Honda Combos

I’ve checked a good few of the pages randomly in this thread and it’s difficult to search for because it’s the same move twice in a row, so I apologise if this has been answered somewhere glaringly obvious >_<

Would anyone be able to tell me how [media=youtube]C5IEvoJIpwY#t=6m54s"[/media] works? What inputs is it, how does it work and is the timing on it tight?

Thanks in advance for replies.

Once you’re in fierce HHS, you have to time another fierce hhs so that your last button press would be like your hitting a st. rh.

Ah, thank you for the swift reply! I’ll give it a go tomorrow :slight_smile: (or anytime it isn’t 3 in the morning >_<)

HHS > HHS

In order to do HHS link HHS you have to wait until after the 4th hit of the first HHS. Other wise you will just extend hp.HHS which is very bad. After the 4th hit you can just mash :hp:(:3p: for EX) or you can try to piano or slide. Trying to be precise with a slide or piano requires tighter timing but is not very difficult.

The 2nd HHS will hit 2-5 times depending on what move you used before the first HHS. If the move you used cause less than 18f hit stun (c.lp,c.lk,s.lk, or raw HHS) you will only hit 2 or 3 hits of the 2nd HHS. More than 18f hit stun (s.lp, cl.mp, c.mk, FA2, j.hp, or j.hk) you will hit 5 hits and can cancel the first 4 hits with super or FADC.

There are character specific excepts. The first hands doesn’t hit full hits on Rose and Sak unless you cancel from s.lp or cl.mp. On Cammy and Sim the 2nd HHS can hit for more than 5 hits. Gief and Hawk the 2nd HHS hits for the full 7 hits and you can link a 3rd for 5 hits. The are more character specific differences but I can’t remember them all.

The only use I see from HHS > HHS is super charging and confirming off of a walk up jab > HHS or something. Otherwise I just stick with st rh for more damage.

i cant find the mention of this in the thread but, why is the cr mk xx hhs so important compared to cr lk xx hhs? is it because of damage or are there properties following the HHS that make cr mk a much better option? been doing cr lk xx hhs for a while now and not sure if adjusting to using mk is gonna be a “quick” transition. also cr lk comes out faster seems to me to be harder for opponents to react to…

well unless u are going for super? super is comboable off of cr lp xx hhs > cr lp xx hhs xx super is possible isn’t it?

certain characters it’s possible, Guile, Blanka, Abel, Zangief, a few others, can’t think of them all.

c. mk > HHS is better for punishes for more damage. they’re good for cross ups. you can use them instead of c.r rh to finish off a jab > HHS in certain situations. if you can normal jab > HHS but the HHS comes out only on hit you can apply the same tactic to c. mk and get a new footsie option. as for executing it, if you dont swipe your HHS i like to use my index finger to hit both jab and forward at the same time when im starting my HHS. youll definitely need some training mode though.

yeah super is comboable like that. its really useful if you did walk forward > jb > HHS and have a super because you can jab hhs or just hhs again while charging and get the super. its definitely a fun way to win a match.

thanks. i have put out false information. according to my droid app cr lk and cr mk have same startup. however, cr mk is (1) on block while cr lk is +2, meaning tick into oicho is better with cr lk

Thank you so much for that write up, you’re very knowledgeable and provided a lot of specific information.

Wouldn’t it be good to learn HHS > HHS for specific matchups for the added meter build? It sounds like it would be particularly useful for Gief and Hawk. I think it would also be good against Sim because the second Hands puts you at a frame advantage, gives you better positioning and it builds more meter than st. RH . But overall it would seem like st. RH is the better ender.

Can i get any tips on doing the cr. lk (x2) -> cr.lp -> HHS. AFAIK it’s two 1 framers. Is there any easier way to learn it (Maybe plinkable?). It seems like a really useful tool to mix your offense since you get many opportunities to tick into ochio in the combo

plink the two cr. lk (cr. lk~lp also acts as crouch teching), just training mode it up for the lk > lp link. if you get good at hit confirming from just one cr. lk, you can still be in range for a st. rh finisher on some characters. Also note that cr. lk x2 > cr. lp xx HHS xx super gets scaled to shit (IMO, only use for a sure match finisher).

I got a problem. Sometimes when I’ll go for ambiguous jumping forward and I land, I get thrown. So my question is, what should I be doing to avoid getting thrown, besides making sure I don’t drop combos (which I’m always working on)? Are there air-tight blockstrings I could be employing to maintain pressure?

Should I go for the throw first and forget about trying my setups with hands or oicho or whatever?

I went in the lab and found that if I try to OS tech with low foward cancelled into hands, my low foward will get thrown so I can’t do that. For the most part, it seems like regular crouch tech doesn’t tech either (unless I delay it I guess, but that defeats the purpose of the jump in if all I do is wait to tech a throw…), but it is fast enough to get me from getting thrown.

Would the best thing to do upon landing from a jump medium kick be cr.lk (crouch tech), cr.lk (crouch tech) xx hands/cr.lk (crouch tech), cr.lk (crouch tech), cr.lp xx HHS as a hitconfirm, and if the they block try to go for throw or oicho? Or something else?

