab her and face her standing and she will be at +13) K is guaranteed and from there you can attempt to do it again.
214A
Startup: 10
Damage: 15
Advantage: +10
To foe's back A
Startup: 5
Damage: 57
Advantage: +5
To foe's back 6A
Startup: 7
Damage: 60
To crouching foe 2A
Startup: 5
Damage: 15
Advantage: +5
To crouch foe 1A
Startup: 7
Damage: 35
To crouching foe's back 2A
Startup: 5
Damage: 62
Genfu next to wall:
Startup: 7
Damage: 38
** notes ** This move may not do much damage, but it at least gets Genfu away from the wall.
Foe next to wall:
Startup: 10
Damage: 70
** notes ** Damaging throw forces opponent to sit-down, canceling their wake-up kick.
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