Ultra street fighter 4 gen changes

for some weird reason I can’t easily combo Shitenketsu from ex hands on shotos.

I noticed that Gen still more or less the same, crMP hands super is 280 damage and doesn’t help crMp super ultra dealing 516 is painful.

tried using ultra double but it didn’t work well. sticking with u1. Gen Max stun is 850+ stun

It’s hard. I actually think if you don’t do it frame perfect shotos will be pushed out, which is the reason I think doing kara is better still, especially since EX hands didn’t get its recovery nerfed.

Using Ultra W is basically useless if you’re aiming for Super -> Ultra. If you’re using Ultra W, I recommend saving Ultra for their utilities.

Yeah, I usually have to kara with s.mk against Shotos.

there’s a specific timing when the shoto is getting back from Ex hands hitstun you hit the ultra i tried it several times but i too have a low percentage of success

as of yet , U2 is not a bad choice with the amout of stun but i’m not used to it alone so i think going with W will help me see the benefits (or not hhhh) for that i will need your help …

Has anything changed for stance change in air? When I was playing USF4 Gen, and did cross up j.mk © and hit punchx3 i didnt land in Mantis. But when I was playing 2012 Gen on edition select everything was fine. I am getting the game tonight, but was wondering anyway.

same happened to me. I still got crane even when I switched. in all honesty I’m sad that Gen got the quickie treatment. I’m about to run some 2012 test for suspected nerfs on mantis stand mp

Glad I wasn’t the only one. Gen felt really wonky yesterday at a local tourney. I am sure it’s just a few things to get used to, but it still bothers me how odd he seemed.

Nerfs on mantis st.mp? Interesting, what caused the suspicions? I didn’t notice much for the short amount I got to play.

I really want to see how the Crane Normals/Jyasen changes affect his corner game. I saw a vid somewhere on youtube, that made it look like Dictator’s corner pressure (nowhere near as threatening, but still did good chip and good positioning)

They didn’t really address the whole thing concerning stances not changing upon a jump attack. I think getting Crane j.HK during a Mantis jump with KKK (and vice versa) was their way of a quick fix, although not a particulary good one.

Don’t think anything has changed concerning Mantis st.MP, still as trusty as ever.

I have caught people in the maddest pressure with rolls in the corner. The best part is that Crane cr.LP serves as a weird sort of anti air since they can’t jump out without getting hot by it. It will get to the point where they’ll dp, but that -5 FADC puts the situation largely in our favour. I should also point out this type of pressure can be done midscreen as well.

It’s quite easy to AA with U2 using Hoigek motion (2142147+PPP). Also, you can get a decent amount of stun plus a hard knockdown if you combo from c.mp > hands:

c.mp (m) > hands > fadc > s.lp © > c.lk © > SJC U2

Now U2 is not only a decent anti projectile but also a solid AA. Really nice tech from Hoigek.

awesome. stand MP is fine. I’m a bit paranoid. hogiek is surely the true lab monster

As far as I (and others) can find these are the only changes not mentioned in the capcom-unity final change list. http://www.capcom-unity.com/combofiend/blog/2014/05/22/usfiv-final-character-change-list

A biff to cr lk crane would make me so happy! I always though in 2012 that at mp mantis followed up by cr lk crane and OSing ultra in case of a trade would be a monster strategy if only the move traded more instead of straight up losing (against crouch tech).

Damn it is weird that U2 works in air when you so airborne version! I notice you still need to be on point timing wise if you do cr lk into it, and that can be a big of a hassle considering you need to change stances.

With this found I might prefer U2 to U1! Hopefully doing the jump cancel version as aa won’t be too impractical.

By the way, guys, it seems to not work to buffer U2 crane and do it instantly in the air when using W Ultra. It’s probably because the command overlaps U1.

Nah, it’s not that impractical and the range for the AA U2 is pretty good (hits Gief’s j.fp at the farthest range). If you mess up the worst that it could happen is that you get a jump back fierce or you get the regular version without full animation. I managed to land once on a Rog today both from hands fadc and as AA.

Gen can also use it after any cross up wall dive.

Not the greatest match and the Rog player was not very good but here it is (I wanted to test the youtube feature):

https://www.youtube.com/watch?v=avxZkyaGpTM

Managed to land U2 both from AA and hands FADC.

EDIT: The second video was a bit irrelevant since I didn’t go for U2 AA.

nice play mate … this U2 is really getting my interest : AA,stun,mixup game … and with teiga for the fireball matchups , the switch is near (goodbye U1 -_- )

Very solid execution Kane. Nice job. You definetly showed the potential of U2 good. They have finaly made U2. Regarding U1 it’s still very useful. Vega, Blanka, Also it’s very good against shotos if they go for chip on your wakeup with dp you can just crane U1, Cammy you can punish poorly timed divekicks realy easily (i guess that also applies for mantis u2 too now). Ultra combo double is good for akuma matchup (low health actualy makes ultras do more damage AND you can punish both the teleport on wakeup with u1 and air fireball, also if he tries to get in on you and mistimes air fireball you can air to air into crane u1).

Overall while he got nerfed and damn some of those nerfs were unfair but I find it pretty cool that he can use all of his ultra options.

So they didn’t nerf crane super did they? I vaguely recall an old change list stating a nerf to crane super start up or something. Otherwise, I hope to see more videos from different players just to guage what the new Gen meta is going to be like. I play on PC so I won’t be able to get Ultra SF until who knows when. Judging by the video posted above, it seems like it’s back to the old days of Mantis st.mk -> hands, and Mantis cr.lk -> cr.lp -> st.hp -> target combo won’t work now due to the new frame data on cr.lp?

The bnb hitconfirm works and what Kane did is character specific (st. mk hands st.mk hands) and works because of new m hands and smaller pushback on them.

The combo still work, just with different timing. And the announced change to crane super was range, not startup. I’m not sure if they went through with it. Maybe on HK version. It really does t matter if they did though.

I didn’t know hands loop worked on Balrog now. Nice.

I landed U2 aa today, and I have no problem doing it off of Oga. Feels so awesome to finally be able to use it effectively, though it is obviously pathetic that we have to use a glitch to get it to work when it should have worked like that to begin with. Regardless: Great find! Jump canceling it isn’t even hard.