Set ups for hyper bomb?

works on anyone.

this works!!! wow i’ll try that.

you guys pretty much listed most of the combos except…

jumping in fierce or roundhouse (deep) and then the back Fierce grab…

I don’t get why combos are listed here…

Anyway, one of the old school setups for any type of grab is to jump, and wiff a rh right above opponents head, land then grab. Works like a charm. Just don’t abuse it.

I looked at it in the movie and if you look really carefully, it was done on a crouching stunned Urien. This leads me to believe that the flash chop is actually a strong, not jab, since Alex can combo a strong flash chop off a standing MK on a crouching stunned Ryu.

How can a character be crouching and stunned?
Maybe you ment he was stunned when he got hit by the jump in HP. It could be a MP flash chop, but I’ve never seen it connect before.

Well, crouching and then stunned after the first hit or so. Basically, try this in training: set the computer Ryu to crouch and a full stun bar. He should stun in one hit. Then go up to him and try to do standing MK->MP flash chop. It should combo.

Opponent doesn’t have to crouch, as long as they’re stunned, they’re extra-comboable…or whatever you call it. Haha, kinda pointless information since it’s pretty much impossible to land…

Yup, was just trying to explain the combo in Mopreme’s link vid.

i think the crouching set up is because crouching characters have more hit stun as opposed to standing.

So in relation to that combo, if the character were to get stunned by the jump in, the MP Flash Chop coming after the standing MK would end the previous 2 hit combo (jump in HP -> MK) and a new combo (MP Flash Chop -> standing MP -> EX Elbow Slash xx Boomerang Raid) would begin. But, if the character was crouching, since there is more hit stun, the whole sequence would count as 1 combo rather than 2 separate sections.

Just my observation.

I have done it, at the beggining of the round “FIGHT!” you dash into Hyper bomb =P it works… 75% maybe.

and the jump in with short, wait 1/2 secopnd -> hyperbomb, if they get used to it (you use it too much) mix it up with jump in with short -> Forward Fierce (they jumped to avoid the HP) or MPxEX Knee drop =P

i’ve heard that opponents can still escape after hyper bomb has been activated? does that mean once you activate they can just jab or jump and get out?

They can jump out of it on reaction, yes. I think jabs are too slow to stop it though.

Hyper Bomb is really a reaction super. Even if you set it up, your opponent can always hold up during the super freeze and he’ll jump away from the super. It’s mainly used to stuff pokes. The best way to Hyper Bomb someone is to react with it on a parry, or if you’re really fast, on a poke. Any time you use Hyper Bomb out of a reaction to something, you are really just guessing and gambling your big long super meter.

okay i read in one of the domination articles that a good way for hugo to land gigas is on a crouching opponent because they cant really jump away. apparently it takes 1 frame from a standing stance to jumping but if they are crouching and you activate gigas and they try and jump away they would waste their one frame on standing and you can land the super. can any of you guys confirm if this applies to the hyper bomb?
iam kind of in a hurry right now but i’ll read up again and post the exact quote

thanx

No disrespect to Seth, but he was misinformed about how jumping out of super grabs works in 3s. You can’t jump out of the Gigas because it sort of locks your opponent in whatever their last action was before the screen freeze. If they hadn’t jumped yet, they aren’t allowed to (even though the Gigas takes 4 frames to grab). Hyper Bomb (and Necro’s Slam Dance) don’t have this property. Even though Hyper Bomb technically grabs faster than Gigas, the opponent can jump out of it because once you’ve initiated the jump, the HB won’t grab you (even though you’re still technically on the ground). Crouching really has nothing to do with it.

Here is an interesting setup for the Power Bomb I just saw in a video. Use a standing jab as an anti-air when the opponent is very close to Alex. If they parry, jab again. If they parry that, jab again. If they parry the next jab, jab once more. And if they parry the jab after the jab after the jab which followed the initial jab, then jab again. After about 6-8 jabs, stop jabbing and let them land. Where Alex can then Power Bomb (or Hyper Bomb?) the unsuspecting opponent.

A rare situation, but you never know…

wiff a Dwn Fierce, the opponent will try to counterattack, immediately do HB.

That’s the reward u get for doing the harder 720.
yes, i can jump away! JUMP! JUMP! … omg …

Will jumping-in HB out-prioritize an opponent who’s looking to throw u when u land?

Will jumping-in HB out-prioritize an opponent who’s looking to throw u when u land? **
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yeah, that’ll work, OG ST stuff right there. also, jumping over and activating HB (the Wilson), both ghetto as all holy hell. also,…

Knock-down, meaty standing mid-kick xx flash chop
Knock-down wiff standing mid punch, Hyper Bomb

Knock-down, low short tick throw
Knock-down, low short, standing mid punch (if they jump, it’ll hit, if they don’t, continue your press with a power bomb, low parry, uoh, etc.)
Knock-down, low short, tick hyper-bomb! then “say you can’t escape” in a high pitched voice for style points
yeah, they can jump, but if you are doing your part they should be falling for it.

best way to land the Hyper Bomb is by baiting out a parry after doing a dashing elbow and then super cancelling it. and i’m pretty sure you can’t jump immediately after a parry so it’s pretty much guarenteed. so basically:

flash chop or dashing elbow and have it parried -> SC into SA1.

and the good part to this is that there’s no damage scaling from the super cancel since the elbow/flash chop is parried.

That is not even close to being the best way of landing the Hyper Bomb. First, there is no “best” way, but if there was, this wouldn’t be it. Anytime you’re basing your strategy on assumption that your opponent will parry, it’s an ok strategy, but not a solid one. Now, don’t get me wrong, I’ve done this before, like baiting a parry on wakeup so they parry my s. forward, then i super cancelled that into a jab SGH. BUT…this is a weak strategy to use consistently. And consistency is the key here. A strategy isn’t good if it doesn’t work consistently.

Having said that, here is what I think the best ways of landing HB are:

  1. Standing HB ownz many ppl. Learn to do this and ppl will fear u. Punish dashes with a standing HB. When they empty jumpin wanting to parry or throw or whatever, do standing HB. VERY uselful to know.

  2. After a UOH. Works magically well.

  3. After making them block a Shoulder Charge, do HB. Works incredibly well.

  4. In between pokes works wonders for ppl who like to pressure u with blocked strings that have wholes. This works wonders for characters that go for confusion tactics with overheads such as Dudley.

  5. Parrying then HB works wonders. Parry an anti-air, then standing HB. Or parry a low attack, HB.