what are the stipulations for double HHS? or HHS, cr.jab>HHS? do i just have to be deep enough on the first set, or does it only work on certain characters?
sorry if it has been covered recently
what are the stipulations for double HHS? or HHS, cr.jab>HHS? do i just have to be deep enough on the first set, or does it only work on certain characters?
sorry if it has been covered recently
It’ll only work on characters with a fatter hitbox, and depends on if they’re crouched or not. Zangief is the fattest character in the game so it’s no surprise you can get 2 sets of hhs on him.
this post is gdlk. telepathic knows his shit!
I never noticed this. So I when into the lab and did some testing w/ Gief. Hp HHS, hp HHS does hit full against Gief. You can also link a 3rd hp HHS for 4 hits which is punishable unless you cancel (fadc/super) it before the fifth hit whiffs. This opens up so nasty Gief only combos:
c.lp xx hp HHS, hp HHS = 292
c.mk xx hp HHS, hp HHS = 332
c.mk xx hp HHS, hp HHS, hp HHS(4 hits) = 388
j.mp, c.lp xx hp HHS, hp HHS, hp HHS(4 hits) =388
n.j.hp, c.mk xx hp HHS, hp HHS, hp HHS(4 hits) = 478
c.lp xx hp HHs, hp HHS, hp HHS (4 hits) xx super = 588 or 628 using c.mk (600 damage without a jump in!!!)
j.rh, c.mk xx hp HHS, hp HHS, hp HHS (4 hits) xx super = 668 or 678 using n.j.hp (not getting jump in combos against Gief though)
The range to get all 7 hits on the second HHS is just outside of c.lk whiff range or closer. This is a very good tool for the Gief fight. After HHS, HHS(full) you are at +10 versus -3 with HHS, s.rh. It also leaves you at the perfect range. If Gief lariats after he whiffs with you close while having charge, so you are at perfect range to s.rh/s.hp, ultra, or ochio after the lariats invincibility wheres. If he jumps you have both charges and can EX BS, EX/lp HB, or ultra. Also green hand will not whiff (whiffed Green Hands are worse than blocked ones imo) so you can easily block and punish. Lastly you are at +10 so you can easily run away unlike after s.rh where reversal EX Hand will hit you out of your pre-jump frames.
If you’re close enough after the jumpin couldn’t u even use cl. Fierce> cr. Jab in honda’s combos for even bigger damage?
im having some issues with c.lp xx EX hands.
normal hands is easy for me now, but the EX is just weird for me.
for the normal hands i do the piano thing.
lp fp mp lp fp.
Any pointers ?
If you are trying to piano EX Hands I would recommend :lp::mp::hp::lp:,:mp:+:hp: or :lp::mp::hp:,:lp:~:hp:(plinking the last two inputs). I use slides so my slide looks like this :lp::mp::hp::mp:,:lp:+:mp:. As for hitting the one frame link after EX Hands I use a “double-tap slide buffer” :mp::lp::lp::mp::hp: by sliding off lp then back on to it in order to buffer a double tap that gives me better odds at hitting the link. I would always start my regular slide or piano too early and get a mp’s but with the double tap slide buffer my 2nd and 3rd input is a lp not a mp which fixes that problem for me.
cheers for that. dont know ifll be able to pull it off. When pianoing i always have to roll towards the inside of my hand towards my thumb, rather then to the outside. Im just weird like that.
maybe ill have a look into sliding
Here’s 3 fierce HHS on Zangief in case anybody’s interested in seeing it:
[media=youtube]Q-yEm-1xPa0[/media]
You can also hear my timing on the presses if that helps any.
lol whats up with the music in the background?
Ima be redoing the combo thread since dragonite has been kinda mia. Here’s what I have so far. Tell me what needs to be put in.
Due to Dragonite not playing Honda so much anymore, here’s a newly updated thread for Honda combos including the info buried in the orignal thread.
Combo Damage Scaling
After a certain number of hits all of the combos in Street Fighter IV start taking off less damage. It breaks down this way.
