Honda Combos

DragoniteDragonite Yo!Joined: Posts: 220
Here are some combos that I use with Honda. As far as I know these are the most basic, simple, and damaging combos that I have come across.


1a)j. RH [j. Fierce], cl. Forward, FP Headbutt
130 [120] + 90 + 128 (160 x .8) = 348 [338]

1b)j. RH [j. Fierce], cl. Forward, FP Headbutt, Super
130 [120] + 90 + 128 (160 x .8) + 280 (400 x .7) = 628 [618] O_o!!

2a)j. RH [j. Fierce], cl. Strong, cr. Jab, FP Headbutt
130 [120] + 90 + 32 (40 x .8) + 112 (160 x .7) = 364 [354]

2b)j. RH [j. Fierce], cl. Strong, cr. Jab, FP Headbutt, Super
130 [120] + 90 + 32 (40 x .8) + 112 (160 x .7) + 240 (400 x .6) = 604 [594]

****For Combos 2a/b I think you can do a cr. Forward instead of a cr. Jab for more dmg but I haven't tested it

(frame wise it should work, but timing the link is way harder. 40 more points of damage though)***


3)j. RH [j. Fierce], cr. Jab, FP 100HS, s. RH
130 [120] + 40 + 112 (20 x 7=140 x .8) + 70 (100 x .7) = 352 [342]

4)j. RH [j. Fierce], cr. Jab, FP 100HS, Super
130 [120] + 40 + 112 (20 x 7=140 x .8) + 280 (400 x .7) = 562 [552]

***For Combos 3&4 I know you can substitute the cr. Jab for a cr. Forward for more damage, but I personally have a

much easier time cancelling 100HS after the cr. Jab as opposed to the cr. Forward***


5a)j. RH [j. Fierce], cl. Fierce, Super
130 [120] + 120 + 320 (400 x .8) = 570 [560]

5b)j. RH [j. Fierce], cr. Fierce, Super
130 [120] + 140 + 320 (400 x .8) = 590 [580]

***Frame data wise Combo 5b should work, but I haven't tested it yet. Combo 5a is for sure though***

6)crossup Forward, cr. Jab, FP 100HS, s. RH
90 + 40 + 112 (20 x 7=140 x .8) + 70 (100 x .7) = 312

7)Saving Attack Lv3 [Lv2], Ochio
160 [100] + 200 = 360 [300]

8a)Saving Attack Lv3 [Lv2], cl. Strong, cr. Jab, FP Headbutt
160 [100] + 80 + 32 (40 x .8) + 112 (160 x .7) = 384 [324]

8b)Saving Attack Lv3 [Lv2], cl. Strong, cr. Jab, FP Headbutt, Super

160 [100] + 80 + 32 (40 x .8) + 112 (160 x .7) + 240 (400 x .6) = 624 [564]

9)Saving Attack Lv3 [Lv2], Ultra
160 [100] + 340 = 500 [440]


Stun Meter
Combo 1 = 460
Combo 2 = 480
Combo 3 = 457
Combo 4 = 352
Combo 5 = 400
Combo 6 = 400
Combo 7 = 400(Lv3); 350(Lv2)
Combo 8 = 480(Lv3); 430(Lv2)
Combo 9 = 200(Lv3); 150(Lv2)

***Just in case you were wondering why I didn't do stuns for Combos #a/b is because the stun damage is the same

since supers (and ultras) do not do any stun damage(according to the frame data)***



Oh one last thing, after calculating damages for combos with super I realized what a fuck-ton of damage it adds in combos. I mean pretty much every combo with super will basically kill half the life bar of any character.

I don't think any of honda's EX moves are that great save for the EX Headbutt (because of how fast, damaging, and safe it is). It's a very good tool for getting in and pressuring. That's pretty much the only thing I use it for because it is pretty much unpunishable if you can get someone to block it (in most cases).

Long story short, I think that saving meter for super might be better for honda as opposed to using it for basically just the EX Headbutt. What do you guys think? Is the damage of his super worth trading the utility of his EX('s)? We should discuss this more in the Honda Thread.

