Ultra changes (location test)

I’m really enjoying Ultra Vega. His new cross up has become a big part of my game. I just need to use it better. Still, he has the glaring problem of an extremely weak wake up game :frowning: but at least the cross up helps in keeping the opponent on their toes.

BTW, I’m finding U1 kinda started working a lot better as a wake up option now, it’s blown through a couple of meaties easier than it used to. At least, that’s how it seems.

I also am disliking W a lot. A LOT. I’m getting a lot of accidental U2 over U1 because of slightly early button presses and the game is registering forward and not up forward. I’m probably going to continue to stick to U1.

Oh, and I’m also using Super a lot more. The knee hit is good, it’s making it way more useful than it used to. Plus, it doing 400 damage total again is nice and makes it worth saving up for a little. Especially since I’ve started focusing on using less meter lately.

What do you follow up the cross up with? I haven’t messed with it much.

st.mk, cl.hp, cr.mk. Those all seem to work if they connect. If it’s blocked, I use the buffed stun frames on cl.mk and tick throw.

They should have changed one of Vega’s ultras to PPP :-/

Indeed. BHC should have been PPP for sure. W Ultra would be much better then. I feel like my execution on that move has always been good but unfortunately, the input system is extremely lax and seems to be all over the place for some stuff, even if your execution is good. I guess I have to be more conscious about it, though in the end, I’ll probably just specialize U1 and take the extra damage.

The more I play, the more useful Ultra 1 is seeming. I’ve been able to anti-air a lot more high-priority limbs than I remember being able to; it used to trade so damn much.

So, is this thread retired now and are we all moving to General Discussion? There’s been little to no action lately.

I think it doesn’t matter that much - the regular posters here are not that numerous. I for myself read all the posts anyway.

Besides: there is also one ultra change that was not mentioned before: another U1 nerf.

It seem that not only we lost the juggle properties after the knee hit, also the hitbox for the down part was shrunk again (not to AE status but smaller than in v2012) according to member eternal. So opponents hit on the way up in mid air are now more likely to fall out of U1. Again.

Guess both U1 nerfs were made to make up for the knee-hit hitbox buff we got.

Not sure about this but i think i find an stealth buff counterhit cstmk to far st HP works…so Far st HP star up is now 8 frames instead of 9?..its actually very an easy link so it may even be 7 frames star up…is this any useful…no i don’t think so…interesting anyway

clMK is +5 on hit.
Medium moves gain +3f on counter hit, which makes it +8.
stHP was always 8f of startup. So yeah, nothing actually new :stuck_out_tongue:

I thought it used to be 9 frame star up…my bad…sorry

you’re confused with cl.hp, that’s 9 frames

BTW, you guys know that U1 now blows right through fireballs? It’s completely fireball invincible on the way to the wall. And it destroys. Throw off the mask, wait for a fb, U1. Tons of damage for free.

Well the smart thing would have been to assume that here, in this forum, we all knew about that - It’s kind of cute that you decided to share your excitement with us though :wink:

Edit: you can guess from my comment that this is not an ultra change. This is not even an AE change :wink:

Been absent and waiting for retail version so I haven’t much on Ultra. However, I did find in AE that you could use U1 as a wakeup against fireballs. You could use it in the direction of the opponent and it’d hit them while going through the projectile. If it has more potential like you say it doez, then this is truly splendid.

One thing I’ve been meaning to try: I found a combo which I’m not sure anyone has discovered or at least discussed. Either way it was cl.hp into FBA or SHC. It may also work with ST though I’ve yet to try. But I found it by accident and have been developing upon it’s uses thus it has actually helped me a lot in matches as an extension of my mind games. So what I would like to try is to use this info and somehow buffer one of his ultras and see if it can be done via theory. I will test in the lab and make a video for proof and further possibilities.

Not just on wakeup. U1 is projectile invincible anyway you aim it PERIOD. I actually found out about U1’s projectile invincibility on the way forward pretty late into AE 2012 (I skipped AE).

Cl.HP xx ST is possible. I suppose you could use cl.HP xx H ST after a jump-in instead of cr.MK, as ST in combos is kind of character specific, so the force stand might help.
You may get some mileage out of cl.HP xx SHC as a mixup, but don’t count on much once opponents wise up to it.
However, any cl.HP cancel other than to RCF and Back Slashes (and the two above if you so choose) are largely useless.

Buffer into Ultra Combos? You can’t cancel into Ultra Combos.

Hi, Moon here. Actually, I tested AE vs Ultra and the U1 is more fireball invincible in USF. In AE, you can get hit by a fireball as you go to the opponents wall. In USF4, you can blow right through it no big deal, no hit, nothing.

Never mind not sure what happened on Monday but I was getting hit. Sorry. Maybe wrong move came out.

On the other hand the extended knee hits a lot farther away on fireball punish. Too bad Super doesn’t go through fb either.

cl.HP to SHC doesn’t really work. It might mix them up but it’s extremely unsafe and they can easily block it. EX SHC is a little better because it’s faster, but can still be blocked. Then you’re in a world of hurt.

What you can do, is hk.ST. You can do cl.MP, cl.HP, and cl.MK into ST, EX ST, or EX FBA. The only thing is, cr.MK does the same damage as cl.MK and is a lot easier to do. I mean, you could just OS between them, and you’ll get the same effect. st.MP doesn’t offer any advantage damage wise so it isn’t a good option to use, and the first hit of cl.HP I think also does less damage than if you simply did cr.MK. However, it is kind of stylish and lets your opponent know you can cancel standing attacks to ST, EX ST, or EX FBA, if that means anything to you. AFAIK, can’t do Ultra off any of them. Maybe if they’re counter hits, but uh, you’re better off doing a counter hit cr.MK most likely at a safer distance.

u1 blowing through fb was there since vanilla :confused: it’s why many (i assume) use it on viper, to make them scared of trying the flame kick mixup…