Highly doubt it, SF4 is about double motions for ultras, so unless they make it even simpler like Down, Down 3P it’ll be half circles.
AFAIK they’re changing it to double QCB.
It’ll still be bad if they don’t make it 1+0 frames(so the opp can’t jump after the ultra freeze).
At least shortcuts will work, right now you must input it perfectly or get an ex oicho so you must do it slowly losing all the potential as an one frame punish.
Im Glad he got his AA HB back , was the only thing I wanted ( Thats a lie I want a U2 and Damage back but this is good enough ) .
And at least HHS FADC U2 will be easy now , useless but easy .
I got tired of the game cuz Honda was garbage , now I have a reason to play again and not have to worry about having a Sub character to back him up.
Actually Im glad of the nerf, before that it felt easy to beat people and I didn’t knew if it was because I was good or because honda was. Now with AE I know that it is because people sucks and forced me to improve my game and learn new tech.
Honda was garbage?
You mean honda wasn’t as scrub friendly anymore.
i hope this makes it possible to fully combo on those characters as well as ex hhs on the damn shotos
I totally forgot to update this thread because I’m bad.
I was actually doing some thinking about your combos, I’m under the impression that it won’t make it any easier to link into anything if the 7’th hit is already hitting. So (aside from obviously Sakura/Rose) it probably won’t help link into anything on anyone standing.
However, say you’re slightly far away and hit a crouching opponent? Everyone’s seen it, it looks like you’d be in range to link on a crouching guy if all 7 hands hit but you only get five hits. In that type of situation who knows, maybe you can link ex hands/low forward/low jab/what have you.
Beyond that, it may make hands, hands, hands hit more than just abel and 'gief (and thawk? Can’t remember). Who knows, it’s all speculation! Can’t wait to try stuff out.
ryu and ken are all im worried about
If the hands change means that close fierce - cr lp xx hp hhs - rh now works on the majority of the cast that would be a nice little damage buff for honda.
I don’t think they’d improve it that much, probably just enough for full bnb to work on rose and sakura.
It would be cool if hhs, c.mk headbutt worked on more crouching characters or standing abel though
Full list of changes from Capcom’s PDF:
Sumo Headbutt:
- Made upper body totally invincible from start until 14th frame for light version.
- Changed damage until 2nd active frame from 130 to 100 for light version.
- Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.
** Heavy Hundred Hand Slap**:
- Expanded final hit’s hitbox forward, making it easier to connect with all characters.
Ultimate Killer Head Ram:
- Made KO possible even when the move’s first hit is double hit.
Orochi Breaker:
- Changed easy command.
EX Oicho Throw:
- Changed EX version’s stun from 50 + 50 (100 total) to 75 + 75 (150 total).
Some lazy translators they have but seems like what they promised was true. So now LP and MP headbutt can be used to trade with projectiles(against some character’s block strings) besides LP headbutt being anti air again, I don’t really know what the hands change will do(hopefully it’ll let us combo a bit more), I don’t really understand the U1 change and they didn’t specify the new U2 motion. And yay at more stun from EX oicho?
what? that translation for U1 doesn’t make any sense. U2 still won’t get used regardless if the motion was down + 3p, its too slow.
I think the U1 fix means if you traded hits with the U1 and something before you wouldn’t get a double ko but just lose instead. Maybe? Meh, won’t matter anyway.
If strong headbutt can sneak through some projectiles like Sim’s again, it’ll be happy days.
If HHS fix means you can do Jewelman’s combos to more of the cast, I’ll be super happy. Please, please let it be true…
I was thinking about the U2 though. I suppose you might find a use for it mashing in a blockstring… maybe? I dunno guys help me out here, I’m straining for ideas.
You might be able to make a case for using U2 against Akuma in 2012. It now punishes his st.HK, as well as preventing him from safejumping your wakeup. In addition, the new MP Headbutt might step up Honda’s meterless anti-fireball game, so maybe not choosing U1 would be an acceptable loss. This is all pure speculation though obviously. We’ll have to see the effects of MP Headbutt and HHS in practice, but they sound like nice enough buffs.
The problem with U2 is also that its range is bad. No decent Akuma will standing roundhouse close enough for a grab, and they know it got nerfed so they’ll watch their spacing.
Good point. I honestly forgot how awful the range was on U2 until I just looked at it now; it’s been so long since I actually used it, haha. Well, so much for that idea =/
Heh, yeah that’s about the bulk of it. I really can’t see a use for it, except maybe on frametrappy characters to mash out of? I’m reaching really. Then again, not everyone in the cast has two viable ultras so I guess we’re part of them still.