gutter_trash said:
If Honda sucks that bad, I may have to change my avatar :lol :lol :lol
*but I will play first before doing that judgement
This is what's good about Honda:
* Vertical jump fierce that has insane priority, does good damage and stun.
* Very, very good damage on headbutt, especially EX headbutt
* Ultra can be used like Fuerte's Ultra, or Alex's Stun Gun Headbutt to counter jump-ins. You must do it early for it to connect though, depending on the character.
* Standing Roundhouse does good damage and is bloody fast.
* Oicho throw has decent range and damage, sets you up beside a downed opponent for trickery.
* Standing and crouching Light and Medium punches are good pokes, especially for helping you set up Oicho.
* Hundred Hands can be linked to standing roundhouse, back to Hundred Hands for about 40% damage and a lot of stun.
* His new move, d/f+Roundhouse, can be canceled into Oicho, Slaps or Butt Slam during its animation. i.e. After Oicho throw, do d/f+Roundhouse as wakeup, if you think they'll jump, slap or butt slam to knock them back down. If you think they're going to stand or crouch, Oicho or slaps for chip damage.
* Honda gets back his good c.mk, and not his shitty A-ism c.mk. This means good poking tools that you can use to combo into headbutt.
This is what's bad about Honda:
* Versus Sagat, his headbutt does not go over low tiger shots like in ST. This is the main reason why he loses this match up for free. He can't headbutt over low tigers, and when he jumps over them, Sagat is waiting with forward+Roundhouse.
* Headbutt, despite having good damage, has SHIT priority. EX Headbutt is good on wakeup and crossups, but that's it. Jab headbutt cannot be used for jump-ins consistently, as it has to be done much earlier than in previous games.
* Standing Fierce can no longer be used as anti-air, because it is primarily a poking tool now. This means Honda has NO anti-air normals, which means he gets crossed up for free if you aren't psychic. Your best option if you think you'll get crossed up is jump back/jump fierce, but that can get you into trouble.
* Headbutts are fucking unsafe as hell. On block, Ken gets free f+MK, Chun gets free Ultra, Boxer gets free dash punch, and so on. Even on EX some characters get counters for free damage.
* If EX Butt Slam is blocked, you are fucked. On the way down, Ryu can c.mp you, and can probably EX SRK you if he is feeling randy.
* Standing Roundhouse, as good as its speed and damage is, does not knock down anymore. You have NO knockdown moves except for c.RH. This is a huge disadvantage for Honda because he has no way of building pressure and closing space against an opponent, especially ones with fireballs.
* Unlike in Super Turbo, you cannot use his Ultra as punishment for poor fireball placement. Well, you can, but you'd have to be near psychic to do it, and if you read the fireball too late, it will stuff your headbutt. Super can be used to punish fireballs, but with the way the game is, you will probably want that meter for EX Headbutt, Buttslam, Oicho and so on. I almost never have a full super bar because I am always using it for ex moves.
And that is Honda, in a nutshell.
See, that is how a fucking character breakdown, and TIER DISCUSSION is FUCKING DONE.