* 100% damage for first and second hits of a combo.
* 80% damage for third hit.
* 70% damage for fourth hit.
* 60% damage for fifth hit.
* 50% damage for sixth hit.
* 40% damage for seventh hit.
* 30% damage for eighth hit.
* 20% damage for ninth hit.
-Contributions to this guide by Genotox, Buktooth, Yeb and Face.
lp=light punch=jab mp=medium punch=strong fp=fierce punch=fierce
lk=light kick=short mk=medium kick=forward hk=heavy kick=roundhouse
Jump-In (rh=130dmg, fp=120dmg, mp=90dmg, mk=90dmg)
With Charge
j.rh, c.mk xx fp headbutt (338)
j.rh, s.fp, c.lp xx fp headbutt (394, may require ex headbutt on small char)
j.rh, c.lk, c.lp xx fp headbutt (304, hit confirm)
Without Charge
j.rh, c.lp xx fp hhs, s.rh (352)
J.rh, c.mk xx fp hhs, s.rh (392)
j.rh, c.mk xx fp hhs, c.lp xx fp hhs (398)
j.mk (crossup), c.lk, c.lp xx fp hhs, s.rh (310)
j.mk, cs.mp, s.rh (240)
Standing
With Charge
c.lk, c.lp xx fp headbutt (198)
c.mk xx fp headbutt (240)
FA1*/2/3, c.mk xx fp headbutt (276/276/336)
c.mp*,c.lp xx fp headbutt (268)
Without Charge
c.lp xx fp hhs, s.rh (260)
s.lp, c.lp xx fp hhs, s.rh (262)
FA1*/2/3, c.lp xx fp hhs, s.rh (290/290/350)
FA1*/2/3, c.mk xx fp hhs, s.rh (322/322/382)
FA1*/2/3, fp oicho (260/260/320)
c.mp*, c.lp xx fp hhs (252, 322 if you can link s.rh on fat character)
Punishers (seein chicks)
J.rh, c.mk xx ex hhs, c.lp xx fp hhs, s.rh (426, dependent on what u stunned them with, 1 meter)
FA3, c.mk xx ex hhs, c.lp xx fp hhs, s.rh (374, FA causes scaling after you stun them with a hit, which sucks)
Super Setups
lp headbutt xx super (530, I’m almost positive this is wrong cause I heard super cancels reduce the super’s dmg)
c.lp xx fp hhs, fp hhs xx super (524, hit confirm! BELIEVE!!!)
s.fp xx super (540, 575*)
j.rh, c.mk xx fp hhs xx super (554, I’m almost positive this is wrong cause I heard super cancels reduce the super’s dmg)
j.rh, c.mk xx fp headbutt xx super (618, JEEBUS!)
lk splash (1 hit), super (480, corner only)
FA1*/2/3, c.mk xx super (444/444/504)
FA1*/2/3, c.mk xx hp headbutt xx super (516/516/576)
Ultra Setups (full ultra meter = 510dmg)
lk splash (1 hit), ultra (590, corner only, gl ever hitting this)
FA1*/2/3, ultra (508/508/568)
HHS Shenanigans
-Telepathic
Oicho Setups
-lp tick
-lk tick
-c.mk
-lk, lp tick
-j.mp, j.mk, j.fp, j.hk, nj.fp tick
-fp hhs, dash, oicho
-fp hhs, fadc, oicho
-ex hhs, oicho
-mp/fp headbutt to a knocked opponent, oicho
-meaty oicho
-dash under cross-up attempt, oicho
-df+hk (overhead) xx oicho
-empty jump, oicho
Important Notes
Credit due to Shitload of people_____
How do you upload images on this board?
list the FADC Ochio Setups with the disclaimer the damage is not gauranteed
This is what a have in my spreadsheet. Feel free to use in a new combo thread.
