Can someone explain the different between the ground SBKs in HDR? Because they all look the same me, I can’t notice any different in start up, travel-distance, recovery etc.

Also Voltech, how are you doing walk up c.forward -> c.forward super without stored super coming out assuming that its stored that is?

http://www.pedantic.org/~nate/HDR/chunli/sbkshort.html - medium distance, fastest start up, fastest recovery, least invulnerable frames, most vulnerable start-up hitbox, usually +0 on block/hit
http://www.pedantic.org/~nate/HDR/chunli/sbkforward.html - least distance, medium start up, usually -3 on block/hit
http://www.pedantic.org/~nate/HDR/chunli/sbkroundhouse.html - most distance, slowest start up, can hit certain characters twice, usually -6 on block/hit

Mixing them up can make punishing your SBKs very difficult because of the 3 invulnerable frames just prior to the last 3 recovery frames.

As for stored super, if you let go of towards you can use kicks without the super coming out, and you can keep stored super if you press towards again within a few frames of releasing it.

VS EHONDA, i was fighting super1nyc, on 2 occasions after he knocked me down, he did a very deep sumo headbutt from distance, (medium i think), i think it worked as a crossover because it hit me, whilst i was blocking. i tested my stick and it isnt faulty.

http://www.pedantic.org/~nate/HDR/chunli/sbkshort.html - medium distance, fastest start up, fastest recovery, least invulnerable frames, most vulnerable start-up hitbox, usually +0 on block/hit
http://www.pedantic.org/~nate/HDR/chunli/sbkforward.html - least distance, medium start up, usually -3 on block/hit
http://www.pedantic.org/~nate/HDR/chunli/sbkroundhouse.html - most distance, slowest start up, can hit certain characters twice, usually -6 on block/hit

Is this in the order of LK, Mk and HK? It’s a little confusing and I should know this stuff lol

Everything else sounds good. Yes I tap back while hitting the mk then quickly go back to forward. I’ll also press a Punch button just after the Kick so it will cancel the negative edge (when you release the kick button) super from coming out. Hope that make sense…

I found that with the up kicks the L.K version has the most invulnerable start up meaning I get hit less out of it. M.K gets stuffed by most jump ins but H.K is good for combos and juggles after super because of the extended range.

Yeah, it’s possible to have a meaty headbutt hit as a crossup, although the Honda player needs really tight timing for it to work.

Well thats a bit terrifying, but mad fun still.

Right my next question is about something which occurs in every round, but appears to be random and if it is mastered is a huge game changer.

Situation: Opponent jumps in and hits you but your character seems to perform a mini jump out of the combo which was about to hit you :confused:, WTF is this, it happens alot and saves me from some very big combos, i think its ST’S roll cancel equivalent, a total game changer, which no one seems to be able to abuse. I think its linked to the old wiggle tech.

I don’t think that meaty cross-up Headbutt is worth it unless you absolutely know its gonna work. If that shit gets blocked, Honda is in a reaaaaaaaaally bad spot.

There seems to be very rare instances where combos can be jumped out of (or interrupted by the guy getting comboed on) if the timing is late as possible (like Rog’s super fucking up in the corner).

This happens since WW. If you get hit while preparing for a jump, you will get hit either once or twice (if the enemy hits you for a combo, ie., before hit-stun ends), then you get into air recovery animation.

What happens is if you get hit on the last jump frame, the next hit of a combo will make you pop out as if you got hit in the air. It’s pretty rare for most part, but quick jumpers could probably do it on purpose. It was done in one of NKI combo vids where T Hawk jumps out of Ryu’s J HK, Cr. MKxxSuper and does his own super in the corner. It had classical music playing, but I don’t remember what it was called.

Yay new tricks! I’ll have to try this on cross up pressure and see if it helps me escape or get me killed lol I bet if I had a stored super I could jump out land and land a super before they recovered from their hit frames. hmmmm?

If you get any time, please expand on your explanation.

Big O
It was done in one of NKI combo vids where T Hawk jumps out of Ryu’s J HK, Cr. MKxxSuper and does his own super in the corner. It had classical music playing, but I don’t remember what it was called…
guile75’s reply
the phenomenon iam talking about isnt in that video, i watched it again and T hawk bounces off the wall or something but there is no mini somersault animation.
Maybe iam going for upkicks late then trying to block down back almost instantaneously.

The only reason there was no “mini somersault” was because T Hawk was in the corner. The corner does weird stuff to knockdown and air reel animations. Basically he would have flipped but the corner cut it short, which is what you would probably want anyway since you recover faster.

I rewatched it and i was wrong, your right it happens at 56 seconds, does this mean NKI knows how to do it???
I
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Lies!

Thanks for the Chun Li ass whoopin Voltech <3. I got a lot of improvement to do within my game before I am consider a good player. Also what up Guile75 (play to win) :D.

I have a feeling that all my ST skills have disappeared since marvel 3… I’m a little bit afraid to go back to playing and get owned by scrubs… =/

hey guys im still somewhat new to the game can you give me tips on how to deal with bison? i cant jump at him, and i get thrown a lot. this match is just really difficult for me and i dont even know where to begin

voltech keeps kicking my ass with his cross over supers… i have looked into this move in training mode but cannot seem to work out how to pull it off?

how do i jump over a character (or even cross up) and into super as soon as i land?

Re: Honda cross up with headbutt… If this is what I’m thinking of, I don’t know if it’s actually a true cross up… Honda has to time it such that the headbutt flies over the opponent who is knocked down and is still getting up-- i.e. the opponent will get up facing the other way/same direction Honda did his headbutt to-- AND have it connect with the opponent’s hitbox right before the headbutt goes from the state of hitting to the state of recovery. I say not really a true cross up because the character got up already facing what would have been the other way.

XSPR