Why ? and dumb in a good way (too good) or just bad ?
I used to do LP,HP.MP,LP,HP + 3PPP and was pretty much 100% consistent (the ex not the link lol)
This is on pad ofcourse but that input sequence works, found it easier to press the 3PPP button with the HP, easier than training urself not to press Hp anymore.
All about practice. Was playing over the weekend and I don’t undertsand how I used to do triple hands without even thinking about it. Only took a few months for me to completely lose my timing.
yeah I just need to practice man maybe its something i can get dialed, I can hit HHS, HHS pretty good even triple hands vs. Gief. I dont know, even if you hit the EX Hands the link back to LP xx HHS is still pretty hard so i am not exactly feeling like the buff is going t ohelp me tremendously.
you knwo whats dumb though is i tried to do it like this:
LP MP LP MP HP, MP HP MP HP 3P (exact same motion yuo just move over a button) and it doesn’t work. 3P doesn’t register as 3P just as HP. Anyone know why in the hell this happens? Would make EX Hands so much easier if this worked properly.
Where’s Gutabo when you need him!
well i got some EX Hands with a bit of consistency last night going L M H 3P 3P or H M L 3P 3P as far as linking… ok, can do 400 dmg on Zangief quit easily with 1 bar.
kind of dumb, this combo in my mind should work on the entire cast but seems to whiff so often in normal play… LPxxHHS, EX HHS, LPxxHHS = 366~ dmg w/o jump in, +400 with from what i remmeber.
thats only 100 less damage than super really for a combo that I think SHOULD work on 100% of cast for 1 bar. pretty sure I got 466 with jump RH, cr MK HHS as a starter. OK so in theory it will work on the entire cast because we are going +10 from HHS, to 2 fr Link to EX HHS, then 1 fr link back to hands. so this would become a 2 framer in ultra.
Hitting this in game is insanely difficult i even tried with turbos and ended up whiffing because I was not right up against the character. i think though if i can get this nailed it would be really good for my game because I am burning 4 bars on 450 damage so often im not really sure its worth it anymore especially since I am already requireing to link HHS, HHS (whiffed it 5 times at least last night and lost a FT10 because of it, was close enough that I likely could have hit the EX HHS in this case)
Will have to experiment… the spacing thing really turns me off the entire combo :s seems rare you are up THAT close to hit hands except for cross ups.
I don’t think it works on everybody, and I think on some characters you have to walk forward 1 frame in between HP Hands and EX Hands. That’s my theory anyway, since I swear it’s really easy to link to EX HHS on some characters and really hard on others. Might just all be in my head though.
The reason why this combo is whiffing is because is character specific. It works on 1/3 of the cast both crouching and standing, and on other characters just standing/crouching. Generally it does around 330 dmg (because the last 2 hits of HHS whiffs).
You can find all characters that works on in the combo list I and Angerus posted.
Tonight I landed cs.hp > c.lp xx hands > s.rh on a cammy. It warmed my heart.
HHS>Ultra 1 works on crouching Bison in ultra
usf4 release today
im gonna vote for you akimo
Just to get some numbers flying around here, I’ve decided to test some combos.
A good amount of these combos are not viable, and the damage you get off of it explain why.
Even so, it might still be worth comboing into RFA, just to get the ultra 1 corner carry for example.
random/new bnbs tested on standing Ryu (so it should work on pretty much everyone)
Ultra 1 (50% filled to 100%) - Ultra 2 (50% filled to 100%) - WUltra 1 (50% filled to 100%)
cr.LP xx H.HHS, s.HK - 225 dmg
cr.LP xx EX HHS, cr.LP xx H.HHS, s.HK - 329 dmg
cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx H.HHS, s.HK - 399 dmg
cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx H.HHS, s.HK - 437 dmg
cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx H.HHS, s.HK - 453 dmg
cr.lp xx H.HHS xx RFA, H.Oicho - 292 dmg
cr.lp xx H.HHS xx RFA, M.HHS, s.HK - 306 dmg
cr.lp xx H.HHS xx RFA, cl.HP, cr.LP xx H.HHS - 306 dmg
cr.lp xx H.HHS xx RFA, cr.MK xx HP.HB - 312 dmg
cr.lp xx H.HHS xx RFA, Ultra - 362~439 - 337~409 - 318~377
cr.lp xx H.HHS, H.HHS (2hits) xx RFA, Ultra - 385~445
cr.lp xx H.HHS xx Super - 420 dmg
cr.lp xx H.HHS, H.HHS xx Super - 473 dmg
Jumpins
j.MK, cr.LP xx H.HHS, s.HK - 284 dmg
j.MK, cr.LP xx EX HHS, cr.LP xx H.HHS, s.HK - 367 dmg
j.MK, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx H.HHS, s.HK - 418 dmg
j.MK, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx H.HHS, s.HK - 437 dmg
j.MK, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx EX HHS, cr.LP xx H.HHS, s.HK - 458 dmg
