ultra after heavy hands isnt a link anymore? its 10 frames
i was going to pick up elena for juri and chun and ryu but they nerfed her too
It will be, but most probably will only work on bigger characters.
Anyway, I still like Honda in Ultra, and I think he will be good. Ex Hands being +5 on hit is simply awesome, Honda’s dmg output got a huge boost.
I also like U2 now - the range increase is very significant (way more than I expected) and with the cmd input change, we will be able to punish a ton of moves - grabbing Balrog’s dash punches will be sweet.
st Hk becoming -6 on block is actually very significant. Fei won’t be able to punish with rekkas, nor Chun Li with ultra, or Yang with slashes. And considering yang got buffed like crazy and a yang army is expected, this is very good.
Jump Mp buff is also very good - we’ll have to see so much of an improvement it is, but anything helps
U1 being faster is good. Sure, is not much, but anything helps against fireballs. And we will be able to link into ultra, even if only on a couple of characters…
+10 dmg on st hp is good. Not great, but welcome.
I wished Ex Oicho got something else, but still, now will have something. And cl hp and crossup improvements are welcome.
W ultra being 75 % and Super armor breaking are great news. And in the video Ex Hb nerf seems less terrible, so overall I like how Honda is looking. It could have been better, but still.
- Super Killer Head Ram (UC1) start-up reduced by 1 frame (11F → 10F)
Does this mean its travel faster or when close to Honda, the attack come out sooner (making it better as an anti-air)?
I don’t know why his Ultra 1 is so slow, contradict the purpose to punish a fireball. Especially when Dudley, Abel, Chun-Li, Bison, Vega, ect. all their anti-fireball Ultra are very fast and can punish Guile.
It means it comes out 1 frame sooner. Afaik, there’s no information of his Ultra having a faster travel speed.
Think honda is better in this both in terms of his match-ups and tools but i’m not excited to play the character, having a 0 frame U2 or an invul ex grab would have opened up a lot more options offensively for him that he hasn’t has since super.
He’s essentially a punish character now, he’ll do a lot of damage if you make a mistake but as somebody who was already able to do the ex hands loops there is nothing here that makes me excited to pick up the game again.
agreed stevo i am playing many more characters now can be very exhausting playing honda all the time its good to switch gears and play a zoner or rush down style
HTTP://www.youtube.com/watch?v=BcH5E3GFB2Q#t=2251
min: 37.30
Someone can write here the thoughts about Honda!? My english is not so good (but I’ve understood that he consider the changes as garbage?!)
Yes, he was reacting negatively to the changes.
He said It sucks.
honda will be fine… even i dropped the ex hhs link afterwards (the 1 frame part) and everyone i see is STILL going jab into ex hhs when you can combo j hhs into ex hhs…everyone needs to learn it and learn who it works on.
i am getting HHS, HHS a lot more consistently now which is 2fr, so it should come a lot easier. might be more worth it to save the bar instead of going super all the time plus you dont have to rely on hitting the super charge timing as well. reset w/ ex oichos too
From Recollection, think i posted all this in another thread, you can do the same damage as you would using super with 2 bars of ex, obviously with the damage reduction thats probably no longer true.
HHS -> EX HHS is pretty straightforward timing wise (practice, repitition) they only difficulty is deciding on what input sequence your going to use, this seems to be a bigger issue if your on stick strangely enough, pretty simple doing it on pad, at least the way I do it.
HHS -> HHS is in my opinion something every honda should be able to do, it let’s you get charge to confirm into super and is great meter build, also even when the first HHS hits fully you wont always be in position to link into EX HHS, super also gives you safe jump, ambiguous setups.
LOL…
http://www.eventhubs.com/tiers/sf4/
Ok… first day’s tiers are bullshit, but hey!.. the situation for the sumo-man does not look promising at all!..
Indeed so, I think people just remember 1 thing about Honda in ultra. His EX Headbutt being nerfed. The other changes he got are easily forgettable for the casual (eventhubs) folks.
So today I learned the power of Cl.FP.