B’n’B Combos
c.lp xx hp.HHS, s.hk = 260 / 310
c.mk xx hp.HHS, s.hk = 300 / 360
c.mk xx hp.HB = 240 / 300
c.mk xx EX.HHS, c.lp xx hp.HHS, s.hk = 410 / 468
j.mp/mk, c.lp xx hp.HHS, s.hk = 312 / 367
j.hk, c.mk xx hp.HB = 338 / 460
j.hk, c.mk xx hp.HHS, s.hk = 392 / 517
Head Butt combos
c.lp XX hp.HB = 200 / 250
c.lk, c.lp xx hp.HB = 198 / 260
c.mk XX hp.HB = 240 / 300
j.hk, c.mk xx hp.HB = 338 / 460
j.hk, cl.mp, c.mk xx hp.HB = 386 / 520
j.hk, cl.hp, c.lp xx EX.HB = 394 / 580
j.hk, c.lk, c.lk xx hp.HB = 296 / 430
j.hk, c.lk, c.lk, c.lk xx hp.HB = 301 / 445
j.hk, c.mk xx hp.HB xx Super = 618 / 458
HHS Combos
c.lp xx hp.HHS, s.hk = 260 / 310
s.lp, c.lp xx hp.HHS, s.hk = 262 / 317
c.lk, c.lp xx hp.HHS, s.hk = 252 / 317
c.mk xx hp.HHS, s,hk = 300 / 360
c.mk xx hp.HHS, hp.HHS(5 hits) = 300 / 320
j.mp/mk, c.lp xx hp.HHS, s.hk = 312 / 367
j.hk, c.mk xx hp.HHS, s.hk = 392 / 517
j.hk, cl.mp, c.mk xx hp.HHS(5 hits) = 344 / 450
j.hk, cl.hp, c.lp xx hp.HHS(5 hits) = 354 / 510
j.hk, cl.hk, c.lp xx hp.HHS(5 hits) = 364 / 510
EX.HHS Combos
c.mk xx EX.HHS, c.lp xx hp.HHS, s.hk = 410 / 468
c.mk xx EX.HHS, c.lp xx EX.HHS, c.lp xx hp.HHS, s.hk = 484 / 538
c.mk xx EX.HHS, c.lp xx EX.HHS, c.lp xx EX.HHS, c.lp xx hp.HHS, s.hk = 522 / 570
c.mk xx EX.HHS, c.lp xx EX.HHS, c.lp xx EX.HHS, c.lp xx EX.HHS, c.lp xx hp.HHS, s.hk = 534 / 579
j.hk, c.mk xx EX.HHS, c.lp xx hp.HHS, s.hk = 484 / 606
j.hk, c.mk xx EX.HHS, c.lp xx EX.HHS, c.lp xx hp.HHS, s.hk = 540 / 657
j.hk, c.mk xx EX.HHS, c.lp xx EX.HHS, c.lp xx EX.HHS, c.lp xx hp.HHS, s.hk = 560 / 670
j.hk, c.mk xx EX.HHS, c.lp xx EX.HHS, c.lp xx EX.HHS, c.lp xx EX.HHS, c.lp xx hp.HHS, s.hk = 578 / 689
FA Combos
Lvl 2’s
FA, hp.Ochio = 260 / 230
FA, c.mk xx hp.HB = 276 / 370
FA, c.mk xx EX.BS = 290 / 370
FA, c.lp xx hp.HHS, s.hk = 290 / 378
FA, c.mk xx hp.HHS, s.hk = 322 / 418
FA, c.mk xx EX.HHS, c.lp xx hp.HHS, s.hk = 396 / 488
FA, c.mk xx hp.HB xx Super = 516 / 370
FA, Ultra = Half 338 / Full 462
Lvl 3’s
FA, hp.Ochio = 320 / 280
FA, c.mk xx hp.HB = 336 / 420
FA, c.mk xx EX.BS = 350 / 420
FA, c.lp xx hp.HHS, s.hk = 350 / 428
FA, c.mk xx hp.HHS, s.hk = 382 / 468
FA, c.mk xx EX.HHS, c.lp xx hp.HHS, s.hk = 456 / 538
FA, c.mk xx hp.HB xx Super = 576 / 420
FA, Ultra = Half 398 / Full 522
Super Combos
AA lp.HB xx Super = 530 / 200
c.mk xx hp.HB xx Super = 560 / 300
c.lp xx hp.HHs xx Super = 440 / 130
c.lp xx hp.HHS, hp.HHS xx Super = 524 / 254
c.mk xx hp.HHS, hp.HHS xx Super = 564 / 304
j.hk, c.mk xx hp.HB xx Super = 618 / 460
j.hk, c.mk xx hp.HHS xx Super = 554 / 364
j.hk, c.mk xx hp.HHS, hp.HHS xx Super = 618 / 468
Ultra Combos
j.hk, Ultra = Half 402 / Full 539 (only works while jumping backward in the corner against idiots)
AA EX.BS, ultra = Half / Full 489 (only works against idiots jumping backward while in the corner)
FA lvl 2, Ultra = Half 338 / Full 457
FA lvl 3, Ultra = Half 398 / Full 517
Other Combos
cl.mp, s.hk = 180 / 250
j.mk, cl.mp, s.hk = 250 / 320
j.mk, c.lp xx EX.BS = 274 / 310
j.mk, cl.lp, cl.mk xx hp.HB = 314 / 370
