no, that doesn’t work… if you hold forward it won’t count as a charge.
you have to do it normally, but you end on back and then decide which way to block and then hold forward RIGHT after you’ve blocked. and your super will still be stored.
Also if you’re feeling lucky, you can just charge, and as they jump just swing the stick violently, hope you manage to block, then hold forward to store the charge… ( I do this one by accident lots when I’m under ALOT of pressure)
But thats the easy way lol You know how sometimes you’ll be holding back and when some jumps over you and you press puch punch just as they cross you up and you get a kikoken instead because it registers as a charge even though you never changed direction on the stick. Thats what I’m trying to exploit
The game doesn’t care about left/right, though, only forward/back. So, to get the same effect as the accidental Kikoken, you’d charge back, then press forward, back, kick (relative to their original facing). As long as they cross you up sometime between the charge back and the kick, you should get the super. This just seems like a bad habit to get into, though, because if they don’t cross you up fast enough, you won’t complete the super motion. It could also be possible for them to cross you up during the exact wrong part of the motion, so you wind up with back, forward, forward, kick, if they get you while you are transitioning from forward to back, or back, back, forward, kick, if they get you when you are transitioning from back to forward. It might actually be worth doing charge back, forward, back, forward, back, kick just to make sure that doesn’t happen.
EDIT: Oh, and if you negative edge your super, you’ll be blocking instead of supering if they aren’t on the side you guessed they would be. I also still think the “easy way” is the best way by any metric I can think of: reliability, ease of use, safety. The only time I would even consider doing the other way is if they are somehow surprising me with a cross up while I have a back charge but no stored super, but I can’t think of an instance where that would happen in offline gameplay. Even then I think I would opt for a SBK negative edge unless it was a really high cross up because I wouldn’t want to risk supering the wrong way.
Yeah, I mentioned both ways, the first way was the “easy way” and the second way is the way you were trying to do it. I just didn’t make it clear that the forward to store your charge is after the crossup. Either way, yeah, There’s really no advantage to doing it the hard way than the easy way I just do it when the pressure got to me and I didn’t mange to do it the easy way properly and i’m hoping the for the best…
We should get all the chun players together and have a Chun showdown lol Last Chun standing wins
Hey I found something kinda strange the other day.
If I do a meaty cross up and hold into my opponent do a press cls.mp - cls.hp link I’ll get the double open palm but if I hold away I’ll get the blue fist. I was trying to do a cross up mk cls.mp - cls.hp to kikoken I did get it a few times but I have to be super meaty where she swings the wrong way with the cls.mp lol Any thoughts?
Since you’re getting the far st. hp because you are walking backwards, try holding down-back until the frame you press mp and hp. That will keep you from walking backwards. You’ve got up to an 7-frame window to press mp and a 4-frame window to press hp, so that’s a lot of opportunities to accidentally walk backwards. As for the wrong way cross up, I haven’t gotten around to narrowing down how that window of backwardsness works, but I’m pretty sure landing a bit further behind them will help prevent it.
One thing that I’ve had happen that I can’t explain yet is comboing cl. lp into cl. mk. All the numbers say it can’t happen (+3 frame advantage from cl. lp (11 hit stun-4 active frames+4 recovery)+1 for being the first hit in a combo, 5-frame start up for cl. mk), but it does. I can’t seem to combo cl. mp, cr. mp, cr. lk, or cr. mk, and they have 4-frame start ups, and I can’t combo cl. lk or cl. hp (3-frame) on second-hit cl. lps. Either cl. mk actually has only 3 start-up frames, or something really weird is going on, like being able to cancel the last 2 frames of cl. lp into cl. mk. Cr. lp has the same active and recovery frames and won’t combo the same way (or into itself, cl. mk, or cl. hp). I’m wondering if maybe that move has another recovery or active frame, as well.
The last thing that I didn’t realize is the hk ground SBK gets two grounded hits on Zangief, Balrog, Sagat, T. Hawk, and Fei Long. Guess that’s what I get for using mk all the time. It’s kind of weird, though, especially with Fei, because hit hits him right next to the ground where she doesn’t show an active hit box in the frame data. I can also hit Sagat twice really quick at the top of his head and still not hit him another time lower, so something seems to be affecting when SBK’s hit boxes come out.
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?
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.
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.
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 , 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.