What are the best setups for Fei Long's Ultra 2 (Gekirinken)?

Looking at the frame data for Fei Long, it seems that the range on the Ultra 2 was omitted.  However, it seems to be very, very small.

What are the optimal setups for the Fei Long's Ultra 2?

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created May 27 '10 @ 21:34 by:

casperOne ♦
Rep: 2159


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I use Ultra 2 against only 3 opponents so far. I've yet to experiment fully with it. So far against Rufus, it beats dive kick pressure. And if he is on top of you on wake up, he can't stop the dive kick once its coming, so you buffer the Ultra motion as your getting up and if he doesn't jump you go back to block or throw a short CW if hes really close. Viper its great against as you saw with me fighting flash. The times I did it though were not the best times to do it. Usually after ground slam they fire kick so block seismo then buffer ultra, when you see fire anywhere near you, throw ultra. It hurts Viper. Cammy it beats her dive kick, so works like Rufus. And once you hit them once, they will be hesitant to throw it again making your ground game easier and gives the advantage to you. There might be more characters to use it against but those are my top three.

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created May 27 '10 @ 21:42 by:


Ultra 2, like most of the counter Ultra works by training your op to punish, or attempt to punish your tech traps ( a move that seems punishable because of its recovery but really isnt).  

 

For example with Fei Long, the flying kick attack appears as if it has a lengthy recover, but you can easily do the flame kick afterwards to beat most punishes.  Just the same you have to memorize tendencies.  Another example with Balrog, if he AA's you with a cr.HP most likely, he'll follow up with a lp dash punch.  Because it's an air-reset, you're not stunned and can easily do U2, or if balrog charges in full screen with anything (esp if he turns yellow). 

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created May 27 '10 @ 21:53 by:

3nigmat1c
Rep: 41

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