well it doesnt mean he has “Switched” 100% like he i think he would still use honda in a tournament, he was probably just trying her out… i am mostly playing other characters too right now because i wanted to expand my gameplay. after like 2-3 years straight of nothing but honda it is not as exciting. but in a tournament i main honda because he is my best character, actually still havent busted out an alt yet. he has been playing a lot longer than me so he is probably good with all sorts of different characters by now
red focus is good. I hope the recovery time of headbutt can change to 7 frames same as blanka fireball if capcom make it unsafe. Hope u guys can tell combofiend. http://www.eventhubs.com/news/2014/may/03/ex-red-focus-allows-combos-do-about-500-damage-many-cast-ultra-street-fighter-4/
Yep!..
But the “real” news is another: the version that runs currently in arcade rooms is NOT the definitive version (OK that it lacks decapre, but even several changes to other PGs)…
read here:
Other news I’ve read that will change/are already changed:
- Nerf on red focus: no more istant-crumple (bye bye, big Honda’s damage! )
- Ken: shoryu is now focus cancellable even at 2° hit
- Guile has 950 life (!!!)
- No more fireball invincibility at Makoto’s U2 startup
- Dhalsim’s st.MK hits only ONCE!
The ridiculous thing, above all, is that the builds that are in america and at stunfest, this week-end, are not only different from arcade release, but seem to be different one from each other!!!
Capcom has simply lost the control of the situation…
Agree. Seems like Capcom have lost their mind.
I think we all should wait for the console release and then determine Hondas position.
I have a feeling Hondas U2 being 1+0 is going to get removed on the console release.
There are a few character Capcom simply dont like. One of them is Honda.
LOL… believe me or not… but I have the same “bad feeling” too! (Honda’s U2 is too much succesfully used in all the matches of USF4 I’ve seen for now!)
The rumors are now confiermed:
Well… this “buff-nerf-buff-nerf” waltz is simply ridiculous…
Hopefully he’ll get back the fully invincible ex oicho to balance the non pushback on block ex headbutt. I think ex hands being +5 on hit is what he always needed to do real damage once he gets a hit.
If ex headbutt can change the recovery frame like blanka fireball, 7 frames recovery time. it will be great.
i dont think people should be too worried about nerfs i think they are just nerfing characters to the ground in certain builds to see if they are still viable in that state (which would mean that they have been buffed too hard i.e. guile) i think honda will end up very close to the japan arcade build
1+0 u2 plus range
ex hb nerf
ex oicho throw + strike inv.
+5 ex hhs on hit
and then the changes to the normals (st hp, jump mk, jump mp,)
Hey if you want to do walking/standing 720 like me you should look up a technique called the hajiki screw. It requires you to play in a seimitsu stick but I love seimitsu parts.
Thankyou. ie. move forward 3 o clock > 7 o clock press light punch or kick immediately with another one more round clockwise then 3 punches.
http://www.youtube.com/watch?v=RIftOZwKO3M
Do you have any links that detail how to get a 720 (is it possible?) with the hajiki screw method?
I can only do walking 720s by buffering the upback motion during the active frames of a st. lp/lk swinging it to forward, then backtracking to upback + PPP.
Northwest Majors build of Honda.
-U2 is no longer zero frame. Can jump after flash
-Ex Oicho is only throw invincible
-U1 looks almost exactly the same as AE 2012. Maybe 1-2 frames faster I heard
-Couldn’t notice a difference with St HK
-EX hhs remains +5 on hit. I think this is his biggest buff.
-Ex Hb on block can get punished by Ken’s fierce DP. But the farther away you do EX Hb the farther the push back is on block. So point blank head butt is the most punishable.
It is worser than 2012. I will drop honda, if u2 can jump away.
That EX Headbutt is going to be an issue. I’m just not sure how much that hitbox increase on his standing close hard punch is. Does anyone know for sure?
u2 being jumpable after the flash is pretty fucking stupid now.
I’d be fine with having a slight dmg nerf instead. Even though, It’s way less dmg than Hakan’s, Zangief’s or T.Hawk’s ultra (80, 70, 60 dmg less respectively),
I feel Honda’s not a true grappler but still had an easier time landing a 1+0 ultra compared to the aforementioned characters.
It’s still nothing finalized. Let’s hope Honda gets some buffs before release…
The official Ultra change video is out. Keep in mind that the accepted theory right now is that all changes in the video are final, but there will almost certainly be more changes NOT shown.
So, EX Hands change is for sure, but with a little less damage…eh, I’m not sure how I feel about that. Since I modded my stick for back-plinking, I’m getting pretty decent at EX Hands combos already, so less damage is a little disappointing, but not too big a deal. The pushback on blocked EX HB doesn’t look quite as bad as it did in some earlier versions, so I guess that’s nice?
Of course, now we all have to sacrifice some goats in the name of Capcom to try to keep either invincible EX Oicho or 1+0 U2. Or maybe both.
EDIT: Heh, looks like me and TheKingSeth had the same idea for a post.
Seems like Honda got nothing. Just some range improvment on U2, EX HHS being +2 on hit, EX Headbutt nerf and Far HP damage increase(from 80 to 90).
He did not mention anything about U2 startup, so I guess its not 1+0.
Furthermore, he did not mention diagonal jump mp buff, crossup splash having an extra active frame, close st HP hitbox buff and far st HK.
This looks really bad.