Stuffed Balrog’s Head Butt today… god it felt good.
Come at him from whatever you direction you like indeed:
[media=youtube]ThRwXfBfU1o&fmt=22[/media]
How the hell did cammy’s counter ultra counter fei’s counter ultra?
I find that the best way I use the counter ultra is on deep jump ins. Buffer the motion but wait until the last possible moment to hit kicks. Works pretty well for me, I just don’t always try to use it as the end-all-be-all of winning the match.
i mainly only pick it against ken/ryu players cuz i know there gonna throw out those random dp’s lol
That video is dumb it’s just all armor breakers or grabs or late hits. The interesting part is the counter ultra countering counter ultra, I’m going to dash in and counter Cammy next time she whiffs that lol. I guess it gives you an effective hit box while active. Good stuff.
Perhaps Sim’s limbs as well. Perhaps useful for slow to react moves although smart players wont do that.
Counter ultra other ultras? Scare factor for this Ultra?
IDK what was Capcom intent on doing this?
No one over there think this was a bad decision for an ultra.
This ultra should have been a failed idea ultra that was tossed.
A simple grab ultra could be useful for punishing stuff at least.
But yea it looks pretty bad.
Some examples :
[media=youtube]TmioJPvAybE[/media]
[media=youtube]alMZ-NNsvGE[/media]
i particularly love the 1st one lol
I’m rather annoyed to learn that Ultra II doesn’t grab all things that aren’t grabs as I hoped it would, especially since it still flashes before the animation actually starts, but maybe this can be fixed when/if Capcom patches Fei Long’s silly infinite on Juri.
Still, it’s a better anti-air than Ultra I as far as I can tell and being able to catch some Ultras–I caught an ignorant’s Sagat Ultra I last night for the win–is actually better than I expected.
It was a video edit. I’m sure if you did that you’d just end standing there like an idiot and the Cammy player would recover first and throw you.
Basically.
The fact that Ultra II can at least counter some Ultras AND gets all hits no matter what makes it at least a better anti-air than Ultra I, unless that changed.
So at least Capcom learned from Remy’s completely horrible Blue Nocturne.
Haha, nice. I kind of wish that the counter would have done even more damage though and straight out killed Akuma.
Check out this video @ :38 vs Boxer [media=youtube]PPjXtKiyxiM&feature=player_embedded"[/media]
Yea I checked it in training like right after I had posted that, no dice either way. On the Akuma one though… hey empty jump ultra is ALWAYS viable no matter the character, this is street fighta FO baby.
Hi Fei lovers, I have a question for you. Couldn’t Ultra1 be used as a “counter” instead of Ultra2 in most cases? Ok, there are cases in which U1 would fail and U2 would not (for example against spammed DPs), but still I think that the true reason for choosing U2 is for AA purposes, i.e. for limiting crossup shit or whatever.
yea, I usually reserve it for AA/x-up
Honestly it is better than I thought it would be, not because of the actual ultra but because of the metagame it creates (as someone posted earlier). Makes people think twice about doing routine shit they usually do, giving Fei some openings he might not of usually had. Other than that it’s still trash.
Yes but still for AA purposes only because, for almost every other thing, U1 can create the same metagame if used also as a counter. Keeping that in mind, for which characters is very convenient to pick U2 instead of U1? Akuma for sure, probably Zangief too (I’ve always hated his jumping with knees on my wakeup).
True–that was the argument made when the news first broke about U2 being a counter. As you’ve mentioned, however, U1 is better as a punish rather than a counter. This is mainly due to its whack hitbox and slow speed which will cause you to get fewer hits than the full Ultra, or get knocked out entirely. In many instances, I would rather block an SRK and punish with U1 than chance a failed input with U2 and lose the match. Obviously U2 will eliminate the opponent’s ability to FADC out of that situation, however.
The applications for U2 are not difficult to find, but they are difficult to catch as you need to have that motion ready and buffered for when the attack comes out. I’m having difficulty doing this myself as the window of opportunity can be pretty small. I’m still working through the game to see where U2 can work for me.
A few situations that I’ve set up before:
-
Focus absorbing Chun’s fireballs and double-backdashing. The Chuns I’ve faced typically chase with a Hazanshu, cr.HK, or s.HK following the fireball as they are looking for that free/safe damage opportunity to take away your grey health. Watching spacing is key; once Chun almost gets into range to use one of those attacks, block the fireball instead of absorbing and buffer the motion.
-
Bison Headstomp/Devil’s Reverse. Learning to forward dash these on reaction is a good thing because: (1) The Headstomp will whiff behind you for a free punish (2) the opponent will Devil’s Reverse will move towards you if the opponent is trying to whiff the attack for meter. If it’s a Devil’s Reverse and the opponent has already committed to a retreating motion, the chances are high that he’ll want to tag you with it so that he gets his +frames; otherwise he gets punished. As it glides closer to the ground, the Reverse becomes less steerable; noting that, launch U2 if you see that he’s going for a hit. If you chase after a DR with j.HK and whiff, Bison may try to tag you on the ground then too. Considering that you can block this, you should be able to U2 it.
I’d like to ‘third’ that claim that U2 in someway affects your opponent’s play style. Although you can never truly get rid of SRKs in a match or Butt Splashes, the opponent tends to be less offensive overall.
The problem i have is that i react too fast with U2 giving them enough time to not do stuff. I still don’t know how it takes inputs from the opponent. Whats the buffer window for the opponents move to not come out when u started your U2? How many invincible frames for U2 do i get?
It will be deadly tool to have… until then its going to be a struggle, heh all part of playing fei i guess.
Ultra 2’s biggest weakness is the need to buffer it. With most attacks coming in so fast 9they sped up a lot of body flinging attacks) you really are just guessing most of the time. They should have changed the motion to a single QCF + 4-6 attack buttons that way we don’t have to guess as much and can react without having computer input skills.
Of course we knew that from the second we saw this crap in action.
Fei’s counter comes out in 0 frames, so it’s active on frame 1. That means that you can launch anytime that the opponent’s move has come out, but has not quite hit you yet. This includes startup and active frames. I don’t believe U2 has invincible frames, though if it did, they would be negligible since you can be fireballed, thrown, or hit by an armor breaking move as soon as U2 comes out.
I think you have about 35 or so frames of activity for the counter to catch some normal/special, so in that regard it’s pretty generous (though pretty pointless as you wouldn’t catch something beyond, say, the 10th or 15th frame as you want to launch as late as possible).
I don’t play Fei.
But any of you guys found a particular good use for this ultra yet?
srsly k4polo? did u even read the thread?