AE v.2013 E. Honda requests

No ammount of damage buffing is going to change his worst match ups. in super, Honda still had nightmares against Guile, Sagat or Dhalsim before the damage nerf.

I’m fine with adding a new tool to Honda so it shakes the whole match up metagame while still retaining everything else so doesn’t punish our actual knowledge.

Right now Honda is an ofensive character with no real tool to get in and a defensive character without a method to force the opponent to come in. You can win easily against those who try to attack you or those with weak defense but against good opponents using characters with safe presure or solid zoning, Honda can only win by guessing

Problem is, this is the way Honda is made - to have trouble against fb characters, but to give trouble to non fb chars. That was Honda in SF2, and he is more or less the same in SF4.
Most of his bad matches are FB zoners: sagat, dhalsim, gouken, guile, ryu, chun li, akuma.
Add 2 vortex/ mix ups chars that also have a fireball: Seth, Ken.
Now, what non fireball characters gives Honda problems ?
Maybe Fei Long, Vega, and Cammy.
And that’s it. Worth noting that I really don’t think Cammy beats Honda, but better players think this way, so…Vega match is also controversial, Mr.Snk and El Cubanoloco both think Honda wins this one, while Jozhear thinks is 5-5.
So basically the only non FB chars that is a pain for Honda is Fei long - and even this one might be argued (Mike Ross beating Mago, Cuongster wining FC nrw over Evans, etc).
But what about the rest of the cast ? The fact is, Honda has an even/ good match on more than 2/3 of the cast, and gives many headaches. For most characters without a good FB, he is a tough nut to crack, so he is a strong defensive character in this game.

Now, let’s say we give Honda a Seismo like tool to deal against FB zoners. You will gonna change completelly at least half of his bad matches. Just try an imagine how Guile match will look like - a Guile that no longer can zone Honda, and has to deal with a character that has way more dmg, better defence, better wakeup, and more health. 6-4 Honda. Honda will have very few if any bad matches.
Plus, Seismo will affect the matches, too, where Honda does pretty well. So, either capcom gives him a strong tool to deal with fb zoners, and makes him instantly top tier, or, gives him a weak tool, so it doesn’t affect Honda’s good matches, but then it won’t gonna be much usefull ag Sim or Guile, so it would be a useless buff.

Honda has the same problem as Zangief or Dhalsim. By their design, these characters will have some really bad matches, and trying to change this might break the game.
My oppinion is that Honda should remain what he is - a strong defensive char, weak against FB zoners - but buff his strong points and make his tools more usefull. If he gets the buffs I listed, he will be better, and his bad matches will be easier. Granted, he would still have bad matches - which is good, he is suppose to.
Plus, Honda’s bad matches are not even that horrible - Mike Ross beat Sabin a couple of times, he beat Dieminion and S. Kelly at Ect4, beat on several ocasions Air and Valle, and chun li and gouken are very rare. These matches are bad, but not at Gief-Sagat or Sim-Makoto level.

And I think Honda’s main problems in this game are not Dhalsim or Sagat, but the fact that he has no comeback factor and one of the worst oki game, in a game where vortex and comebacks are essentials.
My buffs would give him more dmg, more powerfull combos, a very strong tool against vortex characters (which would help a lot ag seth, akuma, etc), better pressure, great corner pressure, a little better mix up, and, maybe, some comeback potential :), while keeping honda true to himself. He would be really good, without being broken.

Give up Ultra meter completely and replace it with a second Super bar.

In seriousness, something to deal with cross-ups and vortexes would make a world of difference.

Giving him something to get in closer against Guile and Sim sounds tempting, but it could make the matchup dangerously in his favor.

Ok, the slightly revised <u>Buff List</u>. I also added explanations:<br><br><b>E. Honda</b><br>
<br>

  • <u>far HP</u>: +20 dmg (100) from the 4<sup>th</sup> frame<br>
  • <u>Oicho</u>: +10 dmg for L,M,H versions (170-180-190)<br>
  • <u>L Headbutt</u>: +20 dmg (120) first 2 active frames<br>
  • <u>H Hands</u>: +14 dmg (119)<br>
  • <u>Shikofumi</u>: reduce the start up by 7 frames (23)<br>
  • <u>Hands</u>: - M hands/ extended M hands: buff the hitbox for both (expanded
    for better connection)<br>
  • H. Hands: +2 blockstun (+5)<br>
  • Ex Hands: +1 hitstun (5); buff the hitbox (expanded for better connection)<br>
  • <u>Oicho</u>: - for all versions, in the corner, on hit, throw animation
    doesn’t end with Honda having crossed over to the far side<br>
  • Ex Oicho: +5 strike invincibility frames; reduce the range to 1.20 (from
    1.52)

