Ultra street fighter 4 gen changes

Generally supers are less useful, yes, but as long as we’re not aiming for homogenizing the cast that isn’t relevant. Super didn’t make him overpowered so no need to nerf it.

I am not the kind of person that whines about the slightest imbalance. It’s just when they take a balanced character and intentionally nerf it that I get mad. :frowning:

Decapre gets ex pound to her Dp thing to 4 frame AA ultra for 577 damage and Gen burns everything for 519. that sounds balance yeah. Gen hits 245 on fadc and e.ryu hits 349 to 408 on fadc hit confirm. yeah that’s balance.

Generally you want to use c.lp since s.lp misses on some crouching characters. One combo I have been using a bit more since the timing for c.lp > s.fp changed is c.lk > s.mp > TC2 > Gekirou / Hands. Like the original combo (c.lp > TC2) it raises crouching opponents, starts from a low, but it does slightly more damage (245 > 210). I noticed Xian was going for that more often as well.

About Jyasen, I agree with Kumo. You would be surprised how many players get hit by a counter hit s.mp after blocking our roll these days. I should probably remember to setup U2 after that as well (CH s.mp > U2).

the thing about that combo it wiffs on shotos sometimes. but it’s better than nothing. trying out the cane combo more now.

Sacrificing thirty damage in a b’n’b instead of learning the timing sounds harsh, man!

If you don’t intend to cancel hands into fadc or super, or link it into ultra, aren’t you better off just doing crane cr lp xx roll instead of mantis mp xx hands? More damage and let’s you continue pressure. Same startup on both normals. I used to do as you guys but now I figure remaining in crane is better unless you want to cancel hands.

The combo that I posted does more damage.

c.lk > s.mp > TC2 > Gekirou = 245
c.lk > c.lp > TC2 > Gekirou = 210

Already got used to the new bnb timing but the way Gen is now I can’t afford to sacrifice any damage. Also, of course I intend to cancel hands into fadc. I just didn’t feel it was necessary to add it in my original post (I would assume most Gen players know that).

Edit: Mantis mode is still the preferable style for footsies IMO.

decapre is a charge character and afaik has no AA normals … but evil ryu yeah,this character is OP O_o … sure this game isn’t balanced ,DWU and gen having no knockdown combos without meter is annoying the way he has to be played must change in conjonction with AE2012

To avoid further misunderstandings:

c.lk > s.mp > TC2 > Hands > FADC > s.mp > TC2 > lk Gekirou = 303
c.lk > c.lp > TC2 > Hands > FADC > s.mp > TC2 > lk Gekirou = 268

c.lk > s.mp > TC2 > Gekirou = 245
c.lk > c.lp > TC2 > Gekirou = 210

c.lk > s.mp > TC2 > Hands > FADC > c.lk > s.mp > c.mp © > lp jyasen = 285 (fp or mp jyasen is character specific)

She has Cammy close and far roundhouse and her close MP and crouch FP.

The thing that’s missing in the comparison is that she relies on a charge and she isn’t hitting ground pounds from footsies. You can’t make all these raw comparisons without looking at the whole picture

c.lk > s.mp > TC2 > Hands > FADC > s.mp > HP >HK Gekirou is a descent combo too …

How come this combo hasn’t been the b’n’b people use? Is it character specific? I assume it doesn’t work from cross ups.

Sorry for the stupid misunderstanding on my part, by the way; I always assume tc2 is the cr lk, mk one even though that is tc1, and I have tested combos into that one already, knowing they deal less damage. If I recall correctly you can’t do the combo you listed if you use tc1 instead, but I’m not entirely sure.

I doubt it’s universal seeing how raw st.MP -> st.HP link can miss on some characters.

You are right, it’s not universal (ex: it works on crouching Ryu but not standing). I would need to test a bit more for the character specifics.

Although, I think it still is a nice hit & confirm combo for crouching characters if we decide not to go for the 1 hit fadc like Xian since s.fp lifts the opponent up and it does more dmg than the standard bnb.

Deus:

It works fine after cross ups as well but it might be character specific.

I went to training mode for a bit and found the specifics for the c.lk > s.mp > TC2 combo. Feel free to correct me if you see any mistakes:

Standing:

Decapre
Elena
Blanka

Crouching:

Ryu
Ken
E.Ryu
Rufus

Standing & Crouching:

Honda
Ibuki
Dudley
Seth
Gouken
Makoto
Akuma
Gen
Dan
Sakura
Oni
Yun
Juri
Chun Li
Dhalsim
Abel
Viper
Bison
Sagat
Cammy
DJ
Cody
Guy
Hakan
Rolento
Poison
Guile
Zangief
Elf
Vega
Balrog
Fei Long
T Hawk
Adon
Rose
Yang
Hugo

After crossup:

Honda (crouching)
Ryu (crouching)
Ken (crouching)
Makoto (standing & crouching)
Dudley (standing)
Gouken (standing & crouching)
Akuma (crouching)
Gen (crouching)
Oni (crouching)
Elena (standing)
Yun (standing & crouching)
Juri (standing)
Chun Li (standing & crouching)
Dhalsim (standing & crouching)
Abel (standing & crouching)
Viper (crouching)
Bison (crouching)
Sagat (standing & crouching)
DJ (standing)
Guy (standing & crouching)
Hakan (crouching)
E.Ryu (crouching)
Guile (standing & crouching)
Blanka (standing)
Zangief (crouching)
Rufus (crouching)
Balrog (standing & crouching)
Fei Long (crouching)
T Hawk (standing & crouching)
Rose (crouching)
Yang (standing & crouching)
Hugo (crouching)

Yeah, it’s far from being an universal combo but it’s not like we are not used to memorizing character specifics. At the very least keep in mind that this combo is universal regardless of circumstances (crouching/standing/crossup) on some characters: Makoto, Gouken, Chun Li, Sim, Yun, Yang, T Hawk, Balrog, Guile, Guy, Sagat, and Abel.

Thanks!

I’m shocked it doesn’t work against Hugo after cross-up jump-in.

Mantis will always be the most preferable style for footsies. You generate tons of momentum when you shut down the opponents ground game. Gen truly is superior on the ground against a handful of the cast. Cr.mp and st.mk xx hands are a complete nuissance to HUGO players haha!

But incorporate crane style st.lp, cr.lp, cr.mp and jyasen when possible and you are unlocking a whole new beast of a character when on the ground. The corner carry, RFADC combos, and advantage on hit/block are definitely worth stepping foot into. TRUST ME.

NOTE:
crane st.lp delayed cr.mp jyasen lands an easy counter hit! doing a hefty amount of damage and leaving you at the advantage detailed above ^^ only tested on Ryu crouch tech. It blew them up…

Will test on multiple characters later. So don’t quote me on its usefulness just yet HAHA.

It works on him after a cross up only if he is crouching. Kinda like some of the Shotos.

Ah yes.

Don’t get me wrong, I think crane is very good at applying pressure especially now with the Jyasen buff. However, when I do use crane for pressure I usually transition from mantis > crane between Gen’s blockstrings, but I go back to mantis as soon as we are back at the neutral range.

I’m not quite fond of staying in crane mode during most of the match because our normals in crane are mostly situational. One of the good things about Gen no matter how much Capcom tries to nerf him is his normals in Mantis style and his advantage when it comes to the ground game because of those normals (Chun Li being one of the few character that rivals him).

good stuff Kane. good stuff.