rofl
Imo these changes are pretty redundant, with the exception of U2- though, the facts are less than clear, “damage has been reduced” doesn’t really say anything.
rofl
Imo these changes are pretty redundant, with the exception of U2- though, the facts are less than clear, “damage has been reduced” doesn’t really say anything.
yeah it could just be a minor damage tweak. Because be fair, the headbutt combos were getting pretty OP.
I guess this just means we shouldnt rush down down as much and play smarter like in vanilla
I’m gonna have to complain for once. We have no tools to fight against heavy zoning characters… someone please save Honda. At a high level this character sucks!
here we go with the “Honda needs your help” horseshit lol
Honda doesn’t need help, but he doesn’t need nerfs either. He’s well balanced against the most popular characters in the game (Ryu, Ken, Balrog, Bison etc.) and a generic damage nerf will fuck it all up. Buff the super characters, don’t nerf the originals, god damnit.
Well just have to wait and see how it turns out. At least itll bring all of his (many) 6-4 matchups back to 5-5. And the new ultra motion is a pretty neat buff kinda. I was never a big fan of ultra 1 anwyays. I dont ultra through fireballs, i FAD and oicho or ultra 2.
Im just kind of concerned that chun li and the new and improved sagat (even though his fireball game is now rubbish) will be too hard a matchup for honda…
it doesnt matter either way, im never giving up e.honda.
DOSUKOOI
Is it recommended to turtle against Ibuki, or chase her?
Just and added note to Mr.SNK’s match-up notes on Bison, Honda’s nj.rh can beat out Bison’s ex-headstomp on wake up. It has to be really close to connect. If not Honda eats counter hit damage.
WTF can you do to guile after an oicho? Don’t tell me buttslam cause my lk buttslam was air thrown on guiles’s wakeup. Serious help needed, if anyone has any tricks for this match after you score the knockdown please give some advice. E Honda just dies to all fireball characters, WTF
What I do to Guile after an Oichio is either
-Safe jump a nj.fr (doing this will bait and beat out a flash kick)
Just tested it, can’t safe jump an oichio throw… sorry if that lost someone a match…
I find crossing guile up works really well. Keep the pressure on him with hands. Dont be scared to dash in and command grab him. If the guile player isnt about to let you pressure him all day long, dont be afraid to burn meter to keep the pressure on. Bait out the flash kicks and look for bad habits. Punish the sweeps with a knockdown and apply pressure. Get a significant life lead, turtle to victory and watch him make mistakes.
I will try these out, but im positive the crossup forward doesnt hit his small hitbox after the oicho. What safe nj. fr are you talking about? How exactly are you setting this up? And besides beating/baiting flash kicks, what does this prevent or add to as far as pressure?
Duh crossing up guile is the best thing, but when do you actually get to cross him up? Only after a random buttslam… Dash in and command grabbing is the stupidest thing in the world, you get nailed with double back fierce way before you even recover from the dash. I dont understand how you can burn meter to keep pressure on guile? What if he is zoning you out and antiairing everything to do, what then? Even with a life lead, which is almost impossible to get if you are getting zoned out. You are always playing catchup with guile. Anyone got some new tricks or tips against this character?
lol y u mad? random buttslams are bad though but on his wakeup it cannot be air grabbed… if nothing else OICHO him again if he sits there
I’m talking about timing the nj.fr as Guile wakes up. 9 times out of 10, guile is going to have to use flash kick to get out of the corner, or on a jumping opponent. if timed right, nj.fr will counterhit the flash kick.
And if the Guile decides to sit there, feel free to give him another oichio.
Guile’s a tough matchup. seeing u beat dagger G is like the only high level game where i have even seen a honda do well against a guile in a drawn out set of games.
The damage is, I would think, unconfirmed because you can’t check actual damage at loc test, so whoever reported that is going by eye/feel. I wouldn’t be surprised if they did lower his damage though because of Honda’s reputation against the lower tiers.
He still needs better answers against the top tiers. The bad matchups for him are REALLY bad. A good normal anti air to help anti-zone would go a long way. They made him better against Sagat’s low FB in Super, but this didn’t really do much. A subtle tweak to improve this (FB invul on early frames, enough to get through late), might do it.
Making his headbutts more safe on block, if damage is reduced, would be a smart measure.
Or they could just leave him how he is, run with the new Ultra 2 motion, and he’ll be not too bad.
Any clarification about hands being “harder” to combo?
If this works, I will buy you a Coke
If he blocks your HHS and you have meter, use it to fadc into command grab or cross him up after. Be unpredictable, use the little mix up game that honda has to its fullest potential, people dont expect it.
Zoning characters or just players that are good with zoning will always be the harderst matches for honda.
Its nothing to get upset about. Just dont play right into his hand. Every basic fireball zoning game is based on you jumping over them. The only things you can really do (especially against guile’s sonic boom’s low recovery) are zoning buttslams and make him guess which way to block, Focussing his sonic booms and putting him off or EX headbutting through his EX sonic boom.
With neutral jump fierce youve got a great tool of avoiding fireballs with low risk. Most guiles will just throw sonic booms when your at a distance. So if you have the life lead its just a matter of time before he has to give it up and come to you. When guile is on the attack he’ll (again) usually throw a sonicboom and jump in. EX buttslam, get the knockdown. And start applying the pressure.
Its not rocket science… No need to get mad with me dawg, just tryin to help
Hmmm allowing HB;s to go through fbs’s would be OUTSTANDING. But i think honda would be deemed too strong. If they actually did something like that they would have to SIGNIFICANTLY tone down his damage output to keep him balanced. And i dont want that. Im getting more and more succesfull with jab headbutts as AA. Eventually you will know when to use jab HB and when to use buttslam. Giving him another viable anti air would give to good of a defense i feel. I really dont want capcom to give people a reason to complain when i smash them with honda… They have to keep him balanced and mid-high tier. I agree with you though that he needs something to fight zoners. When a chun, guile or even deejay player knows how to abuse the honda matchup. You will have to go all out to get into his head which can be reaally troublesome.
I just pray to god they dont mess with the hands too much.