How to combo into metsu shoryuken?

U2 is sexiness but major fail

A lot of ultras are. Ryu didn’t need anything but a little sexyness and a little nerf. I still wish they’d fix the ex tatsu issue. I’d at the very least like it to be guaranteed that they can’t block mid ex tatsu. The 5th hit would be nice too :stuck_out_tongue:

A lil trick that i haven’t read in this thread

Is possible do a full U2 after a cross-up jf+MK,but you must be quick and the kick must be deep

J.hk -> c.lp 3X -> c.mk -> hadoken -> fadc -> ultra 2

J.hk -> c.lp 3X -> c.mp -> hadoken -> fadc -> ultra 2

J.hk -> c.lk -> c.lp 2X -> c.mp -> hadoken -> fadc -> ultra 2

J.hk -> c.lk -> c.lp 2x -> c.mk -> hadoken -> fadc -> ultra 2

I’ve been working on learning links for a while with U2; I plan to do a video at some point to show what I’ve found, but here’s a few that I know so far.

The major problem I’ve found with U2 is that it seems very character specific, with some characters being far easier to combo it on then others:

You can combo into it in the corner against most characters with one of these two combos:

(Thinner characters, standing) c. lp -> c. mp -> c. mk -> hadoken FADC U2
(Medium characters, standing) c. mp -> c. mp -> c. mk -> hadoken FADC U2

Normally, you can use a light hadouken, but you may have to adjust it for specific characters.

On some large characters in the corner, like Sagat and Zangief, you can use this:

c. mp -> c. mp -> c. mp -> hadoken FADC U2

These combos will top you out at the mid to high 400s in damage, but you can replace the c. lp in most cases with a f. fp and pop it up to around 522, higher than the Ultra does by itself (503). For the double medium punch combo, you can use f. fp from a small distance away and then do c. mp -> c. mk -> hadoken FADC U2, but the distancing is very character specific and may require a good deal of practice.

Mid screen, I’ve had less success with finding links, but there are a few useful ones:

Standing Guile: c. mp -> c. mk -> light hadoken FADC U2

The timing on this can be tricky, you’re basically catching his outstretched hand with the ultra.

Standing Makoto, crouching Ryu, Akuma, Ken, C. Viper: c. lp -> c. mp -> c. mk -> light hadoken FADC U2

As with the above combo, you can replace the lp with a f. fp for more damage.

I’ll update this thread as I find newer combos.

U2 is garbage
if you want improve your game, stick to U1, learned from personal experience
best way is to J.HK into U2, this is gonna bait you into jumping more and getting AA’d

Just wondering. Are you guys using U2 because you actually think it is beneficial, or just because you like it and are bored with U1?

If its beneficial can someone please explain how? Im not being funny btw, I havent even tried using it like ever, so was wonderin if there actually is some weird benefit im unaware of. Thanks.

I only use it offline… It fills you with a sense of satisfaction when you land it:)

Ultra II can be useful against certain characters in certain situations, but that’s exactly what the problem is - it’s really limited.

The most use I have gotten from it have been from punishing Guile’s cr. HK (his 2-hit sweep, after blocking the first hit), which can also be done with Ultra I but for less damage; blocked Blanka river run (this one is especially nice since you have TONS of time to do it); as an anti-cross-up against some characters (I’ve had the most success against the other shotos); as an anti-air in some situations; that’s just about it.

I mean really, you can use it to punish BIG against blocked moves which have long enough recovery. That’s where its true use lies, I think. It’s a massive punisher and not really meant to be an “offensive” tool in the sense that you combo into it for your damage, like you can with Ultra I. It was probably this line of thinking which lead to the damage in UI being reduced.

But with damage scaling is’nt more powerfull just do U2 directly after jHK?

Ultra II is also useful for punishing things that have fireball invulnerability; such as EX Blanka Ball. Granted, this is also somewhat limited, but it’s good to know your options.

You can also U2 while there is a fireball on screen, so fireball FADC U2 works to punish people who jump over your fireballs. granted, you can shoryu from here into U1 as well, but U2 will do more damage, and will still connect with things that hold your opponent in the air, such as EX Tatsu.