Other than FK>FADC>U2, when is it safe to do U2? I seem to get DP’d out of it alot and most of the time when it does work i just get chip damage. i cant do the FADC yet, i play pad so its gonna take a bit longer for me get it. Someone told me to use it as a anti air but i rather just use U1 cause sometimes im on pixels and the hit me with the jump kick before they get hit by my ultra, so i end up losing the round, often times the match.
other examples are guys dash jump kicks over it, akuma air FBs, jaga toofs, etc.
as i was writing this i thought of doing l.FK and catching them with u2 falling.So i gave that a few attepts in training mode. although i was able to land it a few times i only got 316 damage instead of getting the full U2 damage. Also i get 462 damage from U1 without the marigin of error that comes with wiffin U2.
if anyone can point me in the right direction and school me a bit it would be much appreciated. thanks in advance.
As a mid range AA where you trade with their jump-in
Trade with fireballs mid-range
Trade flashkick > U2
Late flashkick > U2
Flashkick FADC U2
Combo > super > U2
FA crumple > U2
Genuine punishes like a blocked EX greenhand, Ryu’s sweep, etc.
Go for chip on a downed opponent by throwing it out early at max range (character / meter dependant)
These are all the realistic ways to land and use U2. I don’t think I missed anything.
On paper it may seem like U1 would be a better pick than U2 since it has many similair setups and more damage. The main reason people went nuts over U2 was purely versatility thing though. For example, trading an hk flashkick for U2 is a new, VERY solid option that does a lot of damage. Another good example is Zangief’s EX greenhand. While both U1 and U2 can punish it, the chances of you having a naked back charge are much higher than a down-back charge, so your rate of punishment is a bit better.
Against characters who need to get in like boxer or gief, having acces to an AA ultra while walking backwards is also a valuable tool.
i beginning to understand now! By long range AA, do you mean like when someone jumps in just outside of sweep range?
and i dont know why i havent tried to FA>U2. seems pretty obvious now. And i guess i see where i need work in my game. i tend to use the ultra as a last ditch effort when im too close to life, and this seems to trade alot. Also i need to get my range down on this, its covers more space than i thought.
i was toying around since i first post the topic and im able to focus dash forward and land U2. Is this a good way to avoid having to trade with a FB at close range? Say after a Ken block string? or will i be too late or too risky?
The only time to FADC through a fireball and U2 is if your playing against someone who is in a good fireball throwing rythm and your outside of max U2 range. Many fireball characters feel really safe chucking fireball after fireball at that range, and while your taking two fireballs worth of damage, it can still turn a match around.
The damage is decent. Plus it looks flashy Just remember, if you use m.Super you’ve got to charge in the other direction once the super connects, you can charge in the same direction with l.super but the damage is less. h.Super won’t let you connect with U2.
Oh and U2 won’t hit in this combo if it is performed in the corner
The damage for the super is the same regardless of whether you use light, medium, or hard kick for super and regardless of whether or not you’ve cancelled from a FK.
FK xx Super > U2 doesn’t work on THawk either unfortunately but should work against most everyone else
I thought FK xx Super > U2 only gives you the 1-hit U2 at the end where it barely does anything at all…
If you Sonic Boom xx Super or c.mp link to Super the U2 (or just use super by itself) it will connect properly where as if you use FK xx Super the FK itself messes up the spacing and causes U2 to only knick the opponent.
Useful if they’re only left with a tiny sliver of life I spose… If you’re going for full damage and need the most out of your U2 then it’s probably better to just do raw Super > U2
It has nothing to do with messing up spacing, it’s just the juggle counter will mess up. Most of the hits on the U2 have low juggle properties and only the last hit has a high juggle property that makes sure it hits in most cases. It’s the same with other projectile ultras though others may have more or less juggle properties and it also depends on what you’re juggling off of.
There’s also character hit boxes to take into account as well so that’s why it may miss on some characters and hit on others.
But I do agree that if you’re going for damage, combo into the super from SB or c.mp. If you were being flashy and just wanted to show off the fk > super or maybe you thought it would finish them off but it didn’t, then you may want to be ready with the u2 just in case. You have a moment of recovery to decide whether or not to use the Ultra but if you thought you would’ve killed them and you didn’t see the starburst, I say go for it. If nothing else, you’re that much closer and then you can lean back a bit and wait for them to mess up.
Do not use (A)Fk xx super U2 or (B)boom xx super U2.
(A) Fk xx super causes your flash kick to launch the opponent and then you start juggling with super. Doing this will cause your super to lose a lot of its hits. Think about the ex moves or free wake ups you could’ve had had you not spent your entire meter on a partial super.
(B) Boom super is bad because every move you do leading up to U2 causes your U2 to do that many less hits until the point where U2 becomes a single hit ultra worth no damage instead of its regular raw 6 hit version for maximum damage. If you boom combo’d to super you likely started with a normal (Ex. c.MP xx Boom xx Super) with the example combo U2 will only hit 3 times because you used 3 moves before it (6-3=3), the boom you used mid combo was worth 50 points of damage how much more was that extra hit of U2? Also remember that every move in a combo ups the scaling by one level (Except FA’s and Ultra’s which add 2 scaling points). So that 50 points up front turns into a major drain on your end damage output.
In summary: The more hits you do leading up to Sonic Hurricane adds more scaling to it’s damage and causes it to hit less times further lowering its damage output. Also when combo-ing ultra from Guile’s super consider ways to keep them grounded throughout the super to ensure you get the most out of it.
super > U2 (528/000)
c.mp xx super > U2 (577/100)
c.mp xx boom xx super > U2 (534/150)
c.mp xx hk flashkick xx lk super > U2 (544/300)
The amount of hits leading up to the super > U2 juggles is irrelevent in how many hits the ultra will do. I think if you combo the super on the ground you get 5 hits of the hurricane to connect after it. If you combo a flashkick xx super > ultra then it only scores 2 hits. It won’t matter how many hits you do before this point.
For example, j.hk > c.lp > s.lp > c.mp xx boom xx FADC > c.lp > c.lp > c.mp xx lk super > U2 will still score 5 hits with the hurricane. What your thinking of reno all boils down to juggle counters and damage scaling, not the actual number of hits.