Are some of you using the ultra as an anti-jump. I mean, I know it doesn’t work as AA, but there is a way to land it on an opponent jumping and trying to hit you, if you wait for the last moment(he can’t hit and protect at the same time so he gets caught by the horizontal hitbox of the first frames).
Do you ever use that? Because I’ve been told I should do that as AA, but I think it’s too risky(if your opponent makes a fake jump, it’s “thank you for playing”)
Personally, that’s the only time I land it. The invincibility start-up means you can kinda wait to see if it’s an empty jump, but even then, too close and they get ‘scared stunned’. I usually hop around until I get the right spacing for hop > Ultra, looks flashier.
Which reminds me, has anyone done their Ultra about mid-screen from a shoto as they’re shooting a fireball? I’ve noticed that even if you’re not close, they get scared stunned, but will break out of it pretty quickly. EDIT: Just want to say, I haven’t really tested this, just noticed it online every now and then.
cross up ultra on knockdown is probably the most useful way to use his ultra (imo). You should take an extra step before pressing PPP. That usually gives me just enough room to throw my opponent off. Even if they block it on the other side, I usually just roll to the other side safely.
Be mindful of your opponents moves,specials,super meeter, and ultra bar. Blankas ultra is easily punishable if you don’t cross up and they got ultra.
It’s always blocked low on startup because he does a ground pound which puts you in that “stunned” state. Then you can just block high all you want and punish with your best combo.
are you doing the 50/50 cross up after a throw? if your doing that then you may be activating the ultra to early and its only hitting with the last two hits. i may be wrong though
Thanks. I actually wondered why I got hit myself. Sometimes I do hold back, but because im to close, my character still seems to go into a shocked look and I take like freaking 80% dmg which pisses me off badly cause I saw it coming, and my opponent mostly has about 5% Hp left (shitload of dmg > <)
Actually, the reason is that you did the ultra too late. Ideally, you already want to be on the ground, rolling when they get up. When it hits only twice, it means you are still airborne when they get up.
Is the extra step during the first forward motion or right before pressing PPP?
check out 1:04 of [media=youtube]rID0GdOUFV0[/media]
This is difficult to do either on the first or second forward motion. Anyone have pointers on how to execute the walkup ultra after neutral through? Thanks
i do it on both forwards, half step each, cuz my timing on it is still getting there so it saves me from throwing out a s.HP or coward crouch. F,DB, F is what i do.
In that setup can you control if its cross up or not(if you dont take step forward)?
And when you recover from the trow do you have to wait for a split second or you go right into the ultra motion?