Ultra E Honda...First Thoughts?

Not pleased, not pleased at all my fellow sumo players.

Can mike ross or hoodaman asks pete combofiend to get back some changes? It looks like honda is still a low tier in this versions.

E. honda is a real shit … I’m disappointed …

What a joke. 10 extra damage is all Honda gets? I didnt know they were nerfing the damage of ex hands. They are pretty much slapping anyone who could consistently link ex hands right in the face.

In USF4 will be even worse, considering the other PG’s buffs!

LOL… 10 damage (TEN!) and Ex-hands +5 on hit… it’s a joke… I knew that Capcom hate the sumo man, but guys… this is ridiculous…

Btw, that laughable excuse of a RFA attack combo after the jumpin, cl.LP (40 damage), cl.HK (30 damage, 1 hit) xx RFA is a character specific combo on standing Zangief and some crouching characters.
Might work on other big standing characters besides Zangief.

how many meters does it need

3 meter lol ^

i was pissed when i watched that last night… i feel like peter is trolling us hard though they are showing all the worst things. but that ex headbutt nerf looked way less bad than before. maybe they listened to our suggestion.

its obviously not a complete list… for fuck sakes 2 weeks to go i just want to play the game and try out red focus and delayed standing!!!

Seems like this is the official list of changes for Honda.

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 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 classification changed to 75% tier

UC2 can jump away. It sucks. Guys need to practice 4 buttons tech throw now.

U2 is not 1+0 :frowning:
Seems pretty decent anyway.

Ah, EX Oicho is still useless, and no unjumpable u2…damn.

On the upside, 75% on Wultra makes me want to actually try it out. And as far as matchups go…Sagat had his Tiger shot recovery nerfed, and Dhalsim seems to have lost 2-hit s.MK. Akuma’s jump-back fireball is still worse and DWU exists. Rufus got punishable Messiah followups. Guile lost auto-correcting U1 and some health. Seth and Fei still have lots of relevant nerfs. I feel like the only bad matchup that is getting worse will be Chun, and maybe Juri.

so U2 isn’t 1f anymore? Wow, Capcom really doesn’t care about us. None of these changes help at all… :frowning:

RIP E.Honda - GL to everyone who’s gonna stick with this crappy character.

well i am afraid you are just looking at the character in a vacuum then. to be honest he has hardly changed at all from the last version to this one. A huge universal change - all DPs are -5 on block is basically the same thing as making the ex headbutt punishable. also if you see the latest video they adjusted it so it pushes back a little more than it did before so at least LPs cant get it, but its probably as hoodaman said it depends on range (i think this is true of all headbutts already anyway) nice thing about this is i think it will be harder for vega, balrog, + bison to punish it when used far away and those are the matchups i use it from a farther range.

tbh I would have rather had the 1+0 grab @ 60% damage for double ultra. i can understand the reasoning of why they chose not to make it this way (would have been so strong he has much better mobility than any other grappler) but i dont think it would have been broken. i am most disappointed by this change + the oicho only being throw inv. i think that would have made honda crazy strong. on the bright side there are many more punishes we can hit now, it will be a great double ultra because many times i find myself in a situation without charge and a whiffed dp comes out or someting like that and all i can do is oicho (sometimes not even that if i dont want to give up corner) so would be good there. also vs DP FADC fwd you will be able to easily grab them with u2 (i have a feeling we will see people do this much less often now though)

to add to Nybb’s point almost everyone in the entire game got nerfed hard especially when you look at the bad matchups of honda. things will work a little easier. the ST HK should hopefully not whiff on guile and ryu after hhs. i am quite happy about jump MP buff, i am really good with that button which is my main tool to get in. i never used ex hhs and i still probably wont but i am somewhat inclined to give it a try although it really doesnt seem worth it for the damage. you have to hit so fucking deep on them its extremely situational. i hardly use st HP lol so that doesn’t do much for me (i should be using it more though)

add all this in with delayed standing and i think he will just die to less cheap shit, force you to play a bit smarter with your ex headbutt, and they are trying to make other uses for meter aside from AA and super (but lets get real they are not good uses for meter lol)

i still think the only un-winnable matchup is dhalsim. i never thought sagat was unwinnable but i think it stays about the same. you should still be able to close gap with ex headbutt from far without punish. seth will be easier to beat which was borderline unwinnable in AE2012. I played probably the best Juri in NA last weekend in tournament (Ed Ma, I lost) if more people start picking that character up we could be in for trouble. i honestly havent lost that match in like 2 years but in the hands of a good player that can be a deadly match, however by no means unwinnable like sim. most of the zoners should be about the same i think the 1fr slightly helps on the u1 to get through their fireballs but would be hard to even notice. i always struggled more against ibuki, seth, cammy, rufus, yun, akuma - all the divekick characters with ridiculous mixups. that is where i always get blown up and felt like i had no way out at times and at least now i have 1 more tool to help deal with that bullshit.

last piece of the pie is red focus. i think hands has a lot of potential to get blown up now which SUCKS but we may be able to dash backwards w/ 2 bars to save ourselves in time and then land a massive punish. i think ppl are afraid to stick focus attacks out against honda becasue of headbutt on reaction so as long as you hold your charge they will probably worry. from our end i think this helps in a key situation against guile + chun - when they follow up a fireball. if you guess it right u absorb all their hits and smoke em. so for 2 bars ur effectively forcing them backwards if they actually see it in time and react and fall back (nothing they could do would win without charge i dont think) will be great for catching jump ins when you dont have charge as well which is something i struggle in big time. as far as combo potential i am on the fence on whether its worth the 3 bars but if its to kill thne always, and also if its a matchup where you normally dont use EITHER ultra, it would be good to burn the 3 bars instead of 4, get the same damage off a hands confirm PLUS get the corner carry. corner is so massive for honda that i think it might always be worth it to burn both meters actually, only exception being maybe vs. a fireball character.

so i think hes totally viable still all in all maybe even have a little easier time overall against the cast but pretty much the same.

mmhhh… the changes speak about an expanded HURTbox… not HITbox…

only buff that is actually useful is the J.mp buff. Everything else is useless. Honda is dead.

i agree most of the shit is pretty useless but overall mathcup wise i think remains unaffected and pretty mcuh same as 2012

Wow that was a clutch change! I’m actually REALLY glad Super is now an armor breaker.
I already saw some footage of Honda players’ HHS getting blown up by RFA, I could only image the horrors if you want to pull out a super to save yourself only to see it getting focused as well. But since it now armor breaks, there’s all the more reason to save your meter and have the super in your pocket so people will respect you again.

Really it’s hard to believe that e. honda will be a char competitive with these buffs and nerfs. But anyway have to stay with him because I don’t have time to train or char … How about a manifestation on Twitter from Peter (Combofiend) Rosas kkk ‘-’.

That’s the problem, though. Honda’s SF4 implementation is fundamentally flawed and he will continue to be the watered-down character that he has always been in this engine.