UKNguy
81
I’ll usually tower over one fireball, then try to IAT to U2.
gore
82
Bad new for Shangrila 
If someone jump to you, you have a very strict time to perform it. If you do it too early you will miss, and everybody knows it, but if you do it too late, he can simply shoryuken before land
Fortunately it will not work with charge chars…
I will show you the right height to do Shangrila soon.
strict timing? what are you talking about, the active frames are awesome.
opponents can shoryuken upon landing if they did not press any button while airborne, but it’s a 1-frame timing for the opponent, just as fuertes u1. if they used a move in the air they’ll always be caught.
Noema
84
So I’ve been sticking with U1 because I simply cannot do IA U2 with any form of consistency with the regular 360 controller.
I kept getting :qcf::d::df::uf::3p: which obviously resulted in a teleport, and most of the time, me losing the round :wtf: This happened no matter how carefully I did the motion. Just kept missing that last :r:
But yesterday I finally got around to changing the faulty buttons on my arcade stick and holy crap, now I can do it 99% of the time on reaction. It’s awesome.
I think I’ll use U2 exclusively for a couple of weeks to really get the ins and outs.
I just remembered something about akumas divekicks! I said I caught him with it every time I tried, and forgot to tell you that I ended the ia ultra motion with up back! It seems to me that this actually affect how the ultra hits quite a lot… I caught a Ryu yesterday, trying to cross me up with a medium kick, and ended the ia ultra with up back and caught him. It doesnt look like it will hit, as he is already past my head, on the way to my back, but the ultra jumps further back and catch him. Asked him if it was a sure crossup after I did it and he confirmed.
Could someone with the game test the differences in range with U2 when you ia up forward or up back, and see if there is any difference when someone crosses you up?
gore
86
I was considering to use U2 as a jumpin punisher (it’s also a great punisher against some moves). Unfortunately it’s not as awesome as I thought.
U1 can punish every close jumpin no matter what opponent do (except for some air moves), and it’s easier to perform: motion doesn’t require up and you can even perform it in the first frames of their jump, be sure to juggle them.
U2 is fantastic to punish far jumpin of no-dp chars because you haven’t be worried on which your opponent is going to do. It always works!
Once Ken/ryu players will know that U2 has this “restriction”, be sure that if they want to jump, they’ll empty jump.
I can surely say that U2 is easier to perform if the jumpin is a bit far but I mean, do you prefer an U1 that can punish every close jumpin (with a trade) or a U2 that depends on distance, and on what other player do in the air?
beepee
87
Started a playlist on youtube with combo vids and matches using Shangri-La. Hope it’s helpful. Let’s start talking about more Shangri-La punishes. So far I’ve got some for Ryu, Guile, and Cody recorded, as well as a number of online matches where La was the game changer.
http://www.youtube.com/user/asiansin...F03AF754038604
Examples for Ryu and Guile:
[media=youtube]PRTmw3UfUeY[/media]
[media=youtube]116JsK21nAE[/media]
[media=youtube]CzkS1zjkC-8[/media]
[media=youtube]rjtimQC3sPM[/media]
beepee, those U2s on “meaties” aren’t viable. those weren’t meaties in the vid which is why you hit with U2. since you have to jump before getting invul frames U2 loses to every meaty in the game on wakeup.
beepee
89
Randomness
I think you’re right. Went back in and timed the “meaty” just a frame earlier and U2 loses. However, if your opponent isn’t perfect with their “meaty”, and is late by a frame, or is a step or two further away, instant U2 connects.
i find myself being able to land U2 less and less as time goes on, at first it was easy as people werent familiar with how it worked, now pretty much the only way ive been able to land it is to bait a forward jump over yoga fire from full screen, which can sometimes work once but then thats it. as well as the obvious ones from say a blocked condor dive or headbutt. im gonna have to do some serious practice on learning which moves have got enough recovery on block to punish with.