Fuck, it's late (or early depending on how you want to look at it). I'm going to bed. Hope you guys find this useful. peace
"Fuck yo couch!" - Chappelle
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Comments

  • mysticnamjamysticnamja 3S- Alex, SF4- Honda Joined: Posts: 325
    What does cl. stand for? close?
    No God = No reason to live.
  • DragoniteDragonite Yo! Joined: Posts: 220
    yes cl. stands for "close standing"
    "Fuck yo couch!" - Chappelle
  • ThefutureThefuture Joined: Posts: 251
    buff

    Honda needs that ex badly. Ex but. saves his ass along with butsplash. Any of the combos xx to super does crazy damage but having the patience to save EX with Honda getting crossed up left and right is VERY hard:shake:. Uphill battle..
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  • Gutter TrashGutter Trash You have no dignity! Joined: Posts: 275
    you can link s.RH after an FP 100H?
    "every dog has its day"
  • DragoniteDragonite Yo! Joined: Posts: 220
    yes. very beefy stuff. i just mash fierce till the hands come out and stop pressing punches. and then i start to double tap RH about 3 times and after the 3rd press it will pretty much always link for me
    "Fuck yo couch!" - Chappelle
  • Lost_GeorgeLost_George Joined: Posts: 16
    Variations on this most likely work, and it's probably not the best use of EX and I'm not sure about the damage AT all, all I know is it connects and registers as a combo: j.Forward, cr. forward, EX Buttsplash.

    Also, just verifying, you can't link into cl.rh off 100HS right? Because I must've been doing EX 100HS whilst moving forward etc, and trying to link into cl. rh.
  • DragoniteDragonite Yo! Joined: Posts: 220
    thats a pretty good combo to do after cross-up if you want the knockdown again. i just wasn't sure which version hit aside from ex.

    and no you can't link cl. RH after EX because it doesn't give you enough frames to do it. but you do have enough time to land a cr. jab according to frame data
    "Fuck yo couch!" - Chappelle
  • subt-Lsubt-L Cold Blooded Joined: Posts: 4,761 ✭✭✭✭✭ OG
    and no you can't link cl. RH after EX because it doesn't give you enough frames to do it. but you do have enough time to land a cr. jab according to frame data

    cr. jab > ex buttstomp. if you wanted. gotta use d/f to charge and move forward with the ex slaps.

    j.fierce, fierce hhs, fierce hhs (3 slaps) super. go go go. its not that hard to do either, but getting a clean j.fierce is by far the hardest part.
    O_o
  • SystemSystem Joined: Posts: 508,676 admin
    Here are a couple of decent confirm combos that I use with honda as an alternative mixup to ochio throw ticks which do pretty decent damage and will score knockdown. They either end in ex buttstomp or fp headbutt. The light punch and chains actually have very good blockstun when combined correctly and you can even use them for ticks into ochio throw which will get your opponent a little scared.

    cr.lk, cr.lp or cr.lk xx EX buttstomp
    30 + 40 [30] + 80 (100 x 0.8) + 56 (80 x 0.7) = 206 [196] damage (250 stun)

    cr.lk, cr.lp or cr.lk xx FP headbutt
    30 + 40 [30] + 128 (160 x 0.8) = 198 [188 damage] (260 stun)

    These combo are really good after you score a knockdown via throw, buttstomp etc. or when you are jumping in, basically any situation where you usually do tick throw mixups. Your opponent does need to be standing to get hit by the buttstomp which they usually are when trying to jump away from throws but do not execute stomp if they are crouching, do headbutt instead. You do have to be close for the second cr.lp/cr.lk to hit so sometimes I do a standing light kick instead for more range.

    The standing light kick does need more stricter timing though but as long as it hits whether close or far a cancelled headbutt is always guaranteed to hit due to hit advantage.

    Also if you are point blank distance to the opponent you can also add either a cr.lk before the above combos or a cl.lp before the headbutt combo which will give you more hits for confirmation, more damage, stun, gauge and you can tick an ochio anywhere in between at least the first two hits (three if you use cr.lk for the third hit). Here are some of the combos that I use.

    1. cl.lp, cr.lk, cr.lp or cr.lk xx fp headbutt

    Very good block chain too as each hit has great blockstun for the next hit. This makes it very hard for opponent to try to mash buttons to stop offense aside from an ex dp and other similar moves. You can sneak an ochio after the second or even the third cr.lk depending on how close you are (use jab ochio as it has most range).

    2. cl.lp, cr.lk, f.lk xx fp headbutt

    If you are a bit further away from opponent use this combo. Or you can use this one if you are not sure of the distance because the cl.lk will also hit and cancel into fp headbutt.