<p class=“MsoNormal” style=“line-height:150%”> </p>

<p class=“MsoNormal” style=“line-height:150%”>Explanations: </p>

<p class=“MsoNormal” style=“line-height:150%”>[details=Spoiler] Honda was never broken in Super, so
the amount of nerfs he got is simply stupid. From Super to AE he lost 205 dmg,
and from AE to v.2012 another 30 dmg = 235 dmg loss, same as Yun from AE to
v.2012 – except Honda wasn’t anywhere close to ae Yun’s level. He also got
other nerfs, Ultra 2 was destroyed, hitbox nerf for ju mp, blockstun reduction
for hands, etc.<span style=“mso-spacerun:yes”>  </span>He also didn’t received
any significant buffs since vanilla. For a character that was never considered
broken and never won a major, all these nerfs are plain stupid. If Capcom don’t
want defensive characters, they can simply erase Honda, Sim and Guile from the
game, there’s no need to make them mediocre. </p>

<p class=“MsoNormal” style=“line-height:150%”>I think it is common sense to
undone part of the nerfs he received:</p>

<p class=“MsoNormal” style=“line-height:150%”>- Give back half the dmg for HP:
100 dmg (it was 120 in Super, 140 in vanilla !!). I can understand Capcom not
wanting Honda to have a 120 dmg poke, but making it having less dmg than MP is
stupid, esp. for a poke that has 10 frames start up.</p>

<p class=“MsoNormal” style=“line-height:150%”>- Give back half the dmg for
Oichos: they are Honda’s main tool for opening people up, and Oicho was
traditionally one of Honda’s feared weapons in ST</p>

<p class=“MsoNormal” style=“line-height:150%”>- Give back 1/3 of Hands dmg (it
did 140 dmg in Super): I can understand reducing Honda’s bnb dmg, but not at this
degree (35 dmg reduction ??)<span style=“mso-spacerun:yes”>    </span></p>

<p class=“MsoNormal” style=“line-height:150%”>- L HB: a completelly uncalled nerf
– why would you nerf an antiair tool, especially one that is slow (13 fr start
up), and needs a charge ? Give back the dmg partially (it did 130 in Super) </p>

<p class=“MsoNormal” style=“line-height:150%”>Honda is supposed to have big dmg,
that’s his character archetype, it always was. He has no reliable comeback
factor, and a terrible oki game, so landing big dmg is the way he wins. </p>

<p class=“MsoNormal” style=“line-height:150%”>- H Hands: give back a part of the
blockstun he had in Super (he had +6). Hands are Honda’s main pressure tool. It
needs to be advantaged enough that holding up, backdashing or mashing a 3-4
frame normal wont defeat the second hhs. Honda has no true strings, no 3 fr
normal, and his cr lk is 5 frames so I dont think this is a lot to ask. </p>

<p class=“MsoNormal” style=“line-height:150%”>Some characters like Akuma or Seth
that have many tools at their disposal can afford to have some of them not
being usefull. But Honda doesn’t have many tools, so he can’t afford to have
useless stuff:</p>

<p class=“MsoNormal” style=“line-height:150%”>- Shikofumi: Capcom decided to give
him an unique attack, but right now this move is complete garbage – at 30
frames start up, obvious animation and requires Honda to give up charge, is
completelly useless. Considering that Shikofumi is Honda’s only overhead, and
that Honda’s mix up game is far from stellar, I think it would be correct to
make this move more usefull. Even at 23 start, Shikofumi would still be one of
the slowest overheads in the game, but at least it would be an option that
Honda can use it occasionally, spicing up his gameplan and making him more
interesting to play. It’s also a cool move, it’s a waste not to be
usefull.<span style=“mso-spacerun:yes”>      </span></p>

<p class=“MsoNormal” style=“line-height:150%”>- M Hands: right now Honda players
have very few reasons to use this move, since it pushes forward less than
fierce version, so you can easily miss hits and get punnished. One way this move
might become more usefull is if both M and extended M (Renda) hands would
receive a hitbox buff. Honda has some very interesting combos involving M hands
and Renda hands, but unfortunately, those combos works only on 5-6 characters
and are very unreliable, being very space dependent. Honda also has a combo
into ultra with Renda hands, but it works on 4 characters, and only 1 works
both standing and crouching. Considering Honda doesn’t have much diversity in
his combos, this buff would spice up Honda’s game, and make him more
interesting to play. It would also give Honda players a reason to use M Hands.
Also, since Honda has very poor comeback factor, and both his ultras are bad,
giving him more ways to land his ultra should be ok, and Renda hands would have
a reason to be used. The combos would still remain heavily character specific
anyway.<span style=“mso-spacerun:yes”>  </span><span style=“mso-spacerun:yes”>  </span></p>

