Curious about buttslam I’m pretty sure I can use blankas ultra and punish it but according to this frame data it seems really safe and only 3frames jabs might punish it
-LAU
Curious about buttslam I’m pretty sure I can use blankas ultra and punish it but according to this frame data it seems really safe and only 3frames jabs might punish it
-LAU
Some frame data chart I have read for Honda have five versions of HHS. LP, MP, HP, ???, EX. The ??? one is supposedly +12 on hit. One translation I saw called it “repeatedly”. Has anyone else seen this or know what it means?
Its referring to the mashed last hit of hhs which occurs when you repeatedly tap Hp during hand slaps, whether its +12 on block or not is academic as it leaves you in no position to follow it up.
Sorry for the necro, I tried making a new thread regarding the frame data, but I guess it didn’t get approved since we already have a frame data thread (albeit an old one).
Anyways, it’s regarding this: http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/E._Honda
I think there need some fixing, at least in the ‘notes’ department.
I’m glad they’ve very recently updated Honda’s U2 startup from 0+2 to 0+1, btw.
This is what I believe that needs to be updated(at least in the notes)
LP Headbutt: 1~14f projectile invincible
MP headbutt: 1~10f projectile invincible
The following things puzzle me and I’m not entirely sure if they are correct, an explanation would be enough.
Are you sure about Lp Hb having 1-14 fr of fb invincibility ? that’s something new to me
It’s in the official patch notes, but it’s never been updated in the SRK frame data notes.
Here are some examples of what Honda can do that you might never have realized in AE2012.
LP headbutt
MP headbutt
These are images I previously used as an argument with DannyBoyPERU on another forum to show how it would be best to buff our headbutts vs projectiles.
@Angerus
I confirmed and added all your recommended fixes.
He gets hit on the 11th frame of the EX Headbutt; it’s likely that his head hurtbox is positioned at that point in a way where he just barely gets clipped by the low TS.
Indeed, there’s no gap in the Super where he would get hit by a projectile.
Angerus, this is very interesting. I tried them and they work. Lp Hb especially is decent, I can pass through ryu’s Ex Fb pretty well. I guess If they gave it 1 more frame of fireball invincibility, it would be great.
Yeah this tech is hard to use up close ive been working on using in match for a while. It works well against guile. Gouken too, as his fb speed doesnt change.
If anybody doesn’t know, you can actually go through faster fireballs pretty well by cancelling Shikofumi (the overhead) into LP Headbutt. The way Honda picks his leg up during the overhead pulls his hurtbox back, and then you headbutt through the rest of the fireball. The only problem is that it’s a little hard to execute. It’s punishable if you do it too close though. If I could do it consistently under real match pressure, I’d probably just use it full screen to build meter.
^the trick to that is, all the fireballs you can go through with that technique you can go through with out the foot drop. Turns out the drop only makes itbarely any easier.
Oh wow, really? Guess I gave up on the solo Headbutt too fast. Time to hit up the lab and see if I can get it consistent. Thanks for the tip!