If you train your opponent to (crouch)tech after short slide you can Shangrila without them being able to escape. For example, you do a semi blockstring of back short, back short, back forward, short slide, shangrila and you got yourself some stylish headbutts. obviously risky, so if you know they mash dp or try to reversal short slide (ie. you space it incorrectly) block/punish
wondering if anybody has had any success using this (sort of) setup.
basically from about full screen, jump forwards, trying to bait a jump in from the opponent, teleport backward, and ultra.
i had it work maybe once yesterday, could have got it a couple more times but my execution was a bit off yesterday so got a FP instead.
i know its not a great setup at all but nowadays im struggling to land it ceptt for the really obvious stuff
Deebs
93
A few thoughts. Frankly, I’m not a great sim player (or a great sf player, for that matter… Oh well. I have fun in my own mediocre ways.)
So feel free to dispute what I say.
IAT to U2 is very effective in certain situations…
Honda throws out a butt splash? IAT through it and catch him in recovery with U2.
I’ve often baited hazan shuus from chun and punished with IAT to U2, but I supposed you could just tiger knee an U2 and skip the IAT… Haha maybe this is true with the butt splash deal too… Regardless, in either situation, if you feel like doing an IAT before the ultra, no reason not to indulge.
It seems as if some of you don’t think so, but I have found it pretty useful to bait fireballs at distances that a tk U2 would not punish, and then IAT in close and throw out the ultra. Obviously the recovery time for most fireballs is comparable to the recovery time of a teleport, and thus this really has to be more of a prediction than a reaction.
Does anyone know if you can snag Gouken during a palm?
Deebs
94
A few thoughts. Frankly, I’m not a great sim player (or a great sf player, for that matter… Oh well. I have fun in my own mediocre ways.)
So feel free to dispute what I say.
IAT to U2 is very effective in certain situations…
Honda throws out a butt splash? IAT through it and catch him in recovery with U2.
I’ve often baited hazan shuus from chun and punished with IAT to U2, but I supposed you could just tiger knee an U2 and skip the IAT… Haha maybe this is true with the butt splash deal too… Regardless, in either situation, if you feel like doing an IAT before the ultra, no reason not to indulge.
It seems as if some of you don’t think so, but I have found it pretty useful to bait fireballs at distances that a tk U2 would not punish, and then IAT in close and throw out the ultra. Obviously the recovery time for most fireballs is comparable to the recovery time of a teleport, and thus this really has to be more of a prediction than a reaction.
Does anyone know if you can snag Gouken during a palm?
ed1371
95
I am finding the opposite happening with myself as it becomes easier and easier to pull off instant shangrila and IAT shangrila as the muscle memory has kicked in and I dont have to think about it anymore… I learned the hard way when when NOT to use it and now can see the spots when it can be used as the game progresses much better. I dont get it every time but I would say about 85% of the time I use it now it connects.
Took a lot of beatings getting to that point though. I forced myself to pick it almost exclusively for about 3 weeks now so that helped a LOT.
Yup.
Agree completely, I took the same force-myself-to-use-it approach, and now I am pretty comfortable with which matchups to use it in, and which to stick with Catastrophe.
I would guess that if someone is landing Shangri-La less frequently as time goes on, they are probably not looking for new ways to use it as a punisher, but are throwing it out the same way they did when the game first came out and it caught people off guard. Now that everyone knows to jump and players are wise to how it works, they are giving you fewer opportunities to land it easily. But there are still plenty of places to get it in, and getting the muscle memory down for instant air Shangri-La is crucial to take advantage of these windows. Taking a risk with it is not the way to use Shangri-La. It should be used strictly as punishment, as a threat/deterrent, and in extreme cases as a desperation move.
Is it a bug that you can’t land shagrila after focus crumbling an opponent? really disappointing… 
You have to Instant Air Shangrila . . . it’s one of Sim’s combo challenges.
I’m pretty sure you can only land it after a level 3 focus, or a level 2 focus crumple on counterhit, and it has to be done instant air style.
epacta
100
When an opponent makes a mistake. And I can jump out of his crossup. Is it possible to do a air teleport into U2?