<p class=“MsoNormal” style=“line-height:150%”>- Ex Hands: right now this move is
almost never used. The only time you see it is when someone mistakes his inputs
and does the moon walk. The whole purpose of Ex hands is to allow for more
advanced combos, to be a bridge in combos. Problem is, right now Ex hands
allows for 1 frame links only. Now, other characters also have 1 frame links,
so that shouldn’t be a problem, but this ex hands 1 frame links are unplinkable
(unless it is used start buton), and the timing is very unnatural, since
there’s a big gap between links. Even more, because ex hands has a lot of
animation, the opponent has plenty of time to mash a reversal/ ultra, so if you
miss the link, Honda player is guaranteed to a eat a fat punish, unlike other 1
framers (Rufus, abel, others) that if missed are mostly safe. Even worse, Honda
waste 1 meter bar, which is huge for Honda. Simply put it, right now the
risk/reward is not worthy, so nobody is using this move in a serious match.
Considering outside ex hands, Honda doesn’t have much damaging combos, and that
ex hands are also very character specific, I think it should be fair to make
them usefull. The hitbox buff would also help so some hits doesn’t whiff on
some characters, and the last hit connect with more characters, allowing these
combos to be a little less space dependent and work on more characters. The
combos would still remain difficult, need ex meter (very valuable for Honda),
and character specific, but this would allow Honda to land more damage in
combos (right now his standard punnish does 265 dmg), have a reason to use
meter in combos, and make him much more interesting and fun to play. </p>

<p class=“MsoNormal” style=“line-height:150%”>- Ex Oicho: another useless move. 2
out of 4 ex special moves are useless right now for Honda (ex hands and oicho).
While for every other character that have an ex command grab, this move have
some special abilities that gives a reason to be used, in Honda’s case, ex
Oicho doesn’t have anything – it has 0.02 more range than L Oicho (completely
irrelevant), and 10 more dmg than H Oicho (no Honda will ever waste 1 bar for
this).</p>

<p class=“MsoNormal” style=“line-height:150%”>By giving the invincibility, the
move would have a purpose in Honda’s arsenal. This would help Honda a lot on
wakeup, because right now Honda’s fastest reversal has 8 frames start up, so
Honda can be easily safe jumped by almost everyone. Honda is supposed to be a
defensive wall, a tank, the ultimate defensive character, but unfortunatelly he
can easily be abused on wakeup by vortex characters. This is out of Honda’s
character archetype – I understand that Akuma is supposed to give Honda
problems with his zoning game, that’s Honda’s traditional weakness, but it’s
not understandable why Honda has to deal also with Akuma’s vortex (same case for
Seth match). This buff would help Honda in some of his bad matches, and would
also keep him true to his archetype – this would also be an awesome throwback
to ST Honda, where Oicho was an awesome reversal. Range should be reduced
accordingly, since keeping the current range would be too much (ex Oicho will
have the shortest range). </p>

<p class=“MsoNormal” style=“line-height:150%”>- Oicho: In ST, Ochio throw would
swap positions except in a corner. In SF4, Honda is generally at his strongest
when the opponent is cornered and he is crouched just outside. Not only is
Honda at his strongest, but Ochio throw specifically is strongest at this
point. It would be great if Honda <span style=“mso-spacerun:yes”> </span>not
corner himself and (more importantly) give his opponent the entirety of the
playing field to back away and go back to keeping Honda out with
fireballs/whatever. Honda doesn’t have a corner carry move, he is a defensive
character, a charge character, so it’s not like he can easily put his opponent
in the corner. But if he does this, he should be rewarded more. This buff would
most likely affect mostly Honda’s bad match ups – the matches where he needs to
go on offensive, and less his good ones, where he usually just turtles. It
would be a big help in matches like Ryu/Sagat/Guile, when Honda finally corner
them to be able to put more pressure on them. It would also be another nice
throwback to ST days. </p>

<span style=“font-size:12.0pt;font-family:“Times New Roman”;mso-fareast-font-family:
“MS Mincho”;mso-ansi-language:EN-US;mso-fareast-language:JA;mso-bidi-language:
AR-SA”>These are all simple buffs, with unlikely side effects, that would make
Honda stronger and more interesting to play, while keeping him true to his
archetype, keeping his traditional weakness and traditional bad matches, and
not make him broken.<span style=“mso-spacerun:yes”> [/details]</span><br>
</span><br>

Oh man. You guys. Wow. Just wow.

