I use ultra2 in matches where ultra1 is hard to get when you are behind on life (e.g. guile). I don’t really believe in comboing in to ultra with Seth in 90% of situations - ultra1 against most characters is guaranteed by itself and by comboing in to ultra you miss out on damage from other moves so in the end you’re generally getting maybe 100 extra damage from doing ultra that way and also loosing a reset - and also loosing ‘guaranteed’ damage from landing the ultra by itself - as ultra1 in many matches is pretty much guaranteed, or it locks down your opponents options severley, which in itself is worth it.
I just think it’s not worth it giving up on U1, which is easy to land on most match-ups, to get U2. U2 being an ultra with juggling problems and that does just “okay” dmg. Doesn’t even give me a mix-up after I land it.
Kanta add me on your PSN RidgeRacer7Dude.
We’ll do some mirror matches on private endless.
I’ll show you my setups and see if they are viable for you for U2.
Some clutch situations you want U1… but Now I just pick U2 all the time lol.
ps. Sunday is when I’m free as I’m at work today until 12am EST…
This is a mixup I’ve been using recently with good results, thought it’d go well in the combo thread. Corner Only
cr.HP ->s.HP -> EX (or not) piledriver
Does roughly 350damage compared to the cr.HP -> legs -> stomps/DK which does around 322
Wouldn’t recommend doing it on someone who may mash DP or with a wakeup option to beat out the grab.
Works VERY well on people who are known to hold down-back if they are cornered.
Lately I’ve found that people are more prone to the latter incase of blockstring or DP etc.
What’s the difference in stun, might I ask.
Because it looks like that would probably be about equal either way, but the SPD is much more risky. :[
Yes it is I agree. I’ve just used it to catch people off guard for the little more damage and stun.
600 stun for the cr.HP ->s.HP -> EX (or not) piledriver , using EX SPD
555 stun using the cr.HP -> legs -> stomps/DK
Bluh Boredom. I kinda figured one of the reasons for The U2 whiff. The juggle given by the third stomp sucks and doesn’t let the 5th/6th hit of the Ultra combo properly.
Ever wanted to go down in style? Well, next time you think you’re about to lose the match, at least finish yourself in a flashy and funny way.
Here yo go, an anti-combo combo video: [media=youtube]oih_WfxpGqM[/media]
Is there any way to set up a capture system without buying one of those bajillion dollars capture cards?
Kanta, great fucking vid man. I’ve been doing those Fail Combos for fun in my area just to be like “Look what I can do… Now let me bend over for you.”
It has actually peaked my curiousity:
cr.HP xx Ex Tanden -> cr.HP xx Ex Tanden -> cr.HP xx LP Shoryu -> U2
Anybody try this yet and if yes, damage?
It works, 459 damage, not sure if you recover fast enough not to get hit but i think it’s safe.
It’ll work and you won’t get punished. If you see the opp getting hit by one final hit and spinning off into the distance, that means it isn’t punishable.
What I was doing in those combos was kinda overloading the juggle count up to the point where shit would just not connect no matter how high their juggle points are.
I still need to figure out what is up with the Ultra missing after Hyakuretsu in the corner sometimes. It only happened to me once against a Sakura, but I need to find out how I set it up and why it happened.
EDIT. The combo on GUY was fucking hell to set-up. I was trying to do it on Ryu, but I kept either doing the dive kick too late to make it whiff or I’d do it too soon and it’d hit. I had to choose someone with a dumb floaty jump and a stupid-ass small wonky hitbox to get it down.
My guess on the Hyakuretsu missing in the corner has to do with characters hitboxes. Sakura is a tiny bitch, but I also noticed if you did not get your Hyaku ALL the way in the corner, then the chance of you dropping the Ultra is almost 80% guaranteed no matter the character.
I’ve had this happen to me a few times also. When I would have them in the corner but not all the way in to follow up with stomps, I tried to ultra but it whiffed.
Not exactly useful, but I think Seth’s most damaging combo in ssf4: Neutral j.hk > c.hp xx ex tanden > c.hp xx ex tanden > c.hp xx hk legs > ultra2 - 550 damage
482, and for comparisons sake starting with neutral j.hk, 517 damage.
Messing around in training mode VS Ken (not sure if that matters) and he did a wierd juggle in the corner after EX SRK -> U2 and got up in time to ultra me in the face.
This one is dedicated to my friend Elias “The Flyest”
cr.HP -> j.MP -> Ex Shoryuken -> Ultra 2
The extended version (Also punishable because you run out of juggle points):
The Mile High Club:
cr.HP -> j.MP -> Ex Shoryuken -> Ex Tanden -> cr.HP -> j.MP -> Ex Shoryuken -> Ultra 2
OIIIII!!! Given away my personal B’n’B’s eh?? SHAME ON YOU!!!
At least I gave it a cool name, eh?
I’ve looked through videos and stuff, but why does nobody use st. HK - cr. MP xx MK Hyakuretsu? It’s easy with plinking so is it that it’s not a strong combo or something? It’s also relatively easy to land
Vs Fuerte you should teleport on wakeup more to get you out of the mixups.
This was one of my main ultra setups when I first started playing Super. I don’t do it much anymore because it feels like a waste of ultra and meter. Instead I just do cr.HP > lp.SRK > stomps > divekick (ya know, the usual midscreen BnB) since it leads to a reset.
I usually save my ultra now to chip them or for the corner.
I want to start landing ultra after a Tanden Engine or anti-air LP.SRK. I don’t know about anyone else, but for me, i find that landing an ultra 2 after anti-air LP SRK is inconsistent. Sometimes I get it and sometimes it whiffs. I guess I should try/test landing it off of j.MP instead. I gotta test the damage numbers because for me doing the ultra after that combo you posted feels like a waste and hopefully there are more efficient ways to land ultra 2.
cr.HP > j.MP > EX SRK > EX Tanden Engine > Ultra2 is what I want to start doing but I usually fuck up the ultra after the TE or I mistime the EX TE.
Was this in the corner? and who was your training dummy? I tried that cr.HP xx Ex Tanden -> cr.HP xx Ex Tanden -> cr.HP xx LP Shoryu -> U2 combo on Ryu and never got more than 459 damage.
It seems that the U2 does different damage (after a combo?) to different characters (i noticed a difference between Ryu and Hakan)… something to test out methinks