Which Ultra Is Looking Better?

I wanted to make you guys aware of a small glitch I found with Hondas Orochi Breaker (U2) that also happens to T Hawks U1. Ok, so both these Ultras are 1 frame 720’s, with T Hawks having more range and damage as the only differences. When testing Hondas I found (and by accident lol) that off a cross up, if you activate the Ultra with your opponents back to you (so the opponents character has not yet turned to face you from the cross up) they can jump out of the the Ultra after the animation/Ultra flash and this happens even if you are right next to them. Once they have turned around there is nothing they can do though and the Ultra works as it should. Its a small detail, but one worth pointing out so you dont go whiffing your ultra off cross ups and eating a punish.

aside from crouching Guy, you can’t (and really, you shouldn’t ever be able to do this) combo into 720s. So i’m thinking your situation is really that they are still in hit stun and you whiff and they just happen to be praying to the up+back gods that they’ll be able to jump out. Though, i’m certainly not ruling out the possibility that it isn’t real. some craaazy shit happens in this game.

Cyberguile - What move did you use to combo into U1 because I tried just about everything and couldnt get it. Super I can get everytime (obviously probably not in a match) but ultra I couldnt even get to connect

edit: on crouching guy that is

They can immediately cancel any “turning-around” animation into whatever they want, including jump.

It’s purely cosmetic basically.

I usually use Ultra 2. At first I didn’t like it but forced myself to use it just to get practice, and now I slightly prefer it. Of course, it depends on the matcup too.

It seems the biggest advantage it has is making the opponent more wary of jumping. And the the less they jump the better. I sometimes notice than a really jumpy opponent stops jumping so much when I get my Ultra. Just a little hesitation can lead to a LP SPD into a correct mixup guess into a little more damage and that’s the match. In cases like that I feel that Ultra 2 does it’s job even if I don’t use it.

Although, I should probably use Ultra 1 more often to REALLY get the feel of which one I like better. But Ultra 2 looks like a straightup fatality so it’s hard to pry myself away from it. I like to pretend that T. Hawk is using the opponent to squash cockroaches. :bgrin:

This^ right here is irrefutable evidence of your [Hawk] opponents being hacks.

If in SFIV (aka ‘Super Jump Fighter Is V-ism’) you cannot find at least one opening per match to land U2, then I’m afraid you’re not paying attention.

The biggest difference between U1 and 2 is that one takes little-to-no nous to land and the other does.

Had a weird occurrence with Cammy in a ranked match with U2 - I was in the left corner and she jumped directly over me and I did U2. Normally, this would whiff because the jump was close enough to crossover to the other side. Amazingly, the U2 still connected anyway, probably because the wall kept her vertically above me.

I haven’t been able to duplicate this in training mode yet.

gridman said it in a nutshell, u2 stops jump ins
that forces your opponent to play footsies with you as long as youre buffering the ultra motion.
if youre landing u1 a lot and think its good, sorry but youre just beating online scrubs who dont know how stop u from landing it randomly, though i do think its better for SOME matchups.

agreed. ultra one requires set up and patience like a chess game(im used to this from gief in vanilla). u2 is pure happen of chance and reaction. altho u1 can faLL into this category as well if your opponent is a noob

U1 is an amazing punish. things like neutral jump–U1, yeah, a lil scrubby but it’s part of the toolbox. you can buffer U1 during cr. jab, st. mp, cr. mp, st. lk, cr. lk, cl.mk, cr.mk, and that crazy stupid air to air mp attack (it frightens people into blocking if you mix it in with splash). i’ve even landed it off of cr.HP (in the corner). With this many ways to get the move off we shouldn’t just be saying it’s a scrubby move. Personally, i started off with U2 cause it’s sheer badass and, yeah, it takes away the jumping game for good damage. But, if you get used to hawk’s AA game and can pull off all the different buffers, you can control the air and land hawk’s most damaging move without being predictable.

all of those ways to land it are not guaranteed.
eventually youre gonna play people who are smart enough to jump out or reversal your 720, u2 pretty much forces a footsie game which i dont mind fighting with hawk.
though i agree u1 is a great punish, i would say its mostly useful in that scenario IMO

again it involves strategy, baiting and so on. like chess. but i almost guarantee you u1 will land more often thn u2

i dont think youre quite getting what i mean.
i dont expect u2 to hit as often as u1, what i want is the situation it creates.
i think its better to deal damage with a fierce 360 and prevent jumps, rather than having u1
mind games and baits are cool or whatever but taking gief as an example, the stronger giefs win off of footsies not that home run 720.

I think that’s a totally legitimate gameplan and definitely the mindset you need if you are going to predominantly use U2. Also, really good giefs aren’t actually trying to land the grabs–they are going for the BnBs to knockdown and ambiguous crossups. They use the fear of the grab to force you to eat bigger damage than if they just grabbed you (of course, this is once they have that all-important 1 bar of ex).

If U2 was a little less picky I’d say it’s better hands down. It also takes a lot of practice to learn how to use well because as other posters have said you need to buffer the input a lot when you think they might jump.

U1 stops working pretty much ever unless as a punish against good players.

Easier way to do u2 motion if you’re on a stick (my opinion, of course): hcb, df, b + PPP. If you’re a moderate gate grinder like I am, you’ll hit the d on your way from df to b.

Get reactions. U2 isnt as picky as you think.

U2 whiffing has p much nothing to do with reactions and everything to do with its hitbox.

Yeah, it’s hitbox is stupidly small. Things that should have hit, haven’t. I think it should catch all jump in (sans cross up) no matter where they are in the air.

You’re anti airing it too late. I promise. Its hitbox is decent, it could be bigger sure but its not as bad as your making it out to be. if it hit back dashes id be very happy but we have cr.rh for that.