I also have the “Second DB” problem. It sucks so much!
I can obviously do it for days at training mode, but when it comes to real matches when I react with it super fast EX FBA actually comes out. I get mad salty when that happens.
“Luckily” its only when I try to do U1 to my wall. U1 forward its easier somehow. Go figure…
Anyway: I use U1 against Gouki, Seth, Viper and Dhalsim.
Viper and Dhalsim… no explanation required.
Seth on the other hand… there are a few reasons:
1 - When I picked U2 I always ended up killing myself trying to AA him with it… then it happens that he used dive kick and I’m done. Obviously this is not a reason to make me choose U1 over U2, its just my fault. But when put together with these others 2 things… it makes the choice easier.
2 - If I have U1 loaded the Hyakaretsukyaku Fireball + Teleport is hindered. Same thing with U1 Fireball + Teleport.
3 - Seth will usually not try to zone you with fireballs when you are at jump in range. His projectile is not exactly good and the risk is too big. Its more likely that he will try to tandem you in footsies than try to zone you out. So U2 does not have that much use against fireballs here anyway. While U1 can actually deal with the fullscreen fireball + wall jump.
I do lack the stHP on block punish from some ranges. Also I can’t react to focus that are held longer than they should be. But… oh well, I’ll wait to see the numbers of the damage of Claw’s Double Ultra. If its good enough I’ll use it against him.
And Gouk… oh well, he is the reason that I made this post. I love using U1 against him. Yeah, its kinda weird, but:
1 - Its the BESTEST thing against Zanku Hadoukens EVER! Just do the going forward version and bam. ~500 of damage to Gouki’s 850 stamina. We don’t actually have amazing answers to randoms Jump Zanku. There are situational ones… but they really are not that good. EX Zankus are a nightmare.
One little addendum: Makoto showed a really good solution with crMK xx EX ST. I thought about it and if we don’t have down charge we can crMK xx EX RCF, while it won’t actually combo, its a decent way around that problem. The meter is well spent if you consider that now, not only you scored 100 of dmg and managed to get a good corner carry while being +0 at the distance you love. But you are NOT having to deal with Gouki’s pressure at your face. I don’t really think that the gap between crMK and EX RCF will be exploited in a real match. I need to test it more. But I don’t see why a Gouki would be spamming a jab or mashing DP after blocking a crMK in that situation.
2 - Its the BESTEST thing against Zanku Hadoukens EVER!
3 - It, somehow, manages to actually anti air his jiHK from the right range. The hitbox of U1 its not actually terrible. Just bad will do it. But the thing is that Gouki’s jump ins are also ass.
4 - It usually scores a counter hit against HK Air Tatsu if you react fast enough. But anyway… I can buffer df, db when I see the jump and react to the Zanku alone. Pretty neat.
5 - It also catches teleport, you need to react faster and it has to be done to your wall, otherwise you will pass above him. The U1 and EX FBA’s trajectory are not the same.
6 - It beats Demon Flip Grab setups with that neat damage. If you are able to recognize the delay that telegraph the setup you are rich.
7 - Its the BESTEST thing against Zanku Hadoukens EVER! This also applies to full screen HP Zankuu. Which means that you can really makes Gouki’s job at zoning way harder if you have it locked and ready to go.
Sure, I do lack the answer to a closer (EX) Gohadouken and an easier Ultra teleport punish. As far as I can see, Gouki is another character that I am thinking that Ultra Double will be useful. Sagat and Hawk are the ones that also deserve some thought after we know the actual penality in damage for using both ultras.