his ultra works great on viper
[media=youtube]WFu-IghUWKE[/media]
Thoughts? (please watch the full video)
Since Ultra 1 is so hard to hit, I guess it really pays to bet on Ultra 2, even if you don’t use, just to scare the other player.
It’s a harder choice for Cammy, for example, since Gyro Drive Smasher is a very good ultra.
you guys sure Ken’s Ultra 2 is counterable? I can remember recently playing a friend who launched that in desparation and i did Fei’s U2 and glass broke and i died.
If glass broke, you didn’t do U2. U2 doesn’t have armor, it just gets hit by armor breakers.
Oops my bad…only the first hit of Ken’s ultra 2 is armor breaking. Once he gets going and starts spinning and kicking, that can be countered w/ Fei’s U2.
Oops my bad…only the first hit of Ken’s ultra 2 is armor breaking. Once he gets going and starts spinning and kicking, that can be countered w/ Fei’s U2.
Just out of curiosity, would Fei’s U2 pwn crouch tech?
I posted this in the other thread, but it’s better off here. Here’s some ultra’s that it does actually counter in the event where someone may be trying to chip you to death or whatever else have you.
Ultra 2 Counter Ultra’s
Bison - U1
Dee Jay - U1
Cody - U2(Second part of the ultra after the dirt toss)
Cammy - U1
Guile - U1
Rufus - U1
Blanka - U1(Surprisingly you can do it at any point of the ultra, beginning slam, after the bounce, and even during the roll.)
That’s all I got so far, I’ll look at more later. The fact that it counter’s blanka’s U1 is pretty amazing, I may end up always using it on blanka as it stops almost anything he can do, in fact almost all of them wake up with something weather it be up ball or electricity. And rainbow ball is used a lot so these are all great opportunities to get it off.
if you could time it properly, then yes. but because feis jabs and shorts are even on block, the ultra flash would make them stop pressing buttons.
A. you come up with some frame perfect timing, and land the ultra
B. you input ultra too fast, opponent stops tech on reaction to screen flash, ultras you in recovery
C. you input ultra too slowly, get low shorted, lenient input activates ultra anyway, you get ultraed in recovery
too risky imo
Yeah, I’ve lost too many matches just trying to bait it out. I only use it anymore if I’m like 90% sure it will connect. Like in cases from jump ins I just buffer the motion until I see an attack if not I block. Or like if a vega or gen is stupid and starts rolling across the screen. Or as I posted vs other ultra’s. Other than that, I just keep it for mind games. But I only use it against specific characters. I didn’t use it vs Ryu or Akuma but I may start to make them be a little more careful with their god forsaken vortex.
I’ve had it land a few times on my opponent’s wakeup. The situations tend to be that I was at a sliver of health, and my opponent figured a simple wakeup reversal can chip me to death. I’ve had it work on an over-aggressive Rufus, who kept on poking with normals inbetween Messiah Kicks and dive kicks. The thing is, instances of U2 actually landing are so few and far between that I have pretty clear memory of each one of them. I don’t think I’m using it right. I don’t think I’ve yet seen anyone use it right. I want to point out that U2 can’t be used if your opponent’s expecting it. While it’s a stupidly obvious thing to say, we sometimes tend to get into a mode that gives away our intention to use U2. This isn’t like Gouken’s or Dudley’s equivalent. Because U2 is a one-time-a-round thing, we often shift our tactic significantly for its benefit. The resulting dancing back and forth and sudden termination of stop-gap offense gives our intention away very quickly. Ironically, U2 is at its most illlusive, and thus most effective, when we treat it like a regular special. I still think that U2 is intended to be used in lieu of Fei’s attack strings. A series of pokes and Rekka One-Two’s, and when your opponent is expecting a frametrap, BAM! U2. It’s about building up a multi-course training program for your opponent.
You definitely got a point there. It is risky, but then again so is pulling a tenshin. IMO, advanced players tend to crouch tech quite abit and do it almost as a reaction as opposed to just waiting to get grabbed. I’ve asked around and quite a few players have mentioned that they crouch tech automatically without even thinking. It’s a reaction that they get when their op is too close. Maybe there’s something there that we can use and open a door to using the counter ultra in an offensive way. I mean, we figured out the proper application of Tenshin, didn’t we?
Tenshin really isn’t nearly as risky as ultra2. There are sneaky things you can do to condition opponents to take tenshin. U2 has an ultra flash that says “STOP PRESSING BUTTONS” so even if you condition someone to throw jabs out after you do two cr. shorts or whatever, it wont work.
Tenshin never was really bad it’s just not something you can always go to. It’s more of a nice thing you can pull out of your bag of tricks. In fact, tenshin, imo mindfucks people more than U2. They take it once, and they’re a little more uncomfortable during your cr.jabs. You know you’re not throwing it out again, you just wanted them to feel uncomfortable after the first time, let them know you have it. Make them want to :df: :df: :hp: so you can block it and punish it.
U2 is bad. at least you can land U1 after a crumple.
That’s what our overhead is for, I love playing wake-up games (got that bad habit from GGXX with Ky), just wish they’d let us combo something off of it, even if it was a small lk. fk. Lately I’ve been working on my CW spacing for cross up, it’s hard though since I still have a lot of trouble with CW > cl hp (it’s funny though, after using Fei a lot of other bread and butter combos on other characters seem much easier allowing me to combo with good efficiency, I guess it’s just the awkward stop animations with Fei that get to me).
For the record, counter ultra beats Cody’s U2 spray, as well.
Having a stocked counter ultra switches off cross up games.
If you take it against chars like gief viper or rufus they have to stop using their cross ups which is a huge nerf to their playstyle. Ultra 2= no more rufus wake up dive kicks or gief wake up body splash.
The strength of ultra 2 isn’t in its damage its in the threat of that damage.
Against chars who don’t cross you up don’t bother taking it.
I’m a cammy though so at least my ultra 1 is good ;p
i find it very useful on feis rekka pressure game. utilizing the short rekka and keep them pressured with normals and jab rekkas… if they like to retaliate… it is very useful to set it up…
i.e jab rekka… ultra… there short or jab comes out…
having them completely in your pace of the game. they will indeed attack you… attack and counter… using the same concept of jab rekka into cr. mp… rekka pressure.
the counter ultra use requires allot of critical thinking… and allot of adapting… my theory is having them play on how you want them to play…keeping close with pressure and staying close to sweep range…using normals and rekkas and then adapting to their habits of them poking you in between your finished blockstrings. this is an idea, it may or may not work with some of you… i just hope i can open some eyes on how the counter ultra will work. there are many variations on how you can make it work… all are very risky… but this is something you already know when you picked up fei…
ok to add to this as i’ve been some testing of my own.
we know so far that:
Bison - U1
Dee Jay - U1
Cody - U2(Second part of the ultra after the dirt toss)
Cammy - U1
Guile - U1
Rufus - U1
Blanka - U1(Surprisingly you can do it at any point of the ultra, beginning slam, after the bounce, and even during the roll.)
But i’ve also found that Makoto U2, after blocking the initial flying kick, with reversal timing or maybe not so strict, you can pull Fei’s U2 in there. It also works on Tiger Destruction with Sagat and after blocking the first initial hit of Viper’s U1.
Hi.
I hit counter ultra twice in two matches.
Against Daigo Umehara.
Thanks.