**Note: This guide is mainly about Ultra I, Housenka. **
After looking around a bit I noticed there’s no topic on this, and considering how hard it is for Chun to land her ultra in certain matchups I thought such a thread would be useful. The aim of this thread is to list which characters corner juggle works on (and any notes on timing) and to list which moves can be punished with ultra and the timing for that as well. I hope this thread isn’t redundant/useless.
Keep in mind I got most of this information from this forum, but I can’t recall exactly who posted what so forgive me if I don’t give credit. Also, this is a work in progress that I need your help to finish, so please share any information/corrections you have.
General Info
Command: charge :l: (55 frames) :r::l::r::3k:
Damage: 510
Startup: 7 frames
Recovery: Longer than brain surgery
Range: About 4/5ths of a screen
What makes execution tricky is the charge requirement. This means you should always (and with any charge character) try to keep your charges. If you’re not moving forward you need to be holding downback. And for instance, if you’re doing EX SBK, instead of :u::2k: do :ub::2k: and that lets you keep your backcharge.
Note that one jump is not enough time for a charge if you start charging after the jump. You can do a neutral jump or whiff a poke on the ground to charge without moving back and to mask the fact that you’re charging. Example here around 4:10. Another trick is to use cr. hp to slide forward a bit, but so far I haven’t had any luck with it.
It can be countered if you throw it randomly and deals very poor chip damage. Combined with its slow recovery, this is the last ultra you want to throw out in desperation. Keep your cool, Chun wins matches without landing ultra.
Anti-Fireball Ultra
Ultra has a good amount of projectile invincibility and can punish some fireballs from fullscreen distance (as most involve a bigger hitbox from the fireball animation). As a result, you can pretty much shut down the fireball game once you have ultra, but be warned that good players will notice if you lose your backcharge so it doesn’t mean you can run around freely. But always keep that backcharge if you can! Even good players will make mistakes or underestimate you and throw a fireball at the wrong time. However, be very careful with this: do the motion on twitch, but don’t hit the buttons until you see the flash from a fireball or you will be very very sorry. Also be wary of FADC attempts: some will throw a fireball and FADC back to bait your ultra. In general, just don’t make it too obvious that you want to ultra. Mask your intentions with kikokens and whiffed normals to distract them into recklessly throwing fireballs.
Dash Ultra
Dash ultra allows you to cover more ground and thus is necessary to punish some moves and allows you to punish fireballs from full distance. It’s fairly easy to do: charge :l: then :r::r::l::r::3k:. You can even stick an FA in the middle right before the dash (keep holding back when you go into FA stance) and dash right through a fireball.
Juggle Ultra
You can juggle with ultra after EX SBK, EX Legs, air double fierce, or Tenshoukyaku. However, only do this near a corner or just a couple of hits will land and the rest will shamefully whiff. What makes this tricky however is that the timing for some characters after EX Legs is different, and it doesn’t juggle fully on some at all! This was the original motivation behind this thread.
J. HK into Ultra
A neat trick that you can use to setup ultra is to do a back jump hk (otherwise you won’t have charge). This works best in the corner against characters who rush in (like Balrog) but works against anyone who’s whiffing a move/jump in under you.
J.FP x2 into Ultra
The extra freeze from the two hits gives you just enough time to charge 55f from a forward jump. It can be useful, but difficult to hitconfirm if only the second FP hits.
The Matchups
Legend:
Blue: Common/important/easy punish. You must know the timing for these.
Green: Somewhat common/easy punish. Usually similar to blue but with potential complications, or just less common
White: Uncommon/difficult punish. Not necessarily hard but these require anticipation usually.
Gray: Theorycrafter punish. Not likely to ever happen, listed for completeness.
B: On block
W: On whiff
H: On hit
C: As counter (before the attack hits/recovers)
- means refer to the third post for more details.
 
Abel
Ultra choice: II
Juggles in corner: Far
Punishes:
-Ultra (W / B) - bait with properly spaced meaty kikokens
-Change of Direction (W / C / B: between first and second hits of high string, second and third of low string)
-Cr.HP (B)
-Cr.HK (B)
-Wheelkicks except EX (B)
-Marseilles Roll (W) (during recovery, you really have to know it’s coming)
Matchup notes: Ultra doesn’t really lock down any of Abel’s options, so you’ll want to combo into it if you get a chance.
Akuma
Ultra choice: I
Juggles in corner: Far
Punishes:
-All ground fireballs from fullscreen ©
-Goshoryuken (B / W)
-Ultra ©
-Air fireballs (W) (only MP and HP, snag him as he lands)
-Cr. HK, Cl. HP (B) (only if he doesn’t have super/ultra as he can cancel into them)
Matchup notes: A good Akuma won’t give you any opportunities for ultra, so take the extra damage from the juggle if you get a chance.
