I said this before, c.lp > U1 was not working for me when I was testing it in training mode in USF4. It doesn’t work the same way super meaty c.mp > U1 doesn’t work currently in SF4 when the frame data says it should. Everytime I tried I would get either a s.LK or a blocked U1.
I will be exclusively using U1, or possibly Wultra in USF4. It’s THAT good. For example, against Rufus if you get U1, he can’t cross you up or do EX messiah kick ever. The 15f of invincibility would insure that you will beat any followup from EX messiah if you bait one. If they lower the invincibility on it(which they’re playing with), I would probably still use U1 to keep people out of the air.
shrug I guess we’ll see. I’m just happy to see the debate and conjecture quite frankly though. I’ve been so hard trained to see a piss stupid easy crossup and have to block it that I’ve given up hope, but all this U1 hype has me questioning my life.
I know you said that Gilley before, but could you provide any insight as to why I’m able to do it when all I’ve changed on PC are LP to +5 and Ultra 1 to 5 frame startup. Kim also said he couldn’t land cr.lp into ultra 1, is it some sort of bug? It’s really confusing.
Completely aside from U1 talk, I feel the need to make a proclamation…
Practice thine anti-airs all the time outside of a tournament, for when thoust shalt playeth casuals, and thou shalt be unsure of the timing of a c.hp to punish a jump in, though shalt know through experience rather than assumption if your AA ist good.
I’ve been relying on every single one of my AA’s (cr.mp, far st.mp, far/close st.mk, b+mk, backhand, st.lp, etc…) except for Cr.hp. I just don’t trust it…
Two of the moves I forget he has are Knee Bazooka (f or b LK) and Rolling Sobat (f or b MK). What are the best uses for them?
This may be a funny question, but I tend to downback as opposed to back. I’m wondering what the advantages/disadvantages of using either (besides blocking high/low for the appropriate situation). If there are any.
Bazooka knee and sobat are used for mobility while holding charge, bazooka knee to move forward, sobat to move back. So you can knee, sonic boom, sobat, sonic boom, knee sonic boom, all the time moving to where you need to be. I’ve also seen knee used in a throw mind game (dangerous, it’s mad negative if it’s blocked and a little if it hits) and the back sobat has occasional uses as anti air.
The forward sobat serves another function. It will go through low projectiles like the tiger shot and is designed to punish low pokes like the shoto’s cr mks. Sadly the hit box on it seems a little messed up and you’ll sometimes find yourself passing through Ryu as he does it. It still has a good effect on the mind game of opponents who get too fond of low moves in the footsie game though.
As for downback versus back, I’d hope the differences would be fairly obvious! You hold your ground when you down back as opposed to walking away and you also charge Flash kick in down back. You should hold DB if you want to maintain your position and back if you want to move back.
Never thought of using it for mobility. Awesome. Totally changes the way I look at/use Guile. I guess I’ve used back/down back like that subconsciously.
Flash Kicks. Is there any reason to use the LK/MK ones? I just figured HK/EX was best.
Trying to up my projectile game and throw Booms faster. It only takes 55f of charging before a Boom can be thrown. I know about charge partitioning, but how do you guys determine you’ve charged for 55f and are able to throw a Boom at the earliest time possible during a projectile war? Is it just an instinct kind of thing?
Sorry if I got the terminology wrong. But It’s when a charge move is used and instead of returning the stick/pad to neutral, we go back to the charge. Again sorry for getting terminology mixed up. Still curious about my question though for the rest of you guys.
Yah, just for clarity, I think what you are referring to is commonly called pre-charging, or charge overlapping.
Doing db > f > db + p to throw a boom would allow you to get a charge faster for the next boom, but outside of those two booms you throw with this technique, technically you wouldn’t be throwing them any faster. Throwing booms as fast as possible really is just a matter of practice, there’s no trick to it.
Charge partitioning was a 3rd strike thing. It allowed you to keep sections or “partitions” as Gilley mentioned of a charge stored to use later. It was a really hard trick to master, I could only ever do it in training mode with Remy. For a couple examples:
Remy could: dash > (while dashing, holding down-back) > dash > (again holding down-back for the dash’s duration) > flashkick.
Urien could: Aegis Reflector > dash > dash > headbutt (charge down > up + punch).
So, if say a flashkick or headbutt took 55f to get a charge (not sure what it actually was), and a dash took 35 frames or whatever, you would get 30ish frames of charge on the first dash, the game would hold on to those charging frames, you would get 30ish frames of charge on the second dash, which the game would add to the first 30 frames of charge, giving you enough charge to do a flashkick after dashing twice.
If you have 3rd strike, a super easy way to actually see what I mean is to do 2 universal overheads (mp+mk) and then do a flashkick. You have to be in neutral to do a universal overhead, so you have to: neutral mp+mk > hold db > neutral mp+mk > hold down back > up + K.