Which Ultra Is Looking Better?

I am surprised that this is even contentious. Why wouldn’t you want a new option?

One of the things that bothered me about SF4 is the duplication in functionality in the Supers/Ultras. For most of the characters (with the exception of Dhalsim and maybe a few others) the supers and ultras are functionally the same (Ryu: two types of fireballs, Zangief: two types of 720s, etc.) From a game design point of view, they aren’t giving you choice, just a second shot at a super when you are below a certain health percentage. That seems like it detracts from the potential strategy of the game. You don’t play a Ryu with a super differently from one with an Ultra (which both suck by the way since he just tags them on to any low risk moves that happen to connect and get you in the air.)

So for me, I played about two matches with Ultra I, then said “hey, I’ve got a Super, I can often get two in a round, why keep another 720 throw around?”

In the past 10 or so hours (not much? I’m at around 1800bp in Tokyo) I’ve been using Ultra II and it is great. I only play network ranked matches so double blind selection, which means I can’t pick based on characters. I still find the Ultra II very useful. I don’t remember whiffing it. It took a while for me to get the motion down so that I don’t pop out an EX condor spire, but other than that, it has been great.

If you can bait someone into jumping - and the range is pretty good, Ryu jumps from 3/4 of the screen away after you hop a fireball, the U2 nails him - you can use it. You can use it to escape crossups (well, sometimes.) I’ve done random U2 Ultra, landed right in front of someone and done a super more times that I can remember (well, about 4. Still, wtf? That shouldn’t ever happen.)

Mostly though, once you have it, people have to think a bit more about jumping. It opens up more options. I like the Super just fine, and if I don’t have the super I can still do a fierce SPD. I’m not sure that fierce Tomahawk Buster is a replacement for U2 though.

Also, it just looks super cool.

I’m gonna go with ultra 2 overall. He already has command grabs that have more functionality (360 instead of 720 so unless you can do a grounded 720 there’s less ways you can use it) so having an ultra that does something else adds to his options.

IMO the way you should be looking at the thing is how it decreases your opponent’s options of getting out of your effective range…with it stocked they can’t jump back against you at all unless they feel like getting hit with the meanest looking ultra in the game. It’s like jumping in against a Ryu with his super ready.

Depends on the character/person I’m fighting. One isn’t better than the other.

U2 is a piece of shit. Garbage range and a retarded motion. Might have been useful if 2 qcf.

I liked the idea of having an AA ultra (coming from a Ryu player who relied on lp SRK to Ultra)at first but have found it hard to pull off when I need it. I end up doing one of the EX DP/CD moves instead which just says that I don’t have the motion down yet. I thought U2 did good damage, but after seeing U1 I’m not sure which to use.

U2 is definitely better, the scrubs mashing out U1 and winning online in this thread don’t get a say. YO ULLLL!!!

Troll post is from a troll.

I have trouble connecting U2. There are times where it should hit but it doesn’t hit at all… seems trash tbh.

Please, do fight Bronzefist’s Makoto sometime.

It’s like trying to grab a flying cockroach on Redbull and Meth.

It’s matchup specific, obviously. But if I had to choose, I’d go with U2. After practicing and getting to know the range and angle of it, it’s easy to connect when I need it to.

You don’t have to pick Ultra blindly, even in ranked. All you have to do is sit at the Ultra selection screen and wait for the other person to pick their character, then it’ll show you who they picked and you can choose ultra accordingly.

U2 is different. You have to be able to REALLY read your opponent and be able to do the HCBx2 motion relatively quickly, but the payoff is still pretty good. The damage it does it close to U1, if not the same last I checked. It also has something of a psychological blow on your opponent. I mean, really, wouldn’t you be scared out of your mind if some gigantic Native American just blasted you out of the sky?

Of course, U1 is easier to hit and can just come out of nowhere. Plus, it does a good amount of damage, so most people are using this when playing T.Hawk. Like most ultras in the game, the one you chose should reflect what you want to do. Do you want to scare your opponent and begin to cause them to make stupid mistakes that they really shouldn’t? Or do you just want to wreck house? Your choice.
Of course, if you’re going by what pros think, I’d have to say you are best off picking Ultra 1.

His U2 definitely has some aiming required—HOWEVER, it is no where near as bad (Or as difficult to use) as some make it out to be.

I’m in the category of U2 all the way. See, unlike Gief’s U2, reaction U2 with Hawk is relatively easy, save for aiming it. Because of it’s ease, you have another option open when you tick/jump in on your opponent. If they’re afraid of a 360, they will jump to avoid it----but with that U2, it means you can catch 'em right out of the air. If you are using U1, they can jump to avoid any throw attempt, and not have to worry about eating your Ultra (Or your less than stellar AA lol) if you decide not to 360.

Like many have said in this thread already, the FACT that you can U2 them—even if they are confident that they can stay out of it’s range—WILL make them think twice about when/where/how they jump. And we all know in fighting games, the more you have to make split decisions, the more likely you are to make mistakes. And again, like many have said before, the fear of your AA Ultra alone, which can force an opponent to stay grounded more often, is often advantageous enough to have U2.

Don’t get me wrong though, I agree it has a very small hit box and I wish it were larger as well, or we could influence how far out he travels, etc.

U1 only…
Just forget U2.
It’s a crime i know but it’s so useless both as an anti air or command input factor.

Is double hc back really harder than 720?

After some practice with u2 and hcb’s I’ve decided I actually like u2 better than his u1… whoops. So I take whatever I said back in the previous pages. It’s great for keeping your enemy grounded like others said.

HCB, HCB is an ass input I’ll agree, but practice and it’ll be secondhand.

:sweat:

the fact some people actually pick U2 Over U1 makes me think they just want to waste they’re ultra on a chance to play mind tricks on the opponent

I can see the advantage in having an AA ultra, but I must concur that it seems much more situational than I’d like. I’ve been working very hard on keeping people on the ground using just normals, and so far I seem to be doing all right with st hk/hp. A big Indian chop to the face when they try to jump seems to have the required effect on most opponents, keeping them grounded.

The thing is, U1 is a lot more useful in most situations, and doesn’t require your opponent to be doing anything other than being on the ground in throw range.

I’ll test it some more, but given the lesser damage and the fact that I can keep foes grounded without relying on a once-per round ultra keeps me an Ultra 1 fan.

as opposed to comboing into U1? :confused: unless you get a FA crumple you have to set up U1 as well. I had some fun today baiting out vegas to do their little flip kick and then hitting it with U2. good times.

I personally hate Ultra 2, because it’s really hard to pull off on reaction, and you can’t focus attack into it. Besides it’s not like T Hawk is sorely lacking anti-air options anyway.