oh fuck hahaha
sometimes you gotta remember that you’re playing honda and it’s free wins after that.
oh fuck hahaha
sometimes you gotta remember that you’re playing honda and it’s free wins after that.
Man, i was sitting in training mode for like half an hour trying to figure out why i couldnt land HHS to c.lp. Then I read this thread and switched my training opponent to blanka instead of ryu and got it on the first try.
I think the c.lp link is a great thing to practice for tournaments but i’ve been taking a more general approach. I’m comfortable with the rk link so recently i’ve been using my all of my confirmed f.HHS hits to practice linking into another f.HHS when it finishes.
It’s not an easy link due to the nature of the input (your 5th input has to link), but even if you miss it by a few frames you will at least get chip damage off of the 2nd HHS*. Also, even if you did not have the luxury starting a charge before the HHS you still have time to hit-confirm a charge for a super cancel on the 2nd HHS.
*The main down-side is missing against “scrub” SRK happy opponents. Even though you can’t reverse a single f.HHS with an SRK, you better believe that they will try, and in the process accidentally punish you for missing the link.
this is gonna be a rather odd question but:
does anyone have a method to do c.jp xx EX slap or c.fk xx EX slap consistently? I’m sure this sounds odd to people who occasionally get ex slap instead of fierce slap but i’d like to have a consistent and deliberate method at my disposal. I can get c.jab xx fierce slap by pianoing pretty much every time but if I apply the same method/principles to ex slap it doesn’t come out, likely because I’m doing it significantly slower than before.
alternatively, if someone recommends its usage only after certain situations (eg jumpin > ex slap instead of jumpin > c.normal xx ex slap) such that there’s really no point learning how to do this quickly, do tell as well. I’m not exactly the most experienced honda player so I’m all ears atm.
i would say i’m about 90% consistent with the combo.
yeah, that’s easy.
not yet, i’m working on holding back that final input though. so would be 4 instead of 5 then i just hit hp once i have confirmed hit.
yeah, i love crossing up into jab xx hhs
not at all
i rarely whiff it altogether, like maybe 2% most of the time when i mess up i either get 1 extra input or a ex hhs to come out. and it has cost me a couple matches in the first example cause i don’t realize i had the extra input till i try to tack my hk on at the end and get PUNISHED for it lol.
Ughh… I’m having a tough time here, guys. HALP!
So I’ve been working on HHS more than anything lately. cr.jab>HHS is simple enough for me to land every time (well, in training mode). But where I’m having the most trouble is cr.jab>HHS>HHS. I seem to get it about 25% of the time with these inputs:
lp-hp-mp-lp-hp>lp-hp-mp-lp-hp
But it seems I read that you really only need 4 inputs after the 4th slap but before the 7th? As much as I try to analyze it, I can’t get it to work that way. HOW DO I TIME THIS?
this will probably make no sense but after your first set of hands comes out what i do is the 5 fierce method… lets say you hit those buttons in that order but one or two of those buttons come out faster then the rest like 1…2.3…4.5. what i do is 1.2…345 and even press it 6 or 7 times to makes sure it comes out without it being part of the first handsslap lol
You fought well… I’m honored.
:lol: This is so true. I’d take landing that shit 90% of the match (on hit or block) over winning and not landing it consistently.
On another note, I have to use the two different methods cause once I practice or use one way for a while, my fingers just lose the dexterity and I get frustrated… :crybaby:
@wrrza: You should hit me on up live for some Honda matches bro! You played my friend peekaboo808 in Blazblue I heard.
Gen has basically an identical combo in whatever xx hands, forward xx hands and one thing we discovered is that some characters, by virtue of the way their hitbox changes or something, are harder to link that kind of stuff on then others. If I remember correctly, the hardest characters to do it on were shotos, c. viper, bison, and old fatty honda (believe it or not), while the easiest were guys like sagat (so so easy), balrog, guile, cammy etc.
If someone knows the reason why this is I’d love to hear it… or if Honda doesn’t have this issue. I always thought it was because some characters hitboxes get bigger horizontally when they get hit and others shrink, but I have no idea really! Character width doesn’t really explain why it’s hard to do to Honda.
it’s just character hit boxes and where those hit boxes go when they are being hit.
for example with honda. cr.lp xx hhs doesn’t combo on crouching honda. and vs standing rose or standing sakura, the last hit or 2 doesn’t connect so you can’t link the standing round house at the end.
so you just have to use a different variation on the character it doesn’t work on.
HHS… I hate it, although its so good… I dont know, but do any of you guys have “those days” where you know you can do HHS combos, but are just having a hard time executing them in matches… I just had one of those days… made me sad… maybe I just suck… IDK, I still luv Honda tho
IMO, to be proficient with HHS combos, they have to be an afterthought. You have to have done them so much and have tried them in so many situations that they become effortless. If you’re not like this, you’ll be constantly pondering about when to use HHS’s or preparing yourself for the quick input, taking away valuable reversal/punishment time.
