Your opponent can quickstand after a headbutt, doing an OH in such a situation is like begging to be punished. Seriously, it’s a bad idea.
Just do it after untechable knockdowns like throws, super or ultra
Your opponent can quickstand after a headbutt, doing an OH in such a situation is like begging to be punished. Seriously, it’s a bad idea.
Just do it after untechable knockdowns like throws, super or ultra
Yeah I wasn’t thinking straight when I typed that. I almost always whiff OH after a throw. I actually don’t use the HB often and when I do its just for an ultra. Reason I never OH after an ultra/super is so I can build meter.
How do you finish off combos then?
EX Rush upper loops.
finally got to use the super reversal trick after a honda did a ex headbutt haha won me the round
activate with kicks ftw
So this will be my last on c.mp as im sure we are all tired of it.
There is almost no reason that c.mp doesnt replace c.lk in almost every combo. In MOST situations attempting to plink c.mp and c.lp will would be advantageous.
In his BNB even if you miss the c.mp link, c.lp will come out + whatever special
After his c.mk even if you miss the c.mp link, c.lp will come out + whatever special
Upper Loops and OH smashes are the same. I just find the upper loops too hard due to awkward hand placement of plinking then ex. just not enough dexterity in my hands
Rush Upper clp clk hb 276/430
clp 268/430
cmp 308/470
cmk clp hb 218/310
clk 228/310
cmp 268/360
bnb clp 168/280
c.lk 176/280
c.mp 208/320
bnb + j.hk c.mp 291/480
c.lp 256/445
c.lk 263/445
OH c.lp hb ultra juggle 427
c.lk 435
c.mp 477
I think Balrog’s c.mp is the 2nd best plink in the game behind ryu/akuma who can plink every punch in to every punch.
This habit is easier to get into then timing consistent upper loops + you will net more damage + you will get the reach advantage on those characters where c.lk whiffs after a few c.lps
ultra reversal is much better though, IMO.
didnt have a ultra
i watched a vid yesterday, and he said, when i knock someone down, then i have an advantage.
but for some reasons, i can not use the opportunity.
when i walk up to him and try to throw him, he hits me.
when i try a meaty he hits me to.
blocking works best for me, but most of the time he trows me then.
j hp/hk, c lp ~ s hk ~ c lk xx dash straight/ex upper/…(or reset OH)
i saw this in the pamyu video…quite impressive when i thought about it.
It combos if the opponent doesn’t block the jump-in…and it has (c lp, s hk) is a very good block string which also owns people who mash option select throws
this might be old but i thought i’d like to share
Not really, considering any Honda that doesn’t suck ass knows how to space Headbutts properly, and EX Headbutt is safe VS Ultra at proper range.
Unless you’re just talking about online players, then by all means.
U sure it’s only super that ALWAYS lands for free? There’s lots of buzz about being able to land a free, kick-held reversal ultra after a blocked EX Sumo headbutt. You’re saying that depends on spacing? Can you please give an example of what spaceing would cause reversal ultra to not catch honda after EX sumo HB? I honestly never tried it myself so I can’t say.
Reversal kick-held ultra can punish an ex headbutt if you block high. Not sure if there is actually a specific safe spacing, but I’ve tested it at sweep range and at near full screen range and it works. (Went into training mode, recorded Honda dummy doing an ex headbutt, then blocking for 5 seconds. It gets hit by the reversal ultra.)
EDIT: video made. uploading to youtube.
EDIT 2: [media=youtube]-FY4LSGLOTE[/media]
I’ve also tested it at every possible range, blocking high, reversal Ultra, activated with punches, holding kicks, then activated with kicks, holding kicks, and it whiffs completely. I figured perhaps it was because I was just walking backwards to block, so I timed it so I blocked high as soon as the EX Headbutt was about to connect, no go.
Not really sure what the trick is but it hasn’t worked a single time for me whatsoever.
Hmm… That’s strange. scratches head What are you using for testing? I’ve been using a PS3.
I’ll do more tests later tonight. I’ll also ask a friend who owns the PC version to give it a few tries.
I also use PS3 exclusively. I mean, I could be doing something wrong, but it just doesn’t even get close to working. It whiffs by about a cr.LP length away.
I’ll keep at it, see if it’s just an execution anomaly on my part.
Okay, I spent some time sussing out the character specifics of cs. HP after a jump in attack that Jav1ts mentioned in that other thread.
The main characters to be worried about are Chun-Li, Dhalsim, Cammy, C.Viper, Dan and Rose.
Bad luck with Chun-Li, cs. HP seems to whiff no matter what. I tried doing a jump HP and HK into cs. HP and both whiffed. Even moving as close to Chun as I could and doing cs. HP whiffed too.
For Dhalsim, Viper, Dan and Rose, cs. HP will hit but not after a jump in attack, which renders cs. HP’s use as a stand-up move rather useless.
For Cammy, a normal deep jump in attack with HP or HK will make the cs. HP whiff. However a jump in HP from further away will quite consistently hit. Only problem with this is that means you’ll usually be out of range to follow up with a st. jab or cr. short to follow up with EX Rush Upper.
For everyone else both HP and HK jump in attacks should link straight into cs. HP.
I believe that’s all! Have fun eating EX Rush Upper loops for breakfast. I know I will!
@MrChowda: Just wondering, have you tried comboing out of cs. HP on your tests? I’m not sure if you can link out of it all the time in all match-ups since it only gives +2 on hit…
I tested it after you posted it in the jab to ultra topic and it works for me
No, I haven’t actually. I was doing this on the PC version on laptop which is rather joggy being a laptop and all. My PS3 was occupied by someone hitting some plastic plates along to a song…
I’ll have to give it a try. Does it not work for you on all characters? I think you were the one who posted the video with the combo done correctly.