Okay. I went to the lab and did some testing. This is what I found out about HHS. HHS hits deeper depending on amount of hitstun the opponent is in. For example, if the opponent is in neutral position (not recovering from hit stun) HHS does not hit deep and push back will only allow you to land 3 hits on the second HHS. If the opponent is in hitsun from a medium or heavy attack (any thing with 15 frames of hit stun or greater, the second HHS hits 5 times. So some examples:
The other mystery of HHS that I have yet to figure out is when do extended HHS hit vs whiff. I have had fp HHS extend to 9 hits and combo on accident. But if I try to extend them on purpose I never get addition hits, only very punishable whiffs. LP/MP HHS are usually safe to extend for 1-2 extra hits but fp isn’t. I have tried deep jumpin’s, crossups, empty crossups, corner combos, etc and I can’t figure out what conditions allow extended fp HHS to hit.
Im at work now. But right before I went to work I was in training mode for a few minutes, fucking with Ryu reversal lp SRK.
Then I hit autopilot and started mashing out
vertical j.hp, cr.lp, EX HHS, cr.lp, EX assdrop
Over and over. When I snapped outta it I looked at a fucking 24 Hits on the screen. IMMEDIATELY I re-checked to see if Auto Block was on. It was…
Wtf could’ve combo’ed to get 24 Hits? EX Assdrop ceases all that so don’t suggest it looped. I zoned out but I know for a fact I just kept doing that same combo and saw 24 hits, 582 dmg in info box.
Maybe the game wonked out.
P.S. I doubt I mashed out cr.lp, EX HHS, cr.lp, EX HHS, cr.lp, EX assdrop on shitty ps3 pad. But could someone do 2 reps of cr.lp, EX HHS within the combo and see if it nets 24 hits? I been racking my brain all day at work. Thanks.
I used to do all the fierce HHS combos and mad piano’ing stuff on pad. Then I almost split my finger once on shoulder button. And said FUCK IT!
cr.lp->fierce hands is good pressure game and whatnot, but are you going to kill yourself in the process? There’s far more important, and less painful, things you can be focusing on. Wait until you get a stick before busting out all the fierce hands jazz. That’s what I’m doing.
On a good day, I can get this from standing fairly consistently on a 360 pad. I just go from lp to mp to hp as fast as possible, and then mash on hp like a tard the rest of the way… It really makes me wish I could afford a stick even more
Haha yea it’s quite difficult. I already know his matchups decently well, so stepping it up to more difficult combos than c.mk–>HB or j.HP–>HK is what I’m focusing on. Thing is, I’ve been playing pad all my life (since world warrior) with my brother and some really tight-knit friends.
I even played MVC2 on the dreamcast pad, one of my buddies placed 2nd in a tourney w/ it. We had it set up so R-trigger was 2 punch and L-Trigger was assist 1 LOL so we never used our 2nd assist. CVS2 was the same. I still play HDR on pad lol.
I know I’ll never win evo or anything but I think I can be more than competitive at a local level w/ just a pad. I already beat pretty much everyone I play face to face. Ofcourse I get WRECKED at the arcade by anyone half decent though lol since I can barely pull a hadoken w/ a stick.
I’d still suggest getting a stick, if only to get used to it. Like keyboard v mouse for shooters, you’ll be much better off with the traditional method, because its simply better. Whatever works for you, though
I have no idea if this has been posted before, but I’m too lazy to read through so…
I was really struggling with jab into fierce HHS consistently until I did a few things.
Looking at my fingers when I do it, and not at the screen. Probably was the most helpful for me.
Input display helps for sure.
Lifting my middle finger after the first drum, helped me greatly.
Sort of rolling my wrist to get jab into fierce piano in without and strong+fierce or jab+strong accidental presses.
Going from jab to fierce as soon as possible from the first piano. I think that’s the part I was messing up the most, was that my pause in between fierce and jab in the first and second drum was too big.
Finally, do it very slow and it’s ok if it doesn’t combo the first time…then worry about comboing it later.
I’ve been playing Honda a while now and I think I’ve gotten him down pretty well. Anyway, combo wise I do one thing I thought was pretty neat input-wise. Canceling into HP slaps can be a pain if you do the piano method too fast cus it leads to EX, as you all know. To avoid that I’ve been doing the following after semi-deep jump-ins and cross-ups:
I tap MP with my index finger and instantly slide it over and past LP then quickly over LP > MP > HP. That’s 5 inputs without ever pressing more than one button at a time (since you’re only using one finger) which means it’s impossible to get EX slaps by accident.
Yes, it does mean starting with close MP. That’s why I use the piano method off of LP when outside close MP range.
How come I have so much trouble with his B&B? Jump HK, Crouch MK, FP Headbutt. Each move cancels into the next, so why does it feel like link timing? I can do A -> B 10 out of 10 times, and B -> C 10 out of 10 times. Why would A -> B-> C-> be so weird?
because you need to start charging for HB as soon as you jump. Not always easy to do in practice because you don’t know if your jump in is going to be deep enough to land the rest of the combo. In practice it’s fine but in game you always have to remember to start holding back immediately after jumping in so u have enough charge to execute the HB after c.MK
If you constantly can’t hold charge long enough to get c.mk xx fp headbutt, learn to use the hit confirm combo.
J.rh, c.lk, c.lp xx fp headbutt or
j.rh, c.lk~lp, c.lk~lp, c.lp xx ex headbutt
if you don’t wanna hold charge at all, do
j.rh, s.lp, c.lp xx fp hhs, s.rh
These are by far honda’s easiest combo’s and the staple of good meter building. Be careful with hundred hand slap combos tho cuz good players will punish whiffed hands (say you whiff the last 3 hits).
I’m having trouble canceling a headbutt into super. I know you are meant to use the same charge for both the headbutt and the super. My problem is that I have only ever managed to do this by accident.
Do you have to input the super combo before the headbutt connects or during the animation?
The headbutt should connect after the first f+p and you quickly do the next b, f+p right after.
Keep in mind that you cannot cancel to super after you are airborne. Like, you can’t be full screen, fly across, hit them with headbutt and then cancel to super. That’d be incredibly overpowered. For the super to cancel, your feet have to still be on the ground.