Yeah, I know. I don’t have very good reactions with the HCBx2 yet. I’m still workin’ on it.
BTW, if Ibuki tries to start a vortex on you it’s a free Raging Slash.
Yeah, I know. I don’t have very good reactions with the HCBx2 yet. I’m still workin’ on it.
BTW, if Ibuki tries to start a vortex on you it’s a free Raging Slash.
the main problem i see with raging slash is that even though it might send a sense of fear coursing through your opponent
in the end it’s all about luck
will they jump
will you catch them with it
or will you whiff?
it’s not about using it
it’s about having it stored and making your opponent worry that if they jump you’ll unleash on him
it’s not a sure fire attack
but it works i guess
Truth being said here. Mind games do make up 50% of competitve play after all. Fool around with their head, you mess with the other 50% as well, execution.
How in the fuck is it a bout luck? Its an anti air. Youll only use it if they jump and if your reactions are terrible or you wanna make it easier on you, continuously buffering a hcb motion in footsies helps tremendously. If you just empty jump and ultra hoping it hits and it does, then THATS luck. But waiting to react to someone jumping, thats not luck.
I like U1, from my playing experience. HOWEVER, I really don’t think one is better than the other.
Truth be told, if a smart player sees you pick U2, they’ll never EVER jump staight up or at you. Typically they can jump back (if they have a fast jump) with a high priority move and escape or beat the U2. However… Pick U1, and they’ll never stay on the ground. So, I think it really depends on understanding the player you are playing and picking the U that works the best for that player type. Also, switch the ultras up, after playing with U2 for a while, move to U1. You’d be surpise how often you’d get it before they adjust. Conversely, the same goes from switching from U1 to U2. I think a good hawk player needs to know how to use both.
Why is everyone assuming theres a “BEST ULTRA” has it occurred to anyone that the best thing to do is wait and see who your opponent picks? and then base your ultra choice on their character selection? HEAVEN FORBID PERSONAL PREFERENCE/PLAYSTYLE HAS ANYTHING TO DO WITH IT! There seems to be this disease going around where everyone thinks theres only one right/best way to play a character and that any deviation from this results in certain defeat. I’m not sure thats the case in ssf4, this isn’t tekken. There is room in ssf4 for playstyle.
Right now, Bison,ibuki,guy,adon, and vega are instant ultra2 picks for me, most other characters, I usually lean towards u1.
Reasoning is thus: Most characters aren’t going to be jumping around in a thawk fight, If they do I will destroy them for it. Picking an ultra to do something that your already accomplishing without an ultra seems wasteful. The aforementioned characters will still play their air to ground game, unless you have a charged ultra 2, in which case they are liable to think twice about it.
EDIT: WOW Apparently me and fatboy are on the same wavelength I started writing my post before his went up…SIMULTANEOUS AWESOME!
theres no way in hell u1 is better
most people arguing for u1 are probably online scrubs who havent played anyone even close to decent offline…
Personally I think U2 is the better of the two Ultras and definitely should be the Ultra of choice in certain match ups such as Ibuki. Even if someone doesn’t jump at you the sheer fact that you can potentially shut down all of their aerial offence by mere thought alone is an incredibly powerful tool and that will allow you to pressure that bit more.
U1 on the other hand does substantially more damage, but Hawk suffers much like Gief in actually landing the thing and with Hawk having less of a mix-up than Zangief, its that bit harder. I don’t think its a bad Ultra, but U2 has more of mind game in itself than U1.
Also agree, there is never one better ultra unless you are someone like Cammy or Fei. Those are about the only forums where they should be saying which is better.
U1 or U2 is all dependent on who your opponent is. U1 is not for online scrubs only, i say this from vanilla gief experience. just cause you can never land it, dont call others who use it and can land a scrub.
god i hate punk teenagers
why dont you tell me a scenario where youre guaranteed to land that champ
and plz dont say focus
Umm dizzy? LOL any way jokes aside. Its on play style and given the option that you know who your opponent picks cause certain characters aren’t really gonna be affected by U2 like Makoto. She can totally run her offense with out the need for a jump. Although it is fun to condition opponents with empty jumps to 360 or CS to 360 and than think they are gonna jump away from one to only get caught in one of the most violent ultras ever.
