im similar. when i tried finding a main in vanilla it was hard. No one had a rhythm that felt right until about a year in when i tried cammy. cammy had a rhythm that felt right. but now im with deejay.
but there are times when i do the dash to ultra, and it feels the exact same as when it came out before, and it doesnt.
Just got the MGU dash U2 setup, in my case it helped to try the dash setup without the MGU to get used to the movement, try it if you get frustrated :bgrin:
I was finally about to get the dash > u2 after several days to a week of trying (although not more than an hour a day). After I got it out, I was really surprised and tried to duplicate it again. Eventually I kept practicing and able to get ex MGU > dash > ultra out. Still haven’t been able to connect all of it as I’m barely late on the u2 and whiff. Just wanted to give people an update because I was very discouraged not being about to get it out, even once, in a couple of days and was about to quit. But don’t give up! It will be all worth it after many more hours of practicing.
As for the inputs, I did the ex MGU…wait a little (like what everyone said), then did the SPD motion RIGHT after the dash and mashing PPP . Before I was waiting until I saw the Deejay make his dash move before I did the SPD motion, but instead I would do the SPD motion during his dash (RIGHT after I input the dash). So basically all of the inputs are really fast. I’m able to get the dash ultra about 5-10% now, assuming I get the dash (which actually messes me up a lot because my inputs are bad so he doesn’t dash at all). Not that great, but it’s an improvement from 0% and can only get better with more practice right?
Not sure if that helps anyone, but just don’t get discouraged. After a week of trying, I’m definitely getting better and more used to it. So keep at it and you’ll get it down eventually…
i recently was able to get the EX MGU > dash > U2 as well. i read everything in this thread and found out what worked for me. i did the EX MGU slight delay then dash but i found it more important to have the stick on neutral for a moment then dash. finally i plinked for the ultra as my stick input was at up back doing it the rolling method (SPD). I think the plinking helps because there might be a specific timing for inputting the 3 punches.
Alright, so my only question here is the delay after the dash. Basically reading over some people are saying that you should wait a second or two after the dash (I assume so the move actually finishes before you start spamming the 3P input).
In my head I feel like this seems wrong. I think I have the assumption that I really need to input this stuff quickly because waiting too long after the Dash forward will screw with the input and make it not work. I’m guessing that this is wrong? Is there some leniency here for when you hit the first Forward (Dash or Walking forward) and between the rest of the inputs where the rest of the inputs will be accepted for the Ultra?
I’m also going to give the “Mash it Out” trick some practice as well this week. But I was just curious about how lenient the timing between inputs is.
I was working on this earlier in training mode. I have not successfully done the move yet, but I wanted to share my process with others. I am a SF novice that has played each of the sf2 games very lightly. I was strictly a jumping roundhouse, sweep ken player (still am at heart!). Anyways, having never touched a charge character, taking this challenge on is truly trial by fire. Here has been my approach. Perhaps it will help others:
Consistently perform the U2 using the ‘strict’ commands: (2)db, df, db, uf + ppp
Consistently perform the U2 using the ‘instant spd’ motion: (2)db, f, df, d, db, b, ub + ppp
Consistently perform a walking U2 using the ‘instant spd’ motion: this was probably the most helpful tip on the board for me so far. This is helping me ‘feel’ how charge works in the game. It helps make the move feel like two separate parts. The first is the charge, the second is the flicking the spd motion on the stick. The walking U2 really helps to define these as separate components. Almost making it feel that Deejay could theoretically whip out his ultra without charging, as it beings to feel just like the spd motion does the move.
Dash to U2: The biggest tip that has helped me here has been the idea of letting the stick go neutral before dash. Again, this separates the charge from the next action. When I do the Dash to U2 correctly, I can feel that I cleanly separated the DB charge from the double tap forward. Of course, the timing is very fast, but I still found that extra process of allowing the stick to go neutral to help.
Not there yet!
I’m not yet anywhere near consistent with the Dash to U2. It is very tricky for me. The input display will appear the same for two instances that felt nearly the same, but one will fire off and the other will jump back (some people mentioned jump back punch, I find more consistently I get an empty backwards jump…)
I think I may be stuck on what others have debated about the wait or not to wait after the dash. I am definitely trying to whip it out as fast as possible, and it seems that when I whip it clean, it works.
I cannot wait to see match videos of Deejay once some players get this to the point that it is ‘stock’. Does anyone have a video of a jump in mk, cr.lp, cr.lp, cr.mp, ex MGUP, dash, U2 in a match yet?
i can do walk U2 whenever i want… doing dash U2 is eluding me really well though. Its really starting to piss me off, i can do it in training when i have input displays on but this shit is absurd to do in a match.
ive been trying it almost all day. ive always had great execution but this one seems impossible to do consitently. ive finally got it down to muscle memory its just the timing on the first dash sometimes comes out to slow making the ultra wiff.
With the right timing on the midscreen U1, you can use the 3rd or 4th hit of the ultra to push your opponent back which gives you plenty of time to recover. Also the damage scaling isn’t so high compared to this Dash U2 ultra (and not as difficult to pull off during a match) so the damage you inflict is nice.
Plus after landing it correctly you can set yourself up defensively with max outs to keep your opponent at bay while you come up with another strategy, or because your opponent is knocked down go for a crossup, etc. Sooo many more options that you can do… I’m not about looking flashy in a match, I want to finish you as quick and efficient as possible.
yea U2 is a GOOD anti air, but not amazing since if you whiff it you’re pretty much done. It can go either way but I’m more likely to just use up kicks for AA or s.mp for AA. You would have to time that bad boy well enough to get it to hit often, which I’m not willing to take any risk for during a match.