Ultra street fighter 4 gen changes

Considering what they took away they sure as hell should’ve given atleast that. Honestly at this point I’ll take anything because capcom propably thinks this is the perfect version without the few bugs it got. I still don’t think it’s more balanced than 2012 but it’s pretty close.

given up use of super entirely. fadc ftw

any intresting red focus combos besides 2 mp x hp jaysen RFDC 2mpxjaysen ? thx for help …

Really? Pathetically enough I find myself having a hard time incorporating hands FADC combos in matches. Especially in a bit of lag. I keep using super despite its pathetic damage.

Wouldn’t you deal roughly the same damage through roll FADC combos?

I play mostly offline. super just looks cool now.

adding jp Hp to the previous combo deals 461 damage so …

come on 50 damage isn’t the end of the world … :slight_smile:

50+10 (from crMP) is a WHOLE LOT. now Gen crMP super to ultra deals 513 from 573, so tell me if that is not much. add damage scaling to it and you will see how bad it is for a character that barely does damage

Then you also add the guts system, aswell as increased health of some characters (aswell as decreased in guile’s case but his defense got stronger so this doesnt mean much).

I agree with ugo on fadc combos, I use them mostly from ambigous jumpins or punishes so I wouldnt have to hit confirm it. I practice that stuff always especialy with new training mode/online play function. I admire you guys for having an ability to play offline. I don’t have one. So I either hit them online or there’s no point in even playing this game. I find that people certainly blow too big of a bubble on the whole online thing. The delay can be felt but it’s not the worst.

cr. mp xx light roll xx ex red focus > ultra or a combo from a poke is pretty decent as it saves up a bar for ex hands u2 or ex gekiro for reversal/hard knockdown.

Replace it with heavy roll for a punish and it does I think 30 more damage than fadc combo and if you do ultra something arround ~500. So yes. Red focus is useful. But situational.

Finally getting around to some serious Gen time. I’ve learned my crouching bnb but now I drop all standing bnbs.

Red focus off the roll combo is pretty sweet. Situational but nice damage boost whenever I land a double roundhouse

Feels like the landing frame thing might be worse. Could just be me not being used to Gen again yet.

I just watched the Xian matches against Momochi and Tokido. I know a lot of people are thinking Gen is nerfed beyond repair but I mean… Xian still made it into top 8, right? Bad matches have always existed, and you just gotta either find an alt to counter pick your bad match-ups, or figure out a way to win against the player instead of the character.
I mean, how much of those two losses were character pick? Seems to me like Momochi and Tokido were just in peak condition that day.

The super damage nerf is pretty crappy tho considering scaling. But I think the threat is still there. So I don’t think his supers are completely useless like some people are saying. But because I know the super doesn’t damage as much I’ve been more willing to burn meter for combos and anti-airs.

I still don’t see why you’d pick U1 over U2. Mantis U2 is a solid anti-air and it’s a game changer kinda like Dhalsim and Decapre’s U1s or Rose’s U2. Those ultras usually require a setup after activation to deal damage. Crane U2 is a really good anti air or punish if you can make a read and jump. And the damage is really good. I’ve been making it a habit to switch to crane before jumping back and it’s been helping a lot giving me the option to crane U2.

No, he cannot be beyond repair. I think he is still viable, but I also think most of his MUs got worse. Now he DOES have to counterpick with alts.

Mantis U1, despite it having a slow start-up, is a great option against those “make-SRKs-whiff” jump-in setups. 400 damage is not a joke.

Air-to-air Crane j.HK -> Crane U1 is still very solid. Crane U2 is not a very good air-to-air because you will trade against normals with long active frames hence boils down to a gamble. Being able to plink it out from Mantis jump is nice tho.

I personally had to think about which Ultra to use for days because they are so different from each other (I think U1 is more solid overall while U2 has a big mindgame advantage. W Ultra would be great in which you want to shut down the opponent’s options, though you won’t be using Super Ultra unless it can kill or give you a life lead).
In the end I would stay with U1 against characters like Bison, Yang, Rolento, Zangief, T. Hawk, etc.

A bit off topic, but Rolento is hella fun.

Yeah that’s what took so long to get to Gen. I got side tracked with rolento for about a week and a half.

I stopped because he gets a lot less fun when people stop letting you roll and pogo. Then you have to figure shit out for real. I can’t play a character that walks that slow after people restrict your movement

My sidetrack character has been Decapre…since I play both Deejay and Gen, she fits perfect with hands/daggers and upkicks/stinger…
And her reversal hits crouching and air opponents. Yay! Deejay is jealous…and I’m enjoying the distraction.

I find myself using meter for FADC combos now more than ever. Just like Ugo had mentioned, I am not saving meter for Super like I was in AE2012. Super is still very useful, don’t get me wrong! I just find myself trying to squeeze out whatever damage I can by forcing myself to stay grounded and to keep things footsie oriented. I will take any knockdown! Untechable or not. Simple as that.

I agree with Street11, Gen is very much still viable. I am still holding my own against players who have played their character since Vanilla! Nobody up here in NorCal is a pushover either. Keep things on the ground and utilize his ground game more than you did his Oki game, and you will see what I mean.

Also, with the discovery of a few DWU setups, (shout outs to Ugo) I am able to keep the pressure on. Once we learn to overcome DWU, I think we will be back in line with the development of our playstyles.

Jyasen has been doing a whole lot for me. After medium or light jyasen on block, I catch everyone with st.mp xx hands for a counter hit. This gives me decent damage and continuous pressure in the corner. When I get the chance I am using them to get them to the corner, and once they are in the corner I give them HELL. Once I get my elgato gaming gear, I will try to post some vids up!

yeah I’m thinking using crane stance exclusively lol. the walkspeed is very much needed ans I don’t bother with hands anymore. empty jump low into hands super ultra and Oga super ultra still drains the life like a vacuum cleaner 570 and 600 plus respectively.

if you can manage it go for meaty crMk hands after empty jump it does brutal damage as well and blows some anti airs out of the water.

been spending countless hours and sleepless nights trying to see if I can get the old man back but it seems very very unlikely.

I know Oga setups though weaker still is going to be core especially after soft knockdown.

I have decided to main evil Ryu with Gen as my alt I just can get over the nerfs.

Guys, do you use at lp or cr to hit confirm into hp? I find lp misses a lot but cr has weirder timing.

Saying 60 less damage off of super isn’t much is eh … It’s a freaking lot, man!

generally supers in the game do between 300 and 350 damage , gen getting the fallowup super or ultra goes way over that so … i’m not saying i like the nerf or it should be that way especially having to spend so much meter for fadc combos or ex geikiro as it’s the only viable reversal(or the TK U2 …hhhh +5 on block don’t tell anyone about it) but it’s not the end of the world guys … we have to get over it or play evil ryu hhhh