Shoutouts to the Mask Pick Up command making Claws lose rounds.
I don’t think that you should ever stop trying confirm crLPs. If you do that your offense will be too much based on guesses. You have to do it, no matter what. Dropping the combo eventually is definitely better than never land it.
Air to air gief is generally not the best idea since his jiMK has outstanding 10 active frames. He can press it early enough to air to air your air to air attempt and still make you block standing. Sure, from some distances you can definitely make it work, but just out of the crMP distance (which is the most common scenario), it’s very hard to air to air gief. Hard to the point that you need to do exactly what you are saying about U2. But thats how SF works, you can’t focus on everything that the opponent is doing. Daigo for instance, he can whiff punish Cammy’s crMK on reaction with his sweep. He can also DP a EX Cannon strike that was done pretty close. But he can’t do both at the same time, he can only focus that much on one thing. He has to guess what the opponent will do in order to confirm visually and then react appropriately.
And to be honest, react with U2 against a jump in is pretty easy.
Regarding U2 not beating empty jumps: Well, you are playing Claw. Your most used AA is faith.
When Gief jump and you try to crHP, you have to hope that crHP will not get eaten alive by his jump in or, if he is far to the point where crHP can never be beaten, you hope that he is not empty jumping to make your AA whiff.
When you use a very early EX ST you are praying that he is not doing an early jiMK to beat it clean etc.
The thing with U2 is that you make the jump decision harder for gief. If he empty jumps he WILL get nailed by ST, stHK, air to air or crHP. If he jumps with something to beat those options… he can get hit with 435~495 dmg.
The risk/reward factor for jumping starts to get a little trickier for Gief. THEN you will actually have some ground game to focus with.
But think I understand you think, even though that it’s not exactly what you were takling about, I already had similar problems. Trying to AA a character with dive kick/jump tatsu and losing my ultra meter for free etc. But we have to realise that we (and pretty much any character) have different options for AA for different matchups.
Anyway, ask snakeyez what he thinks it’s better:
To face a Claw that has U1, so he can focus more on the neutral game while Gief can jump the buttons and ignore them anyway or to face a Claw with U2 a make Gief think about it for a second and actually take some risks?
I know that this sounds very “consenquential/stately” of me, but I really think that you need to get over this U2 trauma. If you can’t concentrate while having U2… it’s your fault, not Splendid Claw’s =P
We all know that in a fighting game you need options, the more the options you have the better. Having to get rid of an ultra because it won’t work everytime damn time you use it is like Fuudo wishing that Fei did not have his DP so that he can’t get baited by early jump tatsus. You NEED to have all the options with you… how and what you do with them to make it work it’s another debate.
Regarding Zeus using U1: Of the non-projectile characters, I only saw him using U1 against Boxer. When I asked him why he picked that ultra he said exactly this to me: “Gimmicks”.
I didn’t asked which was this gimmicky, but IMO he wanted to land a CH U1 (while in juggle state, Boxer is the floatiest character in the game, so it’s not that hard) and be called golike by everyone. Or he was trying to land crossup U1. Whatever.