Some more Arcade Edition footage, this time from European top player, [media=youtube]SObOPuX7hT8[/media] Earlier reports on the massive damage nerf to st. fierce in particular seem to be true. Look at that shit. Especially at the beginning of the second round; that was a counter hit st. fierce, which does 150 damage now. That looks to be like 100 - 120. Bleh.
Alt 3, color 8 is so delicious. After several tournaments this weekend rocking it, I think Iâll finally invest in alt costumes. Didnât know where to post this but had to. Forgive.
The damage nerf I can understand. Iâve heard people complaining about that for quite a while. But, what is the reasoning behind Capcomâs removal of the upper body invincibility on jab HB? Is there a conception that it was somehow overpowered as an anti-air against certain characters? Or is it simply intended as a not-so-subtle hint to Honda players that any effort to play defensively without meter will no longer be tolerated? It seems to be as useless as an ex-Oicho in its current AE form.
I donât play as much as I used to and Iâm not a pro by any means, but this single change is what scares me the most. As far as Iâm concerned, the arcades can keep the AE edition.
Back when the nerfs were first announced, someone said that good players donât really put themselves in a position where they would get by an anti-air jab headbutt. I didnât see it his way at first, but really, it makes sense. Good players know not to jump on a crouching Honda. Theyâll force you to walk forward first, or knock you down and cross you up, which they know Honda canât deal with. To answer your question directly, I think Capcom thought anti-air jab headbutt xx super was too strong, which makes sense considering it does more damage than I care to describe at this time. But yeah, overall, I donât really care about the jab headbutt nerf. Standing fierce is fine if you know your spacing, and nj. fierce is fine if your reactions are up to snuff.
Hondaâs damage output was the best in the game. Since Iâm a Honda main, I thought it was fine, but I guess everyone else disagreed. The j. MP nerf is probably the worst out of everything else he got.
And I donât mean to sound obvious nor like an ass, but the reason good players donât really put themselves in a position where they would get hit by an anti-air jab headbutt was because ofâŚanti-air jab headbutt.
Losing jab hb aa is the worst, especially when coupled with far fierce doing 80 dmg (estimated). Though I agree about the j.strong nerf sucking, too. But as many have stated before, none of this will stop us dedicated hondas, and the hitchhikers will likely get off the train and visit the fei boards. =p
On this note, Iâd like to inform Capcom that no good players jump in on a Ryu that hasnât just tossed a bad fireball, so we should remove his shoryuken because all itâs really good for is mashing block strings.
Cute. Ever play a good Ryu? I can only assume you havenât. They will tag every single jump.
Did you read what I wrote?
s.hk from Ryu ruins hondaâs jumps, but anyways - nice to see that superâs still pretty beefy, weâre going to have to get used to using jumpback <insert air normal here> or U1 for anti-airs with lp.headbutt gone vs. characters who have good jumpins (blanka, vega, etc.) if S.hp does anything less than 100-110 damage the trade wonât be in Hondaâs favor unless they buffed the hitbox somehow.
vs. rufus hands is horrible for positioning and doesnât do anything, heâll just block it and then divekick the shit out of you
you must turtle vs. rufus, avoid corners and make him block/guess what youâre going to do after he lands a divekick (jumpback hk, splash, EX headbutt, tech etc.)
also he canât punish non fierce headbutts so you can abuse that too.
ex tornado punch disagrees with you
Ok, updating(updates in red):
- Any word on his far s.HP getting a slightly better hitbox or smaller âhurtboxâ(for AA purposes)?
no but seems like it does 80 or 100 dmg now. - Or about ex headbutt getting less recovery?([media=youtube]fzHOHet4xKM#t=18m37s"[/media])
-Or about going through yoga fires with HP/EX headbutt?
-Or about LP headbutt going through c.LPs/c.LKs?
c.LKs=yes, c.LPs=no
-Or about LP headbutt still being projectile invincible during startup?
-Or about his s.LP having faster startup?
nothing conclusive yet. - Whatâs the fuzz about his c.MK having a âweird timingâ to be cancelled into hands/headbutt?
seems like nothing either. - And has the âmeatyâ oicho bug been fixed?([media=youtube]Q2ycfX_jxwY"[/media])
I think thereâs a system mechanic in place where youâre unthrowable for a few frames after leaving blockstun. Itâs there so you have more time to react to tick throws, but not much more time.
yeah if you could set up 1 frame oichios that would be cheap as hell, I think if youâre not in range on the first startup frame itâs supposed to missâŚimagine gief with unescapable SPDs after a jab - youâre not supposed to be able to frametrap into oichio, would be too broken
You can really feel the cr. jab xx HHS gap, I managed to get one game in today. It doesnât feel terrible, but I donât like it.
even on hit? does it not combo? LOL
Played AE yesterday at planet zero. Unfortunatly there wasnât any real good players to test things out with. Honestly Honda seems about the same to me. His strenght might have been nerfed but it didnât make the matches any harder. Hands were a lil harder to come out but that was probably due to my POS execution and not bein that comfortable with the arcade cabinet. I do slide tech. and that worked just fine.
I even managed to fight a Guile (granted he wasnât very good) and everything I do now still works in AE (as far as I know).
I do wish if you were going to fight in arcade that they would jack up the difficulty.
guiles air throw was beat by jump in mp in vanilla, in super air throw was GDLK⌠AE spoke of air throw getting nerfed can we jump in mp it now? Time will only tell if mp was nerfed to the point that we go to jump back fpâŚ
@ bighawk try jump in mp on guiles cr fierce⌠early/late see if it can get a trade or stuff
No no, it combos fine. I heard that cr. jab xx HHS doesnât combo on Abel in AE, I canât verify that yet. The lines are obscenely long, you only get to play once every hour, Iâll test the changes more thoroughly on a random weekday.
crazy, that would be a shame if it didnt combo on him. It makes no sense though he has a huge hitbox, chun li combo videos him for free