Having played Honda since the beginning of our arcade getting one of the first Sf4 cabinets in America. I can honestly say he’s trash. I really don’t even want to spend time learning ex. hhs, it’s just a losing character. Ex hb nerf makes no since at all, and I truly believe it was changed because Cf use to lose to ross all the time.
Everybody knows all you really need to give Honda is Damage increase. He immediately can go toe to toe with any character given the buff. You see what happened in super, people got hit with hhs and definitely felt it.
All the new mechanics are blah, I don’t even know how to delay wake up because it’s not even clearly explained anywhere. Red focus is great if your Yun, it’s Damn near brainless for him. Honda you at least have to be charging back immediately after hit.
At this point, matches like Sagat, rog I don’t mind because of the years of experience I have in fighting them. But characters like Sim, guile, now Vega make that game kinda trash as a Honda player.
Been using decapre but damn near every move is unsafe now… lol good job combo, she was nerfed before the game dropped.
In closing I’m going to assume some tweaking will happen for retail version. Deejay is just horrible now but it’s a shame Honda is right there with both of them. If no tweaking happens I’m going back to Rog.
For Delayed wakeup, you have to press any 2 buttons at specific times during a hard knockdown. The timing is different for every knockdown, so just mashing 2 buttons will do the trick.
I use a pad so I just press the PPP button, KKK button or LP+LK for delayed wakeup.
i havent played any good ones yet. i never liked that match to begin with. he controls the space against honda really well.
i dont understand what is so good about his changed other than the fact he was already good and just got more buffs.
Evil Ryu
• Vitality increased by 50 (900 → 950)
• Crouching MK disadvantage on block reduced by 1 frame (-4F → -3F)
• Crouching HK start-up reduced by 1 frame (7F → 6F)
• Target Combo 1 (Close Standing MP → HP) can now be done from Far Standing MP
• Senbukyaku (6+MK) hitbox greatly expanded downward
• HK Ryusokyaku start-up reduced by 1 frame (26F → 25F)
• L, M and H Shoryuken → EX Focus Cancel → Forward Dash is now -5 on block
vitality buff - ok, that makes it tougher for sure.
cr MK i dont think i am ever in range to punish it anyway.
cant picture the TC1.
is senbukyaku his overhead?
axekick buff… ok?
DP nerf makes his pressure shittier.
i dont think any of this stuff fundamentally makes the matchup harder.
I’ve found an unlisted change/buff/nerf whatever when I was puzzled my option selects failed to come out after oichoing a Dhalsim player.
MP and HP Oicho now give more pushback on hit. The pushback is so large that you can’t use close normals anymore while maintaining a back charge.
Bury your post?? I tested and verified it myself, found it also applies to the EX version, and reported it to Eternal in his glitches/unlisted changes thread. I just went “WTF” at your post and had nothing further to add to the conversation. Is that not what the reaction buttons are for?
Oh, I had no idea. I just thought the stupid unlisted change in the post warranted a “WTF”, so I went back and changed it to an “LOL.” My bad, I didn’t know it worked that way. I wonder how many other posts I’ve accidentally downvoted because I thought their content was strange, lol.
That jammies Honda costume is boss especially color 7, but the third alt is a huge WTF? I never understood what it was supposed to be in the first place… Also his alt costume 1 is too similar to his normal costume so i never really bothered to use it.
Am I the only one having this issue with double ultra or what?
U1 seems to always overlap U2’s input if you have the charge and also seems to have a huge buffer window. Even if I drop the downback charge a tiny bit too late during a Dan’s MK/HK Danku blockstring, U1 still tends to comes out instead of U2.
It feels like I need to parry block things to avoid having charge before I can punish it with U2.
Alright, I figured somewhat out what the HHS x RFA issue is.
Fierce HHS
If you input RFA in the following frames it works:
frame: 1-6 (1st hit), 9-16 (2nd hit), 17-24 (3rd hit), 27-31 (4th hit of HHS)
If you input RFA in the following frames, it doesn’t work and gets blocked.
frame: 7-8 (1st hit), 25-26 (3rd hit of HHS)
In a nutshell, RFA always fails in the last frames of the 1st and 3rd hit of HHS. If the hitstun was improved for those individual hits it would never drop I think.
edit
Also tested strong hands, because why not.
Strong HHS
If you input RFA in the following frames it works:
frame: 1-6 (1st hit), 13-20 (2nd hit of HHS)
If you input RFA in the following frames, it doesn’t work and gets blocked.
frame: 7-12 (1st hit), 21-23 (2nd hit of HHS)
i hate how you have to be insanely close for it to work. if you are 1 step away it gets blocked. on the flip side i red focused a divekick combo the other day in neutral + guile boom dash up st FP. feels so good. a great AA option if you are walking forward and st fp too slow / wrong hitbox provided they dont throw you (you can just focus backdash then)