j.hk, c.mk, EX.HHS, c.lp xx EX.BS = 458 / 530
For FA combo I’d only list lvl 2’s because thats what you will be landing 99% of the time so lvl 3 numbers are just for training room kicks. those damage numbers are damage / stun
Good shit, I’ll read through it and try to pull the most useful combos out of it.
I have my character specific EX Hands stuff that I’ll post later here so you can use it in the new thread.
Update
EX Hands
For most Honda’s EX.HHS are not a good thing. If you see EX.HHS in a match it is almost always because the Honda player messed up his hp.HHS cancel. This usually leads to either wasted meter because the opponent was blocking or waste opertunity as you “moonwalk” away because you where holding you charge. Others feel that EX.HHS are a waste because much of the discussion focused on executing the EX loop for “Honda’s Ultimate combo” which meant you had to hit four 1 frame links for less damage than Honda’s easier super cancels. I am going to try to layout information on EX hands and it’s combos to help Honda’s add more damage potential to their arsenal. If you are still struggling to consistaently execute c.lp/c.mk xx hp.HHs combos then EX.HHS is not for you. Work on the basics first and then add EX.HHS later.
IMO, the trail combo EX.HHS, c.lp xx EX.BS is a waste of meter. EX.HHS, c.lp xx hp.HHS, s.hk does more damage and requires less meter. If you feel you want to use another bar, one more .EX.HHS, c.lp xx hp.HHS will do more damage than ending with EX.BS. Additionally HHS, s.hk returns meter, so the whole combo really only uses half a bar. The following combos work on every character. But because you are using EX meter without hit comfirming I recommend you only use them for sure punish situations (whiff srk’s, blocked ultra’s, deep punishable moves, landed FA’s).
c.mk xx EX.HHS, c.lp xx hp.HHS, s.hk = 410 / 468
c.mk xx EX.HHS, c.lp xx EX.HHS, c.lp xx hp.HHS, s.hk = 484 / 538
j.hk, c.mk xx EX.HHS, c.lp xx hp.HHS, s.hk = 484 / 606
j.hk, c.mk xx EX.HHS, c.lp xx EX.HHS, c.lp xx hp.HHS, s.hk = 540 / 657
For one bar you are increasing you damage by 90-110 points. For two bars it’s 150-180 damage. by comparision when Akuma does his b’n’b lk.HK, dp xx FADC red fireball combo’s he’s using two bar for 50 more damage. Very few characters can turn one bar into 400+ damage. We’re talking Viper’s FFF EX seismo; Gouken’s c.hp xx EX.Palm > HK; and Ryu’s SPS, c.hp xx HP.DP combos and thats about it. Plus your only using half a bar anyways. But to me the universal EX.HHs combos are only great to punish big openings. You might only get on or two of those per match (or not at all versus tough competion). The beauty of EX.HHS is that if you know a little character specific info you can hit comfirm it on every charater except Sakura. For hp.HHS link EX.HHS the more hitstun the move before hp.HHS the deeper the hp.HHS which makes it easier to land the EX.HHS after. Just link HHS, HHS or the s.hk link you have to learn the distance that HHS > EX.HHS works and doesn’t work.
