I always thought it was all about spacing, if you do it really close to your opponent it knocks them to the other side, but if you keep a little room between you and your opponent then they stay in the corner. At least, that’s what happens to me in training mode.
About the dash Ultra, I just can’t figure it out al all either, I know I can do it in training, but it comes out about only 5% in an actual match.
So I’ve spend some time in training mode doing nothing but dash Ultra and found out what was really troubeling me, inputting back after the dash.
So I’ve now switched to using a different method that was mentioned here and it’s working fantastic!
Now I charge :l: and then :r: :r: :hcf:
My execution rate has shot up to about 80% I would say, it could be higher but I still have moments were I mess it up a few times in a row, I guess nothing but training can fix that. Still, this is the first time I actually feel Dash Ultra could be a part of my game now.
By the way, is there any use for Dash Super, is there ever a situation where you can use it?
I’m actually able to do Dash Ultra on a regular basis now in matches.
Now I just have to learn to use it when it actually works lol I guess I’m so excited that I can finally do this that I need to work on my timing, I’m wasting my Ultra a lot, but I will fully master it some day soon, I’m sure of that
Has anyone else had any success with d/f lk against divekicks? It was working pretty well for me against a divekick spamming rufus this weekend. You need to time it to hit right around his knee, but if done correctly it stuffs his shenanigans pretty consistently, and gives you some space. I’m going to have to go into training mode and test it some more, but I figured I’d throw it out there.
It shows promise at least, so maybe this move isn’t as worthless as first thought.
Man, I’ve been having the exact same problem - only way I managed to squeeze it out was changing my grip on the stick to be able press back more firmly - sort of flicking it back and forth between my thumb and fingers - but that kind of defeats the purpose, given that it prevents me from doing it with split-second timing.
I am SO going to try the method you mentioned here. Here’s to hoping it’ll work for me, too…
Maybe these are old news, but here are 2 ways to combo into Ultra that I didn’t see in this thread:
Air FPx2 into Ultra- The timing is a little strict, but it’s easy to see if the hits are going to connect or not before following through.
Fireball into Ultra - You can do this as just fireball into ultra and hope for the best (which is no good), BUT there is one neat trick with this…
If your opponent tries to jump over a fireball and messes up, they will land on the fireball and bounce up a little. You can catch them will Ultra after this. This is really useful against Honda, who doesn’t have a lot of anti-fireball options. Hondas frequently do that air punch to try and glide over fireballs, and this is a great way to catch 'em if they mess it up. Keep in mind that they have to be near the corner to get the most out of this juggle.
In response to this thread’s otherwise good advice, here’s some places you should be mashing EX legs.
After a blocked…
Fei Rekka
Gouken Palm
pinwheel kick
lp criminal upper*
Hayate
As a reversal EX legs punishes these moves even when they’re properly spaced, but everything else either doesn’t go far enough, or isn’t fast enough. I think you can hit most of them with lk legs, but that’s probably not a great idea for obvious reasons, and obviously you can use super, but you don’t always have full bar, and EX legs into U2 does more damage than super anyway, when you have it. * You can punish mp and hp criminal uppers with EX legs, lp is just the only one you can’t punish with anything else. EX criminal upper is a bit strange, I’m going to do some more research.
There might be some other ones, and I’m sure the good players already knew this, but things should be written down anyway :).
Hey, you’re right, I didn’t know that. From some quick testing, I could punish a deep lp dash overhead (for 3 hits) a shallow (well spaced) overhead (for 2 hits) and a deep dash low (for 2 hits).I couldn’t punish a shallow (as in well spaced) lp low with EX legs however, it left him too far back. Obviously the EX versions are much safer, and the mp and hp versions are I believe much less safe and don’t see much use.
Some players like to neutral jump over kikokens (Bisons especially). If you throw one and they neutral jump it you can do U2 underneath them and theyre fucked. This doesnt work against Dhalsim of course. And maybe T-Hawk and Rufus can dive their way out depending of the spacing
Shizza, I need some help and I think you may be the only chun player who can help me out with it.
I started playing with Ibuki after I learned that LL combos for chun are so important for damage in Super. In vanilla I never learned how to do them since the damage dealt was never enough to justify not doing s.fp links that I hit with 98% consistency, and relying on superior ground game to win. I remember a while ago you saying you don’t use LL combos, but floe mentioned that you were doing them at the last tourney you two were at (WCW I think?).
My question is, how are you doing them on your pad? I use the same thing you do, the fight pad, but sliding the back of my thumb across the buttons just isn’t very accurate, are you doing something different to nail these combos? switching hand placement or something?