Ultra street fighter 4 gen changes

The return of the loops!! Im happy about that! Just got done playing with gen. I dont think we should count the old guy out just yet!

I really would have prefered if he had had some universally useful stuff to make up for his nerfs instead of getting even more character specific stuff. Noticed EX hands into U2 doesn’t work on shotos and that made me real mad. :frowning: Heard you can kara it; how, and is it practical?

no , U2 links after EX hands i tried it with some success,you have to get the timing right no need for kara (tested on ryu)

corner : counter hit crane cr.Hp > crane super works (mantis doesn’t)…

That already worked in 2012. Nothing new realy.

Gen seems to be nerfed to hell so far.

ok, so im liking the new stuff a lot. like really a lot.

i cant grind my matches tho because now i cant do cr.lp, stand hp link with the new timing

now i have to re learn the timing all over. wish i didnt do so much training mode prep last week. my muscle memory is working against me

st.LP > st.HP is still the same timing

The 2 frame change with cr.LP was screwing me up at first but I believe I got it now. I like how it gives your opponent a bit more time to press a button and get hit by TC2. Just mix it up with tick throws. HP hands on block seems to push back some of the cast to a safe distance, but I’m sure it’s unsafe. I like this Ultra update so far. Did you guys change up your BnB?

Im playing this game way too fucking much. Im already first with gen on xbl. Feeling like the last. Gonna have to adapt to these changes since so far its been hard for me. My reactions are horse shit so I dont always even manage to react to DWU which messes up my setups a lot.

EDIT: Also here’s a little gimmick from online scrub like me. If you pick u2 in a matchup and the opponent only uses normals as anti airs and you have a very hard time getting in. Empty jum > ultra. If it hits once your opponent is scared shitless. If it doesnt well he knows you have it, also sometimes it goes over so it can be safe.

Man. I feel the exact same way. Timing is sooo weird. Didn’t hit TC2 once yesterday online from cr lp.
Like…do I really have to re-learn how to use TC2 again from cr lp? why?
From standing lp I like landed it once or twice…but that’s mainly because it seemed to me that there was some sort of pushback going into the standing jab that’s been added in from jumpin’s and crossups. Could be wrong and maybe it’s just me, but I’ve notice this on Deejay and Yang as well. The whole game seems kinda off to me whenever you combo off a jump in…like it’s still not complete…like still a test location beta or something.
I also can’t get used to EX gekiro timing for whatever reason…I keep mashing it like 2012…accidentally.
And when I try to the old HK timing I can’t get the full hits sometimes. I’ll have to adapt and get used to everything I guess. It’s only been a day. :slight_smile:

Question regarding ways of getting around DWU:
I know you can use st lp as it’s 11 frames. However, are we not able to use this to do from a Crane jump?
I say this because for some reason a st lk gets tacked on before I jump, which I assume is due to the stance change. In this situation, would I have to make do with stance changing back and forth instead?

misses too often. crlp is consistent. id rather learn it then adjust to st.lp

It’s too bad the old loop doesn’t work on more characters. I’m already getting used to the timing of c.lp > TC2 but I still miss if I decide to use s.mp for the old Jyasen combo. I’m using crane c.lp a bit more to hit confirm into c.mp > Jyasen. If I have 3 bars I just red focus > Ultra but the damage is not really worth it.

I played Mark Teddy yesterday and I noticed its much easier to AA the bushin flip pressure (if you don’t want to c.mk hands or focus). Since the recovery for c.rk is much faster he had a harder time baiting me.

Ah yeah…almost landed 4 reps of the ex hands on Kurokiba’s DJ yesterday. That combo looks hilarious. Not happy about Gen’s changes but I think I can live with them.

If LP hands had the same speed as HP hands we would’ve had the old loop. Unfortunately its speed makes the move useless. Such a shame considering that all the other “hundred” mashed moves can be linked after.

the deejay must have been shocked

hmm, Gen 700 stun combo + mixup into Shitenketsu + post combo = TOD on half the cast at least lol

I wish they wouldn’t have reduced damage on cr mp and super. That was just an insane thing to do. Hands into basically deals less damage than Evil Ryu’s FA combos, and that is just not reasonable.

Anyone getting any use out of Mantis U2?

Just curious, Why Lp roll instead of the HP one?
In fact why use roll at all? Does it have any benefits over ending with lk gekiro?
I wish I could test it myself but I wont have access to a console anytime toon.

edit: is this combo tight enough that we can safely use it as a blockstring?

Ending combos with fp jyasen from a certain range is kinda of character specific. LP Jyasen is guaranteed.

If you ex red focus the last hit of Jyasen into U2 (m) you can get a decent amount of stun, which is almost a guaranteed dizzy on the next mix up on most of the cast (I believe that’s what ugo mentioned in his last post?).

Example (this is not optimal but it can give you an idea):

j.rk (2 hits) © > c.mp © > fp jyasen > ex red focus > s.mp > TC2 > ex hands > U2 > 50/50 which may lead to stun

or

j.rk (2 hits) © > c.mp © > fp jyasen > ex red focus > U2 > 50/50 into c.lk > c.lp > TC2 > ex hands > s.rk (which may stun)

Let me know if there are better options for the Shitenketsu mixup. I’m actually experimenting with that now. Almost landed on a Viper today but I messed up the timing of the c.lp > TC2 > for the stun. (*sigh)

edit: Another option would be to scratch the red focus and end a standard fadc combo with ex gekirou and combo U2 after the mix up.

Ex:

j.rk (2) > TC2 > hands > fadc > s.mp > TC2 > ex gekirou (hard knockdown) > mix up > c.lk > c.lp > TC2 > ex hands > U2

The combo I posted links but it’s not an airtight blockstring.