I’ve landed a few hp breaks when I’ve predicted an opponent throw a fireball and scrambled, intending to feint if my prediction was incorrect. All this accomplished was to make my opponent stop throwing 2/3rds screen fireballs, use was limited. Against a real opponent predictable fireballs would not even be a thing.
did this last night in corner (no knockdown)
HK Scramble HK to close space, then MK scramble last second before it hit (no button press) to cross them up last second
then the next round:
MK scramble LP to warp back to the inital spot, then MK scramble and tricked him into blocking backwards.
playing around with the warp backwards is how you make it happen… like you can cross them up then warp backwards (or not) at the exact time the Psycho Stream hits. theres really not much to it other than knowing your ranges and mixing up cross up / not. i do the same thing off stinger knockdown, bait DP with LP warp back or even MP ground pound at the right range will whiff short of the DP.
i see… maybe i should think about u1 more along the lines of feng shui engine and less along the lines of aegis reflector
Why not both? Depending on the matchup obviously. Hard knock down - > U1 -> Party time. Also and I guess this was mentioned in a different thread, unless I missed it, U1 + Super is an absolutely brutal chip setup.
i feel that the potential damage from the hard knockdown set plays is too low to justify using u1 over u2, so as a tool to use for set plays it’s very unimpressive. the best setups i’ve seen are from air reset ex hp break, but from those situations you could just land the stinger to u2 combo instead, for usually bigger damage than whatever the potential damage of the mixup is. however, as a tool to get in while also gaining a free mixup u1 is great. what i mean by the feng shui/aegis comparison is, that it’s probably better to just activate when it’s safe to do so rather than chasing a specific set play. of course, if you’ve already committed to using u1 the hard knockdown setups are fine, but if you’re selecting u1 specifically because you want to use it for set plays i feel like you’re going to have a bad time
edit: chie’s meteors from p4a is probably a better comparison
https://www.youtube.com/watch?v=1gqLxyy9CeU
I uploaded a video of the set up I found. It’s your basic bnb into Psycho Sting, FADC, dash ultra. It puts you at a pretty good distance, and sets up for some mix ups afterwards. It works on most if not all types of wake ups, and costs two bars, which I like to think is an okay use of meter for Decapre.
Interesting but from a raw sting shouldn’t you just connect the ultra instead of delaying for a mix up? HP Sting FADC U1 does a solid 403 with max meter. Gambling 243 damage is a big ask for a mix up.
I don’t really like U1 against Poison, if she has meter she gets out for free, and the time it takes you to react to whether she’s blocking or doing EX Flip so you can sting it, you’ve potentially lost your mixup options. I’m gonna test doing the thing Malvadisco did where you do IA spiral arrow and see if it beats it, because blocking EX flip is bad since she’s + in your face after that, also if you do it too close on soft knockdown she can U2 and good GOD that Ultra hurts.
I don’t really like U1 against Poison, if she has meter she gets out for free, and the time it takes you to react to whether she’s blocking or doing EX Flip so you can sting it, you’ve potentially lost your mixup options. I’m gonna test doing the thing Malvadisco did where you do IA spiral arrow and see if it beats it, because blocking EX flip is bad since she’s + in your face after that, also if you do it too close on soft knockdown she can U2 and good GOD that Ultra hurts.
You’re describing 3 scenarios.
1 She blocks the U1, you’re trying to punish the escape and get no mixup. She still eats chip and you’re plus afterwards.
2 She tries to escape, you punish. You likely knock her right back into the sphere and she eats pretty solid damage
3 She tries to escape and you miss your punish. She’s a bit at plus, you take a bit of chip and the U1 is wasted.
2 of those scenarios are still good and one honestly isn’t that bad, especially since it’s both predictable and reasonably telegraphed.
more importantly, to me the biggest thing is that U1 generally causes behavior changes. Running away (free corner push), attempting to escape (punishable!) or using projectile invincible moves to get past is (predictable!). People rarely are willing to just up and block it. While I don’t think U1 is great for characters with multiple solid escape options (Bison and Akuma come to mind offhand) or the ability to punish several of the knockdown setups, overall I think it’s great for throwing it out there.
I can’t get stinger fadc U1 for the life of me. That shit is wonky, but i like the use of it
I can only get it out on player 2 side really. Pretty satisfying when it works.
you can’t unblockable someone in blockstun
welcome to super sf4
I don’t know if this counts as a setup or what since I kinda got lucky as he was jumping right as I busted out the ultra, but this looked so damn cool I had to share it lol
Sorry for shitty film job
Does anyone actually use this more than U2, I know I do or I use WU.
I think u1 is better than u2 still.
Me too except certain matches
Yeah i use both, just overall think u1 edges it out.
I find I use U1 more even with W ultra. I usually use U1in all matches except where there is good escape like Rolento.