Some characters Wultra does 60% and some does 75%. Guile’s does 75%. This makes Wultra much more viable now and something to be considered. Before I was going to use U1 only.
I’ll be honest, I really feel uncomfortable with Ultra 2. I’ve felt like this since day 1 about it. Maybe it’s my play style or something but yeah, I honestly don’t like it at all.
I want to use U1, but the only real use I had for it was for pretty huge damage after a crumple. The lack of auto-correct really sucks and my reflexes aren’t fast enough to catch things like Jaguar Kick on reaction so for a player like me it’s pretty useless.
I’m loving ultra 1 after switching about a month ago. At least when I’m near chip damage I have the option to do a setup or bait into ultra 1 as opposed to having no options with ultra 2. I’ve won some matches recently because of Ultra, something that has never really happened before with me do to the lacklustre damage of U2. Ultra 1 is also really easy to autocorrect the first hit, and when you’re both at chip damage and they go for the usual Guile crossup on wakeup into some safe chip damage, you can usually just let ultra rip for 30 damage. Seems low, but it’s definitely helped.
U1 NEVER autocorrects for me. More often it goes the opposite direction the other guy is. The 1-frame autocorrect glitch gilley found is too hard to pull off consistently. I stick to U2 at all times except for very few match ups. What U2 lacks in damage, it more than makes up for in utility.
Hi all. I haven’t checked SRK in 80 billion years so I thought I’d poke my nose in. I went to the Osaka loc test while I was on vacation there coincidentally and got to play a bit, nothing too new but here’s the stuff I noted:
U1 invincibility nerf is noticeable, must time AA U1 more carefully (partially due to faster startup) and anti crossup U1 is less reliable now (the hit behind your back). Maybe both times were unfortunate situations where I would’ve been stuffed even in 2012 but I’m pretty sure I should’ve hit clean in both cases. Once was frontal anti-air U1 against Bison’s j.hp and the second time was anti crossup (not autocorrect) against Juri who jumped behind me. I really wanted to test this again but couldn’t.
c.lp > c.lp > far st.hp xx Super lands properly
c.lp > c.lp > U1 works
UDK whiffs right over a crouching Elena (without her pressing any attacks)
c.mk hitbox seems visibly improved as I could hit Hugo using the very tip of my foot but maybe his hurtbox is just massive.
Unfortunately i didn’t get to test autocorrect U1 as the situation never occured
Yeah, I figured lowering the invincibility would make it trade more. IMHO the U1 should have 5f startup, autocorrect, 10f invincibility if capcom is worried about the 15f invincibility being too strong. I’m glad c.lp > U1 is working now too. I couldn’t do it at all in the first USF4 beta test.
I’m honestly more confident than I have ever been in my play, so we’ll see how this goes. I think one of my biggest improvements has been my pick up of Claw as a dedicated secondary. Not just because it covers a few of my worse matchups, (seth, ibuki, fuerte) but playing my lame as hell Vega has made my footsies improve ten-fold.
So, with Vega, a big part of at least how I play him is staying in footsies range and just reacting to stuff. Any pokes I just c.mp, and any jumps get bopped by jump back j.mp. It’s a super lame style, but when doing the same thing with Guile, it seems to be even more effective depending on the character I’m fighting. Obviously, Guile’s buttons just aren’t as good as Vega’s, but his AA’s are way better. So, just by walking forward with c.mk, f.mk, s.hk, and s.hp… and while reacting to buttons with c.mk or s.hp, it allows me to apply pretty safe pressure while still being able to AA. I’ve found that switching up between just straight chucking booms and playing solid, whiff punishing footsies can really make it hard to approach Guile.
I’ve really started to understand whiff punishing and just the general concept of “footsies” waaay more than I ever have in the past couple months. I’m anxious to see where it will take me at a major.
crouch mk is a huge tool. It’s your longest ranged poke other than Sonic Boom and that is the normal you need to use to push people away. If you are in the corner, it is probably your best friend as it will push your opponent away and give you space to make them walk at you again to run into more fierces, back fists and booms. If you see Dieminion vs. Keno, you will see exactly how it should be used. Kevin won that entire set in the corner. Every round he is stuck in the corner against a high level Boxer and he still wins. cr. mk was a huge factor.
Recently I’ve been learning how to play Ryu (after being 100% Guile for years), and I have to say that having access to Ryu’s c.mk and sweep has really improved my sense of how footsies and whiff punishing in this game works. Going back to Guile, it has noticeably improved my play and I can see why learning Claw must have a similar effect for Slinkun.
Just started playing Guile again, Honda is getting some pretty brutal nerfs and there are a few matches I really want to use him in (vega, balrog, rufus, dhalsim, bison)
It’s coming a lot easier now that I can do some decent hit confirms, i am nowhere near getting the max damage yet just working on the reliable BNBs still. But I have a question for you guys:
Where are situations you would use the GHK? I seem to always get stuffed when I try and use it.
Also a question about autocorrect flash kick - I seem to be able to auto correct it a lot, is it supposed to like NEVER autocorrect, or are there just certain situations that the jump cancel corrects it? Like if someone jumps WAY over your head it seems really easy to autocorrect it. I just delay my input. I have found that it sort of helps when I slowly slide it db, b, to ub or from df to f to uf but i dont know if this is doing anything? maybe the standing animation can help you get turned around? you still have to do it like instantly though (think of cancelling a standing normal into a flashkick)
I mean there are certain cross ups that from what I understand will beat the flash kick no matter what, right? I know it has invincibility but not the entire move.
also, how consistent are you guys with flash kick FADC u2? I havent practiced it in awhile but its fucking hard. I can get it its just weird. I have never tried dashing forward with it but i tink that might be easier (i know they are situational) i gotta work on that. i never see it in pro matches really so i dont know if its super important.
First off, I managed to get out of pools at SCR and make top 32. I lost to Jayce the Ace in pools and Gamerbee on the outside. I did a lot better against him than I did at Evo, vids coming soon.
How about that edition select, huh?!?! IMO its going to be either ultra or super Guile, matchup dependent on how much you may need autocorrect U1 (which I tested at SCR, and it’s TOTALLY godlike. UC double all the way!)
GHK is a super situational move. Obviously it’s there for big punishes, but I imagine you are referring to its use as an AA. It’s very matchup dependent in that sense. It’s pretty high risk/high reward irregardless, but in some matches its more viable. For example, Balrog and Honda are two MUs that really spring to mind. If you throw a boom and have time to walk forward and react to a far jump, GHK works pretty well on both those guys. It seems to be OK against divekick characters and makoto too if used sparingly. Use it too much and you will probably eat something big for your troubles.
The auto-correct flashkick thing is pretty true: it just works for blatantly poorly spaced or poorly times crossups. Against better players I wouldn’t rely on it much.
As for Flashkick FADC U2… practice, practice, practice. It’s not easy and takes a while to learn, but it’s a really important tool.
Good job, Slinkun! I heard your name called at SCR, but I didn’t get a chance to see any of your matches. I was there too…I was beaten handily by Hungbee on stream
Can anyone help me with FADC backdash ultra 2? I am trying to master this before I try flash kicking first, just to get the motion down.
How do I backdash without losing the charge?
I hold down-back, then MP+MK, then I go quickly neutral then back to do the dash, then forward-back-forward PPP and I throw a backfist. I feel like I’m losing the charge when I backdash. I’ve read the tutorials and watched the videos, but I haven’t seen it explained how to keep the charge while dashing, in a fashion that I understand.
I feel like ultra 2 out of a backdash shouldn’t be too hard, but I can’t land the inputs.