Ultra 1 vs Ultra 2?

Personally, I prefer U1. I know how to SJC (I’m no expert at it though), but U1 is somthing I can use to just scare my opponents, due to the fact that I can use it in so many ways. IIRC, your opponent has one frame to react to the move, meaning that pretty much if they’re doing ANYTHING that won’t beat out your ultra, they’ll get hit. So you can use this on their wakeup, as a tick throw, after a crossup is blocked, after an FA regardless of if it hits or not, etc. Granted, this won’t work on everyone, and I do believe it’s matchup specific. But the amount of things it punishes, as well as how much damage it does, I just have to stick with it for most matches.
But thats just my opinion.

For me SJC U2 isn’t powerful enough to make it more worth while than going for an untechable knockdown. I tend to use U1 universally apart from when fighting a few specific characters (such as Juri) who are easily punishable with a clean non-SJC’d U2.

Yoroitoshi is great thing to just have. When you play against top players, they consider your options. If you have U1 (which is incredibly powerful) filled, they’re going to feel the pressure of you possibly using it. U2, not so much, 'cause it flops to counter so many different moves and the fact that you have it means that your opponent knows you are considering using it safely (with a SJC).

U1 can force a knock-down, and it is free and safe to use for chip against (on wake-up) against certain characters. Ibuki dies so fast, and the SSFIV gods have her great damage output, stun, and chip. Her defence pretty much only boils down to the EX Kazegiri, so having U1 as an alternative (when you have no Combo Meter) is yet another god-send.

Oh yeah, always use U2 against Boxer. Reacting with U1 after blocking a jab (at the range) is something you shouldn’t ever consider doing, even when you’re desperate. You wanna punish those dashes, which U1 will never do.

EDIT: just played a dude who kept vertical jumping, which made U1 a much better choice against Boxer…

I always choose U1. Simple because it fits more in my game. I fight with a lot of mixups, dashes and baits, and especially when the opponent is waking up baiting for a U1 is easy.
I Also use the knockdown of U1 to my advantage. When the opponent is down I usually do an early Hien. When it’s done late it’s really hard to see where and if to block, it usually hits.
Poke>Poke>wait>U1 on reaction wins :smiley:

I think U1 vs grapplers or anyone who likes to be close. It will give them a reason to be further than their comfortable range. U1 is also better for laming it out on people who press buttons too much.

Am I crazy or are the inputs for U1 way, way more strict now. If you don’t get the double half circle perfect it’s Raida time. Switch back to old game and they are cake, almost too forgiving. Looks like there’s no happy middle-ground.

I’m all for removing the over simplified inputs (I hate DPs from nowhere) but this just feels…weird.

It is definitely harder to do. HCB for some reason appears to be bugged, I’m not sure if they’re going to patch this but it’s not the same in the Arcades I think.

wow, I’ve been looking everywhere for someone to say this. I thought I was either going crazy, or just started sucking after AE came out, because EX Raida was coming out half the time I’d throw out U1. I really do hope it gets patched because before, it was just natural to do the input, but now I have to actually think about it, and I’m missing the Ultra a little too much.

as to the U1 vs. U2, my main question is,what would the Ultra provide for Ibuki? I feel like U2 gives her one above-average damage combo per round (if you get Ultra) while U1 gives Ibuki another mix up or something for the opponent to fear. with that being said, is that the only thing that should be considered? or are there other aspects that should be taken into consideration?

  1. U1 punishes certain things that U2 doesn’t, and vice versa.
  2. In terms of raw damage, fully stocked U1 is pretty much Ibuki’s most damaging punish. Especially the last hit which usually isn’t scaled much.
  3. Besides raw ultra punish, if you can punish something with st.MK (or anything SJC-able or comboable into an SJC normal), you can surely do SJC U2 for a real punish; an option that U1 doesn’t give you.
  4. U1 is the better random ultra, should you feel you need it, since it’s a 0+1 frame grab, and U2 has close to 0 actual invincibility.
  5. U2 puts your opponent in the corner, if that’s your playstyle.
  6. U2 is a good choice vs projectile characters.

That’s all I can think of off the top of my head.

Btw U1 is a definite must against the twins. Any badly aimed dive kick = U1 punish.

Ibuki gets a true 50/50 after an SJC U1. U1 also punishes different moves from U2 (Balrog’s TAP vs. Juri’s Spinwheel), and generally U1 does more damage as a punish.

Pretty much I prefer U1 for the majority of match-ups that don’t have an obvious reason for using U2. Like say vs. Juri, Seth, Chun-Li, Honda, and T.Hawk. And yeah, U1 creates more fear for the opponent, especially if it’s Gouken or Abel.

For the rest of the cast it really depends on your execution, and how well you know your opponent. If it’s a random Ryu player I’ll use U1, but if it’s a very good one (like say, Ryan Hart), I’ll use U2, because I don’t expect to ever land a focus punish or to bait a meterless DP.

EDIT: Oh, and if a Guile player likes to chip with Sonic Hurricane… www

yeah, I feel like the higher your competition gets, the less you’ll land U1 out of a punish. unless there are set ups I’m missing, it seems like it’s good for catching players throwing a button, when they try to punish a command dash or well spaced neckbreaker, but I don’t know how long that tactic will last. I guess its safe to say that Ibuki’s choice of Ultra depends heavily on punishing your opponent, because of her weak defensive options and high damage output.

What do you mean?Sjc u1 doesn’t cause an untech knockdown.And why should somebody use sjc u1 for a crappy 336 max damage when she can deal 501 damage and get a knockdown?

She’s -1 after hitting it, at a range ready for a kara-throw. I’ve done this to people offline and online alike, A-rank to tournament players, and I always get a walk-up throw the first time. If I land it a second time, I get the EX Kazegiri (it’s at -1, which means it beats pretty much every DP).

I’ve done this probably 50 times on different opponents, and it has worked every time. Except, of course, my brother… Probably because I kept bragging about how it kept working to him (lol).

Also, the knockdown after U2 is pretty much useless, it’s like scoring a throw after Rufus’ backthrow or something. Your opponent has to be pretty defensive to allow you to gain any ground on you.

Explain?

Just realised my grammar gave it a different meaning, I meant that the distance doesn’t mean a whole lot in many match-ups. Take Guile for example, he can still do his Sonic Boom traps, and even Ryu can. I guess it’s good throwing a character like Honda in there, but the distance is really fair imo.

Dunno, I don’t think the small spacing advantage is more important than a safe-jump.

Is U1 just for punishing or can it be comboed into? I basically use U2 but if i know how to use U1 then i guess that will be one to add to my move pool.

Yes it can be:

[media=youtube]F6gBRU4-4nA[/media]

It leaves Ibuki at (-1), which is great for mix-ups. EX Kazegiri at (-1) will beat most non-EX DPs. Most of the time you can just walk up and throw someone after it.

[media=youtube]soJkCQgW1xo[/media]

oh i see wat ur saying also were u sjc into those?

Yeah, you have to SJC. The inputs are really easy though.

:lp::mp::hcb::ub::hp::hcb::3p:

thanks alot ill look into learning that :3

I usually use ultra2 for most of the cast, especially against fireball characters. It can also be option selected as a counterhit against certain pokes. But I pick ultra1 against rushdown characters that love to get right next to you.