HK in bnb missing can be due to execution.During combos, the “dummies” have a way bigger hitbox than they have at neutral, so misstiming the st.hk will make it not hit if the combo ended before it’s first active frame.It’s like when you do it in a blockstring and it wiffs when you know for sure it hits if done in a combo.HK randomly wiffing hapens sometimes even in SSF4, and i would assume the twins have pretty small hitboxes.Wiffing also has a lot , and i mean A LOT, to do with characters’ reel animation.Like how the opponents lean back SOO much after Counter Hit duck straight that you can almost never do st.hk after, or how on some characters st.mp ~ st.hk also wiffs.I’d say this is something we should not be concerned about.
And i can tell, just by seeing some vids, that HK looks pretty nice,despite having a SERIOUS (and unneeded) hitstun nerf.It now has like what, 15 frames of recovery? That is like super fast recovery for a Hard attack.That’s 1 frames less recovery than Bison’s st.HK and even Vega’s cr.mp!!!
I saw a vid of somebody doing like 3 st.hks in a row at mid range ,3rd strike style.We have to try and make the best out of this change.
So what is all this about standing RH? Just that it lost hit stun?
We just got an AE setup at a place not far from me, so I will definitely test out anything I can when I get a chance to head down there. This RH nerf sounds odd, but does anyone know if you can still counter poke far limbs with it and cancel into ex MGB on hit? As long as that is still possible then I don’t really have any problems with the nerf.
It makes it even safer to try and counter poke far limbs with st.HK and buffered EX MGB, because the recovery frames of st.HK have been greatly reduced, so if you whiff, you are less susceptible to being hit.
Then I am more than fine with that.
I’m also only paying attention to the good s.HK news.
Long Live the Pizza Beast.
can someone confirm this combo for AE…
Jab Jab c.mk
i tried it in AE but couldnt pull it off? maybe its a different timing? cuz i was trying similar timing to ryu’s c.mp c.mp c.hk
yes i tried plinking.
also is Air-To-Air HK an untechable knockdown? I got it several times but the landing is weird, and couldnt time a meaty overhead or c.short after
cool block string for a f.mk setup,
f.mk c.jab s.lk, s.lk, f.mk , c.short, jab, s.lk, s.lk f.mk,
s.LK is broken.
s.LK what?
there can’t be a way to combo into c.mk, that would make a jab f+mk loop that lasts forever.
What?
srsly tho s.LK?
is it as good recovery wise as sf3’s s.LK?
It’s like +2 on hit and -1 on block, but t’s very awesome, because t has an animation which makes the opponent confuse it for st.hk or most likely f.mk, and makes them scared of pressing buttons because they think they’ll eat big damage if it hits.
so s.LK is the same?
wtf is liquid talkin about?
he trollin again dmmt
dmmt liquid
I am not trolling
I am simply saying, now that F.MK is buffed, s.LK is broken.
Because you can continue infinite pressure on an opponent now without worrying about getting grabbed out. The only option the opponent has is to DP, simply block, wait for the right time and backdash, etc.
You can’t get grabbed out of F.mk, c. jab, s.LK, f.mk, where in Strawberry the 2nd f.mk would get grabbed.
and what is wrong with f.mk loop that lasts forever exactly…
cr.lk’s target combo set up end it at medium punch into standing Lp into F.mk is what I see. btw win moar tournaments n troll less =d
i would love nothing more than to play HnK with dudley.
a dream gone unanswered.
play a tournament in nyc and come back to me with results <_<…
What is the buff on f.MK in your opinion?
heh, I really do want to go compete down there with ya’ll too bad i live in indy or i’d show you up =D. I know Oni from there AKA bum that plays rose and other chars that plays top ppl there all the time. So we’ll see
f.mk feels smoother, and just better overall idk the frame data and if they changed it at all, but i dont get grabbed out of it in certain sitautions where i would in ssf4 console