Ultra street fighter 4 gen changes

As someone who hasnt played vanilla. Damn those loops are fun. But I gotta agree. A lot of the normals feel wonky. It’s a different character completely. Unfortuetly I have zero use to train in this mode since I have no ability to attend tournaments.

Was c.lp (mantis) changed in Ultra? I seem to be having a harder time linking it into s.HP (mantis).

Apparently they’ve added 2 more frames of hitstop when it hits. While it’s still a 2 frame link, you have to change your timing of your s.HP to be two frames slower.

It’s actually been like this since at the lok tests, and I don’t really understand why they would change this except to mess us around.

played USF4 a bit and I’m sad.

Eh, is that combo a two-framer? I was under the impression that it was a one-framer, so I always plinked it. :S

It is 1f.

I personally find IV Gen very boring. He was all about mk hands. I mean don’t get me wrong: I love Gen regardless of how they balance him; he’s my all time favourite, but he was poorly balanced and very streamlined. To me Gen is all about switching around between stances and mixing it up between his moves, but back then he was a one-trick pony. Do love hands loop, though, but I seriously think he could have been given that now, too, without being overpowered. Especially since he lost damage on cr mp, Yeah, I realise I might be asking for too much but it seems to me the only truly good new thing he got is better frames on Jyasen.

I personally like how lk Gekiro doesn’t have inv frames as I don’t think it fits the obscure Gen to have a reversal mash move. In fact, I’d prefer if they got rid of EX Gekiro iframes, too. The problem is that they didn’t give him enough to make up forall of these nerf – in short nerfed him overall when there was no justification for that. Get rid of Gekiro iframes and give him hands loop (at least off of lp hands) and Oga invincibility back and I’d be happier. Fits him better. Oh, and better anti-air properties on Gekiro (better hitbox in air).

Haha, I must have missed the memo on that change or it was never posted. Thanks for the info. Time to practice the timing :frowning:

It all makes sense now…I just competed at a local tourney…only my second time touching Ultra. I couldn’t link cr.lp to st.hp AT ALL. I was getting so frustrated and blamed it on PS3. Today’s tourney was on Xbox and I was STILL DROPPING! IT WAS SO IRRITATING. I come on here to see if ANYTHING has changed…and now I know. ARGHHHH…

also seems like the cancel window for HP hands was reduced slightly. missed alot of fadc stuff. even to super. jump HP and hk still feels the same but the super Nerf hurt especially when using ultra double

So I just got back from my local tourney. I guess I did alright in Edition Select considering I haven’t played Vanilla Gen in so many years. Won my match against Gootecks but I lost vs Hugo101 when he switched from Guy to AE Yun. Thank god for hands loop. Lol

Honestly, I agree with Deus. Vanilla Gen was pretty straight forward and you don’t have to think much beyond landing the loop but I still think he was kinda fun to play. I can’t see why Capcom couldn’t at least give him that back considering that he doesn’t build meter nearly as fast.

About Ultra…the Elf matchup is 10 times more annoying now. EX Quesadilla Bomb is too good and for some reason I had a hard time punishing EX tostada. I need to check his change list and go back into the lab for this matchup.

A bit late to upload this, but

http://www.youtube.com/watch?v=2j5y-hloGeg

It’s a video by Hoigek with U2 juggle. I spent much time in training mode and finally figured it out just now. You have to cancel into your U2 during Gen’s pre-jump frames, then the juggle version of the Ultra will come out. You can use this to raw AA as well.

Probably hoping for too much but do you get full animation using it as an Anti-Air?

He is saying you only get the animation under these circumstances. Unfortunately it doesn’t land, conventionally. I think it’s silly that they didn’t make it a decent aa this time.

What does this mean, exactly? That you do perform a jump but cancel out of it into U2?

How come U2 works from super? I assume it’s because it’s been designed to have its sweet spot present right after a super.

Actually, you DO get full animation against airborne opponents if you use it as AA.

Capcom made 2 different versions of Mantis U2 back in SSF4. One is the version that we all know too well, and the other one is the version that only comes out when cancelled from Mantis Super. They made it specifically so that the cancelled version does full animation on airborne opponents.

Now, as USF4 dropped they were adding in another version of Mantis U2 (the one that does 300 stun), so in total we have 4 versions now (non-juggle with 450 stun, non-juggle with 300 stun, juggle with 450 stun, juggle with 300 stun).
For some unknown reason, Capcom added the juggle versions to the GROUND CancelList in their files (this means you can do it when you’re grounded and are not in a recovery of something). And, for another unknown reason, non-juggle version will come out if you do it from neutral, and juggle version will come out if you cancel your pre-jump frames (this is similar to how Ibuki does her U2 from st.MK; do st.MK, jump cancel then do U2 during her pre-jump frames aka while she’s still grounded)

I believe the reason this can happen is because Capcom screwed up. I honestly do not think they would do this on purpose.

EDIT: It looks like Hoigek figured out how to do it. He’s so fast at figuring out stuff.

Gen got a hidden buff on his cr.lk crane. the hitbox was extended forward a bit

Really? It felt the same to me.

mantis cr. lk cr.lp x2 into crane cr.lk never worked in 2012 but works in ultra.

Hmm I looked at the change list by dantarion afterwards but couldn’t find anything regarding cr.LKs. Is there a possibility that this is due to the change of hitstop/hitstun of Mantis cr.LP?

I can test Ultra tmrw, so I’ll try focus crumple -> Mantis st.MP -> Crane cr.LK link. It should be easy against Shotos without plinking if there is a range buff.