How come nobody uses Hyper Bomb anymore?

alex

#1

I’m a “returning” 3rd Strike player here, mainly an Alex user specializing in Hyper Bomb (super art 1).

Most of the videos I see on youtube use Boomerang Raid a lot. Apart from being “decently comboable” and being quite easy to charge (longer than SGH but at least shorter than hyperbomb), I am having a hard time “mastering” Boomerang Raid Alex.

Based on my experience as an Alex user, his base damage is already strong enough and I don’t usually rush to do a super coz he isn;t exactly a combo machine like Akuma or Yun. And unlike say…Yun SA2 and Ken’s SA3, I feel uneasy comboing into Alex SA2 because I’ve experienced the last hit whiffing more than twice (I usually combo off a close s.forward), in a combo or as a retaliation super. Whereas if that were Hyperbomb, as long as the opportunity presents itself, it’s hyperhug time.

Maybe I’m not using Alex SA 2 correctly. Your thoughts on this?

PS: I’ve given up on SGH; can only land it consistently on stunned opponents…


#2

I’m just writing what I think, but mainly ppl use it for the meter you get.
I think Alex’ EX moves are great…
Flash Chop
Slash Elbow
Stomp
Sometimes, Air Knee Smash

They all have good damage and stun…
jump in fp, s.mk, ex-Flash chop is really really good.

The only way I usuall land SA2;
parry, mk xx SA2
cr.lp, cr.lp xx SA2
jump in, s.mk XX SA2
UOH xx SA2

I think Alex becomes an EX machine with SA2 :stuck_out_tongue:
Random and whiff punish EX- Slash Elbow etc.

Other ppl may share this better then me since it’s really early over here etc. :stuck_out_tongue:

EDIT:
I use Hyper Bomb every now and then, but mostly during casuals.
When I have meter for the super, ppl watch out a little on wake up etc.


#3

Everyone can and will jump out of it on reaction, even Hugo.


#4

I play SA I against:

Gouki
Dudley
Remy
Twelve
Yun
Yang

SA I is not a bad pick. On any air attack accept “one” in the game that gets ground parried by Alex Hyper Bomb is free, everytime.

Timings may vary on when to pull SA I after the parry, but you can not escape once you know the timing. You will not be able to jump out if you get parried.


#5

It’s more advantageous to use Alex’s EX’s than to save up so much meter for SA1. On top of that Boomerang Raid used as a super has so much more possibilities than Hyperbomb.


#6

you could cancel it with like an uppercut though. I think.


#7

Attack from the air not on the ground, parried by Alex on the ground. HyperBomb is free, trust me.


#8

AA HyperBomb works.

Mind if I ask why you use it against Remy?


#9

Cold blue kick and baiting dash in throw or attack from remy after i parry a high or low light of virtue.


#10

Just comes down to not enough situations you’ll have to use it at high level play. It’s a very situational super and doesn’t have the speed or range of Gigas. Plus EX meter helps out Alex a ton. The few high level match videos I’ve seen of players using Hyper Bomb…they never got a chance to use it in the match.


#11

Sort of like this… Time in vid 5:46…:lovin: :nunchuck:

[media=youtube]DiqmtwyuM7s&feature=related[/media]


#12

High level matches…


#13

Do you have any vid’s , I would like to see them. Maybe I could learn a thing or two from you?


#14

So alex SA1 is jumpable after the flash…?

what are the frames here?

fyi: I’m accustomed to reading a command super/ultra like say zangiefs in sf4 1+0, one frame, unjumpable after the flash.


#15

it has a 3 frame start up


#16

Eh, dude you should really check the Wiki before you ask questions like this. Street Fighter 3: 3rd Strike - Shoryuken Wiki

Anyway, it’s got a 3 frame start up. The only way to combo into it is after a MP/HP flash chop. You can’t tick into it like you can with LP Powebomb and they can easily jump out of it.


#17

Comboable command super??? Wo !

And sorry man, haven’t gotten the hang of finding information on 3s. I’ll check the wiki more. Plus I’m limited on time to read through everything. Was looking for a quick answer, my bad.


#18

you can compare it to a focus crumple in sf4. you can grab people out of that type of hitstun, and the same applies to backturned position in 3S.


#19

Ok, though the wiki does say its NOT comboable. But the focus crumple example was a good analogy for me. thanks.


#20

I think toward fierce allows you to combo into hyper bomb as well but it’s some sort of super strict 1 frame link.