Why don?t you tell me a scenario where you?re guaranteed to land U2 champ… please don’t say on a jump…
Both Ultras are exactly the same on the basic level:
In both, the opposing character must be in a very specific state for the Ultra to hit, a state you cannot confirm hit into (other than Focus on U1). I am not saying any version is better. But, there is no guaranteed way to land U2 if the oppenent doesn’t choose to jump. Landing the U1 off of a focus is a very reasonable strategy, just as landing the U2 off of a jump is a very reasonable strategy.
Nothing is guaranteed.
Oh, I dunno…how about using it as a defensive tool instead of actually trying to go out and land it? If you play basing your game on trying to land this, you will lose. I’ve won pleny of matches with a full ultra just because I didn’t have the right setup to land this. It’s sweet when it works out though. I EX TB’d over a Guile who was trying to sweep me, landed right behind him, ULTRA in the back of the head.
1.Whiffed/blocked AA
2.Whiffed/blocked ultras
3.Landing anyone… Its basically the same as EX Typhoon,
4.ANYTIME your opponent drops an important link. I can t do this on all the new characters yet, because I dont know their links… Can do it to adon prettyt consistently now… everyone goes for his Jaguar crunch 1 frame link, pretty much everyone drops it… Ditto for HK.JT-cr.lp
There are more but those are the biggest things to look for and then punish, and those are just the ones that dont really require any setups.
In a given round, it is extremely unlikely that none of the above will happen. Its just a matter of when it does will you be in position to ultra? and will you have ultra meter?
EDIT: I do want to point out that while I disagree with dan mishima saying theres no guaranteed ways to land U1, I agree with him that you shouldn’t go out looking for them and plan on landing it to win. its an a amazing defense tool that allows you to work other angles without fearing risky AA, ultras, tick-throws, or jump ins from your opponent. be patient, play smart, and opportunities may present themselves. If they dont, then the threat of your u1 will continue to limit your opponents options by its mere presence. If they do…you probably just won the match, or at least bought yourself a substantial life lead.
Because obviously most players with a lick of experience won’t be intentionally ending a blockstring/combo short and neutral jumping to punish a throw attempt.
Never seen that, not once.
U2 is not about luck, it’s about execution and reaction. I get so tired of people saying it’s about “luck.” If you’re whiffing U2 much, then you’re either playing a guessing game or your execution sucks. A reminder is that the hitbox for U2 is not active until Hawk has left the ground somewhat, check the hitbox thread for info on that. It’s not going to catch low attacks.
Keep in mind U2 does not entirely have to be hcb, hcb. A lot of my buddies complain about that input. Try the method I posted a page back, or here it is again:
hcb, df, d, db, b + ppp.
:r::df::d::db::l::df::d::db::l: + :lp::mp::hp:
hcb, df, b + ppp works on a stick also if you grind the gate a little bit as you’ll hit d on the way to b. This is basically an extension/“shortcut” of #1…
:r::df::d::db::l::df::l: + :lp::mp::hp:
540 + ppp (lolol)
Personally I use the second one, hcb, df, b + ppp because that one works great for me (I grind the gate moderately) and I can do it on reaction for jumps, DPs, etc.
That said, U1 is not “garbage,” as I use it against a few characters of the cast, such as Blanka, however U2 is much better against most of the cast. Of course, it’s only my opinion. Take it for what it is.
Ending a block string short is a whole lot different than mistiming a button press.
Im not talking about ending a blockstring short and baiting a throw attempt. Im talking about when they botch the timing on a short windowed link, giving you an opening to buffer ultra from blockstun and catch them in the recovery frames of the attack they were attempting to link into.
Right, and those situations are wholly dumb to rely on because they can very easily bait you into tossing out a whiffed throw, especially if you’re playing offline where they can hear/see you spinning the stick. If I’m playing online against a T Hawk (where mistimed links are far more likely), I’m not going to be a dumbass and try to throw 1 frame links or anything overly complex out there for just this reason. I’ll play it safe with a simple combo and back off and force him to play the get in close game again
Unless you’re trying to claim that your reaction time is so good you can respond to that mistimed link and buffer out a 720 in those few frames before they back off or start up a new string.