No problem with that. I finally got HHS, ex.HHS, HHS in the arsenal and sometimes I screw it up because I forget who and what stance it works on. This would be a huge and fair buff/fix, here’s hoping. Won’t hold my breath though.
If they can fix sakuras bnb punish combo so it works on the whole cast i dont see why they cant fix hondas bnb punish to work on Sakura… and rose.
I’ve started to to do Cr Mk xx ex HHS - Cr jab xx HHS - Rh instead of the HHS - Ex HHS combo, for me it’s alot easier and it works on pretty much the whole cast standing or crouching.
I’m sure I’m forgetting a couple others, but against a crouching Honda and a crouching? vega(don’t remember the exact details on that one) either c.LP into hands won’t combo or the last hit won’t connect. It’s a lesser glitch I know, still it bugs me.
And yes stev0, once you get the 1 frame link, that’s a very nice combo too! I think I might bite and buy the damn game…
EDIT: Also you can mix both combos: c.MK xx EX hands, c.LP xx HP hands, EX hands! (character specific of course) I forgot I wanted to say this because I went astray thinking about buying the game
That’s a good idea, I’m gonna have to try that out for sure. What I like most about HHS > ex.HHS though is the mixup it leaves, so many people like to mash reversal incase you drop the 1f link which can be baited or oicho’d. Still, I’m gonna try yours and see how it goes.
Don’t forget that in some crouching characters after a c.MK xx EX hands, c.LP xx HP hands you can do c.MK xx (EX)HP headbutt! More details HERE, and a crappy vid with said combo HERE.
E-Honda
[H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP].
[EX Oicho Throw]: Stun damage increased from 100->150.
[Orochi Breaker]: Command has been simplified so it will be easier to use from now on.
not sure what this means but, U2 going back to Super status? damn capcom and their vague changelogs.
ex oichio means nearly nothing, HHS might be interesting.
Nice, all buffs for 2012 version so far. I’m looking forward to seeing what the new HHS hitbox could bring.
more changes that are good and kinda useless… i mean sure stun damage is always nice but lets face it noone uses ex oicho throw unless u fucked up on execution… like that hands were made simpler but they were easy to begin with lol
They probably just changed U2 to QCBx2 + PPP, instead of half circles. So, it’s still worthless.
Wow! Capcom forced me to learn new technology with Honda and then gives me more presents! Holy rusted metal batman! I <3 Capcom now I can zone all of America with Jab Headbutt and the Range increase on Fierce HHS might stop our Ex-Loops which could be bad.
I think the range change for hp.HHS will actually make more characters open to character specific HHS combos or even regular HHS combos (I’m looking at you Rose/Sakura). The oichio stun damage has been a major complaint of mine since vanilla. In SF2, oichios were one of the highest stunning moves in the game. In SF4 they made oichios the least stunning throw in the game. Oichios do less stun than 90% of characters regular throws. They should have adjusted the stun to all oichio not just ex version. But thanks, I guess.
I welcome any Honda improvements. But I’m tired of seeing large change lists for normals up and down the roster but never for Honda. Capcom never gives Honda move tools to play with through normal adjustments. Sure c.lp, s.hk, and s.hp are nice but as a whole Honda’s normals are not very good. Gief and Sim have faster normals than we do. I accept that we aren’t getting a consistent AA normal or a usable sweep. But how about some cancelable mp’s or a some frame advantage to open up some link combos. Just a tiny hitbox or frame data change would make f.mp, c.mp, or f.mk into very nice normals to play with. If you are going to take away the “high damage” gimmick give us some additional combo opportunities.
Please don’t take the above as a rant or complaint that Honda is bad. Honda is still viable and competitive. I just wish Capcom didn’t hate him so much. Honda players win despite Capcom’s character design not because of it.
And I was just bitching about c.LP into HP hands not working in all the cast on page 1! Besides Rose/Sakura, am I the only one that has issues comboing other characters, like a crouching Honda? Finally, I really, really, really hope that the “hitbox buff” also has some kind of reduced knockback so now HP hands into linked c.MK into whatever works with more characters(specially the hong kong “trinity”). I’m just hoping…
EDIT: Does the HP hands “hitbox buff” mean that in a HP HHS into HP HHS combo, more hits of the 2nd HP HHS will land?
I wouldn’t be confident that this buff will fix the problems with sakura and rose’s hitbox, it sounds to me like were going to be able to get the full BnB punish from further away and hopefully it means we can land Honda’s high damage stuff on a wider selection of the cast.
Agree… with all the buffs to other chars, I think that Honda needs an “adjusted” damage-level (or buffs to his normals)… perhaps not as in Super version but not so “fucked up” as in AE!
I agree we still need a little damage buff. Capcom, find a happy medium between Super and AE.
I can’t fuckin wait. We love you 2012. Lets go.
Watching a stream of Apology Edition I noticed that crLP xx H HHS whiffs against Honda so it looks like stev0knev is right. As the game stands at the moment anyway.
Seems like U1 with Honda has been reverted back to SSF4 but with the projectile invincibility. I hope this is not true because U1 will not auto correct as easy and U2 is not viable even with the command change.
I haven’t really played AE… what were the changes to ultra 1 besides expanded projectile invincibility?
A good Honda, from 01h:03m until 01h:23m:…
when they say simplifying the input, do you think it’ll just be 360 + PPP rather than 2xHCB + PPP? I wouldn’t mind that if that was the case (alex had a 360 super art in SF3 so who knows)