I play Kaz in Tekken, so doing shoryus are like instinct to me.
“I love U2, ultimate chip super with 88 frames or some shit of invincibility. It beats pretty much anything that isnt Ken’s U2, Bison U2, El Fuerte U1, T.Hawk U2, Adon U1, teleport, Abel’s EX roll or Cammy’s EX spinning backfist.”
And Ryus EX SRK lets him avoid it.
SRK FADC stomps is way more frustrating to get hit by because of the crazy mixups that follow it. I spend the entire match trying to land stomps because I can just flat out win the round afterwards.
Juri’s ex counter also gets her out of it for a free combo. So does EX Guac with fuerte.
I knew it was just a matter of time before all kinds of anti-U2 shit was found out…pretty soon everyone knows an escape with their char =(
Dont worry, Zangiefs still our bitch.
I can’t reliably headstomp after lightning legs. What am I missing?
Also after lp srk -> fadc do you jump straight up to do stomps or in opposite direction of dash?
Uh besides knowing that it only works in the corner it’s all just muscle memory. It’s really easy once you get used to it.
First of all you should never be FADC’ing a lp SRK into stomps. lp srk has like no invincibility so it’s not a good reversal or deep anti-air. You should almost always be doing a hp SRK if you’re going to FADC because it has more invinicbility and does the most damage. If you’re doing AA lp SRK -> stomps that doesn’t require an FADC at all.
Most people neutral jump after the FADC for the stomps. If your opponent is a bit farther away you may need to jump forwards. It’s really easy to eyeball.
Assuming you hit them when they’re right in the corner (not slightly out, which will whiff most of the time), then; If c.mk comes out you did it too early, if stomps whiff you did it too late, if j.mk comes out you didn’t hit down before pressing mk - just practice the timing based on this feedback, that’s all you can do.
Why are you doing lp srk fadc? You should hp srk fadc, it does more damage. You should be jumping straight up after the fadc though (except in a few rare instances, but ignore this for now and just jump straight up every time). The timing for stomps after srk fadc is a bit different on some characters (e.g. cody), but if you practice it you should be able to get at least 2 stomps then divekick consistently.
I’d just like to note that LP SRK does have grab invincibility so against grapplers lp SRK>FADC might be a wiser choice there. I already posted that i get grabbed a lot after my divekick hits, and now i’m trying to use LP SRK on the people i know are grab happy, so when i fuck up the timing and they try to grab they eat LP SRK =)
Good to know about Juri, she is our whore, but we still need to keep the bitch in check.
Updated List of things that escape Seth’s Ultra 2 - 07/24/2010
Abel Ex Roll
Adon U1
Akuma DP+PPP/KKK Teleport
Bison U2
Bison DP+PPP Teleport*
Cammy Ex Spin Knuckle
Dhalsim DP+PPP Teleport*
El Fuerte U1
El Fuerte Ex Guac
Juri Ex Counter
Ken U2
Ryu Ex Shoryuken
Seth DP+PPP Teleport*
T. Hawk U2
*Can be used mid-screen or corner
Things that seem like they would escape Seth’s Ultra 2 but still need official word:
Akuma Ex Shoryuken
Blanka Ex Up Ball
Dudley Charge down-up move thing
Ken Ex Shoryuken
Ibuki Command Dash thingy
Sagat Ex Shoryken
Seth HP/Ex Shoryuken
Seth U2 <-- Random, I know
Anything else?
Use hp SRK instead of lp. Same speed but actual invincibility and better damage.
This.
Plus, the only point I use LP SRK against Grapplers is when I see I can meaty LP SRK Abel out of his roll, and get to stomps without meter.
Yeah i can confirm that Seth’s EX SRK goes trough Seth U2 at close range, since HawkinsT did that to me last week and took the win…lucky bastard that he is =P
Teleport is the safer thing to do imo though =D
I did EX lightning legs today (think it was reversal) to Fei who immediately countered with ultra1, I hit him, if it hasn’t be reported already I was quite surprised about it.
Quick question, why do mostly all the Seth’s I watch do c.sk c.jp c.jp c.sp xx legs? You should have plenty of time to hit confirm off c.sk c.jp c.sp and it’s one less move for damage scaling.
Only reason I can think of is the only push the extra attack provides. And even then, it’s not much of a push.
Because what you call plenty of time is not plenty of time for some of us oldtimers, who aren’t even able to react to jumpins as good as they could 15 years ago =D
Also, if i calculated it correctly they do exactly the same amount of damage (157)…
Yeah, but if you get stomps in corner, it does less damage. Plus, I find it hard to believe any novice or higher SF’er has trouble hit confirming off of 3 hits.
You didn’t say anything about corner and stomps =P
Yeah if you add stomps and divekick you’re missing out on a whopping 17 or 18 points of damage and you’ve just had a reset and can start your mixup, so i can’t really see the loss in adding that one extra cr.LP…but hey your question was about why people do it, my answer only comes down to “why not” so that doesn’t really answer your question.
Personally i use either cr.LK, cr.LP, cr.LP, cr.MPxxlegs after reset or when doing a meaty on wakeup, and 2xcr.LP, cr.MPxxLegs after jumpin/crossup HK because those are easiest for me (i suck at links and as mentioned before i’m an old fart =P )