[Harambe Vs. Capcom] Harambe 3 Bar TOD Setup on Command Grab
Harambe has a great number of combos that can link from any of his launchers into Gorilla Gun, and many extensions can be made from jumping and/or standing heavy punch with the juggle potential provided from Gorilla Roll. However, on certain characters like Akuma and Ryu, the properties of the knockback effect on the roll are inconsistent, either making the move unsafe on hit by launching the opponent into the air without hitstun or causing an instant knockdown, making it impractical as a combo starter in those situations. However, I found out that the roll is super-cancellable, meaning Hyper Telekinesis can be used instantly for good okizeme while resetting damage scaling. With a string of 6 2LP's or 2LK's on wakeup into standing MK and HK, Gorilla Gun can combo into itself unscaled and deal about ~50% damage, enough to finish off Ryu in this video. If the opponent blocks low, standing HP can combo into Telepathic Charge and deal about ~25%, although the timing can be tricky. Most other characters get launched upwards if they are grounded while being hit by Gorilla Roll, so the normal follow-up is often Gorilla Roar into B&B laser loops, which does get scaled down quickly and requires strict execution and specific positioning on smaller characters.
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KappASA presently has 186 views for Street Fighter III across 2 videos, with his channel publishing less than an hour of Street Fighter III content. This is 1.58% of the total watchable video on KappASA's YouTube channel.