I agree with Ex Oicho. Give it 1 hit of armor, or not switch sides.
As for the U1 - your idea is interesting, and I think a 1fr link into Ultra would be fair. 3fr link as it was when U1 was 8fr start was too strong (too easy to do), but a 1fr is difficult, esp since plinking an ultra is odd.
But the problem is - I doubt increasing the hitbox would solve the problem. I’m not sure if it would work. What I would like for U1 is to increase the traveling speed, so is better against fireballs.
Anyway, what I hope for the next build:
Ex Headbutt:
if they insist in keeping the nerf, at least increase pushback to 8.5 training room squares (our original request). This way characters that struggle against Honda would still be able to punish it, but not Sagat, Guile, Evil Ryu, Balrog, Chun Li, Akuma and Seth, that already beat Honda
also, if they keep the nerf: give Ex Hb 1 fr of fireball invincibility, so we can fight Sagat better (it would be 1-8fr full invincibility, 9fr fireball invincibility).
Or make Lp Headbutt 1-15fr fireball invincible (the first 3 active frames)
Ultra 1: - increase the traveling speed, so it’s better against fireballs
Ex Oicho: full invincibility was too strong, but only throw invincibility is not enough. It would still have very little uses. Either:
remove throw invincibility, add 1 hit of armor: less powerfull than strike invincibility, since it loses to armor breakers and 2-hit moves
Or keep it throw invincibility and increase the range to at least 1.60
Or keep it throw invincibility and make it not switch sides (not cross up on hit)
Or remove throw inv., increase range to 1.60, and make it not cross up on hit. Developers’s choice
Beside these, considering Honda lost the 3 most important buffs (U1 8fr start, Ex Oicho full inv., and U2 not jumpable), and that ExHeadbutt nerf also hurts Honda’s offensive, I think would be fair to give Honda at least 1 more buff to his offense. This is what I would like:
regular Oichos not cross up on hit (not switch sides) - at least one of them Or +10 dmg for each normal Oicho
Or increase blockstun for Hp Hands (and make chip dmg 5 per hit instead of 4 - like in Super. We lost a ton of dmg, at least gives us back the chip).
Or make st Hk 0 on hit (in adition to remaining -6 on block)
Also, these would be more of a fix than a buff:
Shikofumi (stomp): reduce startup to 24 fr and change cancelable frames to 9-24
cr Hk: reduce start up to 11fr and increase active frames to 3. Both moves are currently useless.
If these buffs would appear, then that would be pretty sweet. Sadly I don’t think these will be added and this is why I think so:
The oicho buff not switching sides will require the animation to be edited and changed, and I think they cba to do this.
I don’t think they’ll increase HP’s blockstun for multiple reasons. Since AE, I’ve felt they wanted to differentiate HP hands with MP hands so they’re both unique and useful in their own ways.
HP hands completely overshadowed MP hands in its Super glory days. Now in AE, MP hands offers up a lot more combo possibilities, does more damage and has actually more advantage on block (+4 on block) compared to HP hands. If you do a c.LP right after MP hands on a crouching opponent, it’s even a true blockstring.
I also feel they want to make Honda more fun and less lame in Ultra SF4, so I was wondering if it would be OP to ask for cl.lp to be +4 on block instead of +3.
If it’s +4, cl.MP and cl.HP could be a legit frametrap. It would make Honda a bit more interesting of a character.
Or another suggestion would be to just add a couple of extra projectile invincibility frames on his headbutts, that would be neat.
Yeah, I’m also afraid with the switching sides, they might be too lazy to do it. But, it worth a try. Your idea with cl lp is interesting. Also, I would like a lot some fb invincibility on headbutts…
As or Mp Hands, I’m all for variety, but right now Mp Hands is not that usefull. Maybe reduce pushback, or increase hitbox size ?
The pushback on MP hands is actually quite less than HP hands, it’s for this reason why we can do combos like
MP hands, c.MK xx fierce headbutt (on most crouching shotos, HP hands needs EX headbutt in most cases)
MP Hands, c.LP xx EX headbutt
MP Hands, c.MK xx EX headbutt
On a lot of characters
It also applies on standing characters.
F.ex: cr. LP xx M. Hands - cr. MK xx Ex/H. Hb works on both standing and crouching makoto, while if you do hp hands, it only works on crouching makoto
Hmm, that’s interesting. I know we can also combo into ultra on a couple characters with Mp Hands.
But my problem with Mp Hands is that because the push forward is less than for Hp Hands, you need to be very close to the opponent, otherwise hands might miss and you are up for a punish. So, except for punish situations, I don’t think there’s much use for Mp Hands right now, that’s why I would like more blockstun for Hp Hands, that is more usefull in combos.
But I would like nonetheless for Mp Hands to be more usefull, I just couldn’t think for a solution
Yea, MP hands is pretty much only viable for punishing and from jumpins, while HP hands is more for pressuring with the extra forward push that comes with it.
Regarding the oichio not switching, this already happened against Hugo in the build I played. It helped open up my corner offense a bit as now I wasn’t as afraid to use it. Even though j back into the corner hurts bad against cmd grab. Mp hands on block is nice because you can goo into hk and they can’t jump it. I use it for this reason all the time.
Combofiend: “There are two classifications of characters: Those who have amazing Ultras and will therefore benefit greatly from Ultra Combo Double and those who won’t. If the characters fall into the former, then they’ll do 60% damage. If they fall into the latter, they’ll do 75% damage.
To be clear it was not intended. But yes if you oichio threw hugo he stayed in front; you kept charge by holding down back too. Something about how big he is may have caused it. So I don’t want to hear anymore theories on how Capcom won’t do it just because they are “lazy.” If they can fix him, then that means they can just break everyone else the same way too.
Yes only against hugo, everyone else was normal. I assume he was so large that when the 2nd hit of oichio happened his lying down hitbox was too big for me to get over and it just pushed me to stay in front. What would it take to replicate that across the cast?
I want mp head butt to have better low invincibility. I am tired of guessing lows just to be successor no reason valrognlow dash punch sweep and sakuras cr. Mk come to mind right now.
Sorry double post. Chun li’s sweep is also a huge pain in the ass. If you are going to say something has low invincibility then make so it does universally. Ca someone list all the low pokes that beat MP HB?
That’s one change I would also like. It’s nice to have low invincibility for Mp Hb, but right now it’s not enough, so it has little use. Increasing the invincible frames would make it more interesting.