you can do EX tatsu, lp shouoken, ultra 2
probably totally pointless but I think it looks cool
you can do EX tatsu, lp shouoken, ultra 2
probably totally pointless but I think it looks cool
Yeah it is pointless, you get less damage from it
sorry, I always get these ideas when I’m stuck at work and cant just pop into training mode and try it for myself…
I’ve been doing c.lk, c.lp, c.mk xx hp shou -> u2, but in reading the OP, I should be doing mp or lp? Do all 5 hits of the ultra land if you use mp/lp shou? How much more strict is the timing? I just want DA DAMAGE!
lp grants all hits if it hits grounded
shall give the best best dmg, but seems hardest to pull of. (i never managed to connect it at all)
hp usually gives less dmg than hp
i suggest using lp , it also feels easier to connect ultra after it.
though i too often use HP for it.
But be also way of the range, HP/EX Shou gives higher pushback so you can corner U2 them from further away then lp.
i tend to use EX Shou -> U2 for punishment if they are cornered and are in a blockstring.
they usually know when to counterattack/reversal, so i counter it with EX Shou ->U2 not much dmg, but doing that scares people.
btw.
AntiAir Focus Attack -> LP Shou -> U2 works (Corner only i think)
got a replay saved, may upload it later should does around 340dmg
Not really.
C. HP xx EX Tatsu > Ultra 2 = 449 dmg
C. HP xx EX Tatsu > lp shouoken > Ultra 2 = 486 dmg
Both works full screen, and 40 dmg is pretty significant I think.
How do you get 40 extra damage when one hit of Shououken (last hit) is only 15 damage? That’s before you factor scaling in.
Edit: Oh I see, hitting with the first hit lower down rather than using the second to catch them at the peak of the attack. Kinda awkward to do but might actually be a bit easier than the useless way.
Here are some Ultra 2 Combos as Vids:
[media=youtube]WrDfrdaPDBk[/media]
and here a nasty one
lk shunpu crossup> cr.hp xx ex Tatsu ->U2
[media=youtube]luVODpzembA[/media]
We have this already
This is kinda cool but not much of a hitconfirm. Its basically the same as j.hk>U2 but with even less stun =(
This is one of those spin away ones. Not worth listing as we already have the standard version of it.
We already have this just with a different starter. I didn’t know sakura had a tatsu cross up combo though. Good to know.
I’ll just add the videos for more visual refernce.
thats why i uploaded the vids
i would like seeing a vid of ground mp shou -> u2 in the corner
cause i can’t seem to manage to get that one down.
heres a stupid one for kicks and giggles, (only done it on sagat so far),
fully charged hadouken -> lp shou -> ultra 2 459dmg
-corner only
-gotta be like one square unit away (as observed in training mode) can be slightly further away if less charged
Trade into Ultra2 Found:
[media=youtube]D8cQZxtZoT4[/media]
going for meaty trading blows seems to be an interesting option trade seems to have atleast +12 Frames Advantage.
i don’t get how the recovery cut down works.
LOLbutter, The title made me think of somethin’ Naughty :D:xeye:
When you hit an opponent with focus attack and they are almost hitting the ground you can shuouken>FADC Ultra2 (corner and mid screen). I just found out an our ago.
Ok, forget combo setups. To me, the damage in a combo is so bad U1 seems far superior in just about all respects. However, I’ve been thinking about certain matchups and I’ve been wondering if U2 would be good as a way to punish certain characters moves or get out of mixups easier. But I really haven’t tested it thoroughly given I’ve used U1 almost exclusively because I didn’t think it was worth my trouble.
I’ve seen many top Sakura players using U2 and I can’t really understand why. Can someone enlighten me?
The only thing that I know for sure (that I have tested) is that U2 CAN be safe jumped, so that option is out.
Shou > Shinkuu Tengyou Hadouken in the corner, it’s great though sadly not as frequent as DP FADC > Ultra.
It does auto correct nicely as well it seems, I’ve occasionally caught people trying to cross me up with it.
Also I do love the way Japanese Sakura shouts, “Shinkuu~ Tengyou HADOUKEN!”, like music to my ears
I’m a lover of U1. Its just so much damage. Only reason most people use U2 is because they are not consistent with dash>U1 after ex tatsu or they love the animation of U2 or they are using it as a strategic scare tactic. Its great for added corner pressure… Most useful thing about U2 is that it hits people trying to cross you up. It looks like it won’t hit but it always does.
U2 I only really go with against characters with slow jumps and air moves.
e.g. Chun-Li jump in gets U2’d everytime.
Guy air grab or dash in overhead kick gets U2’d everytime.
Adon wall jump
Juri dive kick
I don’t really use it for any other match ups. Just gotta be careful not to get baited. Buffer but don’t hit KKK until you are sure they are coming at you.
Well I haven’t been able to get it to OS punish Bison teleports
But I like it’s use as anti air, quick start up on kkk version, which also has an active invincible frame so it can beat blanka balls, etc if you time it correctly and also use it for shouoken in the corner.
From less than half way from the corner you can usually get a c.mk xx shouoken, fadc into another one into U2 saving you 1 bar if you were using U1. I like using Sak for corner pressure and this is a good combo finisher for no meter when in the corner as well. To get people in the corner I have ex tatsu to lp shouoken to mp shouoken which pushes them pretty much half of the whole map. And also if I want to combo U2 from midscreen EX tatsu I always dash before the ultra as it gets them one dash closer to the corner so it’s a free dash and then I do the kkk version cause it has slightly less recovery.
I use it on rog, cause if he’s kinda near the corner and he wants to EX rush I can buffer whatever into ex shouoken and then that pushes them pretty far, so you can ultra right off that for quite solid damage.
I still prefer U1 most of the time, but U2 has good uses, if only it was faster, so you could punish teleports and beat close fireballs with it.
That is interesting, I’ve never thought of doing combos just to push them into the corner, good thinking
@ Mr. Flowers Hey, thanks for the insight. I think I’ll start using it against Adon for sure. Chun I’d rather have pure damage- if you’re playing someone good they won’t give an opportunity to get an unscaled Ultra like that too often. I’m wondering how U2 does against Viper cross-up shenanigans on wakeup or maybe just the standard siesmo > SJC > burn kick xup string. Gen wall dives might be another good use. Against Rufus blocked jesus kick is another thing I’ve been thinking of since she doesn’t have a high damage punish like many other characters.
@Mason - Yeah just like Sak isn’t like a shoto, U2 isn’t like any other fireball super/ultra - can’t punish other fireballs with it. That would be beast, I wish it did as well.
Basically my rationale on the whole is at the cost of one measly bar you get an ultra with decent damage for being able to combo it off of a 3 frame move midscreen. I’ve never understood the saving meter argument because to me with a character like Sakura, you have to take as much damage as you can get at a time. (Outside of reset mixups of course- hell, we need that!)
With my playstyle, I rarely use ex dp unless I have meter to fadc to make it safe or go into a big damage combo. Right now, I’m not too great at landing Fierce dp off of cr. mk and other normals in my footsy and punishing game (from long range) and even then that’s only the corner. So U1 all the way-- but I’ll definitely use U2 more and start finding some stuff out.
FYI I love U1’s animation Thanks for all the info.
Agreed. I used to think it was a pointless combo but I think I’ll start focusing on getting people cornered like how I use lp or mp reflect with Rose to push into the corner.