Ultra Combos
METSU HADOUKEN (Ultra I)
Anti-air LP Shoryuken, ULTRA I
368 DAM, 100 STUN
One of the easiest ways to hit your Ultra
(air to air) j. MP , ULTRA I
378 DAM, 100 STUN
Another simple way to hit your Ultra
deep j. HP /HK , ULTRA I
398 DAM, 200 STUN
An excellent way to punish your opponent from a jump in.
MP Shoryuken, FADC, ULTRA I
378 DAM, 150 STUN
The infamous method of hitting your Ultra. Can also be used as an anti-air mp Shoryuken.
cr.LP , cr.LP , MP Shoryuken, FADC, Ultra I
351 DAM, 220 STUN
A simple way of hitting the Ultra after a block string connects.
cr.LP , cr. HP , MP Shoryuken, FADC, Ultra I
411 DAM, 370 STUN
A more damaging version of the combo above if you know that the block string will hit.
cr. MK , EX Fireball, FADC, Ultra I
393 DAM, 200 STUN
A good way of hitting the Ultra midscreen from a poke.
cr.LP , cr.LP , cr. MP , EX Fireball, FADC, Ultra I
332 DAM, 272 STUN
A version of hitting the Ultra after a block string using the EX Fireball FADC method.
f. HP , MP Shoryuken, FADC, ULTRA I
443 DAM, 250 STUN
A different version of the previous combo. The go-to option for punishing a very unsafe move.
f. HP , cr. HP , MP Shoryuken, FADC, ULTRA I
481 DAM, 420 STUN
A harder version of the combo above, but does more damage and a lot more stun.
f. HP , MP Shoryuken, SUPER CANCEL, ULTRA I
517 DAM, 250 STUN
A very VERY damaging way to finish off an opponent, but at the cost of all your super meter and all your Ultra meter, don't expect to be using this combo often. I would only use this to finish off the opponent.
CORNER ONLY Shoryuken TRADE, ULTRA I
DAM and STUN depends on the move you traded with
When you do get a trade in the corner, treat it like it's Vanilla and combo into the Ultra!
CORNER ONLY Aerial Tatsu (NOT cross up), ULTRA I
411DAM, 125STUN
A very nice way to combo the Ultra, You would use this method when doing a Tatsu over someone's fireball.
CORNER ONLY cr. MK , EX Fireball, ULTRA I
393 DAM, 200 STUN
The exact same as the combo earlier, only you don't need to FADC in the corner
CORNER ONLY cr.LP , cr. HP , EX Tatsu, ULTRA I
475 DAM, 410 STUN
A very damaging way to hit your Ultra in the corner at the cost of only one bar of super meter.
CORNER ONLY cr.LP , cr.HP , EX Tatsu, EX Fireball, ULTRA I
482 DAM, 480 STUN
For using an extra bar of super meter, you gain only 7 damage and 70 stun, but you can use it to finish off the opponent if they have low health.
CORNER ONLY f. HP , cr. HP , EX Tatsu, ULTRA I
543 DAM, 460 STUN
A devastating way to hit your Ultra in the corner. If you can hit the link definitely USE THIS COMBO!
METSU SHORYUKEN (Ultra II)
[The Stats used for this Ultra can change depending on how much of the Ultra actually hits, as under most circumstances, it wont do the full cinematic]
(air to air) j. MP , ULTRA II
284 DAM, 100 STUN
A very simple way to hit the Ultra
deep j. HP /HK , FULL ULTRA II
503 DAM, 200 STUN
A HUGE way to deal damage to your opponent after a jump in.
[counter hit]cr. MP , FULL ULTRA II
478 DAM, 125 STUN
An "interesting" way to hit the Ultra II, but if you are frame trapping the opponent and your cr.mp registered as a counter hit, then by all means use the opportunity to hit the full animation of the Ultra II
[counter hit]EX Fireball, FADC, FULL ULTRA II
516 DAM, 113 STUN
A new addition to AE 2012, in which a counter hit EX Fireball can be combo'd into a FULL Ultra II. The only practical use of this method is if your opponent FAs a poke like c.mk that you throw out, in which then you can do an EX Fireball (it will register as a counter hit), then FADC into the Ultra. So not a very useful way to hit the Ultra.
MP Shoryuken, FADC, ULTRA II
284 DAM, 150 STUN
Another easy way to hit the Ultra. In the corner, you MUST backdash or else it WILL miss.
f. HP , MP Shoryuken, FADC, ULTRA II
358 DAM, 250 STUN
A more damaging version of the previous combo.
f. HP , cr. HP , MP Shoryuken, ULTRA II
406 DAM, 420 STUN
A more damaging version of the above combo, adding another link to get more damage and much more stun.
CORNER ONLY Shoryuken TRADE, ULTRA II
DAM and STUN depends on the moce you traded with
Exact same as the combo into Ultra I, only less damage due to the different Ultra.
CORNER ONLY Aerial Tatsu (not cross up), ULTRA II
317 DAM, 125 STUN
Similar to the Ultra I combo, only it does less damage.
CORNER ONLY cr.LP , cr. HP , EX Tatsu, ULTRA II
400 DAM, 410 STUN
One of the best ways to hit the Ultra in the corner.
CORNER ONLY f. HP , cr. HP , EX Tatsu, ULTRA II
470 DAM, 460 STUN
The best way to hit the Ultra in the corner, as long as you can hit the link.
CORNER ONLY cr. MK , HP Fireball, FADC, FULL ULTRA II
483 DAM, 200 STUN
Definitely the HARDEST way to pull off the Ultra, but you get a huge reward with the full Ultra cinematic, and huge damage to your opponent.
CORNER ONLY [counter hit] EX Fireball, FULL ULTRA II
516 DAM, 113 STUN
The exact same as the previous combo, only you don't need to FADC.
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