U2's are terrible and a waste of a mechanic and I kinda wanna talk about them.
They
1: Don't do what they were meant to do reliably. Act as high reward anti airs and as exceptional punishes on predictable staggers. The reward is pitiful in most cases especially considering the read AND resources you spend doing it.
2: The characters with the best U2's happen to be the ones that also usually get the best damage
3: The speed disparities between U2's. Geras can launch literally anything in the game, Frost is close to not being able to U2 anything at all.
The thing about this mechanic and why I think it needs addressing is this is one of the things in the game with the potential to be THE MU cruncher, the equalizer. There are a couple of fixes I've thought about, but first here's some data about whose U2's are what for reference.
My barometers for milestones are, can you U2 a deep Geras Body Splash, Baraka J3, or a Liu Kang jump kick safe jump after bf4 MB in the corner.
6-8F U2's: You can launch everything in the game hitboxes aside including every d1 in the game.
Cetrion
Geras
Johnny Cage
Kano
Kitana
kung Lao
Liu Kang
Shang Tsung
Sonya
9f U2's: You can launch any jump in no matter how meaty including safe jumps and you blow up most predictable staggers that aren't crouch pokes.
D'vorah
Erron Black
Kollector
Raiden
Shao Khan
Skarlet
10-14f U2's: This is useless. It only works on certain strings with gaps. You cannot raw U2 most normals, strings, string into special cancels and can never U2 a jump in that isn't caught very pre-emptively.
Baraka
Cassie
Frost (14f bois)
Jacqui
Jade
Jax
Kabal
Kotal
Noob
Scorpion
Sub Zero
As you can see, most of the characters with the best/most reliable U2's are top tiers or sleeper top tiers. Kano and Kitana don't benefit from this because U2's do shit damage, and a pretty good chunk of the cast have U2's that just can't be used really.
So, I have two different overhauls in mind.
Fix number one: All U2's are in the 9f territory, do 10% damage, and are always -15 on block. Easy uniform solution. Everyone can use them the same way, everyone gets solid damage that rightfully coincides with their character archetype.
Fix number two: This one is more elaborate, and would maybe make for some interesting character distinction. Basically, the more accessible/usable your U2 is, the less damage it does and the more unsafe on block it is.
So
6-8f U2's: They stay doing 5% damage.
9f U2's: Do 8% damage, are full combo punishable on block in the event your opponent baits you.
10-14f U2's: Do 12% damage, are safe on block.
So yeah, I'm curious on peoples thoughts on this and tell me what solution you'd like better. I want to see this mechanic more usable.