Glenn Couch
Member
Then how would you improve her neutral game?
Then how would you improve her neutral game?
I agree very much soGive her more advantage on block to make up for her lack of reach and let her transition her stances on block.
Is she a super light weight? I never noticed it. Also earlier in the thread I do make a comment on her size when it comes to combat.Have her breast weight her down, because it makes no sense to have a bust that size at her height and weight, but still be fast with a 9f jab. Not mention, she's super light weight, but I'm sure her bust adds some additional pounds to her weight class.
Well actually i meant to say just her unique stance if she could transition all of her stances in block she would be broken for the fact that she has good follow up from most of her stances.I definitely agree that she has to be able to transition into Heichu and Dragon Stance even on block, this would make her neutral a bit easier. The only problem is that all her moves from Dragon Stance are unsafe (except P), though there is always the guard break (P+K) from Heichu into Hissatsu, this could be interesting.
Actually you are right, however, how many uses have you gotten out of her hissatsu no kamae. All i was simply referring to was the fact that i feel as a honoka playerY'know, every time I hear people saying "Honoka needs to be able to stance transition on block", generally tells me you (the player) don't necessarily know how to open someone up in neutral.
Honoka has a good neutral for a few reasons;
1) i9/i11/i13 strike speed where your jab is now -1 on block, you have an i11 6P mid punch and an i12 6K mid kick with a low follow up. Your 6PP is semi-safe at -7 up close, -5 at a distance (max distance, easy to establish). Your 2P low jab is +0 on neutral hit.
2) 6T is an i7 frame throw that grants +8 frame advantage. A standard (or creative) mix up for tick throwing makes this throw scary.
3) PPPK and PP6P are good strings to keep someone in check for trying to get around the highs in PPP.
4) 46P, 4H+K and 8H+K are very good guard breaks to utilize/abuse on a blocking opponent.
How do you use these guard breaks well on a blocking opponent? Condition them.
Jab free cancel jab is very good with this character.
Jab > 2P
2P > Jab
PP free cancel
2P > PP Free cancel
PP6P (delayed or not)
PPPK (delayed or not)
Jab > 1K (follow ups are optional)
Jab > 214P+K
Jab > 3P (follow ups are optional)
Jab > 46P
Jab > 8H+K
Jab > 4H+K
The last three will work once you condition someone to expect strings from you. Any of these can be attempted outside of just jab free cancel. PP, 2P > Jab, etc. When you have to rely on just string manipulation itself to open someone up, it makes it harder on yourself to open someone up with characters with limited string use in neutral. Because it's just a wait and see approach from the defensive player and that is a lot easier to catch on to.
Stance transition is only meant for an offensive mix up attempt, not for neutral game.
Anyway, this is just a wish that it all nothing more nothing less, i just like her for the gimmicky set ups she has and her infectious theme song.Honoka and Phase 4 are two completely different characters.
And 66K P+K from Phase 4 actually isn't very good block, a lot of players just have no general reaction time to it.
Y'know, every time I hear people saying "Honoka needs to be able to stance transition on block", generally tells me you (the player) don't necessarily know how to open someone up in neutral.
Honoka has a good neutral for a few reasons;
1) i9/i11/i13 strike speed where your jab is now -1 on block, you have an i11 6P mid punch and an i12 6K mid kick with a low follow up. Your 6PP is semi-safe at -7 up close, -5 at a distance (max distance, easy to establish). Your 2P low jab is +0 on neutral hit.
2) 6T is an i7 frame throw that grants +8 frame advantage. A standard (or creative) mix up for tick throwing makes this throw scary.
3) PPPK and PP6P are good strings to keep someone in check for trying to get around the highs in PPP.
4) 46P, 4H+K and 8H+K are very good guard breaks to utilize/abuse on a blocking opponent.
How do you use these guard breaks well on a blocking opponent? Condition them.
Jab free cancel jab is very good with this character.
Jab > 2P
2P > Jab
PP free cancel
2P > PP Free cancel
PP6P (delayed or not)
PPPK (delayed or not)
Jab > 1K (follow ups are optional)
Jab > 214P+K
Jab > 3P (follow ups are optional)
Jab > 46P
Jab > 8H+K
Jab > 4H+K
The last three will work once you condition someone to expect strings from you. Any of these can be attempted outside of just jab free cancel. PP, 2P > Jab, etc. When you have to rely on just string manipulation itself to open someone up, it makes it harder on yourself to open someone up with characters with limited string use in neutral. Because it's just a wait and see approach from the defensive player and that is a lot easier to catch on to.
Stance transition is only meant for an offensive mix up attempt, not for neutral game.
I think the better question here should be "How can I improve with Honoka?"
Going to be straight here; every character in the game has some issue (that's in any game). As a player, you need to learn and figure out how to make the most of what your character has and use it well.
The way this thread is labeled makes it sound like players need to rely on their character, rather than build their skill with the character. You should want to build yourself with your character, rather than blame it's shortcomings.
Folks that want some kind of help with Honoka, I'm open for putting together sessions online for that. Just putting that out there.
Ya her neutral game is so great that no one is using her *rolls eyes*
I think everyone is over thinking what i said she needs to be able to have a move that puts her into her own stance either raw or on block. She needs to have the hissatsu stance input. I don't really care much about her other stances because they are all negative if blocked and can be punished respectfully so.