    3. cr.lk, cr.lk, cr.lp or cr.lk or f.lk xx EX buttstomp or FP Headbutt

    Do stomp if opponent is standing or headbutt if they are crouching as you do the chained hits unless the headbutt will hit opponent into corner which in this case you do headbutt. Stomp is used so that you can get another mixup. I have beaten many good opponents by just using one or two ochio/ buttstomp/ headbutt continuous assaults.


    I must stress that some of these combos are not easy especially linking two or more light kicks together as the timing is strict. But to be the best honda you can be you must know how to use all of the tools that are available to you. I will probably post some really good punishing combos later.
  • RojoRojo Joined: Posts: 894
    cr. jab > ex buttstomp. if you wanted. gotta use d/f to charge and move forward with the ex slaps.

    j.fierce, fierce hhs, fierce hhs (3 slaps) super. go go go. its not that hard to do either, but getting a clean j.fierce is by far the hardest part.

    won't the damage scaling render that super useless in the damage department?
  • SystemSystem Joined: Posts: 508,676 admin
    There are a few really good punish combos that honda has after level 2 - 3 focus attack other than ochio throw. The key in executing all of them is to hold down back as soon as you do the dash forward motion so that you can get the charge to do the moves.

    FA 2-3, dash forward, hold down back, move joystick to back while pressing cl.hp, f.lk, fp headbutt

    100 [160] + 120 + 32 (40 x 0.8) + 112 (160 x 0.7) = 364 [424] damage (530 stun)

    This combo is mainly used in the following four situations:

    1. To stun opponent out
    2. To hit the opponent into corner and keep you out of corner
    3. When opponent has about 40% life left this will get opponent close to dead
    4. A combination of the above

    FA 2-3, dash forward, hold down back, wait till opponent is about your height in crouching, ultra

    100 [160] + 40 + 240 (300 * 0.8) = 380 [440] damage (150 stun) [based on 50% ultra meter]

    This is the must do combo when you have ultra unless you can stun your opponent out, in which case you do the previous combo and then this combo for max damage. This does great damage and puts your opponent right in the corner so you can do some more damage. Most of the charge will be gained by holding down back while dashing forward so don't worry about having to charge partion the ultra.

    Of course if you know the focus attack will hit for sure then no need to dash, just do ultra when you recover. This combo is needed when you don't know if the opponent will block the focus attack or not and does not leave you vunerable.

    FA 2-3, dash forward, hold down back, wait till opponent is about your height in crouching, fp headbutt, super.

    100 [160] + 160 + 128 (160 x 0.8) + 168 (240 x 0.7) = 556 [616] damage (350 stun)

    Just like above do this when you have super always unless you don't need to to kill opponent or if you want to save your meter for the next round. Decent stun too.

    In most situations though especially at mid screen or when the opponent is cornering you the ochio throw punish is the most appropriate. But always keep the other combos in mind as they make a BIG difference to your punishing game.
  • mysticnamjamysticnamja 3S- Alex, SF4- Honda Joined: Posts: 325

    FA 2-3, dash forward, hold down back, move joystick to back while pressing cl.hp, f.lk, fp headbutt


    uhhh what does f.lk mean? forward low kick? if so.. how do i move forward and den do head butt?

    also... does this mean i can do this combo as a punish? say after a shoryuken miss?

    Close Hp = is that Chop from top to bottom right? or is it that 45 degree angle like palm strike to the face?

    then into f. lk ? into fierce headbutt?
    No God = No reason to live.
  • subt-Lsubt-L Cold Blooded Joined: Posts: 4,761 ✭✭✭✭✭ OG
    f. lk = far short

    close fierce = uppercut palm

    rojo = i dunno about actual scaling percentages in this game, but i know the combo itself does around 55-60% depending on who its done on. dunno how much exact the super itself does, but its considerable, and worthwhile to use, but the combo practicality might not be there. but who knows.
    O_o
  • SystemSystem Joined: Posts: 508,676 admin
    All the combos I posted are of medium level difficulty ie. you might not get it in two seconds but once you do you can do them everytime even in tourneys. The super and ultra combos are in comparison to other characters are some of the easier combos, you just have to be patient enough to build the charge after the dash.

    The cl.hp, f.lk link is a bit difficult because you only have a frame of leeway but just keep practicing it. In the meantime if you want a focus attack combo that you can use instead of ochio because you don't want to switch sides then this one is much easier although it does 80 points less damage.

