Ultra Street Fighter 4 | General Lounge

Valle is feeling himself with Rolento.

I main her. If you have PSN you should play me sometime :slight_smile:

ecksbawcks

Zangief is too strong. Lp green hand is unstoppable.

Why must fate be so cruel…? :frowning:

But Elena’s really good in xT top 10 imo.

It’s -2, it should be a guess game.
It looks very strong tho.

Starting to get a little concerned that we haven’t seen the 5th character.

Especially since we have full blown location tests going down. I really hope Capcom doesn’t keep the 5th under lock and key so long that they get 0 outside feedback on him/her.

I’m expecting a final round of location tests after the ones of this build are over. Though the second one being on a smaller scale i guess.

that’s a pretty bold statement for a character that does no damage vs crouching opponents. haha. i love elena in xT but she definitely has her struggles. bad tag opportunities without landing a hit, low health, terrible jump. at least brave dance is amazing.

Does no damage on crouchers? She does 350+ easy on crouchers that’s how she gets her most consistent damage. She can tag out on every Rhino, TC off of HK Lynx. She has the most forced roll situations that also blow up crouch techs, counters and many DPs. She has a 50/50 (SAFE) boost combo that leaves her -1/+4/ +10 on block. Her ambiguous corner tech off of EX Rhino? Insane. And her jump isn’t terrible you been outta the game too long brah (or you’ve never read the Elena thread where I and several other Elena players compiled all of our findings.

Edit: Top 10 in no particular order outside of top 3 Hwaorang,Chun, Law, Kaz, Nina, Jin, Alisa, Steve, Elena, Julia

this isn’t really the thread for this but 350 (i’m assuming you’re looking at an ex lynx tail combo) is really not that much for a bar, and you don’t get amazing corner push or anything. compare that to nina, who has a really similar gameplan and doesn’t give a shit if you’re standing or crouching or if she has any meter or if you have any execution …

you can tag cancel RH on HIT but not on block, since you’re gonna get crouched and punished anyways. corner ex rhino walk/crossover stuff was known since day 1, but i’ve never seen it amount to much in real matches once you’ve used it a couple of times. plus, you have to spend bar and end your combo early just to get the chance to potentially put yourself in the corner. pretty gimmicky imo. yeah you can also tag cancel hk lynx on block, but that’s serious alpha counter bait.

what boost are you talking about? the one i always fished with was s.lk->c.hp. now s.lk, there’s an actual godlike normal.

i don’t think elena is bad by any means, just seriously outclassed by the top tier, and think that top 10 is a real stretch.

You don’t get amazing corner push from EX lynx > BnB end with MK Rhino> Dash twice HP Mallet (Whiff) which forced them to roll to the corner if they try to block? You also get a +8 Meaty B+HK if they stay in place or a meaty st.HK +5 if they roll. You crazy bruh. Man charge Rhino and see what they do if they have neutral jump go for the HK lynx TC if they don’t then let the EX go and TC.

And yea the EX Rhino corner tech existed since day 1 I was the one who found the EX rhino walk over tech >_>. Also it’s not a gimmick you force them to stay in the corner, you get a 4 frame safe jump, and if you TC you get a crazy ambiguous set up (As it keeps your character stays out of the corner no matter how many times you dash and if you jump attack them while they are getting up it hits as though you crossed them up even though you’re clearly outside of the corner) Safe boost chain =st.lk > st.mp also it’s 2 hit so it gives you time to assess how your opponent reacts to it. If they stand go for EX lynx you’re -1. If they like to launcher after any lynx go for EX RH you’re +4 go for a tick throw/B+hk/HK stuff. And if they like to crouch go for EX Mallet you’re +10 if they block.

Edit: But that’s off topic so if you want to discuss more I always visit the SFxT board and check my PMs =)

I did play Elena every now and then but yeah poison was in that game.(Then I migrated to nina and that was before the huge migration of v2013…)

If most of poison’s combos are in this game, i’ll be using her.

Its been a while she has cr.Lk cr.lp cr.mp/k xx whip right? If not I think I saw that cr.Lk cr.lp cr.hp xx whip is in albeit a 1frame link. Gootecks made a tweet that made me think it was crouchable in ultraI sometimes though. Is that true? I didn’t notice.

She can’t link into cr.MP (she never could, well maybe with a Counter Hit), and Peter made it a point to say that the st.LK (and possibly cr.LK) were linkable ito cr.HP and her standard is to go from her crouch lights into st.MK xx Rekka.

It’s called Capcom Cup.

They’ll be another round of loketests in the 4 months after Capcom Cup and the release date for the arcades.

YO ELENAAAA

Yeah this really ain’t the thread for this but she do have a couple of “situational” meterless combos but they start from her mp mallet smash ([402] Elena [MP Mallet Smash, c.MP xx MK Rhino Horn, c.MP xx MK Rhino Horn, HK Scratch Wheel]). Besides that her combos that start from lights/mediums do below or just slightly above 200dmg on crouchers with no meter.

When she got 1 bar she can get 381dmg if she lands an EX mallet (402 from counter hit c.mp xx EX mallet), haven’t tested that many ex combos that start from lights but she should be able to get up to or above 300 from ex lynx tail combos. But yeah she does lack somewhat in damage when it comes to crouchers :(.

Or you can just boost combo from lights and get 250+ damage anyways just like Zangief who gets awful positioning and barely 200 solo damage from lights yet is still easily one of the scariest characters in the game because of boost combos.

I cant believe htis, but I had a dream James Chen and other players were i na house and they were playing Ultra, the secret character wasnt revealed till the game came out, and both Ultra bars filled up differently, so you could only use the first one that filled up quicker. There was also a bar for how long you could stay down and delay your wakeup.