Concerning getting thrown out of stuff, I’ll go for oicho but get thrown (it might be the online lag). What are the properties of oicho? Are regular oichos throw or hit invincible or neither? What about EX?

Help appreciated thanks.

EDIT: wow really, cr.lk and cr.mk have the same start up? I may have wrongly remembered how it went in the lab. I need to test this stuff again. Question still stands.

make sure j.mk hits as deep as possible, if you watch mike ross vs. daigo at evo2010 there’s a part where he goes for a cross up, it hits, and he still gets dp’d

no versions of oichio are invincible to anything, EX version is simply jab range with MP damage or something like that. they also have 5 frame startup so throw > oichio. most jabs/c.lks > oichio. sadly we’re not like abel and have a command grab that beats either throws or attacks, or zangief who has a grab that’s 2 frames :frowning:

Yeah, getting DP is sometimes a problem too.

I’ll guess I’ll have to make the jumpin deeper, unfortunately it wont be as ambiguous then.

i found some CRAZY shit… all i can share for now is hhs into ex hhs works on standing cammy

Haven’t been here in a while but I just wanted to say that it’s awesome how Honda’s hardest hitting combos work on Cammy. Close s.HP, c.LP xx HP hands, s.HK works, same with close s.MK xx HP hands, s.HK (add in a jump in and that’s almost a 50% combo).

i’m starting to believe i’ve made jab hhs super obsolete on more then half the cast…

^^^^^^^^ Scratch that the entire cast except ryu and ken… those bastards, at least we can jab hhs cr mk ex hb them when they are crouching

Almost finished and ready to post honda combos 2.0

Most damaging combo

Alright, I thought it was time to get honda players outputting the biggest possible damage off of something we should all be able to do, and if not this will definitely make you want to learn how to jab hhs effortlessly.
Jab hhs rh and jab hhs hhs do the same damage(260) which is very nice for super. Now AE is coming and Sagat hits hard again so why shouldn’t we?
Jab into ex hhs jab hhs is a nice way to get some extra damage in, but you have to be certain the jab will hit or would have to land a successful jump in.

The combo I have been working on recently allows you the necessary time to make sure your meter doesn’t go to waste, as well as builds back some of what you’ve lost.
**Jab hhs ex hhs jab hhs does 330 damage(AE) **on most of the characters it works on and with practice you’ll know when to input ex hhs as your initial hhs is active. (video to come)

With a jump-in it does over 350 damage(AE) and in AE lariat from Gief seems to trade more with nj. fp so you will want to use nj. rh to beat lariat. Currently in Super nj.rh cr. mk hhs ex hhs jab hhs does 494-500 damage. This does 450 in AE
You will most likely though be hitting jab hhs so don’t shoot for jump-ins just yet.

So, you can hit the 1f link no problem? Well this is where it gets tricky/ugly so i’ll try to categorize/sort this mess out for you. Here is a compiled list that this combo works on, as well as characters that you should be licking your chops when fighting since you can do big damage to them crouching or standing.

Standing opponents: cr. jab hhs ex hhs jab hhs
Abel, Balrog, Bison, Blanka, Cammy, Chun, Cody, Deejay, Dhalsim, Gouken, Guile, Hakan, Juri, Sagat, Yun

Standing opponents: st. jab hhs ex hhs jab hhs
Adon, Dan, Dudley, Fei Long, Fuerte, Honda, Makoto, Rose, Rufus, Vega

Standing opponents: cr. mk hhs ex hhs jab hhs (special case)
Akuma, Seth

Crouching opponents: cr. jab hhs ex hhs jab hhs
Adon, Balrog, Blanka, Cody, Deejay, Dhalsim, Fei Long, Fuerte, Gen, Gouken, Guile, Guy, Hakan, Seth, Yun, Yang

Crouching opponents: cr. jab hhs cr. mk hb(no meter)
Bison, Chun, Makoto, Oni, Rufus, Viper

Crouching opponents: cr. jab hhs cr. mk ex hb(meter)
Akuma, Evil Ryu, Ibuki, Juri, Ken, Rose, Ryu, Vega

Now some of these names stand out due to the character being able to be combo’d while crouching AND standing.
These “lucky” characters even include some of Honda’s “bad” matchups.

Adon
Balrog
Bison
Blanka
Chun
Cody
Deejay
Dhalsim
Fei Long
Fuerte
Gouken
Guile
Hakan
Juri
Makoto
Rose
Vega
Yun
Yang
I didn’t say it was going to be easy but learning the timings or difference between crouching and standing links could help you deal some massive damage!

(Tip for people just getting started on this combo)


After jab hhs hold down forward as you enter your ex hhs this way…if you are to have nothing come out you will just stay in the same spot and you will essentially bait your opponent into a reversal. Good luck :tup:

on standing blanka you can also do c.mkxxhands, c.mkxxheadbutt for loldamage without meter.