no more fullscreen headbutts? not an important change, who cares? unless they molested it like sagat’s tiger knees
j.mp nerf…ehh…we’ll see how bad it is, can’t say I didn’t expect it
also, have we gotten anything to improve bad matchups? a confirm into a knockdown or at least a sweep that’s worth a damn? seems like the idea here was to just nerf everything without thinking about matchups…I think we’ll still be in pretty good shape, maybe we got something to improve matchups, or they want us to change playstyles from downback to grab mixups and stuff.
I agree with Carltwo but go a step further - it’s poor balancing to take away a tool (jumping MP particular) without adding something else. That’s not a positive way to change playstyles.
Changing damage on headbutts at a distance is a bit lame - if you’re going from full screen, the opponent has opportunity to avoid, interrupt or punish.
Of course we have to wait to analyse how this actually affects matches.
Could be that Capcom wants arcade edition Honda to be a purely punish-orientated character now - justifies the U2 startup, and the nerfed damage off gambled moves like full screen HB’s. But the j.mp change was unwarranted. Just gonna make it that much harder for our matchups against keep-aways.
Damage reduction I can live with if it’s just a little.
Full screen HB is just asking for a punish and chipping that last bit of health on characters with a safe wake up should still work.
U2 I already thought it was pretty easy to escape from, so didn’t use it too much.
Jab HB not being a good anti-airing tool anymore I can still live with.
But nerfing j.MP, WTF Capcom?!!? This could very well make the hard match ups ridiculous. It wasn’t game breaking and it’s use was pretty situational, I mean you can’t just throw it out there and get a clean hit against everything. I really hope this doesn’t mean Honda can’t jump forward anymore, his fat arse is already easy enough to zone.
What if HB is the only thing they are damage decreasing? I don’t remember them ever specifying wether or not he’s getting everything damage nerfed?
The j.mp nerf is odd, maybe they will ask the blog next week during the Q&A after the next changes what exactly do they mean by damage nerf and j.mp hitbox nerf.
We still don’t know for 100% sure how this is all gonna play out, just gonna have to wait til AE drops and see exactly what the deal is.
I think they might reduce the active frames for j.MP. It’s kinda like two normals in one because of the way Honda moves his arm. It does trade with shoryu quite a bit.
Just came back to the game after a long break. Hi guys! Sup brydon, long time no see!
I just read this combovid interview with Viscant (Five Questions with Jay ?Viscant? Snyder | ComboVid) and thought about doing something similar. Also I took pics of all of honda’s hitboxes(from the leaked vids) and was writing up something for blanka like I did with Zangief some time ago, but as I heard more and more AE news I was like “what’s the point, it’s all(or most of it) going to change again!”, hence the break. Yeah maybe I was wrong about it.
Right now fei long and cammy are giving me problems. Any tips? game plans? Main objectives? Small objectives? Thanks in advance!
Far standing fierce. It stuffs Fei’s chicken wings, beats his crouching fierce and sweep, all on reaction. It stuffs Cammy’s hooligan move and drills on reaction as well. Basically if your standing fierce is coming out as close standing fierce, you’re too close and these characters can get their mixups going (Cammy moreso) at that range. If you get predictable with butt slam both can use Ultra 2 on reaction. Oh yeah c.jab xx HHS links with c.jab HHS on a standing Cammy if you need that extra bit of time to charge for Super (the extra damage helps). Jab hands to punish poorly spaced rekka and drills and don’t bother crossing them up because of auto-correct DP.
The dev blog mentioned a nerf to his damage in general. I assume that applies to multiple moves (dhalsim will also probably get something similar).
After hearing their goals for headbutt, along with the common items in AE changes so far, my guess is that hands will have more of a damage reduction than close range headbutt, in such a way that blind chip hands damage goes down while linking into headbutt sees proportionally less of a nerf.
Also, there’s a specific range vs Cammy (right outside the range where far Fierce becomes close Fierce) where you can’t AA her dive kick from the ground at all. Closer than that and you can push it out of the air with close Fierce, further than that and you can usually headbutt it. You mostly want to keep her grounded and outside that range at all times.
NJ Fierce is still really good here but I’ve seen it trade with her jumping Roundhouse and she can walk up SRK for free if you get predictable.
That matchup gets like 50x harder if you lose the life lead and the Cammy is willing to play lame so stay out of the air and don’t take too many big risks at first.
Something i’ve been thinking about is, how is Honda supposed to AA now without using meter. Jesus chop, neutral fierce and jumping forward/backwards fierce or roundhouse are all AA where you guess a jump in really early. A lot of high lvl Honda’s play safe and only build meter for super so they can combo off HHS. Guess that playstyle won’t be that viable anymore or am i missing something?
Ok, cammy is no longer an issue(turtling and keeping her out seem to work so far). Very offensive(yet intelligent) fei long is still an issue, I can’t mount an offensive of any kind and almost everything gets punished if whiffed/blocked. Turtling gets me to the corner where Fei rapes people for free. What’s the gameplan here? I can handle regular fei longs but this hyper offensive one is giving me trouble!
main objective is to never get knocked down - Fei’s J.MP fake crossup and MK crossup game is nasty aswell as annoying. meaty S.MP is annoying as well and links into massive damage on counterhit if you’re hitting stuff on wake up.
zoning fei out is difficult due to CW and rekkas, also his c.mk, c.mp, c.hp, s.hp are all great pokes and most of them can be buffered into super, so don’t whiff laggy normals or you’re going to get hurt.
lp rekkas are -4 on block so if they’re mispaced you can punish them, but it’s hard (1 frame punish?)
all blocked second rekkas can be punished with oichio for the mixup
as for cammy…it’s really hard to get her off of you, always mix up reversals because she has different counters to each
again don’t whiff crap because one drill combo and you’re done. this matchup is good for honda but the more I play actual decent cammys the more it feels closer to even than 6-4.
Thanks for the help! How do I deal with late canceled rekkas? Like, they do the first rekka and they wait to cancel into the second rekka(and they wait again for the third rekka)…
technically you can squeeze a low jabxxhands in there and get a counterhit because rekkas have no invincibility…but the window is so small it’s likely you’d just get popped trying to stick something out.
but, if you block you can punish fei with whatever you want pretty much - if you’re having trouble punishing just use a reversal oichio since you’re guaranteed a grab on the first possible frame. never leave a second rekka unpunished, if he does LP rekka…delayed LP rekka you get a free oichio no matter what.
blocked third rekkas must be punished with U1!!!
word? yeeeeeeeee boiiiii
edit after some quick testing: you can punish chun’s overhead flipkick by focus dashing through it and either oichio or c.lpxxhands - kind of a weird/tricky manuver but it seems useful vs. chun players who like to abuse it.