You can also try negative edging a stored Ochio. That is really funny when it works.
Ya that’s the way I started out doing it too. Sometimes though the punch will take priority over the LK and you’ll eventually want more precision. So that’s why I do it the way I do. It takes a little while but your fingers will develop a way to do it. And once you have that way down it’s all practice, practice, practice. I can almost do it in ST now too (been working on that.)
Nope, that’s the mixup. If they know to hit you before you throw they don’t get thrown. When you expect this to happen continue the hands and let them eat another hit. :nunchuck:
Wow… It’s hella easy to cancel super off cl.LP. Try these in training mode when you guys get a chance.
Jump Forward FP, cl.LP XX Super
Crossup RH, cl.LP, cl.LP XX Super
After pressing the last jab input the super motion and release jab or press another punch. You don’t have to do it the way Bison/Boxer/Dee Jay do… There’s enough time to simply input the motion after the last jab. The cross-up version does 6 hits for ~90%.
It seems like the Super only combos randomly, have you been able to get it hit 100% of the time? I was playing around with Super combos and could pull them off but it seemed like the Super hit randomly with the same timing so I stopped playing around with them.
P.S. I’ve got the HHS combos almost down, can hit them about 75% of the time. Look out Guiles and DeeJays! Thanks EA!
I assume this only works while he’s still stationary? You can hit Blanka clean with your Super while his is still stationary as well, I’ve pulled a few wins out that way, have to be quick and have it hit before he starts rolling towards you or it will trade.
I’ll give it another try then, looks like I just need to work on the timing. I like the idea of a 90% Super combo over trying to sneak in an Ochio after an HHS combo if I have meter.
I have no idea what to do against e. honda lol. I can’t jump in on him because i get headbutted. I played this guy today who would just sit back and headbutt over and over. I try to jab at the headbutts, but sometimes it works and sometimes it doesnt, seems like a worthwhile gamble for him, because he barely takes any damage if i get the jab, and if i dont i lose a nice chunk of life… this goes for any character I try to use against him. Any tips? Thanks guys…
I’m a noob at this game, so dont be too harsh if i sound stupid on this one
Those both work sometimes, but not consistently (for me, I may not be good enough at it yet)… I still get hit sometimes using either one… you just have to walk him down or what?
I know I’m not an expert… but man… he’s gotta be one of the best characters in the game?
Honda pretty much kills non-FB characters. He also has ways of beating FB characters, and overall he’s a solid mid-tier option. Just work on your timing and it will eventually come out BTW - Honda is a difficult match for Zangief, so be warned that you’re venturing into harsh waters.
Take a look on YouTube for “Jodim” or “haru tejyo.” I know there are some videos of him roasting my Honda. Granted he’s in Japan and there is some lag, but take a look at what he does. He’s GLDK.
As Zangief, you’ll be spending most of your time trying to knock down Honda. After a knockdown, you can try to tick throw him - your SPD has better range than his oicho, so you can do it relatively safely.
One of the most underrated ways that Zangief has to knockdown Honda is sweeping the Hundred Hand Slaps. Yes you read it right, as crazy as that seems, sticking your sweep out when Honda mashes slaps will knock him down! Lariat against the headbutts or buttslams also works well, and puts you in the perfect position for a tick throw. Honda should never be able to constantly headbutt you, because the payoff matrix when you land the knockdown is way in your favor.
Safe tick throw options are either crossup splash -> low jabs to push him out of oicho range -> SPD, or replace the crossup splash with a “safe jump” jump-in fierce punch from a good distance. You can also try to tick with a standing short in a pinch.
Once you’ve scared him into not attacking for a second (because you knockdown most of his attack attempts), then it’s time to bust out the Running Bear Grab. That move is the bane of down-back holders everywhere.
When Honda is really desperate, he will sometimes walk forward to try to far sweep you. Be on the lookout for this because it means that Honda lost his charge, so it’s your chance to jump on him safely!
Hey Honda’s, I played SuperNYC1 today for about 10 or 12 matches. I’d give him a 7 out of 10. He has the basics down, but he relies on the butt dance waaaaaayyyyy to much. My Hawk was giving him a very difficult time (which should never happen), and it was pretty much over once I switched to Bison.
I can safely say that you’re still the best (and fattest) Honda I’ve played Thelo.
If he’s a smart Honda, he’ll react to that with Standing Jab. But Zangief can space the jump in so that he avoids the standing jab if he’s close enough.
Yep, just want to agree with this, that style of over offensive rushdown with hondas who butt splash too much is easy for bison. If i can stay in space, away from the butt splash or use a good DR to get away I can hit & run him into the ground all day. My offense beats his hands down from midrange and farther back.He’s only scary when he’s on top of me and repeated butt splashes to do that is very risky.