Haoh Gadouken Better Then Shisso Buraiken?

List of fireballs you can do this with and at what ranges? I have gotten ZERO U1 fireball punishes in the past month or so I’ve been playing. people are just not throwing them out at the range I wanna be at, and II swear its like they nerfed the range because there will be fireballs I go thru like “oh thats gonna connect fine” and I go thru, the fall down right before tagging their recovery, or they can block in time. I still keep using U1 becuase its better of a focus and theres other combos with it too but I might switch to U2 for ease of use sometimes. idk.

Guys if somehow we can come to a conclusion on why the blue M&M is better than the red M&M, then perhaps we should come back to discuss the better ultra for Dan.

Trick question, the yellow M&M is obviously the best one :rofl:

Most fireballs from the same range that random ex danku is good, like just outside of normal attack range. You definitely have to keep the u1 option in mind and make part of your brain just pay attention to whether a fireball is coming, but it’s definitely doable.

Ryu probably has the smallest possible range, if he has one at all, to safely do this. Online makes this window and space progressively smaller as the connection gets shittier, until it’s completely non-existent. This goes for all characters except the ones with gaping punish windows.

Sagat’s Tiger Shots have a small, very specific range thanks to his extended arms (It also means you have to be further away, and it means you have to be on point with the fireball punish in certain instances or his whole hitbox recedes before you can tag him.)

The trick is being ready to punish while playing footsies. This isn’t easy, and usually requires you to divert your attention. If you can do both at once, you’re gold.

It depends largely on the character, but I’ve landed a good amount of fireball punishes with U1, and not all against bad players either.

Be especially perceptive against Seth. He has a surprisingly long recovery on his Sonic Boom, so there’s times when you might think a U1 punish won’t work and it actually will!

I don’t see how it’s possible without buffering at least one QCF, doing QCFx2 in reaction and with such a small window (from the right range) just doesn’t seem doable. I can barely (rarely) do a DP motion in reaction to a jump, there’s no way in hell I can do QCFx2.

Prediction and buffering has to be the key, both of which I’m terrible at.

Use a Hitbox. :smiley:

I don’t think my fingers are that dexterous :rofl:

It depends on not only you! It depends on how good your enemy are.
If your enemy are bad player. Then U1 is better because he will do many mistakes which you can punish with U1.
But if your enemy good. U’ll never land U1. And here U2 is better here. For shenanigans.

I have a similar issue, but my fingers are definitely dexterous enough. I simply lack the reaction.

yeah its hard to connect when they are jumping at you, timing is pretty hard though you gotta do it when about to coming down from being up in the air , but characters like ryu, ken, akuma have air borne properties to avoid ultra one like air hurricane kicks. so far i have no problems with no else like cody or gen…

I land the U1 against fireballs on my wake up so often that it is hurting my Fei game. I try to do the same with him and it doesn’t turn out so well. First hit connects… then I get punished.

Anyways, I land this pretty much always. I’ve snatched victory away from players that I consider to be better than I. Both by their failure to check their aggression and I Ultra them and by killing their projectile pressure game once my Ultra meter is usable, as UltraDavid mentioned, that alone is worth plenty.

Guile in Super had to be nearly on top of you to use U1. I’ve only played a few Guile’s since getting AE two weeks ago, have they added recovery to his Sonic Boom?

Think there’s a tiny bit more recovery on the Sonic Boom and the nerfed meter gain too.

Nothing is better than Ultra 1’s Colgate smile