AE v.2013 E. Honda requests

I don’t think posting stuff on capcom unity is worth anything.
Let’s just hope we keep everything he’s got, he’s really solid with the buffs. After reading LordDVD saying that lp headbutt is awesome, i don’t care for the ex headbutt anymore. It’s still a great anti-air and should stay that way. U2 buff (and motion change) is awesome, U1 shuts down fireballs with the new startup, well not Guile’s but whatevs. Honda, even without DWU can’t be safe jumped with U2 or even 1 meter, that’s pretty great in my book. DWU just makes him stronger since his oki game is non-existant.
Ex-hands buff is actually a huge combo damage buff, easiest punish would be cr.mkxx exhands, cr. lp h.hands (more hands for more meter) for great 1 meter damage and easy execution without charge.
Of all the characters i play (DeeJay, Gouken, Dan and Honda being my main), he got the most significant buffs that work for his archetype. Some of his bad matchups got worse (fucking Guile, man) but some got better (Fei) so let’s see how this goes. Mike Ross or Hoodaman taking EVO this year? I kid, I kid :smiley:

8fr ultra 1 is gonna be so much nicer trying to get through fireballs. i must have hit one too late this morning vs. a dhalsim because i’m sure i was close enough, its 12+25 frames and i have hit guile ex boom from further back than i was.

Ex headbutt is useful to hit back dash and use it after knock down ryu to beat his wakeup shoryuken. I think blueberry do not use it.

I posted something on the Capcom Unity (Again)

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/30158605/usf4-changes-thread?sdb=1&pg=last#537472055

So what about you guys? so far I didn’t see your posts, only from Emanuel and I, Come on guys, we gotta write something, and if Capcom doesn’t care that is fine,but at least we tried, let’s not wait until it is too late, then Don’t cry going like " why do they keep nerfing E.Honda? "

Hm, I’ve been thinking longer and longer about this…

But I absolutely like how Honda is at the moment. I don’t want him exactly changed
Still trying to compile a good worthwhile post, though. Sorry that I’m taking that long to post there ^^’.

You don’t have to make a long post or anything. You can just say you really like the current changes Capcom made to Honda and hope they will remain.
I also really like how Honda looks for now, and if he keeps what he has, I’ll be very happy. I just threw some additional buffs, you know, just in case, haha.

As a fun fact: after the first build, I sent Combofiend a message with my thoughts (basically what I wrote in CU thread). The first buff I told him I would like is Ex Hands to be +5. And in the next build - that buff was implemented, haha.
I’m not saying I had a part, or my message really mattered, I’m not even sure he read it. But…you never know. It worths making a post on unity, just to be sure.

just posted on capcom unity, we gotta gets hands, u1 back!

I’m just happy Ultra 1 is way faster now. 9fr startup is enough

I think hhs combo into ultra 1 is applied to all characters

I don’t know, according to the official changes, is still 8fr start. And at Paris lock test, it was reported Hands-ultra combo still work…

Hi guys. I play fighting games(mostly SSF4) for a few months and this will be my first post on SRK.

Honda is my main character. His gameplay fits to me pretty fine, but there is one annoying thing about him. And that is lack of reliable anti-air normal button, wich cause me scare to walk forward in fear taht opponent jump at me for free. and I think, that is not only mine problem. There is far.HP, I know. But the way as it works now it’s gamble in lot of situations. Probably most of the the Honda players feels the same way, and they camping with down/back a lot. And that cause that lot of players don’t like to play versus Edmond and generally Honda as a character. But that is obvious and everybody knows it in this thread.

I know that request regarding to improwe far.HP was reported at Capcom forum. But I am afraid, that they won’t buff this. However if they do this, it will be great. But in any case instead of this, what you think if close.HP(wich buff is confirmed) was a command normal? Performed by towards+HP, or down/towards+HP maybe. It will be a lot more usable against diagonal jumps. It is already usable against them, but many times you just don’t step against opponent jump arc in time. Performing this whenever you want to, will be super useful.

I believe they did that specifically due to his lack of reliable anti air buttons. Far hp is very reliable(even though it trades often) but the issue was always close hp being garbage. The only thing I could ask for now is being able to use close mk more reliably when it comes to anti air buttons.

i find st hp and st mk both work fairly well currently. only problem i have really is beating rufus. i dont think there is 1 good aa button against him. i dont think we are gonna get a crouching button (basically lp/ex headbutt is that)

ex oichio looks so good… grabbing safejumps during landing frames is gonna be fun, blocked lk buttslam into ex command grab/ex headbutt is gonna be a really annoying gimmick vs some players lol

Indeed, by far Honda’s strongest tool!

What about cl. MK we change the input it for back MK??? Something similar to the new Dan’s St. HK ( back HK) ???

There were a couple of suggestion at CU - either cl Hp or cl Mk to become a command normal. But nothing so far from Capcom.
To be honest, I wouldn’t mind it, but I’m not dying to have it, either. Cl Hp hitbox was already buffed, and I think antiairs are not one of Honda’s main problems.

People whine too much about anti-airs for Honda and this is mainly because they don’t play the character properly. I know you aren’t ALWAYS supposed to have back charge but damn, you aren’t supposed to be walking forward most of the time with Honda and anti airing while you are on the offensive.
If the new cl.hp stops fake crossups and close jumpins, I’m happy.
I find far HP to be a good anti-air actually, but you need to know against what jumpins it works before stating that it gets beaten 90% of the time.
I have a friend that plays Honda as well, and he’s on the “Honda doesn’t have AA without meter” boat. Needless to say I woop his ass all the time since he thinks he can jump on me for free when I don’t have ex.
True Honda players understand the archetype, and sitting on down back isn’t a problem for them, but a loot of newbies that play him and do headbutts and buttslams full screen are too loud when it comes to balancing and requesting changes.

that cl. hp will work if they neutral jump on you, let’s see how it comes out since Capcom always give us surprises…

it has a weird hurtbox rn, i have hit people above my head and the arm isnt remotely close to the attacker. i have used it where it looks like it should have hit perfectly at their feet and i get beat. it doesnt come out that often for me i tend not to use it close up (maybe i should)