Ultra street fighter 4 gen changes

That’s actualy pretty cool, i sometimes use it as a sort of a poke for the last hit, this might actualy be worth to do from time to time now.

Also to everyone here. Yes I know you’re heartbroken by the nerfs, so am I. But look it through a few times, think of some possibilities, like the added option of cr. mp xx hands xx red focus > ultra. You say very situational? I say very good for finishing rounds with 3 bars instead of 4, there might be a question of can it rech from max range cr.mp which it propably won’t but still.

Also as eternal mentioned in other thread you can link l. jyasen into st. lp. This is actualy pretty cool as it gives him some stance change combos.

U2 is now worth picking up against fireball characters. Oh you fucked up and fireballed? here take air ultra. I got a jump in? here tc xx ex hands > mantis ultra 2, and pray to your gods you can block the mixup.

I love being able to combo off of jyasen. Always wanted that move to be better. This however doesn’t even nearly make up for all the shitty nerfs. And what happened to the juggle on crane hk, stance change glitch removal and some other buffs they promised?

This doesn’t look like it includes all of the changes. I dont see the super nerf shown in the video so, we’ll have to wait and see.

I’m not sure that the sLP mantis link will work vs everyone. It worked vs stand and crouching Ken but I think it might whiff on some characters because it only barely connects. Since it links on Ken though it should work on a lot of characters I imagine. Just I have my doubts vs like Sakura or Cammy or a couple others. Might whiff vs a crouching Blanka for instance. But it’s got some applications and builds a ton of meter on top of the high damage for a hit confirm combo.

Haha. I’m actually enjoying this, always wanted Gen to have some cool stance change combos.

crLP (crane) - crLP (crane) - sHP (Mantis) - sMK (Mantis) - EX Up Kicks works. Start practicing your fucking links because thats all 1Fers :stuck_out_tongue:

I think they reverted that change, though.

http://usf4.nesica.net/sozai/2014Ver101_battle_balance.pdf

This one is an update in the arcades, but it basically shows Ultra Arcade -> Ultra Console changes. Here’s the translation for Gen:

Mantis

  • When Stance Change and Red Focus are input at the same time, red focus no longer comes out
  • cl.st.HP: Stun from 150+50 to 100+100
  • cr.MP: Damage from 70 to 60
  • LK Gekiro: Invincibility during 1-3f removed
  • Super: Damage from 300 to 250, no longer has juggle potential
  • Ultra 2: Stun build while the revenge meter is below 75% will be 300, and stun above 75% meter will be 450

Crane

  • When Stance Change and Red Focus are input at the same time, red focus no longer comes out
  • LP Roll: Frame advantage on hit +1 -> +2
  • LP/MP Roll: Frame advantage on block 0 -> -1
  • Roll: Charge time 60f -> 50f

Should I trust in Japanese pdf, or should I trust in Combofiend’s list for the LP Roll advantage?

Capcom are confused. chances of getting counter hit roll is very slim so forget that.

Eh, they already removed the previous buffs, I realy hope the roll +3 is true :frowning:

Hmm if it’s not +3 that would suck indeed. +3F was getting me kind of interested thinking of stuff.

Eh, no juggles after Mantis Super? What?

The Red Focus change means Gen will potentially get to do 4 button teching even when he has meter via 3P+3K input.

Never mind- redundant with what someone else already posted.

saw a sagat petition page. lol. they didn’t complain Gen crMP hands is -10 on block

I think they just mean it won’t hit airborne opponents at all, so no crance c.LK or Oga into Mantis Super.

Also, it’s for the best that LP roll isn’t +3, because one of the infinites I found was “LP roll, Mantis s.LP, crane c.MP, repeat”. I was able to do “CH last hit LP roll, Mantis s.LP, crane c.MP xx LP roll” right now, so it would probably have worked.

Nah they said the exact opposite thing when they added juggle potential in Ultra in arcades. You can probably still do Crane cr.LK into Super.

Thing is, Super already had JP0, the only way to make it available in fewer juggles would be to remove its ability to hit airborne at all.

Given the difficulty of that particular combo I think it would have been fine. The executional difficulty to do it for a long time would be on par with Chun’s infinite or El Fuerte’s RSF semi-infinite. Plus the damage wouldn’t be great as it scales very quickly. It’d only be good for like 2 reps.

Only HP hands though. LP/MP/EX has had it’s pushback adjusted and hitboxes adjusted so it should get more hits meaning it’ll be safer on block.

Are we sure that it’s SUPER that got jp adjusted and not U1 mantis? that is what I thought it was this whole time >.>

Also crane crLP stance change combos are really fun but hard.

Actually, the gave it JP1 when Ultra first came out, then they’re changing it back to JP0 in the next patch for the arcades. At least that’s what I think they’re saying.

Somehow “just” doesn’t fit in this context.

So, they take a hard-to-master mid tier character, nerf several aspects of his game and improve Crane cr lp which doesn’t mean that much considering you want to be in Mantis most of the time anyway. Gen was already struggling. Only Xian was able to be a real threat with him, and even then Xian had a problem going up against certain characters, especially once Gen had been downloaded in those matchups. If anything Gen deserved a slight buff.

People were pretty damn shocked at the changes BEFORE they decreased some of these buffs. If Jyasen is only +2 on hit we have literally nothing to look forward to.

I thought they gave U1 JP1? If they did indeed give super JP1 then that’s what they’re saying, yes.

Sure, but it’s best to prevent infinites from occurring I guess.