^^ I guess if he blocks u1, he can’t punish it with u1 or u2… only ex green hand.
I think a drawback of using U1 in AE 2012 will be that we’ll have to store super. I wonder if it’ll be worth it.
MuayGio
23
Slide U2? Zangief jumps a lot against DJ.
At the moment it looks like you can get more hits than possible at the moment with U1 off EX MGU in 2012. That would make it more viable for me. In any case, storing super for Ultra isn’t as unrealistic a proposition as a lot of people seem to be worried about. Think about how often Gen does it, and he builds meter more slowly than DJ.
Spending four bars to get ultra is a worse deal than spending one bar to get dash U2, but I think even high level players who have no problems executing dash U2 will find applications for super into U1 that don’t exist with dash U2.
Thunda
24
I played a decent Geif the other day and noticed that he only jumped in on me when I didnt have Charge. So I just started moving back and forth in front of him waiting to slide when he jumped…but once he stopped jumping period, then it was all down hill from there.
MuayGio
25
Sounds like a good gief. Walking back and forth isn’t going to intimidate a gief though, they know you can’t throw fireballs while you’re doing that so they have no reason to jump. Still, the matchup’s okay for DJ. If he’s not jumping, he has no real ways to get closer to you as long as you’re aware of greenhands. In any case, I think you’re a lot more likely to hit an anti air slide into U2 or just a straight up anti-air U2, or, rarely, an EX MGU dash U2 or corner U2 than you are to land U1 on reaction when he whiffs an SPD or roundhouse.
Slide U2 is especially important against Giefs that pick U2, since that ultra can catch your upkicks.
Keep in mind that sometimes its better to block the zangief crossup when he has u2 or anti air late. Does zangiefs height restriction? You may not want to quick rise also.
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i think i’ve been crossed up by a gief twice. my problem is getting hit by ex green hand or blocking ex green hand at that weird range and messing up the punish.
if i did get hit instincts would probably tell me to eat the mixup instead of getting U2’d.
quick get up will get you boned in that matchup.
U2 is easier to apply as everyone has mentioned. Combos in the corner, mid screen if you can walk or preferably dash into it. It also gives you an excuse to use your focus level 2 so you can back dash walk ultra unlike U1. The potential to extend your ultra range with a slide or simply use as an anti air certainly makes it better in most situations. The only thing that could be said badly about U2 is the execution as well as the 1 bar of meter you’re donating. The positioning can be a little awkward but you can follow up with a throw if they’re not ready and taking a breather from the walloping you just gave.
U1 isn’t useless, it’s less flexible but offers range to shut down attacks like fireballs (unless they fadc). The chip is really something and it’s possible to combo into albeit seemingly impossible. In terms of positioning this ultra is pretty decent. If you walk forward after they hit the ground they slide further quite a bit. This way you can start your corner pressure. The amount of bar you donate with U1 is almost a quarter of one meter. He combo off ex mgu seems paltry but as others have stated you’re trying to improve your game.
Royzoga
29
Definitely an interesting question, just asked it myself really. I’m actually a little surprised to see so many people saying Ultra 2 as opposed to 1. I catch so many fire ball characters with it, not to mention the amount of chip it does is insane. But then again, I guess an Anti-air Ultra 2, EX Mchngn > Ultra 2 in corner, EX Mchngn > Dash > Ultra 2 from mid, and I had no idea you could slide as an AA then Ultra 2. That’s so silly. I guess have the flair of Super into Ultra isn’t worth the meter in most cases. Looks like it’s back to the lab for more Ultra 2 practices and dashes…uff.
And EX MGU > Walk U2, which I use all the time
Royzoga
31
Pizza, I think I played you last night on PSN, that was hilarious haha. But yeah, I’ll definitely work on landing that Ultra more, looks like DeeJay is gonna be in the lab for a while.
Yeah, I thought that was you, but wasn’t sure when you picked Cody.
i dont know about others, but ive been using U1 matchup dependently only vs a handful of chars right now ya know like, vs slower fights with other zoners (rose, Guile) or pokers (rog and vega), match ups where i dont really see my self using EX MGU or EX Sobats that much. save the meter to get that 200 chip damage from super-U1 to helo clutch out a close round,
u2 for anyone else.
Royzoga
34
I’ll have to try that the next time I get a chance to play peoples.
U1 matchups:
Ryu (sweep/fireball punish, ability to save/build meter)
Rog (rush punch punish with st. jab x super x ultra 1)
Gouken (fireball punish)
Bad T hawk players (condor dive)
Bad Chun (fireball, normal x hazanshu)
U2 matchups:
Everything else
sometimes you can switch between both, but as a character with no reversals outside of lk super and ultra, there’s very few matches you can play without U2.
Ultra might open up more possibilities simply because ex mgu might become the savior for Deejay. You won’t need ultra 2 to reversal, but how many opportunities do you really get to land U1 against smart players? it’s just too easy to avoid in neutral, can be focused, and without super, has no potency against non fireball characters.
I just use U1 in matches where I find myself with a full super meter a lot.
super to ultra will be less prevalent if ex mgu being a reversal is useful.
characters without fireballs can use U1 on except for small characters because i think you need U2 as a reversal.