    FA 2-3, dash forward, hold down back, move joystick to back while pressing cl.lp, cr.lp xx fp headbutt

    100 [160] + 40 + 32 (40 x 0.8) + 112 (160 x 0.7) = 284 [344] damage (380 stun)

    Also (although I haven't done full tests yet) I find that if you do:

    j.hk or j.hp, cr.mk xx EX buttstomp

    130 [120] + 80 + 80 (100 x 0.8) + 56 (80 x 0.7) = 346 [336] damage (450 stun)

    The buttstomp does not crossover and keeps you close at wakeup making this combo very useful in pushing opponents towards the corner. I think this happens because the cr.mk pushes the opponent far away enough for the buttstomp not to crossover.
  • SystemSystem Joined: Posts: 508,676 admin
    The c.mk xx ex buttstomp is only used against sagat btw. Use c.lk xx ex buttstomp against other characters although this may crossover.
  • SystemSystem Joined: Posts: 508,676 admin
    I have the execution of the hands combos down finally. There is only four inputs needed but they need to be done quite quickly. My method is by buffering 3 punches between a two hit light punch/kick combo then tapping FP once for the fp hands. It looks a little something like this.

    For 1) cl.lp, cr.lp xx fp hands, f.hk you do:

    cl.lp, lp(you do this one before the cl.lp recovers),cr.lp xx fp hands, f.hk

    For 2) cr.lk, cr.lp xx fp hands, f.hk you do:

    cr.lk + cr.lp (hold down press lp + lk at same time to buffer first lp), lp(before cr.lk recovery), cr.lp xx fp.hands, f.hk

    The important thing is that you do the three lp and the fp quickly but in consistent rhythm. Works everytime so long as you do it right.

    You can even buffer two punches during a dash then press cr.lp xx fp hands. Very useful as an extra option if they block/get hit by your lvl 2-3 savings or if you ex fa cancel your hands, f.fp or f.mp for eg.

    J.hk, cr.lp xx fp hands, f.hk is like doing 2) but instead of doing cr.lk + cr.lp you do j.hk + j.lp (jump in and press hk + lp at same time. Get that shid down boiiis.:wgrin::wgrin:
  • leavealleaveal not in it for the $$ Joined: Posts: 602
    Jump Hk, c.lp, EX HHS, link to c.lp, fp hhs, link to HK (444 damage, 556 stun)

    Great damage and stun.
    "Get one that is programmed to never play rap/hip-hop/R&B."
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  • SystemSystem Joined: Posts: 508,676 admin
    Jump Hk, c.lp, EX HHS, link to c.lp, fp hhs, link to HK (444 damage, 556 stun)

    Great damage and stun.

    I was trying to experiment with this one. I know you can keep linking c.Jab - EX Hand Slap, until you're out of EX, but pretty hard to do without a turbo controller. So far, I could do:

    Jump Fierce - C.Forward - EX Hand Slap - C.Jab - EX Hand Slap

    Now I wonder how much stun and damage this might do?

    Jump Fierce - C.Forward - [EX Hand Slap - C.Jab] x 4 - Fierce Hand Slap - Far S.Roundhouse
  • SystemSystem Joined: Posts: 508,676 admin
    I figured out like the ultimate combo with honda, 44 hits.

    J.hk, s.mp, c.lp, ex hands, c.lp, ex hands, c.lp ex hands, c.lp ex hands, c.lp, hp hands, s.hk

    I haven't got the full thing on video yet, but heres the start of it

  • SystemSystem Joined: Posts: 508,676 admin
    I see other people have thought of this, but it does work =)
  • FlyMikeFlyMike Rsk Rating $$$ Joined: Posts: 3,091
    I figured out like the ultimate combo with honda, 44 hits.

    J.hk, s.mp, c.lp, ex hands, c.lp, ex hands, c.lp ex hands, c.lp ex hands, c.lp, hp hands, s.hk

    I haven't got the full thing on video yet, but heres the start of it


    Impressive. But isnt the damage about the same or a bit less than j.hp/j.hk, cr.mk, headbutt->super? Haven't been in practice mode much so i dont know the exact percentages.

    It's definitely flashier though.

    EDIT: Hold on, does it even truly combo? Did you set the opponent to "Auto Block"?
    Flown Michaels.
  • SystemSystem Joined: Posts: 508,676 admin
    it truly combos or it wouldn't add up the hits. And it does work with auto block on
  • ddr_gakuseiddr_gakusei Joined: Posts: 228
    that's a nice combo but damage isn't there. If you have 4 bars you should just look for landing super. Any thing less store it for ex headbutts because you will always need them since normal headbutt has so much startup.
  • FlyMikeFlyMike Rsk Rating $$$ Joined: Posts: 3,091
    it truly combos or it wouldn't add up the hits. And it does work with auto block on

    When we say "True Combo", we mean that the opponent wouldn't be able to block or recover during any point in the combo. The hits will add up regardless if the dummy never blocks. But with "Auto Block" on you can see the points where they will be able to defend and thus this is not a "true combo".

