KING JAIMY
Well-Known Member
It seems like Honoka is the character who got buffed the most in the patch upcoming Tuesday. These are her changes:
Changed to be able to use her strengths better while right next to an opponent or while in Hissatsu-no-Kamae.
P: Changed advantage on normal hit and guard from -2 frames to -1 frames.
PP4P: Changed hit reaction on Counter or higher from launch to uppercut stun (Cr(29 → 19)).
6P: Changed overall frames from 11(3)21 to 11(2)22, and extended reach about 20cm.
66P: Adjusted the input detection of the command.
33P: Heightened the launch on Counter hit or higher.
K: Changed damage from 22 to 25.
6K: Change damage from 20 to 21, and extended reach about 5cm.
4K2: Fixed issue which removed crouching status starting from frame 11.
66P+K: Changed advantage on guard from -27 frames to -8 frames.
236P+K: Fixed an issue which allowed a followup to Ducking even with back turned after going over an opponent.
Dokuritsu-Ho H+K: Changed advantage on guard from -21 frames to -11 frames.
Dragon Stance P: Changed advantage on guard from -18 frames to -3 frames.
Hissatsu-no-Kamae P: Changed advantage on guard from -4 frames to GB(-1).
Hissatsu-no-Kamae P (max charge): Changed advantage on guard from -4 frames to GB(4).
Hissatsu-no-Kamae K: Changed damage from 28 to 32, wall knock-back distance from 1m to none, heightened launch and juggle. Also changed the launch animation of the opponent on Counter hit or higher.
Back-turned PP: Changed damage from 16 to 18.
Back-turned 2P: Fixed a bug which would cause a guarding opponent to use the standing guard animation.
Back-turned K: Changed wall knock-back distance from 2.5m to 1m.
6T: Changed damage from 28 to 29.
Back-turned 6T: Shortened the disadvantage by 25 frames when the opponent tech rolls.
33T on wall: Stage gimmicks are now triggered on the final part of the attack.
T while running: Shortened the disadvantage by 3 frames when the opponent tech rolls.
Hissatsu-no-Kamae T: Changed damage from 25+50 to 25+52.
Hissatsu-no-Kamae 2T: Changed damage from 72 to 81. Adjusted mouth movement.
Taunts: Adjusted mouth movement.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Personally I'm very happy with her changes. Here are my thoughts:
First off, 6P and 6K having more reach is really good since those are her main stun starters.
Her damage got buffed significantly too. Her regular strikes (K and 6K), her BT strikes (BT PP), her throws (6T, Hissatsu T8T and Hissatsu 2T) and her Hissatsu K all got a damage buff.
Speaking of her Hissatsu stance, her Hissatsu P got buffed on block as well. It is now a guard break regardless whether it's charged or not (-1 no charge, +4 full charge). This is a rightful change in my opinion.
Next to that, she is made a safer character overall. Her very unsafe moves are now just unsafe (66P+K -27 --> -8 and Hissatsu H+K -21 --> -11). Her DS P is now only -3 on block and her jab is now only -1 on block (previously -2 on block) which is an important change.
BT K having less knockback is a huge buff since that kick is very important in juggles. Also Hissatsu K doesn't wall splat anymore which I think is a buff.
33P having a higher launch height is nice. I wonder if it has a higher re-launch height in juggles as well. Anyway, buffs are always welcome.
The shortened disadvantage on BT 6T and Running T are really good too meaning that these throws are now safe to use against tech-rolling opponents.
Last but not least, her PP4P isn't useless anymore because it stuns instead of giving a launch. I really think this will improve her BT game since it gives her another option to get back-turned!
All in all I think Honoka deserved these buffs. I'm really curious to test out her new PP4P and her refined Hissatsu stance. What do you think of 1.04 Honoka? What is your favorite buff? Did she deserve all those buffs? And what do you think of her buffs overall? Please share your thoughts about Honoka's changes below.
Changed to be able to use her strengths better while right next to an opponent or while in Hissatsu-no-Kamae.
P: Changed advantage on normal hit and guard from -2 frames to -1 frames.
PP4P: Changed hit reaction on Counter or higher from launch to uppercut stun (Cr(29 → 19)).
6P: Changed overall frames from 11(3)21 to 11(2)22, and extended reach about 20cm.
66P: Adjusted the input detection of the command.
33P: Heightened the launch on Counter hit or higher.
K: Changed damage from 22 to 25.
6K: Change damage from 20 to 21, and extended reach about 5cm.
4K2: Fixed issue which removed crouching status starting from frame 11.
66P+K: Changed advantage on guard from -27 frames to -8 frames.
236P+K: Fixed an issue which allowed a followup to Ducking even with back turned after going over an opponent.
Dokuritsu-Ho H+K: Changed advantage on guard from -21 frames to -11 frames.
Dragon Stance P: Changed advantage on guard from -18 frames to -3 frames.
Hissatsu-no-Kamae P: Changed advantage on guard from -4 frames to GB(-1).
Hissatsu-no-Kamae P (max charge): Changed advantage on guard from -4 frames to GB(4).
Hissatsu-no-Kamae K: Changed damage from 28 to 32, wall knock-back distance from 1m to none, heightened launch and juggle. Also changed the launch animation of the opponent on Counter hit or higher.
Back-turned PP: Changed damage from 16 to 18.
Back-turned 2P: Fixed a bug which would cause a guarding opponent to use the standing guard animation.
Back-turned K: Changed wall knock-back distance from 2.5m to 1m.
6T: Changed damage from 28 to 29.
Back-turned 6T: Shortened the disadvantage by 25 frames when the opponent tech rolls.
33T on wall: Stage gimmicks are now triggered on the final part of the attack.
T while running: Shortened the disadvantage by 3 frames when the opponent tech rolls.
Hissatsu-no-Kamae T: Changed damage from 25+50 to 25+52.
Hissatsu-no-Kamae 2T: Changed damage from 72 to 81. Adjusted mouth movement.
Taunts: Adjusted mouth movement.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Personally I'm very happy with her changes. Here are my thoughts:
First off, 6P and 6K having more reach is really good since those are her main stun starters.
Her damage got buffed significantly too. Her regular strikes (K and 6K), her BT strikes (BT PP), her throws (6T, Hissatsu T8T and Hissatsu 2T) and her Hissatsu K all got a damage buff.
Speaking of her Hissatsu stance, her Hissatsu P got buffed on block as well. It is now a guard break regardless whether it's charged or not (-1 no charge, +4 full charge). This is a rightful change in my opinion.
Next to that, she is made a safer character overall. Her very unsafe moves are now just unsafe (66P+K -27 --> -8 and Hissatsu H+K -21 --> -11). Her DS P is now only -3 on block and her jab is now only -1 on block (previously -2 on block) which is an important change.
BT K having less knockback is a huge buff since that kick is very important in juggles. Also Hissatsu K doesn't wall splat anymore which I think is a buff.
33P having a higher launch height is nice. I wonder if it has a higher re-launch height in juggles as well. Anyway, buffs are always welcome.
The shortened disadvantage on BT 6T and Running T are really good too meaning that these throws are now safe to use against tech-rolling opponents.
Last but not least, her PP4P isn't useless anymore because it stuns instead of giving a launch. I really think this will improve her BT game since it gives her another option to get back-turned!
All in all I think Honoka deserved these buffs. I'm really curious to test out her new PP4P and her refined Hissatsu stance. What do you think of 1.04 Honoka? What is your favorite buff? Did she deserve all those buffs? And what do you think of her buffs overall? Please share your thoughts about Honoka's changes below.