Thread premise is flawed, anyway. Every character receiving buffs is not just an arbitrary alternative to nerfing tip tiers. It’s stupid.

Break vortexes, remove unblockables. That should be a general goal overall.

Stick to character philosophies, aim to make 6-4 the hardest matchups. If I ever see Honda go through a fb I’ll probably shit myself laughing hysterically at just how incredibly moronic that is.

I can’t believe you guys essentially want every change you SHOULDN’T get. Fast, invincible, long range command throws, faster overhead, huge damage increases, buffed ultras, better frame advantage . On Honda.

Wow. Shameful.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/76736/Prof">Prof</a> said:</div>
<div class=“QuoteText”>Oh man. You guys. Wow. Just wow.<br>
<br>
Thread premise is flawed, anyway. Every character receiving buffs is not just an arbitrary alternative to nerfing tip tiers. It’s stupid.<br>
<br>
Break vortexes, remove unblockables. That should be a general goal overall.<br>
<br>
Stick to character philosophies, aim to make 6-4 the hardest matchups. If I ever see Honda go through a fb I’ll probably shit myself laughing hysterically at just how incredibly moronic that is.<br>
<br>
I can’t believe you guys essentially want every change you SHOULDN’T get. Fast, invincible, long range command throws, faster overhead, huge damage increases, buffed ultras, better frame advantage . On Honda.<br>
<br>
Wow. Shameful. </div>
</blockquote>

<br>So the general goal should be according to you:<br><br>1. break vortexes = destroying 1/4 characters and completelly changing the game<br><br>2. remove unblockables = except nobody has the slightest clue how do to this, if it is possible, or what would be the consequences. <br><br>Yup, really smart, son. <br><br>Also, according to you:<br><br>- we should stick to character philosophy - but we are not allowed to buff Honda’s deffence or his dmg (which are Honda’s strong points since SF2)<br><br>- we should aim to make hard matches easier - but Honda is not allowed a buff to help him in his hardest matches. <br><br>Yup, makes total sense to me. <br>  <br><br>Instead of making a complete fool of yourself, maybe you should enlighten us why receiving those buffs whould be something bad. <br>

Nah man, you got me. Should probably give him a divekick, too. and a miso soup fireball. and change hands to a qcf because hitting all those buttons is just so overwhelming

Oh, so you admit you are a troll. Alright, then let me report you and move on. <br><br><br>PS: I was hoping you would actually make a serious argument, but I suppose I can’t expect this from you (nor should I expect from you to read the indepth explanations I wrote for those changes).<br>

edit: Thanks.

I added your name since I used some of your ideas, so it seems fair to add your name (most of your ideas were incorporated in the list, same for Stevo. I basically added the names to show who contributed with ideas). As for the tier list, again you contributed to it, so I added you (same for everybody else - the list shows the names of those who contributed to the tier list).

PMd ya.

[quote=“Retekin, post:26, topic:155606”]

What does this mean?

I haven’t had time to read everything on here but you guys have to get on here!!!

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29822763/honda-balance-suggestions

Looks like we are getting a re-balance, I thought the game was pretty perfect to be honest, so hopefully the changes are very minor.

There will be changes for 2013. Please submit your ideas and creative ideas to this url
http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29822763/honda-balance-suggestions?pg=1

Capcom will release 2013.
Schedule for suggested changes to next Street Fighter 4 update

• Week 1 (3/22-3/28) E. Honda

• Week 5 (4/19-4/25) System and Additional character changes

• Additional time (4/26-4/30) Additional changes

Important note: Any threads made regarding any characters above before their date will probably get deleted.
Please go to capcom url to suggest your ideas.

Great :slight_smile: . I will post there the sugestions.

Btw guys, If you like the sugestions I posted on the OP, feel free to copy paste it and post it on capcom unity boards. Of course, add any other sugestions you want.
My idea is - I think we have more chances on getting something if more people request the same thing, so if more people request those changes, more chances we see them happening.

i put the changes i liked best - FP to 100 damage, u2 to double circle forward, and oocho doesnt land you in the corner… im guessing 720 1f was too strong before and thats why it was removed so i cant see them putting it back in realistically. And im just not sure how they can change EX Oocho without breaking it, maybe do a little more damage but that seems too strong to me. Maybe a bit more range and invincibility… hard to say. thats why i didnt comment on it im really on the fence about it.

I think Ex Oicho having invincibility should be ok. Honda is supposed to be a defensive dominator, he shouldn’t be abused on wakeup. In ST Oicho was also a great reversal, so it would keep the tradition. Plus, we balancing it by reducing the range.