Balrog
Ultra choice: II / I
Juggles in corner: Far
Punishes:
-Headbutt (B / W)
-Ultra (B / W) (On block, you can ultra just before the last hit to avoid more chip damage)
-Dashes ©
-Low rush punches (B)
-Overhead rush punches except EX (B)
-HP Dash (B)
Matchup notes: Good reflexes will make Balrog fear random dash punches, being able to counter on reaction can make this matchup much simpler
Blanka
Ultra choice: I
Juggles in corner: Yes
Punishes:
-Any horizontal ball (B) (with dash ultra)
-Non-ex horizontal ball ©
-Ultra (W / C from a distance)
-Ultra (B) (midscreen only, take one step back then ultra)
Matchup notes: Because of Blanka’s tendency to use 50/50 ultra, knowing how to punish it is crucial to this matchup, as well as being able to punish horizontal ball on block (many Blankas won’t resist the urge to chip).
C. Viper
Ultra choice: II
Juggles in corner: No
Punishes:
-Ultra (B) (after the ground hit, don’t have to wait for the flame kicks)
Cammy
Ultra choice: II
Juggles in corner: Far
Punishes:
-Spiral arrow (B) (note that it hits twice if done up close, wait for the second hit)
-Cannon spike (B) (again wait for her to be close to landing or it will whiff/hit her in midair)
-Ultra (B) (make sure you’re standing at the end or she will land on the other side, and wait a bit for her to start arcing down from the recovery or you will whiff)
Chun-Li
Ultra choice: II
Juggles in corner: Far
Punishes:
-Ground target combo (B/W)
-Kikoken ©
-Ultra (B/W)
Dan
Ultra choice: II
Juggles in corner: Far
Punishes:
-Gadouken ©
-Kouryuken (B/W)
-Ultra (B/W)
Dhalsim
Ultra choice: I / II
Juggles in corner: Yes, he’s very floaty so watch the timing or you’ll whiff
Punishes:
-Yoga fire © (watch the distance, if you’re too far you can get tagged by lp fire on the back)
-St. HP (C/W/*)
-Ultra © (half screen or closer)
-Super (B/W)
-Poorly spaced slides (B)
E. Honda
Ultra choice: I
Juggles in corner: Yes
Punishes:
-Far HK (B)
-Any headbutt (B)
-Ultra (B)
-Oicho nage (W)
El Fuerte
Ultra choice: II
Juggles in corner: No
Punishes:
-Tostada Press (B/W)
-Ultra
-Super (B/C)
-Slide (B: close range)
Fei Long
Ultra choice: II
Juggles in corner: Yes
Punishes:
-Flame kicks (B/W)
Gen
Ultra choice: II
Juggles in corner: Yes, another floaty bastard so watch your timing
Punishes:
-Blocked/whiffed Gekirou (not too fast or you’ll hit him in midair)
Gouken
Ultra choice: I
Juggles in corner: Far
Punishes:
-Fireball ©
-Cr. HP (B)
-Demon flip slide (B)
-Tatsu (B/W) (if the last hit whiffs, you can quickrise and ultra him as he lands)
Guile
Ultra choice: II / I
Juggles in corner: Far
Punishes:
-Fireball (careful though, you need to be fast as lightning and I’m pretty sure the jab will tag your back too)
-Blocked/whiffed saumersault
-Blocked/whiffed super and ultra
-Between first and second hit of his retarded sweep
Ken
Ultra choice: II / I
Juggles in corner: Yes
Punishes:
-Blocked/whiffed ultra (as he’s landing)
-Blocked/whiffed super (ditto)
-Blocked/whiffed shoryuken
-Fireballs (be careful, his startup is long and if he does a jab it might tag your back like Dhalsim’s)
M. Bison
Ultra choice: I / II
Juggles in corner: Far
Punishes:
-Whiffed Devil’s Reverse from anywhere (dash ultra for fullscreen)
Rose
Ultra choice: I / II
Juggles in corner: Yes
Punishes:
-Soul Spark
-Super
-Blocked/whiffed ultra
-Blocked Soul Spiral
-Whiffed Soul Throw
-Blocked slide
Rufus
Ultra choice: II
Juggles in corner: Yes
Punishes:
-Snake Strike (W)
-Messiah Kick LK followup (W)
-Cr. HP (W/B/H/C)
Ryu
Ultra choice: I / II
Juggles in corner: Yes
Punishes:
-All fireballs © (be wary of fireball fadc baits)
-Cr. HK (B)
-Any shoryuken (B/W)
-Ultra ©
Sagat
Ultra choice: II / I
Juggles in corner: Yes
Punishes:
-All fireballs
-Blocked/whiffed ultra, super, uppercuts
Sakura
Ultra choice: II
Juggles in corner: Far
Punishes:
-Blocked ultra (must be blocked low)
Seth
Ultra choice: I
Juggles in corner: Yes
Punishes:
-Far HP (B/H)
Vega
Ultra choice: II
Juggles in corner: Yes
Punishes:
Zangief
Ultra choice: II
Juggles in corner: Yes
Punishes:
-Lariat (during recovery! too early and it will embarassingly trade)
-Whiffed ultra (if you jumped out of the way, you have enough time)
-All Banishing Flats on block
-HP Banishing Flat on hit
