That’s the input I used, except I double tap the fierce to help land it a bit more consistently. During the time that I attempted it against an opponent in training mode, Deejay was only able to reverse throw the meaty cr.jab, although it seems possible to reverse throw both attempts, it felt very difficult to do so. I don’t think it’s mind-blowing tech that makes the match any easier, but it’s interesting to see that cr.fierce beats all of Deejay’s options, which is useful at ranges where he’s put in block or hit stun, and he’s not close enough to throw you, that his specials will get stuffed by cr.fierce.
That’s a pretty unusual motion for ochio, super, and hands option-selects. When exactly would you press punch during those times to get any of those motions? It looks to be a jumbled mess, but I can kind of spot when you would input/mash the punch button for each of those options. I’m not sure why you would do an up-forward motion though.
Yeah, that’s it. I think T.Akiba used a programmable pad for it, and probably pressed punch + kick on wake-up or in blockstun, to prevent moves from coming out before the full motion was complete.
On Honda vs. Balrog, is there any way to reliably punish blocked jab buffallo headbutts? The other day I played against a friend in an online tournament and has a really hard time dealing with those since they beat pretty much any of Honda’s reversal moves so I have to block and punish. Best thing I came up with is cr.fierce. On the corner Rog ends up closer but mid screen things get harder.
Any other tips, besides headbutting jumps better (being rusty and facing lag isn’t a good combination)? BTW, the stored super trick after a jabbed headbutt I stole from babynine works better than expected.
sup, my friend! I will watch the videos as soon as I can (busy atm). I have used O.Ken recently against Rog and Jab headbutt actually beated my Jab SRKs a number of times, cos it stays invulnerable for quite some time, and his hurtboxes are not easy to reach. I can not imagine a move of Honda’s with better priority than O.Ken’s Jab SRK, so I think you really gotta guess right and block. Honda can store the Oichio, so it should at least save you from random kick rushes into throw, wich are a nightmare to most the cast.
Something very strange happened yesterday: I knock someone down in the corner with an Oicho. I had super, so I went for cr.LK xx Super with stored super. The weird thing is that after the cr.LK, cr.HP comes out (comboing), and as I mash HP I cancel the first hit of cr.HP with super. It looked neat as fuck, but I still don’t know how the hell that was possible.
cr.fierce is able to be super-cancelled. It sounded like you just did a cr.lk with meaty timing, pressed cr.HP while you were still buffering the super input, and pressed HP again to cancel the cr.fierce into super.
A neat trick, but not something I would aim to do on purpose. cr.lk x super seems to work just fine.
That’s not what I mean. Why does cr.HP come out before the super, if I had the super stored (I was holding down-forward all the time after the Oicho)? I never had a punch come out before a stored super, so being able to combo out of a punch was even stranger.
You probably did down back Fierce (or neutral down) after storing the Super, and then did forwards again. Chun Li can do the same thing.
Once you store the Super, you can quickly move the stick to back (or any direction) and then quickly move it to forward again (or down forward), and you won’t lose the stored Super. Which means you can do back punch or crouching punch while storing the Super, and that opens up a combo potential. I posted a video at the top of the page of Honda doing neutral jump Fierce followed by stored Super. Same concept.
Yes, I’ve known about that trick a long time ago. That’s why I’m surprised; I absolutely 100% recall NOT moving from down forward after I had the super stored. I didn’t return to neutral or down at any time during the combo.
I’ve done cr.LK xx Super during Oicho loops for a long time. I never ever had that combo come out.
i can’t execute honda’s Fierce HHS. I’ve tried Plinking, piano’ing, and and mashing. i can do his Jab HHS and Strong HHS without a problem. Is there any tips? if anything, i think my timing might be a lil off. ive tried everything from lp,lp,lp,mp,hp and lp+mp, lp + mp, hp and nothing. some threads say do 4 punch inputs an the last one should be a HP…but still doesn’t work. some threads say that doesn’t work, and all inputs have to be HP, some threads say do piano, and some people are saying piano doesn’t work in ST for honda’s Fierce HHS. how do you execute it? someone please explain.
Here’s my buddy’s papercut’s video to help you out:
Basically, you want to buffer the fierce hands by whiffing another button first, which gives you time to do fierce hands properly. In this case, you want to press jab, and immediately start mashing fierce. You need 4 inputs of fierce to get fierce hands. So the inputs are:
jab, then a split second later, press fierce
fierce
fierce
fierce
You can also do variations of this system. For example, you can do a st.roundhouse, or cr.roundhouse, and press fierce 4 times. You have much more time to complete the fierce hands inputs since these animations take longer, but by the same token, it’s easier to punished those whiffed moves by your opponent.
Another popular variant is to do a neutral jump fierce into fierce hands. It’s great because it allows you to neutral jump a fireball, or anti-air a jumping opponent, and when you land, it goes immediately into fierce hands.
As far as it’s usage goes, most Hondas will be doing jab and strong hands. They’re safer, easier to perform consistently, are less likely to be punished by jump attacks, and strong actually does more chip damage at certain ranges due to reduced pushback. Fierce hands are primarily used to gain ground and tag your opponent from a far distance.
I still can’t get it seem to work. I was practicing all day today and I don’t think I can get the timing down. I tried lp+mp, lp+mp, lp+mp, mp+hp, mp+hp, hp. And it works lol. A very unique way of doing it, but it works for me
Practice this first. Mp + hp hp hp hp. The first mp and hp is pressed pretty much the same time followed by 3 quick hp. Practice doing 4 hp and no more. Dont mash mindlessly. Do it as if you were doing a fireball. Only the required commands and nothing more. After you can get fast hands out with mp as the buffer, move down to lp. Mp has long recovery, giving you more time to hit the 3 quick hp that you need. Watch that video and listen to the button press rhythm. Good luck.
I usually don’t even bother using fierce hands. After looking at the video, I might try. Papercut are you double-tapping fierce or just using one finger? I doubt I could mash hard enough without two.