AOS
41
i still find ultra 1 useful against projectile characters, sure i can’t trap them anymore but as soon as they let one off, they’re gone… actually i’ve really only been using both his ultras as a reaction to something, mostly anti-airs though… stll gotta get fadc down on the stick before i do dp fadc typhoon
SoVi3t
42
Man, I see U2 do as much chip as it does, and I’m sorry, it’s just worth it to me over U1. I really SHOULD be using both, but I’ve found U2 so versatile, and able to do enough damage to make my opponent have to worry when his health is even remotely emtpy.
Same here. I’ll use U1 against most projectile characters or characters I really don’t want to get close to (T. Hawk, Hakan, etc)
U2 so useful lolol I mash out some BAAAAAADDDD ass combo’s with it. I see is as an extension of my combo that I’m already doing PLUS when you’ve got ur opponant trapped in the corner and you can land a Lightning legs combo, Haul off and go right into ultra as they’re launching in the air. it finishes them off nicely +++ if they don’t die it looks like the animation is long and they will try and ultra you but you can either jump out of the way or DP the last bit of health off them or tele away to mind fuck them.
best combos I’ve done so far with the enemy in ending up in the corner are…
Jump in :hk:
:d:+:hp:
wait a split sec then EX SRK :dp:+:2p: (full execution so 3x SRK) :dp:+:2p:, :dp:+:2p:
EX Tanden Engine :qcb:+:2p: (obvioulsy timing this has to be just right)
:d:+:hp:
Fierce Lightning Legs :qcb:+:hk:
Tandan Typhoon :qcb::qcb:+:3p:
Jump in :hk:
:d:+:hp:
wait a split sec then EX SRK :dp:+:2p: (full execution so 3x SRK) :dp:+:2p:, :dp:+:2p:
EX Tanden Engine :qcb:+:2p: (obvioulsy timing this has to be just right)
:d:+:hp:
wait a split sec then EX SRK :dp:+:2p: (full execution so 3x SRK) :dp:+:2p:, :dp:+:2p:
Tanden Typhoon :qcb::qcb::+:3p:
Time the Tanden Typhoon just as tey are coming down and would be at the top of the screen when you see the ground apear on screen.
Don’t want to be an ass, but those combos suck unless you want to be flashy. I tested your first combo on Ryu in training and it comes to 467 damage using 3 EX meter, 3 moderately strict timing points (cr.HP after j.HK, then timing the 1st EX SRK, then getting the timing for enough followup hits so you can EX engine) and it seems to sometimes whiff if you started the combo too close to the corner.
Why not try this in corner instead:
jump in HK, HPxxSonic Boom>FADC>HPxxLegs, ultra.
Costs only 2 EX, easy to hitconfirm and does 516 damage on Ryu.
The combo’s I posted were from mid screen and your oponant ends up in the corner.
but yeah the combo you proved is also good too.