How to use metsu shoryuken

The only way is to be Ume.

(pppsssttt, the motions qcf x2 + 3x K, I found it hidden in the command list)

No, I was disagreeing with you. 100dmg for an extra meter bar and a bunch of stun and saving your U2 for a jumpin is a good trade imo.

Sorry my post wasn’t noob friendly. If you want to learn how to speak shoryuken, read this: http://shoryuken.com/wiki/index.php/Glossary

elaborate.

  1. you’re guaranteed to land the ultra if you do it there. you’re not guaranteed to land it on a jump in unless your opponent is an idiot. tactics that rely on the other person sucking are not reliable. meter and stun help you win, but only because they lead to damage. damage is what wins street fighter, and ryu builds meter easy enough.

  2. if you want to save your ultra for a jump in, you should really be pushing the opponent into the corner with your crumple combo. something ending in tatsu, not sps > srk. then you can bully your opponent and actually anticipate a desperation jump in instead of a stupid jump in.

Metsu can be your best friend!

I have found that Metsu Shoryu can punish a lot of blockstrings if you have the right spacing…(such as max poke range c. mk into Norm fireballs…that my fellow shotos love to abuse) Lately I’ve been backdashing on wake-up into a lot of auto-correct Metsu’s as well. :rock:

  1. Good players will make you guess whether they’re going to cancel into a hado after a max range cr.MK. Good players also know that if they’re that predictable, your opponent can focus the fireball, get a crumple and a free big combo. You don’t need U2 for this. You should never use ultras to punish block strings, especially unsafe ones on block. Good players will also frame trap you and/or purposely leave gaps to bait this out.

  2. Backdashing on wakeup? Are your opponents not crossing you up properly?

I dont think PigJazz knows what he’s talking about. Fireball is only cancellable by super and FADC, nothing else. So you cant cancel any of the recovery frames of a hadouken by doing Ultra II. Maybe he is talking about the 7 frames of invincibility in the startup of U2 (just guessing).

I’ve got to agree with m0ng00se here, sorry MingoDynasty.

U2 is quite hard to land during a match and you cant assume that your going to get another opportunity to land it at all during a match, never mind as a counter for a jump-in. Therefore whenever you get a chance to land U2, land it. Damage wins you matches, simple as.

You also have to take into account the fact that you will only get a full Ultra meter if you yourself have taken some damage (unless you’ve focus absorbed everything to gain ultra meter), so its highly likely that you are atleast a third or half of your health down when you get full ultra meter.

Landing Ultra 2 at this point will either bring your opponents health inline with yours (assuming they have lost zero health so far), or it will bring them to the brink of defeat as a clean U2 does nearly 500 health damage. If U2 brings you ahead during a game then you dont have to chase your opponent and can play counter attack.

And also, if you’ve gained Ultra 2 during the beginning of the match and sucessfully execute it and your opponent makes a comeback then its highly likely that you will get a 2nd Ultra during the round. If you just sit on Ultra meter to save it to end the match then you will only get 1 Ultra meter during the round.

A move with 7f startup and full invincibility overlapping the active frame isn’t that hard to land imo, more so though is what options it shuts down for your opponent, I think the fear of Ultra 2 is better than the actual use. They literally cannot use any move with moderate-long startup, can’t jump, complete fear of putting pressure on.

The range on it is rediculous aswell, it’ll suck people in from about a 3rd of a screen width away, again taking away fireball pokes from the opponent, you don’t really need insane reactions with a bit of clever buffering either. Granted things may be different at high level play.

It combos off DP FADC for so-so damage but the DP has to be close so short, jab DP FADC U2 is unreliable.

Thanks for the input Mingo,
Sorry about that I meant foward dash into U2.
I’m usually going for the tech KO>wakeup forward dash>Ultra2

Yeah I agree that U2 is more valued as a mind game. Ryu with full super and u2 stocked=half life vampire. He needs that shit…BAD and he’s going to get it. lol

Messing around in endless mode :smiley:

[media=youtube]pjQ47O8yrlE[/media]

I prefer the versatility of Metsu Hado, but then again I am a scrub still so…

What?? lol Gouken’s hitbox must be overextended or something when he does his upforward fireball cuz it didn’t look like you were within range for a U2 at all.

My fists are now bleeding from punching a brick wall too much.

What I still can’t figure out is those tricky ways to lead into metsu shoryu. I’m talking specifically about ryu’s trial #24. I’ve done all of the new char’s trials, but this one baffles me.

Yeah the hitbox isn’t actually as big as I thought

Protip Is your opponent in the corner? :wgrin:

You can cheat out of trial #24 if you dp xx FADC after the hado and before the U2.

please make this thread stop, it hurts… thx

I use U2 in following situations:

  • Against a jump-in (early reaction). The timing is a bit weird because I’ve conditioned myself to do a DP as late as possible, but I have to make sure I do U2 alot earlier but not too early otherwise I get the crappy version of it
  • After a focus attack crumple
  • Safe jump OS into U2 against characters like Boxer
  • Empty jump and buffer the U2 motion, if I see the opponent stick out a move I hit KKK.
  • Block a move with large recovery frames and then U2
  • Against Dhalsim’s long limb attacks (difficult but possible)
  • Against Dictator psycho crusher (more luck then anything else)
  • Against blanka horizontal ball (more luck then anything else)

Cant think of any others.