#SuperStreetFighterIITurbo #SSF2X #Gaming
4th in the series of combo trials I thought up for Super Turbo. Make sure to check out my previous videos! Good Luck!
E. Honda:
1. Hyakuretsu Harite (Hundred Hands) - Press 1 punch button 5 times quickly
2. Super Zatsuki (Headbutt) - Hold back or down back for ~ 1.5sec then forward and any punch
3. Super Hyakkan Otoshi (Butt Slam) - Hold down, or down back for ~1.5sec then up and any kick
4. Ooichou Nage - f, df, d, db, b and any punch
5. Oni Musou - Hold back or down back for ~ 1.5sec then quickly f, b, f then any punch
6. St lp, st mp - Light punch links to medium punch
7. St mp, cr hp - Mp links to crouching heavy punch
8. Jump hk, st lp, head butt - Hold back charge while jumping, also might want to hold light punch so you don't get light headbutt by accident/
9. Jump Hk, st lp, lp Hands - You can you use the first light punch as the first input for the light punch hands
10. Jump hk, st lp, st lp, cr hp - Need to do lp lp because mp lp will push you too far for cr hp on small characters
11. Jump hk, st lp, cr lk, Headbutt - Make sure to hold to the right constantly while jumping to get all the charge time you can
12. Stored Ooichou - So the command grab can be "stored", do the half circle back motion and hold db. As long as db is held every time you press a punch the grab will come out if opponent is grabbable.
13. Stored Super - Similar idea to #12, but to store super hold back like normal then quickly f,b, f and hold the forward. As long as a forward direction is held the super is "stored" and will execute when a punch is pressed
14. Cr lk, Super - You can either store super, walk forward then piano df lk and a punch. It is also possible to start up close and to do super motion but end in df lk and piano a punch
15. St lp, cr lk, Super - So... I lied, after you store super, you can quickly go to neutral and quickly to forward again without losing stored super. So store super, neutral lp, df lk piano a punch
16. Jump hk, cr lk, super - Store super, then when Honda is just about to go to the other side of Gief, switch the directions so that when you land you are still holding towards Gief
17. Cr lk, heavy hands - There is no trick here! Best way is to mask the first input of Hp by pianoing cr lk and hp, then MASH HP as fast as possible... good luck
18. Jump hk, st lp, cr lk, heavy Hands - If you can get #17, now time the cr lk to hands to link after the st lp.
19. Crouch Gief only, After Hp throw, cross under mp, lp, mp, st hp - So only works on crouching Gief. After punch throw, walk under then link mp (looking the wrong way), lp, mp, st hp. It is that easy, timing for st hp is a bit strict
20. Crouch Gief only, After Hp throw, cross under lp, lp, lp, cr lk, heavy hands - Combine #19 with #17... Good luck!!!
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