j.MK, cr.lp xx H.HHS xx RFA, H.Oicho - 340 dmg
j.MK, cr.lp xx H.HHS xx RFA, M.HHS, s.HK - 350 dmg
j.MK, cr.lp xx H.HHS xx RFA, cl.HP, cr.LP xx H.HHS - 351 dmg
j.MK, cr.lp xx H.HHS xx RFA, cr.MK xx HP.HB - 354 dmg
j.MK, cr.lp xx H.HHS xx RFA, Ultra - 394~454 - 373~430 - 359~404
j.MK, cr.lp xx H.HHS, H.HHS (2hits) xx RFA, H.Oicho - 368 dmg
j.MK, cr.lp xx H.HHS, H.HHS (2hits) xx RFA, cl.HP, cr.LP xx H.HHS - 371 dmg
j.MK, cr.lp xx H.HHS, H.HHS (2hits) xx RFA, M.HHS, s.HK - 374 dmg
j.MK, cr.lp xx H.HHS, H.HHS (2hits) xx RFA, cr.MK xx HP.HB - 376 dmg
j.MK, cr.lp xx H.HHS, H.HHS (2hits) xx RFA, Ultra - 406~449 - 388~431 - 379~411
j.MK, cr.lp xx H.HHS xx Super - 458 dmg
j.MK, cr.lp xx H.HHS, H.HHS xx Super - 498 dmg
Punishers
s.HP xx Super - 520 dmg
c.HP xx Super - 540 dmg
cr.MK xx HP.Hb xx Super - 560 dmg
c.HP xx RFA, Ultra - 448~542 - 421~506 - 396~467
My opinion In a nutshell:
- Only combo into RFA if you have Ultra 1 (3 meter, sometimes more damage, corner carry, hard knockdown)
- EX hands gives really good damage on the first 2 bars. After that, the damage you get off of it is sadly not that impressive anymore, especially with the ex hands dmg nerf since usf4.
- Super still gives godlike damage if you’re not that good in jewelman combos
I’ve been altering my combo path’s with Honda to just go for Jewelman combos imo because most of the cast gets hit by them. with Honda’s link after EX hands being much easier it’s much more appealing of a combo option that you can confirm off of instead of just jumping headlong into wasting meter by doing jab EX hands.
I kinda disagree with using 3 meters for RFA because you’re taking a lot of Honda’s defensive resources away to land an ultra when Honda has other options that also do damage and help you preserve meter where you can.
The only situations I’d use RFA into Ultra are:
- I’m about to win the game off of this Combo. (with “GAME” being the operative word. Don’t wanna blow all your meter and go into next round with none)
- Down a round and need to make the big comeback to stay in the game.
- Stylin.
I see your point, but I often feel that Honda hands down wins some key matchups as soon as he has an opponent in the corner (and knocked down).
For example, if you manage to get Guile, Chun or fireball characters into the corner, there’s a very good chance u can win by keeping them there.
Ofcourse in other matches where it’s not important to keep your opponent in the corner, it would be a complete waste of resources.
Random combos on the new cast of characters;
Rolento (crouching): jumpin, s.lp xx m.hhs, cr.mk xx hp headbutt - 386 dmg, builds 90% bar
Elena (crouching): jumpin, cr.lp xx m.hhs, cr.lp xx ex headbutt - 358 dmg - 1 bar - cr.lk and s.lk also works
A combo I am finding amazing right now is jump hk, cr mk xx ex hhs, cr lp xx hhs, st hk for 427 damage. You almost get the entire bar back by the end of the combo.
Any matchups where you get cr mk or buttslam combos off hands you can just throw that on the end for crazy damage. Can’t believe I haven’t been using cr mk ex hhs it’s super easy to input!
I am still struggling on lp xx ex hhs
@"Mike Robertson" I still prefer to do jump hk, cr mk xx ex hhs, cr lp xx hhs, EX Buttslam in those cases.
It’s one of the best ways to initiate a stun and continue pressure unlike ending your combos with s.HK where you have no way to continue the assault safely.
From buttslam you’re also obviously next to your opponent, can do meaties/throw and even 4fr safejump crossups if they don’t tech. Great chance to land a legit stun without relying on multiple jumpins in a row.
not sure if there is scaling with stun?
430 with st hk
780 stun?
470 with ex buttslam for an extra bar
830 stun ?
I don’t think you understand where I’m going with this.
The buttslam does : 467 dmg / 631 stun. From this point you can do multiple things to continue pressure.
- meaty cl.HP, cr.LP xx HP. Headbutt does a total of 1041 stun
- f.throw alone does 180 stun and brings the total to 811 stun and puts the opponent in hard knockdown -> ambiguous cross-up, high-low mix-up city.
- (meaty or from an empty crossup) cr.MK xx HHS, st.HK does a total of 991 stun
- j.MK (crossup after doing safejump setup), st.LP or cr.LK, cr.LP xx HHS, st.HK also exceeds 1000 stun.
While it’s true that jump hk, cr mk xx ex hhs, cr lp xx hk does 427 dmg / 606 stun, it’s also a stun/momentum killer.
The HK puts you in negative frames on hit and it also creates a huge distance between you and your opponent. At this point, the only way to prevent your opponent’s stun to go back to neutral is to do a jumpin and hope your opponent gets sand in his eyes so he can’t anti-air you. Dash up oicho doesn’t reach by a long shot and if you double dash, it only does 100 stun.