Nikotsumi
Well-Known Member
I wanted to look for more unholdable and force tech setups for Honoka, but there's was not a thread dedicated to this and I think nobody would like to look at every single page of every single thread to find them, so I though I should make one.
Now, I'm gonna put all the setups I know of, of course if you know other setups, feel free to post them here and I'll update this post! (giving you the credit for the setup).
Lets begin!
Now, I'm gonna put all the setups I know of, of course if you know other setups, feel free to post them here and I'll update this post! (giving you the credit for the setup).
Lets begin!
The following moves are used as a combo ender in the open space:
- > ( Provided by @CookingMama )
This works if the opponent techs to the right or left side, it he/she back techs Honoka will be left at -17f, and then the opponent could low throw her.
- > or or
Opponent has to tech to the sides. If the opponent doesn't tech you can still block/hold wake up kicks.
The following moves are used as (full) wall combo enders :
- > >
-() >
Opponent has to tech to the sides.
- () > >
- > > (lightweights)
- > >
- > >
- > >
Opponent has to tech to the sides.
- > > or or
- > > or (this works only on lightweights)
- > Heichu (whiff) >
-Heichu > Hissatsu no Kamae / >
Throws :
- (to a back turned opponent) >
In order for this to work, Honoka's back has to be against a wall, otherwise the opponent will be too far.
-Hissatsu no Kamae > or or
It's better to use here because it could tech the opponent if he decided to not tech, however he could still use wake up kicks.
Unholdable Power Blow :
(against a wall, critical level 3 or after a CB) > > / > (full charged)
This works only on lightweights.
- > ( Provided by @CookingMama )
This works if the opponent techs to the right or left side, it he/she back techs Honoka will be left at -17f, and then the opponent could low throw her.
- > or or
Opponent has to tech to the sides. If the opponent doesn't tech you can still block/hold wake up kicks.
The following moves are used as (full) wall combo enders :
- > >
-() >
Opponent has to tech to the sides.
- () > >
- > > (lightweights)
- > >
- > >
- > >
Opponent has to tech to the sides.
- > > or or
- > > or (this works only on lightweights)
- > Heichu (whiff) >
-Heichu > Hissatsu no Kamae / >
Throws :
- (to a back turned opponent) >
In order for this to work, Honoka's back has to be against a wall, otherwise the opponent will be too far.
-Hissatsu no Kamae > or or
It's better to use here because it could tech the opponent if he decided to not tech, however he could still use wake up kicks.
Unholdable Power Blow :
(against a wall, critical level 3 or after a CB) > > / > (full charged)
This works only on lightweights.
The following move is used as a combo ender in the open space (opponent cannot use wake up kicks) :
- > > / (+18f) ( Provided by @CookingMama )
This works if the opponent techs to the right or left side, it he/she back techs Honoka will be left at -17f, and then the opponent could low throw her.
Note that the opponent can tech even after , leaving you at +29f.
- > (18f)
causes a hard knowckdown, this means you have to delay the in order for it to hit the opponent
The following moves are used as (full) wall combo enders (opponent cannot use wake up kicks) :
- > (+15f) ( Provided by @CookingMama )
If the opponent techs, you'll be left at -8~14, but there are still follow ups.
- > (+15f) ( Provided by @CookingMama )
-() > (+15f) ( Provided by @CookingMama )
- > > (+24f) or / (+18f)
If the opponent techs you'll be left at -9.
Note that the opponent can tech even after , leaving you at +27f.
- > > / (+18f)
If the opponent techs, you'll be left at -7, but there's a follow up.
Note that the opponent can tech even after , leaving you at +18f.
- > (+7).
- > > Bokuho (+24f)
If the opponent techs, you'll be left at +5 in Bokuho stance.
Note that the opponent can tech even after , leaving you at +5f.
- > (-3f) (this works only on lightweights)
If the opponent techs, you'll be left at -29. NEVER USE THIS XD.
-Heichu > Hissatsu no Kamae / > > / (+18f)
If the opponent techs, you'll be left at -2.
-Bokuho > > or > / (+18f)
If the opponent techs you'll be left at -9~10.
-Bokuho > > (+7f)
Half walls :
- > > / (+18f)
- > (+15f)
If the opponent techs, you'll be left a -18.
- > (+15f) ( Provided by @CookingMama )
If the opponent techs, you'll be left at -25~30.
- > > / (+18f) ( Provided by @CookingMama )
This works if the opponent techs to the right or left side, it he/she back techs Honoka will be left at -17f, and then the opponent could low throw her.
Note that the opponent can tech even after , leaving you at +29f.
- > (18f)
causes a hard knowckdown, this means you have to delay the in order for it to hit the opponent
The following moves are used as (full) wall combo enders (opponent cannot use wake up kicks) :
- > (+15f) ( Provided by @CookingMama )
If the opponent techs, you'll be left at -8~14, but there are still follow ups.
- > (+15f) ( Provided by @CookingMama )
-() > (+15f) ( Provided by @CookingMama )
- > > (+24f) or / (+18f)
If the opponent techs you'll be left at -9.
Note that the opponent can tech even after , leaving you at +27f.
- > > / (+18f)
If the opponent techs, you'll be left at -7, but there's a follow up.
Note that the opponent can tech even after , leaving you at +18f.
- > (+7).
- > > Bokuho (+24f)
If the opponent techs, you'll be left at +5 in Bokuho stance.
Note that the opponent can tech even after , leaving you at +5f.
- > (-3f) (this works only on lightweights)
If the opponent techs, you'll be left at -29. NEVER USE THIS XD.
-Heichu > Hissatsu no Kamae / > > / (+18f)
If the opponent techs, you'll be left at -2.
-Bokuho > > or > / (+18f)
If the opponent techs you'll be left at -9~10.
-Bokuho > > (+7f)
Half walls :
- > > / (+18f)
- > (+15f)
If the opponent techs, you'll be left a -18.
- > (+15f) ( Provided by @CookingMama )
If the opponent techs, you'll be left at -25~30.
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