    It works with auto block on? Cool beans. But like ddr_gakusei says, for the damage, it just isn't worth it. Headbutt-> Super is the way to go if you want to exhaust full meter like that, but Honda requires good meter management through heavy usage of his EXs. Hell, four naked HHS would be better than using four of them in that combo. Because the game prorates shit. Lessening the damage.

    I would only use that combo in a guaranteed situation for flash when I have a life lead and full meter towards the end of a match. Good shit though.
    Flown Michaels.
  • subt-Lsubt-L Cold Blooded Joined: Posts: 4,761 ✭✭✭✭✭ OG
    Why are you bashing his combo based on damage? One-two reps is huge damage. Obviously repeating it will be less effective but it is free damage and it at least has flexibility in being open to extensions.

    Unlike c. Mk -> headbutt, it allows you to hit confirm, is safer, and more practical without a jump in. Though, the c. Jab ex hhs loop has been known for a month. If you can get the ex hhs deep, you can c. Jab and ochio if the are sitting back hoping you miss the loop.

    Its just funny seeing people hate on an obvious flash juggle. I hope you arent so judgemental when watching combo videos.
    O_o
  • FlyMikeFlyMike Rsk Rating $$$ Joined: Posts: 3,091
    Why are you bashing his combo based on damage? One-two reps is huge damage. Obviously repeating it will be less effective but it is free damage and it at least has flexibility in being open to extensions.

    Unlike c. Mk -> headbutt, it allows you to hit confirm, is safer, and more practical without a jump in. Though, the c. Jab ex hhs loop has been known for a month. If you can get the ex hhs deep, you can c. Jab and ochio if the are sitting back hoping you miss the loop.

    Its just funny seeing people hate on an obvious flash juggle. I hope you arent so judgemental when watching combo videos.

    Wtf?? I didn't hate on his combo AT ALL. I can appreciate the combo and gave Menik much props. But he said, "I figured out the ultimate combo...", and so ultimate surely utilizes the most in terms of damage right? Sure the reps are open to extensions. That's not the point. He was saying the combo AS A WHOLE. Four EX HHS. I use the start-up my damn self and end with EX butt slam. Or do another rep and then ochio. No one ever said the loop didn't have its uses. But AS A WHOLE it's lacking and you're pretty much left shitless afterwards. That's all.

    Again, I gave Menik props and I love flash as much as anyone, probably more. But would I use this in anything but a lighthearted match when I'm down and its not guaranteed to finish my opponent? HELL FUCK NO.
    Flown Michaels.
  • SystemSystem Joined: Posts: 508,676 admin
    When we say "True Combo", we mean that the opponent wouldn't be able to block or recover during any point in the combo. The hits will add up regardless if the dummy never blocks. But with "Auto Block" on you can see the points where they will be able to defend and thus this is not a "true combo".

    This isn't true. If you can block it, the hits reset.
  • subt-Lsubt-L Cold Blooded Joined: Posts: 4,761 ✭✭✭✭✭ OG
    Wtf?? I didn't hate on his combo AT ALL. I can appreciate the combo and gave Menik much props. But he said, "I figured out the ultimate combo...", and so ultimate surely utilizes the most in terms of damage right? Sure the reps are open to extensions. That's not the point. He was saying the combo AS A WHOLE. Four EX HHS. I use the start-up my damn self and end with EX butt slam. Or do another rep and then ochio. No one ever said the loop didn't have its uses. But AS A WHOLE it's lacking and you're pretty much left shitless afterwards. That's all.

