I agree on SA2 being the best - comboable, nice damage, and gives lots of EXes, from which Alex benefits a lot.
I’m not so sure about Hyperbomb beig bettere than SGH… Both sort of interdict the use of EXes… SA1 at least gives more of them if you need 'em badly… on the other side, SGH charges much faster, and has a better damage potential as a whole… sure, it’s not easy to set-up SGH against a good player, but this is also true for SAI - since it doesn’t have the “can’t jump away” properties of Hugo’s Gygas Breaker, although it’s certainly easier execution wise.
I’d like to add that while SAII dominates, imho SAI is still a GREAT super.
Oh, and I thought about Twelve, who gives Chun problems when well played…
since it’s hard anyway to land a cMK on 12, perhaps SAI wolud work better in this matchup (and at least it would be good to stop him from air-rushing in with those nasty air dashes).
Yes, I vote for Kikosho for Chun Li vs Twelve
I think Shoryureppa is a lot better than Shinryuken, and not too far from Shippu.
Almost all the combos you can do with Shippu you can do with SAI too, and with better damage. It also has a better priority and it’s not too bad as an anti-air (although most hit get wasted).
Shippu still wins because of the horizontal distance it gets (great), the super fast-charging bars and a little more EX potential.
Shippo rulez, but reppa is not to be underestimated imho.
I’ve seen Izu switching beetween 1 and 2 according to the match-up - so, for wich matchups is 1 better than 2 and vice-versa?
Generally, 1 is a LOT more solid and versatile, but 2 has more EXes and has HUGE damage potential, it’s almost a “win button” to land a karakusa with SAII charged on low stamina characters.
surprisingly, all Sean’s supers are good, I don’t really see one foreshadowing the others.
1 charges fast, is very versatile both in combos and as a punishing tool, and having 3 stored is always good - but doesn’t do real damage, and can be risky (1-hit parry)
2 has godlike priority (it beats out the shinshoryuken!), and adds a needed anti-air to Sean’s arsenal. Damage is good. Nice deal of EXes. It leaves you wiiiiide open if missed, though. And you have to be start the super close to the oppnent to fully connect it, so it has less combo versatility.
3 links to everything - think about it as a poor-man’s Shippu, deals the best damage out of the 3, has nice priority.
It limits the uses of EXes, leaves u wide open if not connected, and has the risk related to all the 1-shot supers (bare Genei-jin ^^;; )
I generally agree. But SAII is not too bad in some circumstances. Sometimes I use SAII against Akuma - it’s actually nice to stop close air Hurricanes or demon flips, and the stun is a plus - the soo simple midscreen cHP, EX Headbutt, HK Tackle xx SAII is worth abou 85% stun on him - not too shabby. Add that Akuma is the character who has the easiest time escaping Aegis (damn teleport), and SAII against him gets nice.