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b+hp is a different sort of move, more of a poke really, most often used to catch folks trying to parry high or jump away. Longer range too.
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I’m pretty sure the Hyperbomb has 3 frames of startup, making it totally escapeable on reaction as long as your opponent isn’t doing anything when they see the super flash.
1.) Use headbutt for people whiffing attacks from a questionable distance (somewhat far). It’s also good for catching people who go for a lot of dash in attempts like dudley and makoto. At times I really prefer doing the headbutt because it does massive stun. Dizzying a guy can really swing the match in your favor or catch up.
2.) Hyper bomb has a slow start up which is why it’s better to use it for punishment or bad crossups.
I haven’t checked, but it is possible that makoto’s dash and dudley’s duck will go under the headbutt. It’s good for long range parries. Chun’s s.hp comes to mind and maybe necro’s s.mp, dudley’s s.hp, ryu’s s.hk, etc. I don’t really know, just throwing that out there.
The headbutt grabs her out of her dash. Done it way too many times.
yup, that’s the truth. i was playing a good makoto player the other day, he tried dashing to setup the command grab, i did the headbutt grab and he grabbed her right out of the dash. also, if you use stun gun once in a while( i know, a lot of people think is a bad super) theres something you can do with the headbutt.
basically, after i catch em with the super , i do fierce flash and then back+fierce, the choke hold. People here says its bad because they can mash, but here’s one thing to think about. When they see you mash, obviously, they start counter-mashing. BUT, a lot of the times, when they are mashing they don’t know when the chokehold move is gonna stop. so what i do is: RIGHT after the chokehold finishes, I do Back+fierce (headbutt grab) and since they are still mashing the buttons and forget to start blocking (since the chokehold doesn’t knock them down when it finishes) they get caught by the headbutt. basically you get free damage and like 1/3 stun. if gotten this to work more than a couple of times. anybody who uses stun gun, try this out once at least. just make sure after the chokehold they are not out of range of the headbutt grab.
i started doing empty sa2 buffers from his st short.
qcf + lk, qcf + p. the super only cancels if it hits something because the standing short covers the qcf+p motion (st short can be canceled into a special or a super).
i saw this done by the computer alot while i fought against cpu alex with remy as my story boss fight.
i twitch and he hits st lk->sa2 guarenteed.
for gameplay application i’ll whiff on someone out of range while they get up and walk forward. i’m whiffing far enough so if they did anything they would be supered.
u could also do 360 buffers from st short with sa1 if they parry the lk (works well on wake up if they try to parry and is a decent meaty).
the timeing for the crouching short - crouching forward is crazy
How do you connect with the SGH when the opponent is knocked into the air?
:3
what is a good way to lock down a good makoto player?
another thing about B+HP is is you can catch necro’s blocked magnetic storm as soon as it ends. and i’ve caught a few kens who used to jump towards you and SA3 as soon as they land. headbutt has better stun and reach than powerbomb so you might consider using it more often.
bump
SGH is useful after you stunned your opponent or careless executing stupide special attacks like fierce shoryuken or shin-ryuken
do not use lots of flash chop mix ups on shotos .
You cant connect in the air but a few setups for stun gun I use are:
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HP FLash Chop -> MP Stun Gun (or LP depending on distcance)
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Jump in MK -> MP -> MP FLash Chop -> MP stun Gun ( This is for if you KNOW
their going to block because if the flash chop connect it wont hit.) If works like wonder on blocking opponents. Try it out but the timing is akward
With the stun gun also , Its more like you ahve to predict what your apponent is going to do to hit or watch for them doing stupid stuff and take advantage of the whiff.
With me playing stuff Ive been shotdown alot… in minor 3s tournaments… But the couple Ive been to Ive won 1 and took 2nd in the other with alex… so bleh?
The competition was very mediocre though.
Whatever. You have to use flash chop mixups on every-fucking-body.
Anti-air Slash Elbow canceled into MP Stun Gun will catch opponents before they hit the ground. This set up works on the Shotos and the heavier characters like Hugo or Urien.
The set up on the smaller characters is odd sometimes. MP follow will usually catch lighter characters(like The Twins), but a few times I’ve seen Ibuki fly nearly a full screen away. This may mean that FP Stun Gun could catch her off the elbow.
Slash Elbow anti-air xx LP Stun Gun works in the corner on pretty much everyone.
PROTIP(Stolen from a Zangoef match)-Land a DDT and if they tech roll–MP STUNGUN!! You land right on top of them giving little time to do anything.
PROTIP(Discovered after extensive testing with MikeZ)-The popular escape to Stun Gun is usually dash under and do whatever. Savvy Alex players will reward that knowledge with LP Stun Gun reinforcing the idea that “You can’t escape”–at least not by dashing… unless of course you’re Makoto and you can dash under it WHENEVER THE FUCK YOU FEEL LIKE IT.
The reason? Makoto is a slut. And her dash is retarded.
I say stomp every chance you get. Just stomp all the time. Then when you forget to stomp…remember to stomp.
Non Alex users always tell you not to use SGH… but what about you people? Isn’t it a fun super to use? I love guessing right. The damage on it is nice and since the super bar is small it scares people into getting power bombed.
It’s fun to fuck around with but I would carry it into a tournament or nothing.
Actually yeah , its fun and yeah the bar is small… terrible for if your a ex abuser.
But actually I took like 3 rd place with stun gun a few weeks back at some minor tournament at my local EB. Their were decent comp and about 15 people… So it was pretty decent. A lot of kens , chuns and yuns tho’.
Also the stomp is good but I wouldnt recommend going slap happy with it tho;. A few well placed stomps can scare your opponent into submission.
Yeah…that’s the problem though. Against the majority of the characters in the game you’ll want that EX to do damage and without it you’re just standard Alex playing mix ups and not being able to create knockdowns which further limits your options. It’s just if you randomly do get the stungun you can turn the game around or end the match right there. It’s a big if though and stungun is pretty much a weak version of denjin. It’s another “scare tactics” super where you don’t verify anything. You just pressure the opponent to a point and hope they press the wrong direction and get hit by it.
Oh and good job on getting 3rd place. Where was this tournament you were at? I can’t imagine any well established players were there but it’s good to hear that you have some kind of scene.