Genfu Frame Data and Notes

deathofaninja

Well-Known Member
Premium Donor
News Team
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.

GenfubyOmegaDX_zps41cbb263.jpg

*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.
 
Last edited:

Nereus

Well-Known Member
Standard Donor
Good shit DOAN and SR. Ill take a look at this a bit more later... taking a break from DOA atm right now.
 
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