Cool. I just tested the rest. I also did jump back LK for kicks (ha ha). It worked on everyone that MP connected with except Abel.
Did work on: Deejay (only on certain standing animation frames), Sagat, Seth, Gief, Vega (only if you’re not right next to him when you jump), El Fuerte, Rufus.
Does not work on Oni, Adon, Sakura, Hakan, Rose, Yang, Guy, Dan, Gen, Cody, Akuma, Gouken, Cammy, Fei Long, Boxer, Dudley, Bison, Makoto, Viper, Ibuki, Honda, Dhalsim (f*** Sim), Blanka, Chun, Ken, Guile, Juri, Ryu, E. Ryu.
Anyone ever use nj.hp after a lp typhoon. was messing about in training mode tonight and tested it on honda.
Lp spd, whiff lp, nj.hp
was safe vs all his reversals and pins him if he tries to jump. only safe options he has are block, backdash or ex headbutt (wait to see about his new lp version). But slams are bad news for him too for obvious reasons. If the honda is ex headbutt happy you can option select ex tomahawk for a clean hit…not to be done if the honda is back dash happy.
i think this is fairly solid as its safe, possibly forces meter loss for honda, might get you damage and is an.excellent way to observe your opponent on wake up…oh and if the nj.hp hits, sweep for another knockdown.
If old apologies - its been a while. If not then give it a try. did not test any further though.
I was able to get close feirce into dp to work but the timing is so weird…has anyone figured out the timing? I can get it if I hit the feircen and mash before the fierce activates but it looks like a 0 framer hahaha like you do the fierce and dp just flies out…
I can only get the cl.Fierce to work with lp SRK, and so far only a crouching Ryu. I just hold forward while hitting fierce, then input the rest after its done, makes it easier.
Doesn’t work on Bison and Ryu so far. I’m too tired to sit here and test every character. Works on Hakan. I had to record dummy because I couldn’t hold the camera.
Man, some weeks ago I discovered a combo that is so good, but it only works on one character, Juri. Do crossover Splash -> CL.MP -> CL.MK -> LP/MP Tomahawk Buster. 348 Damage for LP Tomahawk and 357 Damage for MP Tomahawk. The weird thing about this combo is that it looks like a CL.MK animation isn’t possible after the CL.MP because Juri seems out of range for it, but I found that Juri’s horizontal hitbox is actually REALLY big, so alot of combos that won’t work on most of the cast will most likely work on her
T.Hawks best 1 stock is still Strong->EX Spire…
His best 2 Stock is actually, Close Roundhouse into EX DP, EX Dive
His Best 3 Stock is Strong EX Spire, EX DP, EX DIVE
His Best 4 Stock is Super
These are all off of a splash…
The only one that changes is the 1 stock
Thawks best nothing has to be Neutral Feirce into Dp… That damage is rediculous.
Jump In Fierce->Close Fierce->DP is 354 DAMAGE!!!
Splash->Close Fierce->DP is 344!!!
Thats supers for some characters!!
Are we 100% sure it dosent work on Bipson and Ryu? I can get it off of meatys but thats about it
Thinking about tossing out the fake cross-up splash in the post jab Typhoon ambiguous cross-up and turning it into cross-up splash/jump-in roundhouse. If splash hits, it’s the usual strong cancel. If roundhouse hits, you hit deep enough for two close strongs, with the second cancelling into EX Spire for continued pressure and like 340-350 damage total (I forget the exact value) or jab Tomahawk for about the same. There’s also an option to jump-in jab to fake the cross-up and link two close jabs into strong/fierce Tomahawk Buster.
For Tomahawk -> dash up options I’m noticing strong gives you a slight advantage but only allows one close normal on most character hit-boxes while fierce seems to be closer to even, but leaves you close enough to get in two close normals. Strong is more reliable on most cancels, though.
I do both actually instead of abandoning one group. Jump in forward is also really good for people afraid to dp. I really don’t like ex spire pressure unless I have two bars… Depending on your distance, far short into spire is a nice frame trap if you don’t already know that. Also at Mac range you land in front of them go an SPF or continued jab pressure. Most players don’t have the reaction to hard punish it. Its also important to note that if it hits the, and you don’t fall into them, it’s safe on block. I tend to like splash as the premier jump in normal because even though it’s basic, it’s the most safe. Try creating pressure by using stand jab and block strings on wake up, ive had a lot of success with that since stand jab is almost boxer status from a frame advantage window.
You want limited block string pressure on wake-up, though. If the opponent isn’t afraid to stay on the ground, something is wrong. Also, there’s some advanced stuff going on during spire pressure. I’ll post about it later.
Ok so I did a little research on close fierce… It’s plus 6 oh hit and +1 on block. That is telling me that it does link in dp but the problem is the distance…