What are the advantages of Ken's U2 over U1?

Well, since the beginning of SSF4 I've switched my main from Ken to Dictator. Now, I'd like to start playing with him more. After some experimenting in training mode, I have yet to see anything good about U2. So, I came here to ask about it.

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created Jun 24 '10 @ 15:38 by:

DangNabbitts
Rep: 157


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I main Ken and main Ultra 2.  Its benifits are, as mentioned, normal connects (which are too risky to use except jumpnig HK), air light tatsu, air ex tatsu (which is very useful and tricky, kara air tatsu can be used from 4/5 screen distance connect w/ 2 hits and U2, or even neutral jump ex tatsu and they'll block the first one but duck and get hit on the second one which lets u connect U2), ex hadouken FADC U2 (which is easy to connect), and the one I use most is regular hadouken FADC U2.
The last one i use often because it only uses 2 ex bars and its a land based attack.  You can trick your opponent into letting you do a cr. mk -> hadouken, u should notice the mk connect so u'll kno u can do the FADC into U2.  The problem with this one is timing.  It took me a while to figure it out but i have it on 90% of the time.  You just need to learn his dashing speed and hitting all three kicks at the right time.   Otherwise u'll either stand there like an idiot cuz you kicked to early or U2 too late.  Also getting the down forward down forward motion is important but there is a short cut, u can do low forward on the first, down forward.  The damage is pretty good if you dont do to many hit confirms; lp lp lp mk hadouken fadc then u2 will cuz the u2 to do little dmg because of scaling.  Neutral jump mp, cr mk or cr HP, hadouken FADC U2 does over 500 dmg and it good if u bait their grab.  This combo is very hard to do but is well worth the effort learning it.  Ex Hadouken will do 30 or so more dmg and is easier to hit so its not a bad idea to use it if u have the extra meter, however I have trouble FADC'ing it for some reason and its a waste of an ex bar if u can do normal hadouken fadc u2. 

U2 also has pretty good range so air ex tatsu is easy to connect as well connecting in general...

GREAT REVERSAL:
You can U2 many specials such as T Hawks jumping dive attack after blocking it.  Cammy's canon spike after blocked. and many more.  Its range is very good.  AKUMAs jumping hadouken can be punished very well too, u will go through the fireball and he needs a second to recover afterwards.  He has to be somewhat close so u'll catch up but u can catch him on backwards jump hadouken.

Also, because it is faster than U1 and has more range, u can use it as an anti air even if the opponent wouldnt normally hit you.  It will just juggle them but it will do ~150 so its not bad if ur in a tight situation or goin for the kill.

There are many more uses.  I find the full U1 not to be used  often and i like to play offense after a shoryuken rather than use ultra 1 which doesnt do enough dmg.

Also, only after the first hit can be crouched.. not a big deal and it does does more dmg when combod into than U1 unless u do a super combo to U1 which no1 does, or get a full U1 in, but as i mentioned above, you can do 575 with a jumping HK, close HK, Ex hadouken FADC U2.  Normally i do over 400 dmg w/ an U2 combo.  I have some videos up of ranked matches using the mk hadouken fadc ultra2 combo in footsies in clutch moments.  I'll have better ones soon.
http://www.youtube.com/watch?v=TxanMs2ONgA <--this is the best one i think

http://www.youtube.com/watch?v=mhcerg4FhiU

http://www.youtube.com/user/SuppyBro#p/a/u/2/N30q7inFYYY

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created Jun 25 '10 @ 22:44 by:

Suppy
Rep: 51


With Ultra 1, it has a startup of 1 + 9 (10 total) which means that you can't link it with any of his normal moves.  The only way to combo into it is with a FADC of a special (his SRK, typically) and proceed from there.

His Ultra 2, however, has a startup of 1 + 6 (7 total) which allows him to link the Ultra from the following normals:

  • Standing close LP
  • Far LP (this is the most common one to use)
  • Far MP (although distance/pushback issues might keep this from connecting)
  • Standing close MK (as per DMG InsaynNe)

Note that it's a one-frame link, so the timing is tight, but it is possible.

5

created Jun 24 '10 @ 17:24 by:

casperOne ♦
Rep: 2159


It's 1+6 startup + horizontal movement make it very good for punishing, also. It will punish a lot of attacks on block. Ex machine gun blow, neckbreaker, sweeps, etc. It can also punish fireballs from the correct range. Ultra 1 takes twice as long to startup, and travels vertically, making it difficult to use it to punish anything.

3

created Jun 25 '10 @ 19:25 by:

Chris Edwards
Rep: 151


I dont think Ultra 2 should be used that often, as it has its downsides; it can be crouched, and when comboed into it doesn't do that much damage.

 

But like casperOne said, it can be linked, though all are one frame, its possible.  And to add 1 more link up there: Close standing MK links as well, and is also 1 frame.

 

Really the best thing about it to me, is you can Fireball - > FADC -> Ultra 2 but other than that, I don't think it has many viable uses.

3

created Jun 24 '10 @ 21:27 by:

DMG InsaynNe
Rep: 101

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