We have no thread for an in-depth discussion of this Ultra. A lot of the forum member think this Ultra is worthless in almost all match ups save Cody, Rufus and Balrog but I beg to differ. Although I use Ultra 2 in all my matches now I do realize Ultra 1 is a more realistic choice for the majority of match ups
Regardless, here is where we will discuss tech, uses, combos, etc
Demon Armageddon Applications:
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I am currently working on part 3, both the Navy and Hurricane Irene have delayed it
Combos:
All of the combos into Ultra 2 have to end one of three ways
St.hp xx Teleport xx Ultra 2
cr.mp xx Teleport xx Ultra 2
cr.mk xx Teleport xx Ultra 2
So for example -cr.lp -> cr.mp xx Hadouken FADC st.hp xx Teleport xx Ultra 2
Protection Teleports From OS:
One of the best uses of Ultra 2 is to stop people from OSing your Teleports. This in no way means you can teleport for free, but it does make them safer. In addition, you may catch them on autopilot as they OS as you have Ultra 2 stocked, in which case you get a free Ultra
Teleporting Through Fireballs:
This looks gimmicky and unreliable, but I have lost count of the amount of times this has worked, on both moderate players and semi-famous ones (Both Chris Hu and Rico Suave have fallen for this).
The trick is to put yourself at what your opponent will think is a “safe” fireball position. Right outside of where you could jump in and punish the fireball. This gives them the illusion that it is ok to throw one. On reaction to start up frames, teleport in and cancel into Ultra 2 right where they will get hit by the tip of your foot. This means you start Ultra 2 as their arms are still extended from the fireball.
Punishing Traveling Special Moves:
This ranges from Honda’s Headbutt, to Yun’s Ex Lunge Punch. A lot of players will throw these out, planning on their opponent not reacting quickly enough and deciding on blocking it. So they think it’s safe. They are wrong. Instant Teleport xx Ultra 2 will knock them sky high and think twice about using that move to get in
Baiting Reversals:
This is my personal favorite. Almost any player playing a character with a DP is susceptible to this. Players think their DP is safe because they have 2 bars. They are wrong. You cant FADC a DP that doesnt connect. Use the invincibility of the teleport to keep them from being able to FADC, and cancel into Ultra 2 on their recovery