Ultra street fighter 4 gen changes

Kara with HP

Nice. I didn’t know it worked on other characters too like that. I must have missed kara or something.

should work on more. haven’t tested all characters. don’t have much play time.

Interesting, I haven’t messed around with mp hands > U2 much yet (I mostly use after ex hands). Now if only mp hands > sweep worked on more characters…

hey street my thumb tapped disagree by error.

Mp hands to U2 is a one framer I guess.

No worries.

Yea, MP hands into raw U2 is a 2f link, and MP hands into kara U2 is an 1f link.

any matchups tech yet? we should have a thread for the new matchus

Do you have to be very close when mp hands connects to land all these links? I am unde

I really disagree here; homogenizing Gen’s U2 is not the way to go. Aa properties and more stun (600 version) would get my vote.

I don’t get much use out of ex hands to U2 as you don’t want to waste bars doing ex for pokes so it only really works in hit confirms – and you can use Shakudan for that already. I suppose it’s ok as a punish but then you’re able to do raw ultra, with far better stun scaling if the stun connects. (Too many hits means your attacks during enemy stuns are weaker … right?)

Usually you have to start from point blank range for MP hands.

Well, the problem with U2 is that it’s a damage that can heal (stun damage can heal too), and it became much more difficult to convert with DWU. Gen has a difficulty catching up to somebody if they decided they’re just going to run unless they walk mighty slow. If it was a special grey damage that actually reduced life instead of being a heal-able life I would’ve been more than okay with it.

CAPCOM just want to make things difficult. why should I go after the opponent after a successful U2 to cash in on the damage. In alpha 3 it was much better, low damage but keeps on adding stun and if u can’t hit Gen you get stunned. not this stupid fucked up version.

I am better off hitting ex Gekiro and crane sweep as anti air rather than the tiger knee U2.

600 stun won’t make any difference.

I think U2 should have been the same style as in the Alpha series (minus the instant dizzy). There should be a countdown that reduces the opponent life not the reverse. This would force the opponent to adjust to the effects of the Ultra in a more proactive way instead of forcing Gen to chase them around when he should be rewarded for landing the Ultra in the first place.

lol. or do Grey damage that the Grey health keeps depleting unless he hits Gen lol. or just plain damage will be fine.

Plain damage would be awesome but I think the countdown aspect is what always made the Shintenketsu a pretty unique super (Hokuto style). It forces the opposite side to adapt on the spot or potentially lose even more life.

I would be happy with depleting grey damage and 600 of stun of course.

Good idea! As much as it sounds ad-hoc, I’d like that, too: 600 stun, grey damage that depletes unless the opponent hits gen; if they do it remains grey but starts healing up instead. That or that added auto stun unless they hit him. Or both, actually. (You wouldn’t want to keep away with Gen to have them stunned if they regain a lot of health in the process.)

Hi guys, long time Lurker here! Had to create a new account cos my old one didn’t seem to exist anymore :frowning: would like to say thanks for all ur help over the years, helped step up my gen game alot. Been enjoying gen since alpha 3 and was ecstatic when I found out he was gonna be in home version of vanilla.

I was watching a you tube vid
http://m.youtube.com/watch?v=WxJ5CTeQDM4
And think I saw a dwu safe jump by amiyu. (on rufus)
All mantis: Forward throw, forward dash, cr.mp, s.lp, j.mk
looked realistically possible to confirm the dwu technical pop up before doing the s.lp

However I’m waiting for the disc based version so can’t test. Hope it’s
Of some use!!!

P.s I haven’t even got the game and I’m already feeling the pain of the nerfs. Tho I used to play more in crane style in vanilla so who knows, maybe things will suit me more.

Oh it’s at the 6 minute mark

Yup, I believe we spoke on this somewhere on here. The st.lp will cover the few frames for the DWU. I have been able to confirm the “technical” that comes up after forward dash cr.mp.

Guess I saw but did not observe. Anyways thx for re-confirming. Glad to hear its practical to see the ‘technical’ before deciding on the lp

If capcom pussied out of 600 stun I doubt they’ll make that such drastic changes to U2 which is a shame. Now if the opponent has a good escape option or guesses well and runs you not only wasted your ultra but you also gave him ultra meter.

Yeah! My vote goes to 600 stun, drains (the grey) health and auto-stuns unless enemy hits Gen; if they hit him the grey health starts to act normal and heal, and the auto-stun curse is lifted. Sure, a bit complicated and as I said seemingly ad-hoc, but I love the idea (s).