I do believe it has a bit more frame advantage (about 2 extra frames) than EX L+M fireball. But the most important part is that it travels slower. Think pseudo 1 bar fireball fadc. Imagine it in the corner!
Imagine in the corner sweep xx lk store backdash. Ex mid-fireball. Dash up block string or f.mk (you’re at max distance) combo etc. hopefully cr.mk is also changed to 5f in fse.
The ex mid fireball is great for wakeup pressure to keep people stuck in place. It also pushes back pretty well since the two hits are spaced out a little. Has 1 or 2 more frames of blockstun than other fireballs. You can dash forward after it and go for an overhead, but you have to delay the overhead a little for it to hit. Do that once or twice and you can make it a high/low mixup. You can also dash forward and activate U1. Using it during fireball wars will now make the opponent block 1 hit (if you’re doing it right) whereas before they just ducked and didn’t take any chip or pushback.
Something to try: Ex dive kick 1-hit, activate U1, reset with MP. Wish I’d thought about this while I was there. The ex dive pops them up higher than normal dive so I bet it works.
Also, I caught Combofiend’s ear and mentioned that counter is now basically useless and we might as well focus+dash. He didn’t seem to disagree at all, even looked thoughtful about it. I didn’t mention backjump divekick because I had played a lot by then and honestly I now think that nerf does not matter at all. I’ve stopped using it in 2012 and not even noticed it.
I’ll miss it even so. I really liked that option. Just gotta remember not to bait with backjump without meter. Since it’s gone it may be easier to bait them actually.
Hmmm… If you’re trying to do Divekick -> U1 -> s.MP reset, I don’t think close s.MP resets in FSE =\ Considering FSE moves you forward a little, I don’t know how you would get far s.MP =(
FSE activation to cs.mp is 9 frames if done perfectly, where u2 is 10 frames, I can definitely see this working. Doesn’t this mean it would work in 2012 too? For example, FSE, cs.mp off of an L divekick in the corner. I know cs.mp is slower in fse in 2012, but lk divekick into ultra isn’t a 1 frame link on most characters.
The trajectory of each characters falling animation after divekick is different, so it is most likely the same way for ex divekick. Which means this will be probably be character specific as well (either you get far.mp or they fall too fast, like Blanka).
1- How familiar your opponent is with ultra 1 (Habits, defense, reactions, etc.)
2- how much meter you have
3- setups that you as a player actively use after landing or in the middle of an ultra.
example, if you are going against a defensively aware player that is somewhat used to FSE, then I would use U2. But if they’re a player that crumples under pressure and the situation can lead to death for U1 but not U2, then I’d go U1 since they ultimately have to fight a new character towards the end of the match. I always noticed how much ppl have problems blocking FSE when you hit someone.