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- PeggleFrank
I didn't know this was possible until I did it by accident in training.
Something I've done for a long time off of raw HP Hurl is dashjump j.hp, since it's pretty easy to do and it gives you a hard knockdown off HP Hurl. However, what I didn't realize was that there were even more ways to convert off HP Hurl. These conversions can make it a lot more dangerous to fight Beo at midscreen, since you don't actually need gigantic arm to do a conversion. Meterless conversions are a pretty big step up, so hopefully this'll make yourmashing game that much stronger mid-screen Beo more threatening.
List of ways to convert (this should be universal I think? tested it on a lot of characters):
These conversions may or may not work when put in the middle of a larger combo, depending on your positioning when you use HP Hurl. All versions of Hurl do pretty lame damage overall, so I can't see why you'd want to do that unless you're doing a crazy funky cmv where you do a hurl and then convert off it, then do it again and convert with an assist, etc. etc. Do whatever you want. I'm just glad I can mash HP Hurl now without feeling like a scrub.
Use the heaviest aerial move you can into the lightest standing/crouching move you can for maximum consistency.
Something I've done for a long time off of raw HP Hurl is dashjump j.hp, since it's pretty easy to do and it gives you a hard knockdown off HP Hurl. However, what I didn't realize was that there were even more ways to convert off HP Hurl. These conversions can make it a lot more dangerous to fight Beo at midscreen, since you don't actually need gigantic arm to do a conversion. Meterless conversions are a pretty big step up, so hopefully this'll make your
List of ways to convert (this should be universal I think? tested it on a lot of characters):
- j.mk, s.mk, whatever (probably c.hp; saves grab stance)
- j.mk, c.mk (I don't know why you'd want to do this, but it gives you early grab stance and doesn't use s.mk for IPS)
- Sometimes j.lk, usually a light (I'd just recommend j.mk, but this might be useful)
- You can do j.lk, j.mp/j.mk, s.hk against Band. Yeah, it works. Yes. It's easy. I'm not kidding. Really. You've finally got some kind of super crazy advantage over Band. Rejoice and celebrate, you saucy Beo solo, you, because I know you're reading this and soaking your pants right now.
- You have to do j.lk, j.mp/j.mk against Band. This shouldn't really matter, but it might complicate IPS. I'd recommend j.lk because you have a very large window to input it, and then you can just mash j.mp or j.mk afterwards for perfect consistency. This also works as a restand in-between j.mp/j.mk and s.hk, if you choose to start your combo like that.
- You can do dash hops instead of dash jumps on some characters, but I don't know why you'd want to.
- You can do j.hp if you want an easy knockdown and don't want to learn any HP Hurl conversion combos. I'd highly recommend doing this every single time you get HP Hurl off if you don't know any applicable combos and want a chance at starting a normal combo in your comfort zone.
These conversions may or may not work when put in the middle of a larger combo, depending on your positioning when you use HP Hurl. All versions of Hurl do pretty lame damage overall, so I can't see why you'd want to do that unless you're doing a crazy funky cmv where you do a hurl and then convert off it, then do it again and convert with an assist, etc. etc. Do whatever you want. I'm just glad I can mash HP Hurl now without feeling like a scrub.
Use the heaviest aerial move you can into the lightest standing/crouching move you can for maximum consistency.