AE v.2013 E. Honda requests

ExHHS getting that extra frame is fucking gold. I can allready link cr.lp 80% of the time, lets make it 100!
EX HB is punishable? That’s bullshit to be honest, at least i hope that EX Oicho will deter pressure, not sure about this.
How is st. hk nerfed? damage or range wise?

Thaks for the updates hoodaman.

Good stuff @Hoodaman.
Is st.HK nerfed on hit/block, or are its hitboxes nerfed (f.ex. vanilla/super hitboxes)?
If the hitboxes are nerfed back to its vanilla/super version, it will be problematic to do our bnb (HHS, HK) from greater ranges.

That’s really great news, thank you.

  • Hoodaman, how was st Hk nerfed ? the dmg was lowered, or is more punishable ? I understand they made it safer on block (from -7 to -6, so Fei can’t punish it with rekkas), they removed that buff ? Oh dear…

  • did you noticed an improvement for cl Hp as an antiair ? I understand they buffed the hitbox

  • does far Hp do 90 dmg now ?

  • did you noticed Buttsplash being better ? it was a rumor about 1 additional active frame.

As for the rest: U2 being 0 frame grab is awesome. U1 not being able to combo anymore…oh well. But still, if is 9 fr start up, it means will be better against fireballs.

Ex Hands: Oh dear. I SO love this one. did you notice if they nerfed the dmg ? Right now it does 140 dmg…boy, this one will open a ton of combos for Honda. Meter management will be interesting - “will you use the meter for Ex hb/Oicho (deffense) or for Ex hhs (offense) ?” I’m so excited.

Mp Headbutt is safer ? good. If Ken can’t punish it, then neither will Seth with U1, which is great. Maybe Balrog won’t be able to punish it either with lp dash straight

Again, thanks a lot for the updates.

I have another question, is EX oicho really fully invincible or can you throw Honda out of it, like other ex cmd throws?

It is sad to know capcom nerfs honda normals st.hk. Hope the damage and the range can be retained. It is very diffcult to play for some matchups. For eg. sagat. HHS cannot link to ultra is a bad news. I hope the sumo splash raising can link to ultra like boxer headbutt, buff the hit box of far HP for anti air and return the damage level same as Super
EX hhs has extra 2 frame links is good. A very good news.
Does mp headbutt hit by sagat kara uppercut?

Most certainly not. Right now Sagat can punish Mp headbutt only if blocked standing, and it is difficult. I’m pretty sure with this change he won’t be able to do it at all.

Improve hitstun on honda’s jumping mk.

This is allready one of the buffs

No, I don’t think Honda deserves more histun on j.MK, if you do it way too early, you’re obviously allowed to get punished for it.
Honda already gained more active frames, he does not need more hitstun as well.

I was really saddened by nerf in EX-HB, he was already punishable by Super and Ultra balrog and other chars. I found unnecessary.
The Ultra 1 in combo with HHS would be a nice weapon for e. honda…
Now don’t understand why nerf the ST.HK?? Why??? T_T
Get Me out a doubt Far st.HP is better? This more efficient as AA?

Excuse me for my English ‘-’

I have a feeling Honda is going to suck. HHSxU1 would have made me a believer but with that taken out…nah. He’s still missing major
offence, just giant punching bag.

Honda is not an offensive character, but a deffensive one. He received a bunch of great buffs. If he keeps them, he is really good. The system changes also helps him. Hands xx U1 was nice but…maybe a little to much. Plus, he got instead an easier link from Ex Hands, which is awesome.

And…I’m almost certain Honda will still be able to combo into U1 even with U1at 9 fr start. It will work on less characters, but I’m pretty sure we will still be able to combo into.

Hm, I just discovered Honda could link into his 8fr ultra 1 with cl.mp on crouching characters.

Spoiler

http://i.minus.com/ixf76stUlGT5z.gif

If his ultra is nerfed to 9fr startup, then he won’t be able to link the ultra from cl.mp, he can however still link it from a counterhit cl.HP

That’s very interesting. cl Mp is +7 on hit, so technically you shouldn’t be able to link into a 8fr ultra. Maybe is +8 on crouchers ? hmm…

Hm, on hindsight, I think it only worked because crouching honda probably got hit by the 2nd active frame of the 2nd hit of cl.MP. (making it indeed +8 on him)
Honda’s crouching hurtboxes are really wonky and make stuff like hhs sometimes whiff if cancelled from c.lp, c.lk or s.lp.

I now tested it on other characters (f.ex. Cammy) and the combo doesn’t work. It seems to be +7 on all other characters.

On Capcom unity forums there is a sticky thread where you can post your sugestions/ideas regarding balance. If you guys want, you can post your sugestions there.
Here it is the thread: http://www.capcom-unity.com/street_fighter/go/thread/view/7411/30158605/usf4-changes-thread

I’m not sure how much it will count, but…who knows. Might worth a try. I posted my thoughts there.

Obviously just theory, but it seems to me that Honda got better at the matches he was already good at while he got worse at the matches that he was already bad at.

I have mixed feelings about this.
While I agree that he got better at the matches he was already good at, I also feel he got slightly better in matches where he was bad at.
Mainly because Honda can deal better against vortex characters like Cammy and Akuma (thanks delayed wakeup and ex oicho) and slightly against fireball characters (thanks to u1 startup).
Though the fireball characters Honda had trouble against (Ken, Sagat, Sim and Guile) are also majorly buffed…

That’s interesting, why do you think so ? I thought Honda got quite a lot of help in his bad matches.

I played for twenty+ hours at the NEC build. He got way better ,at the very least, against dhalsim. I played fchamp in a first to three and lost and beat luckyd in two different sets. His jump Mp. makes a huge difference in every matchup where antiairing honda with a normal is common. He just shuts them down no problem. If that move stays the same then Honda will be a lot more offensive.