Like I still have to remind myself to use HHS combos when ideally, they should just come out whenever the opportunity arises and there’s an opening.
If I am tired my execution goes to shit. Everything I do is two frames two late. I can’t recognize patterns and adjust the first or second time, it’s like the third or fourth time when my brain catches up. With hands combos they are on auto pilot so I’m always using them but when I’m tired I drop combos, get moon walks, and always miss easy links(hp.HHS, s.hk). I should never play tired but I always do.
question: for the fancy HHS combos, like HHS into cr, jabxxHB etc. can you start those with a jump-in HP/HK? or you have to be in point blank range to cr. jabxxHP HHS blah blah
You can do them off of a j.hk/hp. The strength of the move before the HHS has a large impact on the ease of the follow-up. Heavy normal > FA > medium normal > light normal > empty HHS. Meaning j.hk, hp.HHS, c.lp xx HB is easier distance wise than c.lp xx hp.HHS, c.lp xx HB. Distance is very important but it isn’t unreasonable strict. HHS, c.lp xx HB is a 7 frame link so it is easier to land the c.lp than the HHS, c.mk link, plus c.lp has better range. But the timing for landing the HB is more lenient after a c.mk cancel than a c.lp. HHS, c.lp xx HB is very strict for landing the HB but HHS, c.mk xx HB isn’t.
Obviously these are all character specific.
ok thanks a lot, i’ve been trying to memorize the character specifics of the HHS combos, it ain’t like 3s where you can almost group characters into which combo will work on them…
btw, could you still do the fancy links after HP HHS from a jump-in HP/HK then a crouching light normal into HP HHS?
e.g. jump-in HK, cr. jabxxhpHHS, ~~insert fancy link
awesome thank you very much!
Yes, but using a light normal just means you need a slightly deeper jumpin because the HHS will hit further out than using c.mk or straight j.hk/hp to HHS.
As for memorizing the character specific info. i don’t even have it memorized. i just try to learn the common matchups, weird cases, and bad matchups first and the rest later. here’s my short hand guide:
Follows up work on crouching shotos - not Gouken or Sagat
Anything works on Blanka standing
Gief = HHS, HHS, HHS xx Super
crouching Fatties = HHS, c.mk xx HB
Skinnies = HHS, EX.HHS
Shadoloo = HHS, EX.HHS
crouching Dict = everything lands
HHS, HHS whiff Standing Rose
Ive been practising my hands today and i have discovered a technique not many may know about. This is regarding ex hands combos. Because you are inputting several punch buttons at the same time the ex hand combos are much easier to perform.
Although not very good for offensive mixup where you should stick with the fp hands the ex combos are very good for punishing. So this is how you do it. Lets just say you want to do cr.lp xx ex hands for example. You basically tap cr.lp then rapidly tap the three punches as quickly as possible. After about two to three repetitions which is not much compared to the five for fp hands it should cancel straight away.
Now the great thing with this is that you can do this with cr.mk by inputting it as cr.lp + cr.mk then mashing three punches. Suddenly you have much better punish combos which are actually easier to do than fp combos. Even if you don’t have bar the fp hands will come out anyway which will of course combo with f.hk amongst other things. If shotos or sagats whiff an anti air you’ve got the nuts combos to punish eg.
If you have no bar:
cr.mk xx fp hands, f.hk = 300 damage, 360 stun
with one bar:
cr.mk xx ex hands, cr.lp xx fp hands, f.hk = 410 damage, 468 stun
with two bars
cr.mk xx ex hands, cr.lp xx ex hands, cr.lp xx fp hands, f.hk = 484 damage 538 stun
or
cr.mk xx ex hands, cr.lp xx ex hands, cr.lp xx ex butts
or mixup after second ex hands
Of course if you need the speed of cr.lp you can easily substitute cr.mk out for it. Needless to say you can do this for jump-in and focus attack combos and about a million different other things. My interest in this is the punish option. Instead of throwing for a measly 180-200 points you can do these babies quite easily on reaction. And as mentioned before even if you dont have ex bar the fp hands will come out automatically so anything that you can punish with cr.lp or cr.mk will be much more rewarding for the Honda player. Of course this short cut also makes the cr.lp xx ex hands chain much easier which will implement a new punish/mixup game for Honda. Happy Hondaing guys.
:smokin::smokin::smokin::smokin:
Im having trouble doing c.mk xx fp.hands, and also doing c.lp xx hands to cl.p xx hands… what is the timing for it… and any tips?