I agree it’s neat when pressuring opponents. For example people usually mash SRK after EX Hands and when you then try to bait the dp, you don’t have charge to ultra 1 punish them or you couldn’t punish them with u2 since it used to be a 720.
But right now I’m talking about it being used as a damage tool and combo extender.
Having a charge after EX Hands also doesn’t really boost up the damage at all, all it does is push your opponent fullscreen away from your zoning space when you do a headbutt.
Here are some examples:
No EX charge needed (pre-patch)
old bnb: cr.LP xx EX HHS, cr.LP xx H.HHS, st.HK = 347 dmg and 418 stun
crouching shoto: cr.LP xx EX HHS, cr.LP xx M.HHS, cr.MK xx HP Headbutt = 412 dmg and 446 stun
New charge combos after ex hands (stun doesn’t rly matter in this case, though)
j.HK, cr.LP xx EX HHS, cr.LP xx HP Headbutt = 322 dmg and 370 stun
j.HK, cr.LP xx EX HHS, cl.MK xx HP Headbutt = 340 dmg and 410 stun
If you do EX Hands at max range and it hits, you could actually close the distance by doing another cr.jab ex hands, but now it actually pushes you farther away, the more ex hands you use.
If you’re jumping in you could do crMK - EX Hands y’know. Also you can still do crLP - EX HHS - crLP - HP HHS - sHK from a bunch of ranges. The change doesn’t “completely kill” the move it just reduces it ever so slightly in one scenario, you still gain ground actually I just tried. I was closer after doing a far away EX HHS - crLP - EX HHS than before every time I tried it. I wasn’t AS close as I could be pre patch but I was always gaining ground, sometimes only 2 small training squares sometimes as much as 6 depending on how far away I did the first EX HHS.
Are you sure? Because the way I test max range Hands is by doing cl.hp first. For example:
cl.HP, cr.LP xx EX Hands connects fully first but if you then follow it up with cr.lp xx EX Hands as a combo it only hits partially (on Ryu). All following cr.lp xx ex hands hits afterwards also connect partially and don’t seem to get any closer (even after 7 ex hands).
Against Decapre for example, it flat out sometimes drops after the 2nd EX hands.
I first found out when I tried to do my old bnb against a crouching shoto that now doesn’t work anymore with EX Hands pushing back.
doesn’t work: cr.MK or cr.LP or cl.MP xx EX Hands, cr.LP xx M.Hands, cr.MK xx HP Headbutt
still works: cr.LP xx M.Hands, cr.MK xx HP Headbutt
I was just doing EX Hands - crLP - EX Hands and comparing the distance from where I started to where I stopped.
Anyways, Decapre has a weird hurtbox and you yourself just said you could get SEVEN reps of EX HHS on Ryu even if they hit partially. I think that’s a lot better than “Killed the move”
I wasn’t very clear with it, I believe.
I think it’s only killed as a combo extender since you can’t use it as a hitconfirm to one of Honda’s old and most deadly combos on many crouching characters. (cr.LP xx EX Hands, cr.LP xx M/H.Hands, cr.MK xx HP Headbutt)
I think it’s good when trying to pressure someone with it and to keep your charge so your opponent doesn’t escape.
It’s the “techable” flag. It’s added to a bunch of things like Ryu’s SRKs and Ken’s SRKs. Didn’t think it’s worth mentioning because it doesn’t change anything outside of very rare potential issues with the training dummy. Not gameplay related when two people are playing AFAIK.
Pre patch went about 2 squares past the red center line on the back wall. Current patch is one and a half now. We didn’t need more range vertically on her rekkas, we needed more range horizontally…