Super Street Fighter II Turbo HD Remix/E.Honda: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 1: Line 1:
[[Image:HDRportraithonda.PNG|right]]
[[Image:HDRportraithonda.PNG|right]]


==Changes from Super Turbo to HD Remix==
===Changes from Super Turbo to HD Remix===


From Sirlin.net:
From Sirlin.net:
Line 27: Line 27:
     * Super input window is larger and is a fixed size, rather than random size.
     * Super input window is larger and is a fixed size, rather than random size.


==Remix Honda Overview==
===Remix Honda Overview===


Vanilla Super Turbo Honda could be described from this section of the Super Turbo wiki:
Vanilla Super Turbo Honda could be described from this section of the Super Turbo wiki:

Revision as of 15:57, 7 April 2010

Changes from Super Turbo to HD Remix

From Sirlin.net:

Better vs. Fireball Characters

   * Jump short has higher priority, can hit sweeps.
   * Floating fierce move (jump straight up + fierce) can be steered farther left/right.
   * Jab torpedo can destroy fireballs!
   * Super now knocks down and juggles.


Worse vs. Non Fireball Characters

   * Strong and fierce versions of hundred hands have much lower priority and all versions do a little less damage.
   * Ochio throw now bounces off the other way, preventing Honda from repeating it in the corner
   * Ochio throw now deals the same dizzy points as other throws rather than twice as much.

Misc

   * Hundred hands easier to execute (now requires 3 presses of a given punch button rather than 4 presses).
   * Jab torpedo travels shorter distance (so it can't hit Sagat's hands after a tiger shot from full screen.)
   * Super travels 10% slower before first hit, but travels faster after first hit.
   * Super can no longer be "stored."
   * Super input window is larger and is a fixed size, rather than random size.

Remix Honda Overview

Vanilla Super Turbo Honda could be described from this section of the Super Turbo wiki:

  • Honda does well against non-fireball characters
  • Fireball characters do well against Honda

Between high-priority Hundred Hand Slaps, and the storable, double-dizzy power, repeatable-in-the-corner Ochio Throw, along with having three reversals available at any given time, E. Honda was the pre-eminent defensive tank, and his rushdown with Hands and Ochio was also very potent. Cammy, Fei Long, T. Hawk, Dictator, and Zangief had more or less hopeless matches against E. Honda in Vanilla Super Turbo. However, any character with a fireball had their easiest match against Honda, since his answers to projectiles were generally pretty weak (worst super in the game, jumps) and led to him getting Dragon Punched or swept.

Remix Honda, by comparison, is much less lopsided. The fireball-destroying jab headbutt is the most obvious change, and a welcome one, as Honda now has a safe way to approach from sweep range and full screen. His diagonal jump short now can straight-up beat ill-timed sweep attempts. The floating fierce, Honda's safest answer to fireballs in vanilla Super Turbo, covers more ground and as such is a better approach. And, of course, his super was made less awful and doesn't lead to being reversal shoryuken'd on hit. Against non-fireball characters, the nerfs to Ochio Throw and Hundred Hand Slaps, in addition to buffs across the board for those characters, makes those matches less "E. Honda just got in so I lose" and more "there's actual gameplay."

As a result, we have a very interesting character indeed. Even with his changes, E. Honda does still have several 6.5-3.5 (or 3.5-6.5) matches, but fewer 7-3 or worse than there were in VST. E. Honda can be played effectively as a defensive wall (see Thelo's E. Honda) or a rushdown monster (such as EA Megaman's). Honda has arguably the best collection of special moves in the game, but also the worst overall collection of normals, meaning that you're not playing footsies so much as bowling over your opponents when they try to sneak in low forwards. And it'd be just awful if I didn't mention that he has the third largest throw range in the game (behind T. Hawk and Zangief), as well as the only command throw in the game that is both storable and has no whiff animation.


PROS:

  • Takes slightly less damage than other characters
  • Best overall collection of special moves in the game
  • Has three special moves that are reversals without requiring meter
  • The Ochio Throw exists
  • Very good mixup game off of his grabs
  • Versatile, can be played as rushdown or turtle
  • Has advantage against most non-projectile characters in the game, and goes even with two of the top three characters (Balrog/Boxer and Vega/Claw)

CONS:

  • Still has problems getting around projectiles, even with his new tools.
  • Worst normals in the game
  • Nonexistant footsie game
  • Unreliable super if used offensively