Yes, it’s true that that combo is OP but the chances of landing a jump in like that are extremely low in higher level play. As for jab xx hands being 260 damage…I agree that it’s strong as a punish (the other alternatives need meter or charge) but if you think about it only Honda players who have dedicated themselves to learning hands benefit. From my experience an extremely low fraction of Honda players ever employ hands in all its facets - as a blockstring, punish, super hit-confirm…the rest resort to specials and normals. It’s like, “why should we get this nerfed if we’re in the minority?”. I would be really displeased if Capcom added some extra frames of startup to fierce hands…that would mean having to be much closer to cancel it off jab. Fierce hands, c.jab xx fierce hands is such a good tool against Sim and Guile because it tacks on more damage for the rare opportunities you get to be in their face and this might be null in the Arcade Edition.
well, much as I like my privacy apparently I’m on youtube now so this is me getting blown up by a pretty smart sim
[media=youtube]K6ytwjl3G4M[/media]
I’ve thought through the sim v honda matchup many times, and I’ve never had success with a ‘safe’ approach (safe ochio whiffs, staying out of sim s.fp range) because eventually I get backed into the corner and then I have to take a more proactive approach dealing with limbs and fires and shit (and then I die). it could be I’m not playing it safe the right way so I’m not sure whether the style of honda in the video is best suited for this matchup. here’s what I’ve been thinking though:
considering you eventually die from limbs anyway, and the situational nature of sim’s aa’s, I feel like a better approach is to deliberately disrespect sim’s tools. I mean - trolling the shit out of sim, walking forward and eating 5 fierces in a row to make him whiff fierce when you finally jump, that sort of thing. the idea is to keep sim honest and pressure him to use the right situational tool every time. I know it goes against all logic - and my innate fondness for turtles - but this matchup (and a couple of others. seth?..) has me pretty much stumped. right now, I feel like if you’re going to lose to sim anyway (probably, I dunno about you guys), you should at least make sim’s life deliberate hell instead of playing passively and letting sim corner you (which WILL happen). again, I’m probably wrong, or a different style of sim might invalidate this strategy entirely. I’m looking for different perspectives. then again I think the sim horse is pretty much dead in this thread
at least two things are true - the stamina advantage is nice to have, and sim pretty much explodes when honda’s finally in
edit: I should make a couple of more remarks. get your hhs to a point where you’ll never get ex also, be very wary of sim’s u2. you can’t even jump backwards once he has it (I forgot the last round lol).
one more thing. u1 or u2?
Didn’t they say the same thing about hands from vanilla to super? Methinks the people doing the testing and reporting aren’t that reliable. Or, at the very least, not as good with hands as they think.
Truth. Most Hondas I see online hold that down back like their life depended on it.
I think the reported changes are a good idea, but it depends on the severity of the changes. Honda needs big damage output while going forward/from footsies since without it he’ll have a much harder time against fireball characters. Headbutt/buttsplash/nj.fierce damage can be dropped by a lot but hands damage should only be dropped slightly. A shorter input window for hands (like Blanka’s hp electricity for instance) is a good idea, however. IMO hands are way too easy to do for the effectiveness they have. Honda should be about hands, but a combo that damaging should be more difficult, especially when you compare it to other mash characters.
I wouldn’t change any properties on hands, just input window and a bit of damage. Alternatively, drop damage by a lot but let EX hands have +5 hitstun so the link into c.lp is 2 frames.
Why does Honda need a nerf? Look at the tier list, honda does even or horrible against top tier characters. Just buff the lower tier chracters WTF.
You could probably press forward for a brief instant after you input the half-circles and still do the ultra. Think of it like a tiger knee input.
High damage easy input combo for hands? Oh so its cool to change that but anyone can mash on c.lk, random kicks into ex, ultra with chun…or by landing an ambiguous dive kick into short, roundhouse ultra with rufus for MASSIVE damage. Most top tier characters have easy combos into massive damage but all of them have way better options walking forward than honda. I say leave everything alone except headbutt damage, they can nerf that shit since its mainly mashed on by scrubs anyway.
I agree that instead of tweaking every single character why don’t they just give small buffs to the low tier characters. Capcom knows who they want to be top tier and its going to stay that way.
Lets just hope capcom doesn’t pull a Zangief/Sagat (vanila to super) on Honda whit this new patch.
Sadly I have the bad feeling they will. :< Even the smallest changes can make a good character go shit if there’s enough of them.
AFAIK, when I played Honda at the loketest there wasn’t a significant change in his damage. And I didn’t feel like HHS were harder to combo into either.
Thank you Reno for the news, Honda’s damage is part of the reason why I love his play style so much, lol.
That’s a relief, Reno. Thanks for the news. I figured the original reporter was just an idiot.
". . . . " Duke is happy to hear this Reno. Thank you!
I was thinking though, tone down damage on HHS make it lose it’s +10 frame and make Standing RH knockdown now would be amazing.
I am also happy thanks!
Id say ultra 1 due to his low recovery on fireballs. Sure chances that the sim will allow you to hit it are slim, but not as slim as ultra 2
They changed the motion on U2. It is now double HCB.
Thanks Reno :lovin:
This news is 4 days old brother:)
Well LK and MK buttslam are unsafe on block by 2 frames but as a lot of players (particularly Guile players) will do for punish is to simply throw. I usually go for EX headbutt because of invincibility and fast startup. IMO a well-spaced/timed buttslam is an amazing throw bait. Also, as I experimented with yesterday, it’s an alright setup for Ultra 2 as I’m sure you guys know (I’ll post the match when I have time). If you’re sitting on a charge right beside Guile on his wakeup, if you time LK buttslam properly it’ll beat out his flash kick (it’ll hit the vulnerable backside of his hitbox), his air throw attempt, and his jump away attempt.
Thanks Reno !