Honda Combos

I don’t know if it’s been mentioned before, but j.HP/j.HK, cl.LP, cl.MK xx HP Headbutt works (maybe not on everyone). Cl.LP to cl.MK is a link, of course. It does, if I remember correctly, 344 damage and 470 stun; not too bad. It doesn’t look like it would combo, so it might be effective in screwing with the opponent’s head.

Has anyone ever made jn.HP, c.LP, EX HHS, c.LP, EX HHS, c.LP, EX HHS, c.LP, EX HHS, c.LP, HP HHS, HK work? I know it can be done, but have only got as far as the third EX HHS. It might be Honda’s most damaging combo (even more than one ending in a Super), though the most prohibitively difficult. Otherwise damage scaling would make it kind of useless. It would definitely look cool, though.

The question I have about that is it simply worth it to do and take the risk of messing up and losing out on all of that damage? Or would it be better to just Super?

That’s up to the Honda player to decide :slight_smile:

If I could pull it off ~99% of the time and even if it was weaker than comboing into a Super, I would do it anyway if it would win the match. I must now go practice it for 45 hours straight before the tournament this Saturday. In all seriousness, though, if I can get some video of my Honda at the tournament I want some critique from you guys. The main problem is that I don’t have a video camera, so hopefully someone else does and they record one of my matches.

If you use 4 EX HHS in a combo the combo does around 570 damage. The 3rd EX does like 58 damage the last fp HHS does 14 and the s.rh does 10. So damage scaling makes this a waste of meter. J.rh, c.mk xx fp HB xx super or j.rh, c.mk xx fp HHS, fp HHS xx super both do 618 damage. Triple HB being the easiest but needs to be close range and the Super Double Hands being more forgiving on the distance and being hit confirmable.

Ah, well. It would still be a pretty awesome way to end a match.

just learned the double FP hhs combo…soooo savage.

Yeah I wonder if you can link the super headbut after the second HHS. Or would that scale the super too much?

mr snk posted a video of this on the page before this.

dont know bout that… but u can combo j.RH,st.STRONG,EX.100HS,EX.HB for good damage and mind game setup… u hit someone w/ that and ur instantly renting space n his head

honda setups

hondas jab and light kick combos take a bit getting used 2 the timing but its worth it. crossing up w/ the splash is ideal for setting up his most damaging combos. crossup splash,st.jabx2,c.short,EX.HB is one of my favs…honda’s the man :rock:

ex hhs can’t link directly to ex headbutt

you’d have to do:

j.rh, st.strong (1-hit) xx ex hhs, c.lp xx ex headbutt

whats the dmg total on that, sounds beastly.

and how much more dmg does EX headbutt do over fierce? c.lpXX fp headbutt might be a more efficient ender

can you even get a back charge while hitting with EX hhs?

ex headbutt and fp headbutt are the same dmg of 160. The only difference is speed, active frames, and invincibility window.

ex headbutt will always hit after being canceled off of c.lp but fp headbutt at max range c.lp will not combo due to range and speed issues.

good question…

Ah, I see. Ty

And I dunno about the charge during HHS…i can see it possible if you hold forward first for a second or so then charge back for the rest…but I’ll have to test tonight.

I just hit blanka with low jab (mistimed out of air from blocked ball) HHS (hit), walkup low jab HHS, walkup low jab HHS.

It was awesome :stuck_out_tongue:

the only, and most damaging combo i pull with honda is:
J. Hp, EX hhs, oicho throw/lp. hhs

Do you need 6 inputs for the second HHS?

HHS only require 5 inputs. The last input determines the strength.

Just linking the hands I am only able to get at 10 hit combo, even with the 5 hits off the second one shouldn’t I be getting a 12?