Uploaded May 2010 | Updated September 2026, 2 hours ago
a really crappy demo vid for a buddy
1st part shows the timing for the slight walk forward, jump and attack, I start to walk forward and jump when I see the last puff of smoke on the ground is about to clear, then I want to attack with HP body splash at around head height. There isn't exactly a universal timing for every character due to hitboxes, ex. you have to hit Blanka a little lower in order to avoid rising balls, and you need to walk a little more forward to cross up Seth
2nd part shows Hawk beating a reversal LP DP
3rd part shows Hawk trading with a delayed LP DP, I think the timing I recorded for the dummy is not perfect as I don't make immediate contact with HP splash as Ryu gets up from the ground, or it may be because the DP was executed as Ryu was crouching which gives some leeway, either way a trade is good enough for my scrubby ass
4th part shows EX DP go away from Hawk
5th part shows Ryu's U2 starting the wrong way and HP hitting
This seems to beat lariat, ex spinning bird, ex pinwheel and a bunch of other moves, probably not everything though. It's possible to backdash to avoid the HP splash but the timing seems weird. Add some pressure lp jabs and you have a really good tool, but you're still screwed by anyone with a teleport and you have to guess their direction even if they didn't intend to go that way, doh!
a really crappy demo vid for a buddy
1st part shows the timing for the slight walk forward, jump and attack, I start to walk forward and jump when I see the last puff of smoke on the ground is about to clear, then I want to attack with HP body splash at around head height. There isn't exactly a universal timing for every character due to hitboxes, ex. you have to hit Blanka a little lower in order to avoid rising balls, and you need to walk a little more forward to cross up Seth
2nd part shows Hawk beating a reversal LP DP
3rd part shows Hawk trading with a delayed LP DP, I think the timing I recorded for the dummy is not perfect as I don't make immediate contact with HP splash as Ryu gets up from the ground, or it may be because the DP was executed as Ryu was crouching which gives some leeway, either way a trade is good enough for my scrubby ass
4th part shows EX DP go away from Hawk
5th part shows Ryu's U2 starting the wrong way and HP hitting
This seems to beat lariat, ex spinning bird, ex pinwheel and a bunch of other moves, probably not everything though. It's possible to backdash to avoid the HP splash but the timing seems weird. Add some pressure lp jabs and you have a really good tool, but you're still screwed by anyone with a teleport and you have to guess their direction even if they didn't intend to go that way, doh!