    Again, I gave Menik props and I love flash as much as anyone, probably more. But would I use this in anything but a lighthearted match when I'm down and its not guaranteed to finish my opponent? HELL FUCK NO.
    lol. well, one thing that the combo does that the super does not is rack up stun like crazy.

    if you get it in the corner or use a deeper combo, you get 4 loops of ex hands, 1 loop of fp hhs, and a s.rh. or 4 loops of ex hands and an ochio opportunity. i'm not so good with calculating but here's a previous post:
    so i just did calculations on a revised combo i posted above

    crossup forward, cr. jab, ex hands, cr. jab, ex hands, cr. jab, fierce hands, stand RH
    460 dmg with just 2 ex meters and a whopping 507 pts of stun dmg

    fuck me thats a whole lot of hurt with 2 bars of meter. get to practicing that execution everyone

    so.... yeah. super doesnt contribute any stun. so imagine a few loops, finish with an ochio, and now get your dizzy with a reset off the ochio? that opens up alot of possibility for raping.

    just saying.

    edit: so i messed around with this on practice mode against ryu (1000 stun). my execution isn't on par, but 4 loops should dizzy, if not get very very close. you can also replace close strong with close fierce to chain the c.jab ex hands for more damage and stun (130 dmg, 200 stun). one loop does mid 500 stun with this, 2 loops high 600. i was messing with jump in rh, close fierce, c. jab, ex.hands, c.jab, ex. hands, c.jab ex buttstomp, and it was high 800's (near 900) on stun. so i assume that 4 loops would indeed dizzy, but it might be overkill. having the ochio option after an ex hands is great for a reset on damage incase you do get that dizzy with it. with the ex butt stomp i was able to do, you are literally one c.short, c.jab, headbutt/ochio/trade fierce mixup away from a stun.

    so just assuming, 4 loops would dizzy, then you get lv3 focus, close jab, close forward, headbutt? that wouldn't give them much life to battle back with. i'd like to see what's good with that.

    still working on my pianoing so i don't have to premash, but i'm sure someone's execution is up to snuff.
    O_o
  • SodomSFA3SodomSFA3 Sodom 4 Life Joined: Posts: 33
    Found this out by accident today.

    I am always using F.HHS as pressure with a C.Jab,
    So today while fighting gief I hit a full C.Jab+F.HHS I then took a tiny step forward and did C.Jab+F.HHS full 15 hits everytime and the stun dmg is great with no bar useage.

    It can be hit on any character just depends on if you get the last hit in there while close enough.

    HHS is Hondas best move by far in this game IF you can combo C.Jab consistently into F.HHS.
    XBL Tag "Rolent23"

    SFA 3 = Aism Sodom
    3's = N E C R O !!!!
    SF4 = Honda Accord
  • SystemSystem Joined: Posts: 508,676 admin
    Found this out by accident today.

    I am always using F.HHS as pressure with a C.Jab,
    So today while fighting gief I hit a full C.Jab+F.HHS I then took a tiny step forward and did C.Jab+F.HHS full 15 hits everytime and the stun dmg is great with no bar useage.

    It can be hit on any character just depends on if you get the last hit in there while close enough.

    HHS is Hondas best move by far in this game IF you can combo C.Jab consistently into F.HHS.

    Thats funny all of the videos I have seen so far HHS is the least used move. Its all belly flops, EX Headbutt and Buttslam.
  • Mr.SNKMr.SNK . . . . -B Joined: Posts: 1,809 mod
    ... Every time I connect a Cr.Mk a headbutt comes out right after for massive damage!

    On a side note I've got this new gimmick:rofl: Ochiooooooo Ochiooooo Sumo Splash 1 if it hits do it again if it blocks random Ultra. :-D
    A article on how to get better at fighting games, give it a read you might learn something.
    http://shoryuken.com/blogs/mr-snk/learning-how-get-better-fighting-games-1456/#comments
    Random E.Honda footage/My Youtube page.
    http://www.youtube.com/user/MrSNK
  • SodomSFA3SodomSFA3 Sodom 4 Life Joined: Posts: 33
    Thats funny all of the videos I have seen so far HHS is the least used move. Its all belly flops, EX Headbutt and Buttslam.

    Its becuase it has to be used with a C.Jab or a S.Jab.
    What makes it so hard is that the jab ends so fast you have to buff 4 inputs into it.
    The way I use it is I am constantly tapping out 4 Jabs each time I press for a poke jab. If it is either blocked or hits I hit fierce with my ring finger.

    Its really hard to do and took me about 4 days of just getting use to doing it in pratice mode for a couple hours each day but it was worth it.
    XBL Tag "Rolent23"

    SFA 3 = Aism Sodom
    3's = N E C R O !!!!
    SF4 = Honda Accord
  • PieguyPieguy 3.1415926535897932 Joined: Posts: 1,650
    The CvS2 method that all intermediates picked up was to piano left to right. You hit jab, strong and fierce with you three fingers and then automatically tap strong and fierce with your middle and ring finger. You don't to piano right to left because fierce is not special cancelable.

