Like McWitt said, it is all dependent upon where the hitbox is. If it doesn’t overlap with the activation box of the counter, you get counter hit. It’s all about where the hitbox and activation boxes are and less about the type of attack.
For instance low counter nullifies Dudley’s cr.hk and his overhead as the overhead hitbox overlaps onto the low counter activation box.
As an AA I would much prefer EX tatsu, cr.hp, st.hp, st.mk, cr.mk, or cl.st.hk directly overhead.
Its not to my knowledge. I was just throwing that out there because most people try and land it off of the f. throw setup; which you can but it’s easier off of the sweep after ex palm.
Unfortunately, it’s not as awesome as it might first appear. Because of the startup time of U1, this cancel won’t catch, for example, jump in attacks or most light attacks. So not only do you have to correctly guess the kongo zone, you also have to correctly guess the attack strength.
Start with point blank experience flip and make it cross up against different characters, that will show you how it needs to hit and you can move on to the other knock downs and normals from there.
You have to do some early and some late depending on the character.
I get what you’re saying but I’m kinda good at predicting kongos, and once I did just that countering a lp dp from Akuma and that felt SO good, so good.
Against Akuma I feel that everything in this matchup is guessing.
And gouken matchups are often hard anyway, our stuff is situational anyway.
I think is a nice tech to get down and have it trained for situational surprises.
Also any training will help execution in general even if I don’t use it.
the idea behind kongo cancel ultra is that the ultra only activates if they attack.
So, raw ultra loses much worse to “they did nothing” than a kongo wiff does.
But, simple kongo wins against attacks that kongo cancel ultra would turn into a loss.
to add to artificeren, yes, U1 has startup invincibility, but the game telegraphs that ultra is coming like you just hit the jackpot in the casino with big flashing lights and bells going off…if they were pressing something with good recovery, they can still block because our ultras are SUUUHLOW to start up.
now i saw a vid where gouken was armor canceling meatys and jumpins with ultra I i know he can do it with ultra II my question is how do you do it?..i get that you parry then immediately cancel to ultra but it never comes out…what should i be looking for? are there like specific inputs…i feel like knowing/learning this technique will be very beneficial to his defense in the long run …help a gouken player out thanks
I hate to say this because Im always about helping out but we just talked about this for like 2-3 whole pages pretty extensively a few pages back. Just click back a few and you will get any and all answers you seek.