Honda Combos

WHAT!? I didn’t know it worked on a standing Blanka!

I can list which crouching opponents it works on though…for reference:
Crouching - Akuma, Viper, Chun, Bison, Rufus, Makoto

Must use EX HB for:
Crouching - Juri, Vega, Dan, Ken, Rose, Ryu, Ibuki

The only combo’s after hands I ever really get to use is on blanka and abel, for their standing combos.

When do you guys ever get combos on crouching ryus? The few times I can think of would be on counter hit jab hands, but those are typically out of range for extended combo.

^^wut? you get it on abel too?

c.lp into ex sumo splash, wasn’t really referring to mk/headbutt combos, but standing vs. crouching combos

I have seen a combo where the guy did hundred hands, then Ex hundred Hands then super…I have tried for the life of me to get this but my timing is all off.

How did he have enough ex meter for the super if he did ex hands?

Probably meant Ultra,not Super.

That’s impossible but I have been experimenting with a combo where you need full super and it begins with EX Hands…then doing 3 HHS (test dummies were Gief and Hawk) to refill meter and canceling into Super.

i’ve seen a japanese player do this on the replay channel. it’s actually hp.hhs to hp.hhs cancel into super. watching the inputs he was just godlike with the piano technique.

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lol, it’s not thatttt hard…people need to remember pianoing is just (like all execution) muscle memory, do it often…but far more importantly than that: when you do it, be sure to do it right. once your fingers know how they don’t really forget, then you can work on speed and fun hhs combos.

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My ultra 2 setup of choice

Read the description

Sorry about the camera positioning, i didnt have someone over to film it for me and i was too lazy to get a flat surface

i was just dicking about tonight and realized that you can tick u2 off ex hands without fadc, you have to hold forward durning the ex hands active frames then quickly do 720 during recovery frames and hit 3p, you have to slightly stall hitting the punches as ex hands is +4 on hit, its quite dirty :wgrin:

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I found a easier way to cancel lp-> hhs.
Set up your arcade stick like this

Lp mp hp lp
Lk mk hk lk

If u piano roll starting with ur pinky on the far right lp, ull hit lp hp mp lp hp, thus allowing u to do it easier. I have lk mapped so that i can break throws better instead of streching my thumb back to it

Was watching this: NSB???, NSB nsb_sf4 on USTREAM. Video Game Marathon

And saw insane damage @ about 1:10 mark

How much damage does jRH jab Hands Hands Super do?

are there any universal followups to a HHS on a standing opponent? sometimes i dont want to chance dropping the link for s rh or i know i’m gonna be out of range OR i just want to do different shit. any other options on standing opponents to follow up the hands?

Unfortunately, even s.HK after fierce HHS isn’t universal…hands doesn’t connect on all hits against Sakura and even Rose I believe. You can link c.LP xx fierce HHS off after fierce HHS on pretty much all crouching characters though. It really is match-up specific. Like, for Guy you can almost always tack on a s.RH after fierce hands no matter how far you are as long as all hits connect. Same with grapplers and Abel. Jab HHS link jab HHS works on the following standing characters: Abel, Cammy, Dhalsim, Guile (and Seth iirc). For Abel you can link c.jab xx EX Sumo slam, for Guile and Balrog you can go jab HHS link EX Sumo but for Guile it’s a tighter link unless you use c.MK hands instead of jab. jab HHS c.MK headbutt works on standing Blanka and it works on a crouching Dictator without having to use meter for EX Headbutt. For crouching shotos you have to use EX headbutt. For Guile, Dhalsim and Abel, when you have meter you can do c.jab HHS, c.MP xx Super. Man somebody needs to make a list for which combos are applicable to which characters. I think I saw a diagram/chart but that was a while ago.

It does somewhere in the neighborhood of 540 damage I believe? Is that kayo police? That combo she/he does hits pretty hard: Jump in RH, c.MK xx HP hands, c.MK xx HP hands, Super. Pretty wonky combo to do on stick imo. The hardest hitting combo I can think of is neutral RH, c.MK xx HP hands, c.MP xx Super on select characters…600+ damage.
Oh yeah I wanted to point out that **cross-up RH **that Kindebu does on Rufus. I’ve been experimenting with that on corners, it’s pretty ambiguous.

thanks for this

using the last two buttons for all 3ps and all 3 ks is scrubby enough, u dont have to have 2 lps or 2 lks mapped, that’s rediculous. You bought the stick so I’m not gonna tell u what to do, but i’m pretty sure that kind of button mapping is illegal in tournaments anyway.

On the subject of cross-up RH, I don’t know if It’s old news, but it does work outside of the corner and on the entire cast. In terms of setting up the correct spacing, a point blank cl.s.mp is good. This setup is similar to some of adon’s ambiguous cross-up setups in that if you delay the j.rh you get a cross-up and if you don’t delay it, it doesn’t cross-up. The only difference is that honda’s rh cross-up timing is quite strict compared to adon’s j.mk. If anyone wants a quick video to demonstrate the timing and spacing I’d be more than happy to make one for you.

I’m not sure if this is old news to most people, but if it is, apologies.

Edit: I should add that the s.mp setup is good for mid-sized characters and you may need to adjust the spacing for other chars.