    The easiest method to hit the HHS tho is j.fp, s.lp, c.lp xx FP HHS where you just piano right after c.lp for 5 easy inputs. Akimo does this A LOT.
    Founding Member of Pakside
  • SodomSFA3SodomSFA3 Sodom 4 Life Joined: Posts: 33
    Nice but for me with all the poking Jabs i do its much easier to do it with the method I am currently using :)
    XBL Tag "Rolent23"

    SFA 3 = Aism Sodom
    3's = N E C R O !!!!
    SF4 = Honda Accord
  • SystemSystem Joined: Posts: 508,676 admin
    what does FP headbutt stand for?
  • TelepathicTelepathic Joined: Posts: 126
    what does FP headbutt stand for?

    lp = light punch or jab
    mp= medium punch or strong
    fp = heavy punch or fierce
  • VPTVPT I give up... Joined: Posts: 765
    What is the exact input for headbutt xx super? I'm trying the ST way (charge b,f+P~b/f+P) but it doesn't seem to work. Does it have to be specific level (l,m,h) or anything specific like that?

    I never bothered to check if this game has charge partitioning or buffering like 3S. And even if it did, I suck at them, lol.
  • SystemSystem Joined: Posts: 508,676 admin
    What is the exact input for headbutt xx super? I'm trying the ST way (charge b,f+P~b/f+P) but it doesn't seem to work. Does it have to be specific level (l,m,h) or anything specific like that?

    I never bothered to check if this game has charge partitioning or buffering like 3S. And even if it did, I suck at them, lol.

    I've only been able to pull it off by starting with a lp headbutt xx into any strength super, and only when I am up close. I guess the first b,f of the super is buffered with the initial lp HB, and right when it connects I enter in the additional b,f FP.
  • VPTVPT I give up... Joined: Posts: 765
    I've only been able to pull it off by starting with a lp headbutt xx into any strength super, and only when I am up close. I guess the first b,f of the super is buffered with the initial lp HB, and right when it connects I enter in the additional b,f FP.
    Thanks man. I'm trying this on a 360 pad so that might have something to do with it, lol. (I'm a long time stick player.)
  • onedeadamericanonedeadamerican Shin Honda Joined: Posts: 201
    ... Every time I connect a Cr.Mk a headbutt comes out right after for massive damage!

    On a side note I've got this new gimmick:rofl: Ochiooooooo Ochiooooo Sumo Splash 1 if it hits do it again if it blocks random Ultra. :-D

    Off topic but nice Lord Soth!
    Spray can and a Spyderco
  • FlyMikeFlyMike Rsk Rating $$$ Joined: Posts: 3,091
    (Any strength) headbutt xx super will work. The only thing to keep in mind is that Honda needs to be RIGHT in their grill as opposed to Rog rush punching into super or Chun's fireball into super, etc.

    I usually go from db -> BUTTON, f(button is a split second before forward), b -> f + button. Heavy hands it sounds like I'm playing on a stick but I can hear a TAP, TAP.....TAP,TAP. Of course this is me overly exagerating it but it should all flow like a smooth motion with you only lifting your finger off the dpad once.

    You can also cancel cr. hp, and standing mk/ hk(first hit) into super the same way.
    Flown Michaels.
  • deadlegdeadleg iSuck Joined: Posts: 86
    this might be a little off topic but is it possible to oicho throw than charge into hondas ultra before the opponet can recover
    rolling-start: hyaku shiki
  • TelepathicTelepathic Joined: Posts: 126
    this might be a little off topic but is it possible to oicho throw than charge into hondas ultra before the opponet can recover

    Not sure what your asking. But you cannot hit someone with anything after ochio because they are knocked down. They can reversal, block, or jump when they wake up. If you question is do you have enough time to charge (55 frames) for you various specials (HB, BS, Super/Ultra) after a ochio and before they wake up then the answer is yes. but there are no guaranteed hits after ochio.
  • deadlegdeadleg iSuck Joined: Posts: 86
    Not sure what your asking. But you cannot hit someone with anything after ochio because they are knocked down. They can reversal, block, or jump when they wake up. If you question is do you have enough time to charge (55 frames) for you various specials (HB, BS, Super/Ultra) after a ochio and before they wake up then the answer is yes. but there are no guaranteed hits after ochio.

