Rebalancing ST Remix

Is it his go to move though, like theirs?

LOL I’m just bitter is all. Damn fat man.

I’m not sure what you’re trying to get at. In just about all of Honda’s matches, it’s a vital move.

I guess I’m doing it wrong then. :wgrin:

I think Honda should keep stored Ochio because Coth doesn’t like it.

I’ve felt in HDR yes it is a vital move, but would you say among all of his tools, it is as important to him, like spd to gief and typhoon to hawk. I’m not saying you are wrong, but I’m questioning whether losing the store and gaining a whiff would require that it get damage and range buffs.

I’d much rather see vega and balrog taken out of the game.

Again for the record I don’t like stored ochio because its a glitch.

:lol: Everyone always cracks jokes at Coth’s expense. I want Honda out of SF, he makes life hell for my mains.

I’d much rather see Gief taken out. I hate that bastard.

What the hell is that? It cause I’m white isn’t it.

absolutely crazy how honda players feel stored ochio is nothing special. really play hawk or gief and tell me stored ochio is nothing. must be nice having a free option select on your hands 24/7 when anyone gets close

Debating whether Oicho is as important to Honda as another move is for another character is irrelevant to me because it is vital for him to have it to win.

I just said that if you’re going to drastically nerf it like that, it would something to consider.

I play all of them so I’ll shoot down your theory.

My opponents rarely try to tick throw me when I’m using any of them. I’ve previously listed why I feel that way. And from my experience, players have about the same amount of success regardless of which character I’m using.

Why do you care whether a Honda player feels it’s ‘nothing special’ or overrated when he agrees that it would be better if it was removed from the game?

Hmm. This is an interesting idea. Not sure if it would work though because wouldn’t it be easier than the jab headbutt to punish?

The suggestions I would have are to give him his normals from O. Honda (standing short/forward and his old standing fierce chop) and to make his short butt drop go through all speeds of Hadokens. The short butt drop in particular would help him a lot against shotos IMO.

You should probably use the multi quote button, Man.

I’m tempted to make a comment on Ochio, but I really don’t plan enough Honda to have a worth while opinion. That said, j. short into negative Ochio is pretty fun.

all stored moves should be removed from the game.

OK, i may have posted this before somewhere, not sure, but i’ll post it again anyways because it’s relevant here. I think Honda’s remix was the one that was approached most incorrectly in HDR. I would be interested in what the really serious honda mainers think of these suggestions. What i think SHOULD have been done to him from his ST version, (reasons below) is this:

New ochio throw bounces back like it does in HDR, does less stun, but not as much less as HDR, can still be negative edged, but CAN’T be stored.
Jab Headbutt DOESN’T go through fireballs, and was unchanged from ST
Super Goes thru fireballs as always in the air, CAN be stored/activated on walk forward as in ST, Has higher priority vs Counter jabs etc, juggles so it always hits properly, but CAN be reversed between hits on block, and can go through fireballs on reaction at STARTUP too.

On the ochio, i think the new bounce back is great for balance, it takes away his ridiculous ochio loop, but gives him new mixup options for HHS/Buttslam/Crossup slam. Negative edging it is fine too, everybody else can do that, but storing it is too good, and gives him an unfair advantage versus too many characters when you combine it with negative edging to give him an easy block/ocho option select. Not sure whether a whiff animation on the ochio a la hawk and gief would mess him up too much, but it seems fair as they’ve both got one…IDK on this one tho.

On the Jab headbutt and super, i think his SUPER should be his main tactic for going thru fireballs, not his jab torpedo. Honda’s super in HDR is still one of the worst in the game imo, aside from a lucky psychic guess at going thru a fireball which never happens against the best opposition, it’s only really useful as a close anti air, and realistically nobody will be approaching honda anyways, outside of the other grapplers. Most people will try to stay the hell away from him. His super also trades WAY too easily with other reaction supers, lots of specials and even some well timed normals, which is just stupid, it’s startup period is useless for wakeup reversals and also gets hit cleanly by any projectile so it can’t be done on reaction, and it also can’t be stored, so honda can’t retain it while advancing forward which would have helped him enormously against fireballers if it has had an invincible startup too.

Let’s face it, jab torpedo destroying fireballs didn’t change the game too much for all the main fireball spammers, ryu, ken, guile, deejay, etc. It was a nice idea, but all their honda zoning game has to do now is be a bit more careful, sit a little further back, and watch for an opportunity to punish a jab headbutt’s recovery with a walk forward sweep/poke xx another fireball. Also, Jab torpedo’s startup doesn’t go thru fireballs and it doesn’t travel very far, so it has to be thrown out in ANTICIPATION of a FB, which is it’s biggest weakness and also what means it’s still too easy to zone him out if you’re not predictable with your fireball patterns. His super should have been buffed to be his main anti FB tool on reaction instead of his Jab Headbutt, the same way as a fireball thrown out as spam can be counteracted by another fireball thrown out on reaction.

Think of how you’d think twice about chucking a fireball at chun li if you saw her suddenly start walking towards you with super meter, knowing she probably had a stored super ready. Honda would only get a couple of chances to do it per round at most, but the game would change as soon as he had the stored, better super as an option, and it would be chance for him to get back in and close some of the gap from all that FB chip damage.

Honda builds meter really fast with HHS and all his other crap, he can get 2 or even 3 supers per round sometimes. Why not give him an option to change the fireball zoning game every now and again versus fireballers. Instead of making his jab headbutt mildly threatening but easily beatable 15 times per round, make the super something that shuts 75% of the fireball spam game down but only once, maybe twice per round, and solves his problems, but only when he gets meter. Even the threat of him being able to do it would mean he could walk forward more often with confidence. If you’re too risky with fireballs its a solid window for him to get in and get good damage to level back up the match, if he’s too telegraphed with it or throws it out when he shouldn’t you can block it and reverse it between hits.

Here’s maybe a silly question, but do any of you know if the stored moves were an intentional design decision, or were they sort of an accident like canceling normal moves into specials in the original WW.

Honda vs Gief

Headbutt should lose out to jab & lariats 100% of the time…Just like Blanka’s ball…I think this will help the matchup to at least 7-3

If gief blocks headbutt, Honda should get automatic dizzy! :smile:

:o

That would make the match even more boring that usual. Honda’s only tool would be HHS and headbutt when Gief stupidly jumps in. Besides, Headbutt already loses to both of those most of the time.

So no more sonic boom or flashkick? :lol:

At least Guile uses both his hands and his feet! Boxer just uses his hands. Yawn.

clap clap clap agree with that and please make Honda Broken because Coth doesn’t like it. lol