HHS, EX.HHS, c.lp hp.HHS (s.hk will whiff) hits on:
Gief, GK, DH(*s), BL, CH, HO, Dict, AK(*s), GU(*s), Box(*s)
Standing FE, CA, GU(*s), SA(*s), Claw, AB, RU, DA(*s)
Crouching RY, KE, SE, VI, EF, RO, GE
(*s) indicates that the some hits of EX.HHS will whiff but the last hit doesn’t so you are still at +4 frame advatage.
These crouchers are unsafe because the last hit of EX.HHS will whiff
FE, Claw, AB, RU, SK, DA
So any time you land a b’n’b HHS combo you can extend it with the following combos
c.lp xx hp.HHS, EX.HHS, c.lp xx hp.HHS = 404
c.mk xx hp.HHS, EX.HHS, c.lp xx hp.HHS = 444
j.mp/mk, c.lp xx hp.HHS, EX.HHS c.lp xx hp.HHS = 434
j.hk, c.mk xx hp.HHS, EX.HHS, c.lp xx hp.HHS = 514
J.hk, c.mk xx hp.HHS, EX.HHS, c.lp xx EX.HHS, c.lp xx EX.HHS, c.lp XX EX.HHS, c.lp XX hp.HHS = 612 damage which is inline with j.hk, c.mk xx hp.HB/(HHS, HHS) xx super = 618 but I’m not recomending it.
500+ damage without using a Super or Ultra!! To me this is the true damage potential of Honda. Ppl say Honda hits hard. I don’t think they have seen a Honda that truely maximizes his damage. These combos only cost you half a bar. So meter is not an issue. If you have ever done c.lp xx hp.HHS xx Super you just use 4 bars for 440 damage. Well for one bar you could do the same damage if you can execute one 1 frame link.
“But if I miss the stupid link I’ll eat a reversal” Well if your opponent is going to try to reversal you between ex.HHS and c.lp why would you go for the 90 damage of the hp.HHS when you could stop block and punish for 300+ damage anyways. “You can’t block and punish against Gief” Why use ex.HHS when you can HHS, HHS, HHS Gief anyways. I’ve been punish more times when I miss HHS, s.hk which is a 3 frame link than from missing the c.lp after EX.HHS link. If you are not able to consistantly hit the link, HHS link EX.HHS still has benefits.
If you miss the link here are the outcomes:
they block
c.mk xx hp.HHS, EX.HHS = 332 damage, blocked c.lp xx hp.HHS = 35 chip for 367 total versus 300 damage of c.mk xx hp.HHS, s.hk
They jump
c.mk xx hp.HHS, EX.HHS = 332 damage, pre-jump hit unscaled c.lp xx hp.HHS = 180 damage for 512 damage
Or you can ochio them
c.mk xx hp.HHS, EX.HHS ~ hp.ochio = 532
You get reversed, shit happens next time bait and punish
All the above is just my opinion and I’m not that good anyway but hopefull better Honda’s can use this info a continue to level up the Fatman.
you’re a fucken honda scientist man.
good shit!
“You must spread some Reputation around before giving it to Telepathic again.”
Same :xeye:
I really want to acknowledge how much of a service that Pieguy, Telepathic and a few others are doing for the community. Phenomenal work guys :tup:. I’ve elevated my game considerably following these posts and look forward to more. It’s good to see that SRK is not filled with elitist jerks that have made a staple of themselves within the forums. Nothing to contribute yet, just wanted to pay respect :rock:. Thanks.
Good stuff! I was just going to ask what the best thing to do after EX HHS was and BOOM, there it is, right in front of me: an EX HHS encyclopedia!