"3 Wise Buff Guys" AKA "HHZ" Hugo, Hakan, and Zangief - Street Fighter 4: Omega Mode Combos

Описание к видео "3 Wise Buff Guys" AKA "HHZ" Hugo, Hakan, and Zangief - Street Fighter 4: Omega Mode Combos

Hakan starts @3:04
Zangief starts @6:11
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HHZ -

All three characters have more counterhit potential. In fact, any time you see counterhit, it's likely that the combo shown only works on counterhit. This includes some jump in combos for Hugo, and Zangief (regarding stun output). All times you see counterhit done by a standing character, the combo only works on counterhit.

I didn't demonstrate every single thing that makes these character's Omega versions different, because either it'd be getting redundant, or it didn't directly apply to their combo potential. I included many resets, to be sure. They're grapplers after all.

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Hugo -

Main differences:

s.MP can be charged to 2 higher levels. The first level allows Hugo to link from s.MP. the 2nd level hits twice, and is a pseudo-projectile, but it only can combo if it breaks focus.

s.HP (overhead) can be charged to cause a crumple state on hit. Counterhit has slightly more frame advantage, but I think only when it lands on a standing character.

s.MK can be charged to become an overhead, and make it able to cancel to super.

s.HK can be charged for like 3 or 4 levels. It armor breaks when charged to at least level 2. It can also be feinted out of if you let go of HK soon after holding it.

"EX Monster Lariat" has faster start up, making it more applicable in combos.

"Claps" have been changed regarding frame advantage, I'm not sure of the specifics.

"Ultra Throw" can combo into claps now.

"Meat Squasher" no longer can reset with s.MP.

"Hammer Mountain" has its own fixed ending, that can't be combo'd into backbreaker.

New Moves:
Victory Column - It looks like an anti-air, but it can be done in certain links and juggles too.

Diamond body - a parry done with f.HP+HK. There was no reason to show this move.
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Hakan -

Main differences:

Certain normals have different properties depending on if Hakan is oiled or not.

f.HP when oiled, hits twice and is EX Special cancelable only. when dry, it can special cancel to anything, but causes a soft knockdown, so the combo potential when dry is non-existent.

s.HP when charged, becomes an overhead whether or not Hakan is oiled. While dry, it soft knocks down.

f.MP when oiled, can be chained into HP, which can be focus canceled into a combo extension.

s.MP when oiled, can combo to s.HP.

Sweep is a bit slower and has more range when oiled.

Oil Slide - the follow ups don't work on the Light version anymore, and none of the versions cause a hard knockdown.


New Moves:

Hakan Launcher: Done with QCF+K. It's a good combo extender which can be focus, super, or Oil Shower canceled.

Oil Dive Cancel: replaces how Hakan would go into guard position, instead he more subtly can just cancel out of the move, including the super version, with Down, Down.
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Zangief -

Main changes:

s.MK was sped up a bit, making it more useful in combos.

close HK causes a launch.

close HP causes a crumple on counterhit.

Far HP can be charged to break armor.

Lariats can't be FADC'd anymore.

Punch Lariat recovers faster.
Kick Lariat has better reach, and potential as a combo ender.

Green Hand knocks down if used raw, but leaves opponents standing in combos.

EX SPD now costs 2 bars and can be combo'd on hit.

Super can be combo'd on hit on grounded characters.

New Moves:

"Chrome Head" done with f.HP, is basically just a ground version of his air headbutt, but doesn't do quite as much stun, and only combos in juggles.

"Russian Stomping" done with QCF+K, is a sort of a low-commital poke move which has combo potential, and is optimal to use in some senses. EX causes a launch with limited juggle potential.

"Iron Body" is a parry also done with f.HP+HK.
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Omega Mode move list:
https://www.mediafire.com/file/der938...

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