EDIT 2: Here’s the real, final FINAL changelist. The Honda changes are:
- Close Standing HP hitbox expanded upward
- Far Standing HP tip damage increased by 10 (80 → 90)
- Far standing HK disadvantage on hit increased by 1 frame (-3F → -2F); disadvantage on block decreased by 1 frame (-7F → -6F); hurtbox slightly expanded forward
- Diagonal Jump MP hurtbox slightly reduced
- Diagonal Jump MK active frames extended by 1 frame (8F → 9F)
- EX Sumo Headbutt pushback on block reduced
- EX Hundred Hand Slap advantage on hit increased by 1F (+4F → +5F); damage reduced by 20 (140 → 120)
- EX Oicho Throw now throw invincible from frames 1-5
- Super Head Ram (Super Combo) 1st hit now armor breaks
- Super Killer Head Ram (UC1) start-up reduced by 1 frame (11F → 10F)
- Orochi Breaker (UC2) throw range increased by .24 (1.16 → 1.40); input command changed to 720+PPP
- Ultra Combo W scaling changed from 60% to 75%
Invincible EX Oicho and 1+0 U2 did not make it into the console version, unfortunately. Basically, EX HB is now gonna be punished on block by cr.MKs and sweeps, U2 is way better for punishing stuff and Wultra might actually be good, and EX HHS combos are now viable.
So, now that the final change list is out, I feel like a new thread would be nice to talk about the changes and speculate on their effects until the game’s release.
The big question for me right now is, how punishable is EX Headbutt going to be? We know it lands closer, and is presumably still -8, but we don’t know how close. If most characters can just sweep, that’s not so bad, but if people can land cr.MPs or cr.MKs into combos, that’ll get ugly real fast. I’m envisioning Evil Ryu doing cr.MK into 400 damage and it’s not a pleasant sight. I guess we’ll have to wait until we get footage from Japan to see. One thing that a lot of people forget though is that EX Headbutt is FADCable…it’s actually safe on block if you FADC forward, and you get a 5f safejump if you hold uf during the dash on hit. Spending three meters on a safe reversal seems questionable now though, especially considering the most exciting new change…+5 on EX Hands! Time to rev up those slaps for some lovely 350+ damage combos of our own.
EDIT 1: In case anybody hasn’t heard yet…we now have a much clearer understanding of the changes. U2 is farther-ranged AND 1+0f startup, meaning it is unjumpable like in Super. The EX Headbutt nerf is really bad, Honda basically stays point-blank, so expect damaging punishes once people re-learn the matchup. The tweaks to s.HK and fj.MP are still ambiguous. But, most importantly of all…EX Oicho is fully invincible, which is a HUGE deal. As long as you have EX meter, that means no more standard safejumps, and no more abusing Honda without charge.
I want to talk about Honda’s bad matchups in particular, and how they might change. The universal mechanics will be kind to Honda: slowrise improves Honda’s defense a lot, while it doesn’t really hurt his offense at all, since he relies on Oki pressure the least out of any character in the game; it’s pretty much a strict improvement. SRK FADCs being -5 is obviously great for Honda since he doesn’t have one. Red FADC means even more ways to do huge damage with meter. Although I’m pretty scared of somebody walking into cr.LP range, and using Red FA to absorb all of HHS, building a full ultra meter, and crumpling into an ultra.
Seth is getting big nerfs, yay. Dhalsim got buffs, but mainly to his combos, so this matchup won’t change much, except both characters will do more damage to each other. Will probably be just as bad as it is now. Sagat EX Knee won’t be U2 punishable, which is sad, but we probably want only U1 in that match anyway. He didn’t get far LK cancellability back, which is a relief, and his U1 does less damage, so this matchup shouldn’t get any worse at least. Oni got better electric fireballs and safer ground pounds, easier combos into U2, and a better sweep, so he might be harder to deal with in the neutral game; he’s also a candidate for scary EX HB punishes. The only positive change here is that U2 will punish blocked slashes consistently now.
The change to s.HK means Fei can no longer punish it on block, and shorter LP Rekka means he might not be able to punish LP Headbutt with that either; his command throw and cr.LK also got nerfed, and he could already punish EX HB anyway, so he’s less scary up close than before. This match should be easier. Akuma gets worse recovery on jump back fireball for easier U1s, and slowrise hurts his game a lot. But he’ll probably get good combos if he blocks EX HB. Probably still an improvement overall, since his low life makes EX Hands really scary for him. The Ryu changes don’t seem like they’ll do much, outside of the universal SRK nerf. The Guile and Chun changes don’t look like they’ll change the matchup with Honda.
What do you guys think? It seems like most of Honda’s bad matches will either stay the same or get better. But might there be some new bad matches from other freshly-buffed characters?