I had an Akuma do EX Demon Flip Dive Kick on me. I stuck out S.HP, thinking I would take the trade…not realizing I was close enough to have cl.fp come out. And I stuffed that shit clean. So it got me wondering about what other characters would it work on that like to hit that magic range where s.hp usually trades with.
Overall, my day 1 impressions of Honda are:
-clean hits hurt a lot more than they used to. HHS > EXHHS > c.jab Hands (on the characters it works on) nets Honda 300+ damage for 1 meter. The new link timing for EX hands is great.
- People still aren’t used to punishing EX HB on block. I’ve been punished for it about 10% of the time. Day 1 shrug
- Akuma just got a LOT easier now that his air FB has much more recovery on it. If you see him jump back and you’re charged, he’s fucked. Even on trade, you come out on top.
- Poison I feel like is a good match for Honda. His j.mp beats out her Anti-Air pretty clean and her wakeup options are pretty ass. You don’t really have to worry about threat of overhead because Love Me Tender can be blocked low. So you can be the iron wall of Honda in that matchup once you get a good lifelead.
-Elena is a tough matchup. She can play defensively and just react to whatever you wanna do. Her AAs beat out most of your jump-ins and she can punish headbutts with slide or Ultra if she’s close enough. Plus, EX Mallet Smash is annoying because Honda loves to downback. She’ll blow you up all day if you sit there. I think being mobile is the key to winning this matchup. Elena shouldn’t jump at you since her Jump is terrible. Having a solid ground game will win you this matchup, but you can’t really sit back and play the lifelead game against Elena since she has all the correct tools to open you up.
-Hugo feels about even-ish to me. I played this matchup several times against a good Hugo player and I played it like I play against Zangief and T.Hawk. Hugo can stop your j.FP shenanigans with shootdown backbreaker if you’re being too predictable. The ground game is a bit harder than Gief and Hawk because Hugo’s s.mp is so good and covers the range Honda wants to move into. I’ve hit it a couple of times with s.hp and s.mp but it’s a tough timing to get used to. Hugo has a hard time punishing Headbutts from midscreen but once he gets super you have to be careful because he can punish you at certain distances/ places on screen. As with all grapplers, you don’t wanna get knocked down…at all. Hugo’s oki isn’t as scary as Gief or Hawk, but it’s still pretty scary.
-Rolento is more annoying than anything. I’ve played like 2 of them and neither of them had a grasp of the character yet. His Rolls are punishable on block (depending on which one he does and distance to Honda) but if you just down back and play solid Rolento shouldn’t be too much of a problem. Pogo stick mixups aren’t as weird to see as they were in SFxT so I tended to block them more than I did in that game. Rolento’s slide is something to watch out for, but it’s unsafe on block. Kill him for it. - Decapre is the character I have the least amount of exp against, so I couldn’t really grasp what the character is supposed to be doing. But I do know that DCM can punish all the headbutts so once Decapre gets Ultra, Honda can’t headbutt at all. Also, Decapre when crouching doesn’t get hit by all of the hits of c.jab xx F.hhs. However, she doesn’t recover before you do so you can’t be punished for it unless you’re at max range. So you definitely want to practice c.jab xx MP/EX Hands directly for her.
elena has 900 stun. stay on top of her and don’t let her have a chance to think.
undefeated on XBL, played maybe 10 matches or so. EX HHS felt easier. EX Headbutt nerf didn’t really affect anything. I got 2 blocked, first one went unpunished close up because he was caught off guard landing from a jump, 2nd one was far enough away i got enough pushback. so the nerf really just hurts block string baits. Hit poison with u1 really easily through a fireball. actually did feel the slightest bit faster (1 fr obviously lol)
I think Honda will be good. Cr.HP -> Red Focus Cancel -> U1 is a great punish. Should do at least 600 damage. Not to mention HHS can be hit confirmed into U1 now.
People are not going to mash DP anymore, if they have a brain of course(something Ryu players dont).
Can you try on some dive kick characters perhaps(I am a PC player)?
Rufus dive kick is for example to fast so we can would never be able to beat it. Same goes for Seth.
But what about Yun, Yang, E Ryu and Cammy?