Ultra changes (location test)

I catch empty jumps all the time with it.

Or do you mean that U2 not catching empty jumps is the myth?

Ultra 2 cannot catch empty jumps. Ultra 2 anti-airs by catching trip guard.

So you’re saying that someone landing on top of my leg where there’s a hitbox can still block the move on an empty jump. I can only catch them if they press a button?

(gets ready to call bullshit).

That’s basically what trip guard is.

yes

Yes. How on earth someone like you that has always had much knowledge about these kind of stuff doesn’t know this crucial thing?
If a char doesn’t press any button, AKA empty jump, they will have 0 recovery from that jump, and so can block as soon as they land. As U2 has no aerial hitbox and all of it is on the ground, they block it. It is also a well known feint to empty jump forward to a down-back charging Vega to make him waste his meter.
If a char presses a button on the air, when he lands, they face 2 frames of recovery from that jump and that’s when U2 hits.

This is also why you can perform “aerial” focus attacks after empty jumps. As you have no recovery on land the focus starts the instant you land, as if started on the air.

mostly because vegaman is a u1 specialist. he anti air’s people with that instead so he has no interest in u2, so it’s not surprising he didn’t know that really

Yeah I know what trip guard is… I just didn’t know that U2 was completely unable to hit empty jumps. I just spent about 5 min from about every range and timing and sure enough it gets blocked or the character jumping seems to teleport behind Vega. And sure enough going back to my replays they pressed a button every time I landed it.

Well fuck. This shit explains a lot. I thought all this time that if it was blocked I just executed the move too late. I thought it was my own damn fault. So… if this really is the case i may just end up abandoning U2 completely then. I knew it was shitty but not this shitty. I mean the only matchups I really use it for is Blanka and Honda and dive kickers… but if it cant even hit empty jumps, it’s basically worthless because low executed dive kicks are unreactable. Why the fuck does anyone that knows this even bother to pick U2? You’re only going to land it when someone does something stupid. No different than U1 except U1 does more damage.

and here i was thinking I found a way to make U2 useful…

Its stupid to jump in at Claw?

Empty jumps gets nailed clean by Scarlet Terror everytime. Doing an empty jump is a risk.

But, yeah. The best buff that U2 could have is to be able to hit empty jumps.

Add some projectile invecibilty after the i-frames are gone would be really sweet too.

But those are cases U1 would be used. I’m starting to lean towards U1 more now, nailing someone who throws a fireball from my wall is pretty arousing.

If you have U1 there is no reason to the opponent do an empty jump. They will always jump with a button, as they should.

Also, I’d rather U2 a fireball that is done half screen than U1 a fireball full screen away, for two reasons:
1- Who the hell feels the need to throw a fireball when Claw has U1, charge and is full screen away? Meanwhile, there are a lot of players that EX Fireball halfscreen because they think that you can’t react to it.
2- I can jump over fireball and combo into U2 easily. With U1 its WAY harder, the jump has to be deep, and in some cases I can’t jump that deep over a fireball.

So U2 is superior versus fireball characters. Problem is when they decide to use that LP Fireball and I want to react anyway and we end up trading the U2 + the fireball. Pretty frustrating.
With 5f of projectile invecibility added to U2 we could pretty much throw U1 in the trash, where it belongs.
It would only be usable versus Zankus Gohadouken, Burn Kicks and fireball + teleport mixups of Sim and Seth, and the latter are going to be nerfed with DWU.

Also, the “more damage” is not entirely true. Without the launcher the dmg is the same if they have the same equipment.
But if Claw does not have it claw attached to him … U1 + his launcher does less damage than U2.

So U2 has a more reliable damage. With U1 you need to have the claw equipped to deal the same damage as U2. Or the claw equipped AND hit with the launcher and then it will do 30 more dmg than U2.

But the U1 he does ninja slashes and you also a a WHOPPING 120% more blood. He also says “Ha Ha Ha Ha Ha Ha” at the end, something that U2 sorely needs.

I think the same thing about U1. As far as I remember Makoto (or Zeus) also chooses U2in every MU. Why would anyone use U1 I don’t understand. I choose U2 even in Sim matches. The only MU it helps sometimes is Seth. But I mostly go with U2 in that match too. U1 is one of the worst ultras in the game. Even Chris King did ex.fba while trying to do U1 against PRBalrog. Its motion is stupid and cant be done as fast as U2 on reaction. Dash U1 is near impossible while dash U2 I can do. It has no invincility. You can be stuffed even before leaving the ground on close range. It is bloody hard to combo after CH. And even if you land its going to the wall part, the main part can whiff

So you can only use it against people who have slow fireballs and spams it even though seeing you are down-back charging. Whereas you can use U2 against every non-safe jump-in, on every unexpected focus landing, after an aerial CH, against mid-screen fireball and so on.

U1 sucks seriously.

If you have U1 and charge and they jump at you with a button then U1 to your wall. I’ve never seen U1 knocked out of the air if it comes from the wall towards the opponent. I’ve caught people with U1 when I could have sworn it wasn’t going to connect quite a few times. U2 has such slow start up I can’t find any use for it other than anti-air. I’m not good at hit confirm to U2 so that’s also another reason I started using U1 again, because I find it useful in more situations. During block pressure on the ground, most people will simply stop doing meaty attacks and will pressure in other means, so it doesn’t work as well their either. It’s the start up that kills it for me.

yeah I’m completely the opposite. Because with U1 it either shuts down the opponent’s aerial game or I land raw ultra minus launcher. And the more they stay on the ground the better for me.

I also disagree with Haz that the opponent should be jumping with a normal. Like i said, if you jump and I have charge and it’s not on wakeup… 40% damage gone. Iono… apparently it’s just me but I find effective zoning ability far more important in this game than reversal ability.

There is no move in the game that can flat out beat U1 except full screen DPs… and even that I find skeptical and think that it’s punishing the recovery of U1 and not the actual active part of the move.

The 2 moves that U1 cannot beat during active frames:

-Bison’s EX Headstomp. Both go through.
-Gief’s U2. Both go through.

Everything else gets beat

The +5 on hit debate has been beaten to death. For those of us who can do it, it would be nice to not have the very occasional execution drops, for those who can’t I wish they had the option to do something he can already do. Hitting 1f links is way higher than 60%. In guilty gear xx, if you wanted to play axl you had a 1f link FRC that was essential to playing the character. If you couldn’t do it, you couldn’t play axl, and plenty of people were doing it. Also they had a powerful reversal backdash and reversal throw on wakeup that was also 1f. I abused the fuck out of those because I knew I could do it. I abused them in all sorts of tournaments to.

Aside from that.

U1 should do some baller ass damage. Like 550 or something, shin sho damage fuck it. When I catch Seth with it he deserves to die.

I would CH -> U2 if I thought they would empty jump me to bait U2. Airborne it’s a fairly easy link. It makes it a guessing game because most normals beat out CH. You can also ST.

I really don’t understand why we can’t CH to U1, since we can CH to EX FBA. That would be a really nice buff for us in the rare occasions we do catch someone jumping in with CH. It’s tough to do that anyway with all the air normals that beat it, so it’s not like it’d be OP or anything.

Fuck it, give us FADC off CH to Ux if they think it should cost meter. I dunno, it’s not like Gen can’t hit confirm to super and then Ultra one after the other.

Wat?

The opponent shouldn’t be jumping with a normal?

So why the hell you complain about the lack of AA?

stHK will always beat empty jumps, everytime.

U1 is fully invencible since the startup from the wall untile the ends of its active frames. So if you are going to “beat” the U1, its going to be in the recovery.