I wonder what should be done so cr lp- hands-cr mk- hb combos work on more characters more reliable ?
I think maybe either Hands should have less pushback, or cr Mk to have it’s hitbox extended horizontally. What do you guys think ?
Making this combos more reliable would be of great help.
I checked again Honda’s thread at Capcom unity. I tried to make a statistic about what are the most requested changes.
Here we go:
Ultra 2: by far the most requested buff.
As for proposals: most people want it to return to Super status (start up 1+0)
Other wants better range
Worth mentioning Arthur’s sugestion: more active frames so it becomes an anti safe jump tool
Ex Oicho: 2nd most requested
A lot of ideas how to buff it. Most people wants not to cross up in the corner
Dmg buff comes 2nd
Strike invincibility
Throw inv.
Better range
Less start up
More stun
1 hit of Armor
Far Hp: 3rd most requested
People wants more dmg for it. Worth mentioning some other sugestions: When used as an antiair, it gives a soft kd, and can be juggled into Super.
Another sugestion - can be canceled into headbutt
st HK: less punishable on hit/block. Some also mentioned a hitbox buff
Shikofumi: faster
jump MP: restore the hitbox the way it was in Super
H. Hands:
Several buffs: more dmg; improve hitbox; builds more meter; more blockstun
Splash: improve the hitbox
Oichos: no cross up in the corner/ more dmg
Ex Hands: more hitstun/moves only forward
Ultra 1: travel faster
These were the most requested changes. I will be very curious what capcom will pick. Btw guys, Combofiend talks about what sugestions he picked for each character on every friday. He picks 2 characters every friday and talks about them. If you tune in Friday at twitch - capcom fighters, you can request Honda
Last Friday Combofiend talked about Honda changes that he submited to the japanese devs. Remember that doesn’t necesarrly means that they will be implemented, and he only revealed some of them (so there might be even more). But still, is interesting. Here it is what he said:
far HP - increase the damage
LP Sumo Headbutt more pushback on block (“so it’d be like Blanka’s ball”)
HP Sumo Headbutt less pushback on block (“The hardpunch sumo headbutt that people sort of throw out randomly would have less pushback on block”)
Sumo Splash make it -2 on block (“Because apparently everyone spams it online. I dunno if I agree with that request but that was one of the requests that we got”)
EX Ohicho to get invincibility frames (“Which I think it should have, it’s an EX Grab”)
Standing HK slightly increase the hitstun, but also slightly increase the hurtbox ("Because Honda players can kind of just throw it out there and it’s not really punishable, but I dunno how much they should increase the hurtbox but it was just requested
Ultra 2 change back to a 720 motion (“The two half circle motions are so hard to do in this game, I dunno why.”)
Ultra 2 increased range (“Because it doesn’t have any range currently.”)
Super reduced startup time
So, what do you guys think ? Do you like this ? Will Honda be strong with these changes ?
This does nothing for Honda.
HP Headbutt less pushback is to make it more punishable i guess.
Standing HK hurbox increased? It’s allready pretty easy to focus if the opponent makes a read, now they will be able to poke you out of it, great.
Sumo splash?
All of these look like online warriors suggestions, I have no hopes whatsoever.
Hmm. The good news is - Ayano is not mentioning any nerfs. On the other hand, japanese sugestions seems kinda…weird. I mean, better antiairs ? I doubt Honda needs help in this department. Faster start up for Splash ? That’s nice, but not a top priority. U1 and U2 buffed is nice, though.
Anyway, I think if honda gets these buffs he will be quite strong. If st HK has it’s bockstun buffed, than Fei Long match will be easier. Ultra 2 with better range will mean we will be able to punish something with it (I would love to punnish rekkas, galactic tornado or thunder knuckle). Ex OIcho with invincibility is sweet - no more safe jumps, should help a lot against Seth and Akuma. Far Hp buff is also nice.
I’m not sure about faster start up for Super and Lp Headbutt more pushback, I don’t understand these. But if capcom is not going crazy with the nerfs, honda should be good. But I still hope to get something else instead (like more blockstun for Hp Hands, ocho not cross up, Ex Hands more hitstun). We’ll have to see.
"E. Honda
The improvements to E. Honda will make his attacks more effective overall, thereby allowing Honda to do well either offensively or defensively.
U2 is STILL a 1 frame grab, the big difference is when the ultra freeze happens. In Gief/Hawk/Hakan’s case it’s after the 1 frame startup, in Honda/Ibuki/Guy/Balrog’s case the ultra freeze happens before the 1 frame so the opponent can escape it by holding up if they weren’t doing anything.
Hmm, It’s not what I wanted, but it’s good, anyway. Hopefully Honda will get more than this - maybe some more dmg, Ex Oicho doing something ? Come on, Capcom.
I’m especially curious regarding Ultra 1 start up reduction. Right now U1 has 11 frames start up, and Hp Hands is +10 on hit. So if Capcom reduces the start up for U1 by a single frame, than Honda is able to do Hp Hands - U1, a 1fr link into U1.
Having a combo into U1 would be a huge buff for Honda - but I’m afraid Capcom might reduce the frame advantage for Hp Hands to prevent that, killing some of Honda’s more interesting combos…, but I’m looking forward to these changes, anyway.
It would be awesome, but probabelly too strong. st Hk is Honda’s best poke (along cr jab) - fast (7 fr start), great range, hits low !! and deals 100 dmg.
I can’t see st Hk getting a kd and stay the way it is right now. In Super Turbo Honda had F+Hk that caused KD (a similar move to SF4 st Hk) - but the move was slower, it had 10 fr start up. And I don’t like the idea of st Hk becoming slower in exchange for the kd. Honda’s pokes are not that fast anyway, I don’t want to lose one of our good pokes. Plus, Honda is not about kd in SF4, so I’m ok with it.
Well, it’s true that Honda is not about oki in SF4, but they could at least give him some setup from oicho… Now, when you land the grab, you reset your position and give up pressure, can put yourself in the corner and no safe jumps are available. You can do some nj. hp shenanigans to pass in front or not but that’s about it, and you get dped more often than not.
It’s too late to matter, but I thought of a way to make Honda’s U2 better, without making it 1+0 start-up.
Basically, you’d be able to hold it for, say, 12 frames before the flash. If you hold it all the way, it becomes inescapable after the flash. If you release it sooner, it’s jumpable. If you do a negative edge Ultra 2, it will be 0+1 like normal. The first 5-10 frames (or something like that) of the charge would have full invincibility. That would allow you to:
1: Use it to punish -1 stuff the same way you can now.
2: Use it to catch safe-jumps.
3: Actually use it in mix-up situations.
Then you give it slightly more range and maybe 40 less damage and you’re set!