AE v.2013 E. Honda requests

GGs yesterday :wink:

It’s just not cool how it feels to me that his bad matchups are getting worse in usf4 and that they attempt to turn Honda even more into a polar character.

U1 travel lot faster and better against fireball now. Overall, its way better.
Far Standing HK have extended range afaik, this is pretty huge.
I also read that close standing HP is pretty good AA, trades at worst. Thats pretty huge too.

Who uses EX Hands on block? Its never been a good pressure tool anyway. So I dont think it being negative on block is an issue.

cr. lp xx hands can not be red focused on reaction, people have to guess, spending two bars. cr. lp have 4 frames startup, there is no human that can react that fast.

  • It’s not been confirmed if Ultra travels any faster at all.
  • I expected fs.HK to be only very very slightly be extended so s.HK after fierce HHS would’t whiff anymore on characters like Ryu, Ken and Guile, but I saw during one of the latest usf4 footage (the one from France) that the bnb combo still whiffs.
    Check 9:35 http://www.twitch.tv/yamato_fr/b/507019431
  • cl.HP will indeed have better hitboxes so it can work as an AA, but I don’t think it will be that huge, considering the other options we have.
  • EX Hands won’t be used as a pressure tool, but it penalizes you even more if you drop the combo.

Combofiend said in a live stream some time ago that Hondas U1 is traveling faster. There is also video evidence in the video you posted.

Regarding far standing HK, it could also be a combo fail, which sometimes makes it looks like they are ā€œout of rangeā€.

For cl.HP, as for right now, we dont have any AA option without charge. Far HP loses a lot. So this is pretty good.

I think all in all we realize we have the one major nerf - ex head butt - the rest of the shit not really mattering too much at all. The thing that is going to save our ass is delayed wakeup. it is going to make all those horrible divekick matches survivable. I think in the end these 2 things somewhat balance eachother out. also now every reversal in the game is becoming less safe, it seems fair. DP FADC fwd is now free hands for us.

I can play fairly well against zoners as-is so the fact that an aspect of the game where i am strong in is getting tougher where an aspect of the game i struggle horribly in is getting weaker, it should be a good version for me overall. Not even including picking up guile as a 2nd, that just really round sthings out.

We can’t use far HP anyways if we’re in range for cl.HP and vice versa.
If we’re in the the very close range of cl.HP, usually we stick with walking/dashing under the opponent’s jump-in and doing ā€˜c.LK - c.LP xx HHS’ or something since cl.HP is pretty slow for an AA close fierce.

Cl.hp is way too slow for an anti crossup move, not something you can rely on. Better off blocking or walkink as Angerus said, so its really not a significant buff

What do you guys think about making Ex Buttsplash 0 on block, or even +1 ? It’s an ex move that doesn’t have much use, since Ex Hb is usually a better option.
With the nerf to Ex Hb, Ex Splash might be a better pressure tool not being negative on block. You still need to burn a bar, and space it well. You think it would be usefull, or not much, or too strong ?

would rather have the hitbox reach crouchers that are right beside you sticking out a meaty, or increase the invincibilty to when the move starts up from 12 to 14 fr. also i would like the EX HHS to be easier to input, somehow a different input. also remove the backwards ability, its just pointless and kills your charge.

I thought about giving Ex Splash 1 more frame of invincibility, too, but I’m not sure how much it would help. Why do you think it would help us, Mike ? I never had a problem antiaring anything when I had down charge - even Cammy’s Ex CS.

I’ve had ex butt drop beaten cleanly a number of times when trying to chase down somebody who’s holding up-back.

the move has the worst hitbox

http://www.eventhubs.com/images/2011/sep/30/e-hondas-hit-box-information-super-street-fighter-4-arcade-edition-image-2/

half the time it just brushes up beside people, i get beat by most air attacks. the only way you catch people on the way up is if they havent pushed a button. if it had invincibility at least until it became active it would never get beat clean like that in the air (really it is the kind of move that should be beat on the ground) i trade with it a lot though as is so not sure if it would change anything.

This is why EX BS sucks:

Yep so even an adjusted hitbox would make the move infinitely better… could be unbeatable then though… its such a scrub friendly move i dont think they want to touch it.

Ultra update:

I confirm that U2 must be 1+0 because it can NOT be jumped after the flash.

Ex hands > c.lp is definitely easier. Feels like a 2 framer.

I did not notice any disadvantage on blocked ex hands. So i have no idea what lord dvd was talking about.

I only fought a dudley so far so i couldn’t really test differences in jab hb antiair or j.mp hit/hurtbox.

Ex headbutt nerf is still a thing. But on block dudley could not get c.mp, f.mk or jab MGB.

More to come

Wonderful news !!! Please get some more :slight_smile: thanks !! Ps: what about ultra 1, j.mp and st roundhouse :slight_smile:

Is there any update log at final round?

There’s no change log here.

I’ll play more Honda soon. I’ve been enjoying Rolento too much.

I can say that ex oicho is NOT throw invincible and doesn’t have armor.

fuck, what does combofind think about E.Honda? he is so clueless