I hate U2 set. Here’s a rant about it.
rant
[details=Spoiler]Unless they buff more than just Teiga speed in AE, I’ll probably continue to stick with U1 set.
EDIT: oh, right, and Mantis U2 downward hitbox. How could I forget that?!?!
Yes, it can beat ground-to-air specials and normals, but not reliably. Trading with a lariat, srk, and especially a c.hp makes me want to curb stomp a kitten. Nevermind the frustration of using it air-to-air and having it trade against their j.lk
Gen’s PPP FA range is amazing. Crumple fishing nets me a lot of damage. Mantis U1 gives you an eternity to land it during the crumple, and it connects regardless of forward or back dash after the FA. Mantis U2 doesn’t work against crumpling characters unless you forward dashed and did it quickly, and Teiga needs a friggin chart to help you understand when and against who you can use it. If I crumple you, I’m not willing to settle for bnb damage or a sweep when I’m sitting on a fat ultra.
You can punish things with U1 that Teiga will never reach in time (versions of blanka rolls and headbutts, some air attacks from fullscreen, etc.) Teiga is too slow to be as reliable a punisher as PPP U1. Hopefully AE’s speed buff to Teiga will change this
Comboability is **atrocious **for U2. The only really reliable combos are into Mantis U2, which is only ghey damage. Granted, if done in the right area of the stage you get a perfect oga crossup opportunity on their wakeup from a U2 to take the ghey damage. But it’s not guaranteed and it only works against people who don’t know the Gen matchup.
Combos off the top of my head:
oga -> KKK U2 (perfect spacing/oga strength required )
shakudan (Air 2 Ground) -> PPP U2 (actually not that bad)
ex-hands -> PPP U2 (works against a small fraction of the roster)
focus-attack -> either U2 (frequently impossible if you backdashed)
super -> PPP U2 (in corner, it is flat-out impossible to connect against some characters)
any deep jump-in -> U2 (90% of the roster can probably do this combo…but they don’t get ghey damage when they do it)
focus-attack, super, deep jump-in, and oga. You can do all of these with U1 as well AND the damage is guaranteed (i.e. not ghey damage) AND U1 combos on every character AND you don’t need a certain stage position to make it connect.
Also, U1 gives you these combos:
shakudan Air 2 Air -> KKK U1 (shuts down most jump-ins)
KKK c.lk -> PPP U1 (close in 90% of matchups, corner and G2A in 100% of matchups)
KKK c.lk, KKK c.lk, KKK U1 (corner)
Gekiro AA (mash kick to cancel early) -> KKK U1 (I’m still deciding how useful this combo is)
KKK s.hk (trade) -> KKK U1 (works fantastically if they didn’t use a jump-in with a whole lot of hit-stun, o.w. just s.hk them again (2nd kick) to juggle)
The comboability from c.lk alone is worth it to me. If I push someone to the corner I’m mixing up the baits, the overhead, and meaty c.lk->U1 on wakeups. EDIT: just realized yesterday a better, more easily-confirmable corner combo is c.lk, c.lk, KKK U1…totally forgot I could even do that haha)
The only things I like about U2 is the chip damage and relative safety if both got blocked. But I don’t want to throw a random Ultra out with 8 or 10 startup frames. I want to combo or to punish something with a 8-10 frame ultra. The chip damage from both U2’s isn’t enough to justify keeping it around for that purpose either.
With the speed buff to Teiga in AE, I MIGHT pick it up against fireballers or people I can easily punish with PPP U1 in SSFIV. Until then, it’s just an Ultra I pick when I’m lagging online, playing a noob, or getting bored in casuals. The guys who win tourneys around here would kill themselves if they let me get away with random U2’s against them. At launch they discovered almost immediately that they just need to trade with my teiga and that my mantis U2 can’t punish jack shit and doesn’t do guaranteed damage. They don’t jump enough for me to land a Teiga A2A. I Ultra them with oga crossups, KKK c.lk’s in the corner, FA crumples, and by baiting out moves to punish.
Just my 2 cents. Remember: I ain’t winning tournaments with Gen either 
EDIT: As I wrote the part about KKK c.lk, PPP U1 in the corner, it occurred to me that I could actually make confirming even easier by using c.lk, c.lk, KKK U1. Hell if they’re not right in the corner you can even take a step forward in between c.lk’s and walk them closer to the corner before using U1. Two years of Gen’ing and this never even occurred to me.
EDIT 2: oh yeah this is the matchup and strategy thread…so uhhh in conclusion, there are no matchups currently where I’ll ever use U2. I can see it being a good way to shut down some of the fireballers with bad recovery, but so far there isn’t a fireballer that I can’t get in against. I’m not willing to sacrifice everything U1 affords me just to hope they screw up and throw a fireball at the wrong time[/details]