    do i hav enough time to charge for an ultra before my opponet can get up after an oicho
    rolling-start: hyaku shiki
  • TelepathicTelepathic Joined: Posts: 126
    yes, just start charging as soon as you change sides.
  • deadlegdeadleg iSuck Joined: Posts: 86
    ight thanx
    rolling-start: hyaku shiki
  • PieguyPieguy 3.1415926535897932 Joined: Posts: 1,650
    Ok, due to the stupidity that is dmg scaling, it seems like Honda's most dmging and efficient punisher without super is j.fp, fp hhs, s.rh @ 340 dmg. I couldn't get it go to any higher than that without super meter. I tested this against j.fp, s.mk xx fp headbutt @ 338 dmg. Hit confirm combo did only 294 dmg (j.fp, c.lk, c.lp xx fp hb).

    It's funny because this seems to do more dmg than all the other punishers without any real execution barrier. You just mash fp in the air and then mash on rh on the ground for massive dmg.

    edit: did more testing and if you do j.fp, c.lp xx fp hhs, s.rh u get 342 dmg against a standing ryu but it's not worth it cuz it's a ton harder with the pianoing.
    Founding Member of Pakside
  • mysticnamjamysticnamja 3S- Alex, SF4- Honda Joined: Posts: 325
    pianoing is awesome.
    No God = No reason to live.
  • subt-Lsubt-L Cold Blooded Joined: Posts: 4,761 ✭✭✭✭✭ OG
    Ok, due to the stupidity that is dmg scaling, it seems like Honda's most dmging and efficient punisher without super is j.fp, fp hhs, s.rh @ 340 dmg. I couldn't get it go to any higher than that without super meter. I tested this against j.fp, s.mk xx fp headbutt @ 338 dmg. Hit confirm combo did only 294 dmg (j.fp, c.lk, c.lp xx fp hb).

    It's funny because this seems to do more dmg than all the other punishers without any real execution barrier. You just mash fp in the air and then mash on rh on the ground for massive dmg.

    edit: did more testing and if you do j.fp, c.lp xx fp hhs, s.rh u get 342 dmg against a standing ryu but it's not worth it cuz it's a ton harder with the pianoing.

    well, i don't think the c.lp > hhs is really hard. you can mash in jab once you see the jump in hit. so you can go: jump in, (jab, jab) c.jab (fierce) fierce. its pretty consistent.

    as for damage, jump in rh does 10 more damage overall (so j.rh, c.jab, fierce hhs, rh does 352). j.rh, close jab, close foward, fierce hb does 354. and the big boy combo j.rh, close fierce, c.jab, fierce headbutt does 394, but its a deep deep character specific combo, so i dunno if that falls into reliable. replacing the fierce headbutt with an ex one is a bit more reliable, but getting a deep jump in with honda is rough... definately a better focus combo (388 if i remember correctly).
    O_o
  • decideci walk up... block. Joined: Posts: 937
    Ok, due to the stupidity that is dmg scaling, it seems like Honda's most dmging and efficient punisher without super is j.fp, fp hhs, s.rh @ 340 dmg. I couldn't get it go to any higher than that without super meter. I tested this against j.fp, s.mk xx fp headbutt @ 338 dmg. Hit confirm combo did only 294 dmg (j.fp, c.lk, c.lp xx fp hb).

    It's funny because this seems to do more dmg than all the other punishers without any real execution barrier. You just mash fp in the air and then mash on rh on the ground for massive dmg.

    edit: did more testing and if you do j.fp, c.lp xx fp hhs, s.rh u get 342 dmg against a standing ryu but it's not worth it cuz it's a ton harder with the pianoing.

    you only want to do j.fp, fp hhs, s.rh if you hit the j.fp from farther away.

    if you land it anywhere close to them you should be doing

    j.rh, c.mk, fp hhs, s.rh

    this is almost identical in damage as j.rh, close fp, c.lp, fp headbutt and is much more reliable (not character specific)

    the only thing to watch out for with this combo is the spacing of the jump in. if you do it from too far away two things can happen... either the c.mk will whiff, or the last couple of hits of the fp hhs will whiff (when this happens you do not want to do the s.rh as it can be punished)

    this combo is harder than j.rh, c.lp, fp hhs, s.rh but also does about 40 damage more and feels like it has slightly better range too but that could be an optical illusion.

    either way, you should learn this as it's his most reliable big damage without meter.

    neutral jump fp, c.mk, fp hhs, s.rh does 402 damage without meter :)
    On that day, unlike usual, I heard a fireflys glow . . .
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