No. You have to enter the headbutt and then as soon as it connects, you enter the second b, f+p. It’s very easy to cancel cuz the headbutt hit stun is pretty long.
To make it effortless, as soon as the headbutt has connected, start wiggling the arcade stick back and forward and mashing punch. It’ll work this way easily.
Is it worth it doing the EX HHS or is just a waste of meter and should go for HP HHS? im asking because i usually do Cross Up J.MK, MP xx EX HHS then i end on perfect distance for 360, unless they jump backwards.
And also, Ochio i always do it with LP for startup frames advantage, should i do it with HP or EX Ochio better?
I rlly don’t undestand well the numbers on the frame data =/
Don’t bother with ex hands more than once or twice cuz ex hands into oicho is a pretty obvious gimmick after you’ve seen it once. LP oichio is > hp oicho for it’s range. 1.5 vs .9 and both start up in teh same speed of 5 frames, meaning it loses to normal throws. Use fp for close punishes or lp for guaranteed damage when you’re not sure about range.
oh ok thanks, HP Ochio for close aproach and Lp Ochio when im not sure with the range. What about EX Ochio?
Oh and about Ex Hands yeah ur right, against a good player the gimmik will only work once or twice, better be careful.
EX ochio has the range of jab but DMG less then FP and just a tick over MP’s strength.
go into training mode to find out the max range for jab ochio. If you were to get right in the face of someone i believe you can do abut 2 (maybe 3) crouching jabs and still be in ochio range. Or 2 crouching Medium kicks and still be able to ochio.
just to give you an idea of what to fool around with in training mode to figure out it’s range and also of setting up tick-ochio throwing. and don’t forget about ochio whiffing because of hit stun.
I’ve spent over 6 hours in training mode working on distancing my Oicho grabs. I’m working on baiting whiff’s so I can grab them as well. It starts in 5 but you can get some sick range if you time it right.
linking jab, EX hands after HP hands is pretty decent – pushes them towards corner, fine damage, good potential after it. imo the trick is just not being dumb and going to ochio after it. i just try for jab HP hands again usually, and that helps you ochio when you need it
edit: it is pretty character/distance dependant. often you’ll hit the jab and EX hands will be bad and not rly hit. good against blanka not that you rly need it
Hey, I only get to play at ranbats every other week or so right now because I don’t have the game. I find jumping jab to be helpful in some matchups to get around AA normals but I haven’t been able to experiment with combos. Does it combo into anything?
If you can consistently land c.mk xx HHS combos you should be looking to catch your opponent crouching. If you you catch most of the cast crouching you can j.rh, c.mk xx hp HHS, c.mk xx HB for 474 damage. This combo is very easy against crouching Dict’s and standing blanka’s.
What?? you can link mk off HHS? I’ll have to try that out… that’s ridiculous.
On a side note, in matches, I still accidentally throw ex hands a lot by accident, but I’ve just gotten in the habit of holding forward for all my HHS combos since there’s really no point in holding charge at the beginning of HHS unless you’re gonna cancel into super anyways right? What’s the best and/or easiest way to combo after ex HHS? Right now I’m just doing Ochio, but that’s punishable.
HHS actually only counts as one hit as far as damage scaling is concerned so it wouldn’t be that bad I don’t think so the 5th hit would do 70% damage since first two hits stay 100% somebody correct me if I’m wrong.
After getting ultra’d and dp’d between the hhs and the rh I’ve done some experimenting and found that mashing rh really fast near the end of the hhs combos pretty much every single time. I know its better to get the timing but there’s a lot less risk involved this way imo.
I just noticed that you get full hits from fierce HHS into fierce HHS on Gief. It does better damage and stun than when ending with roundhouse. I guess you also gain more ex meter with double hands. I tried it on some of the wider characters (Boxer, Rufus) but only got 5 hits from the second hands. Anyone know if this works on other characters than Zangief?