"Im giving this all I got!" - Honoka Combo Thread

Nikotsumi

Well-Known Member
So, here others Hissatsu no Kamae T combos (tested on middleweights) :
HnK T>
:3::3::P: > :8::K: > (Slight delay) BKO :K: > DHO :P+K: > BT :P+K:. This hits very far walls and it deals 105+10(wall) damage on HiC
Hnk T wall combo:
:3::3::P:> (Delay) :3::P::K: > :4::P::P::P: 118 damage on HiC.
 

KING JAIMY

Well-Known Member
So, here others Hissatsu no Kamae T combos (tested on middleweights) :
HnK T>
:3::3::P: > :8::K: > (Slight delay) BKO :K: > DHO :P+K: > BT :P+K:. This hits very far walls and it deals 105+10(wall) damage on HiC
Hnk T wall combo:
:3::3::P:> (Delay) :3::P::K: > :4::P::P::P: 118 damage on HiC.
Good combos. Although I prefer HNK T8T because it's really simple and you don't risk messing up a juggle.
 

Nikotsumi

Well-Known Member
Good combos. Although I prefer HNK T8T because it's really simple and you don't risk messing up a juggle.
That's so true guaranteed damage is the way I go because if you skrew up you lose 40ps of damage or more when all you can do is 8T
Yeah, i also prefer 8T because of the risk of dropping the combo for few points more of damage, however Hnk T combos can be useful if there's a cliff/danger zone nearby.
 

KING JAIMY

Well-Known Member
I have been labbing recently with Honoka and found out that her HNK K gives a very high launch height. It may even be her launch with the best juggle potential.

Below are the setups for each stance transition, and at the very bottom I listed the combo enders which apply to all setups. Be aware that I'm not sure if these combos can be slow escaped; I - or anyone else if they feel like it - will test out later if these combos can be slow escaped. All combos are on Counter Hit and the combos are tested on Jann Lee (middleweight).

Setups involving the transition into HNK from Dragon Stance
6P - PPP - DS P+K - HNK K
6P - 3P - 6H+K - DS P - HNK K

Setup involving the transition into HNK from Heichu
3P - 8P - HC P+K - HNK K

Setup involving the transition into HNK from Dokuritsu-Ho
214P+K - BKO K - DHO H+K - HNK K

Setup involving the transition into HNK from Roll
3K - DHO 4KP+KPP - HNK K

Combo enders (most effective combo ender may vary with weight class)
8K - BKO K - DHO P+K - BT P+K
8K - BKO 4PK - 2P+K46P
6H+K - DS K - 6K - 2P+K46P
6H+K - DS K - P+KPP
33P - 66P+K - HC P+K
6K - 66P+K - HC P+K
6K - 33P - 2P+K46P
 

NightAntilli

Well-Known Member
Not sure if already posted, but, rather than doing this one in the opening post:
QCB P+K, BKO K, DH P+K, BT 4PP, P+KPP Or 2P+K 46P

Do this, much simpler and more damage:
QCB P+K, BKO K, DH P+K, BT K, 66P+K o P+K

Or even more damage:
QCB P+K, BKO K, DH P+K, BT K, 6K, P+K
 

Lady Tengu

Well-Known Member
Not sure if already posted, but, rather than doing this one in the opening post:
QCB P+K, BKO K, DH P+K, BT 4PP, P+KPP Or 2P+K 46P

Do this, much simpler and more damage:
QCB P+K, BKO K, DH P+K, BT K, 66P+K o P+K

Or even more damage:
QCB P+K, BKO K, DH P+K, BT K, 6K, P+K

Yeah sorry it's not the most damage It was Day One. And I was just getting into her.
 

Nikotsumi

Well-Known Member
Well...Honoka has so many launchers. Here some combos possibilities on critical level 1,2,3 with each launcher :
8K
Critical level 1 : BKO 4PK > P+KPP / BKO 4PK > 2P+K 4(6P) (middleweight)
Level 2 : BKO K > DHO P+K > BT K > 2P+K 4(6P) (lightweight) / BKO 4PK > PPP6P (middleweight)
Level 3 : BKO K > DHO P+K > BT K > P+KPP (lightweight) / BKO K > DHO P+K > BT K > 2P+K 4(6P) (middleweight)
7K
Lv 1 : 66P+K > HC P+K
Lv 2 : 6K > P+KPP (lightweight) / 6K > 2P+K 4(6P) (middleweight)
Lv 3 : 6H+K > DS K > 2P+K 4(6P) (lightweight) / 6K > P+KPP (middleweight)
33K
Lv 1 : 6H+K > DS K > 2P+K 4(6P)
Lv 2 : 6H+K > DS K > P+KPP
Lv 3 : 6H+K > DS K > 6K > 2P+K 4(6P) (lightweight) / 8K > BKO 4PK > P+KPP (middleweight)
HNK K
Lv 1 : 8K > BKO 4PK > 2P+K 4(6P) (lightweight) / 6H+K > DS K > 2P+K 4(6P) (middleweight)
Lv 2 : 6H+K > DS K > 6K > 2P+K 4(6P) (lightweight) / 8K > BKO 4PK > 2P+K 4(6P) (middleweight)
Lv 3 : 8K > BKO 4PK > P+KPP (lightweight) / 6H+K > DS K > 6K > 2P+K 4(6P) (middleweight)
DC K
Lv 1 : 66P+K > HC P+K
Lv 2 : 6K > P+KPP
Lv 3 : 6H+K > DS K > 2P+K 4(6P)
DC P+K
Lv 1 : 66P+K > HC P+K
Lv 2 : 6H+K > DS K > 2P+K 4(6P)
Lv 3 : 6H+K > DS K > P+KPP
DHO K
Lv 1 : 6K > P+KPP
Lv 2 : 8K > BKO 4PK > 2P+K 4(6P)
Lv 3 : 8K > BKO 4PK > P+KPP
DHO P+K
Lv 1 : BT K > 66P+K > HC P+K (lightweight) / BT K > PPP6P (middleweight)
Lv 2 : BT K > 6K > P+KPP (lightweight) / BT K > 6K > 2P+K 4(6P)
Lv 3 : BT K > 6K > PPP6P
9K
Lv 1 : 66P+K > HC P+K
Lv 2 : 6H+K > DS K > 2P+K 4(6P)
Lv 3 : 8K > BKO 4PK > 2P+K 4(6P)
To me remembering all this is hard, so i'll end up doing always 8K > BKO K > BHO P+K > BT P+K,
Oh and enough Honoka for today xD
 

NightAntilli

Well-Known Member
Yeah sorry it's not the most damage It was Day One. And I was just getting into her.
No need to apologize. We're all still learning her...

Setup I came up with;
:236::H+K: ( guard break on blocking opponent), BT :4::P+K:, BT :P:, BT :4::K: (Launch), :K:, :6::H+K:, DS :K:, :6::K::2::K: (72 dmg)

BT :4::P+K: is guaranteed.
Alternative finisher can be :2::P+K::4::6::P: (with :6: and :P: pressed at the same time) 76 dmg. Does more damage but is harder to execute.

Edit: That setup is really deadly. After BT :4::P+K: you have a lot of options.
Use BT :P: followed what I gave above.
Use BT :P::P: to go into her stance that will allow her to either burst with :P:, launch with :K:, or grab for the throw into the air for a juggle.
Directly launch with :4::K: or :4::P::P: if they start holding the high :P:
 
Last edited:

KING JAIMY

Well-Known Member
Well...Honoka has so many launchers. Here some combos possibilities on critical level 1,2,3 with each launcher :
DHO P+K
Lv 1 : BT K > 66P+K > HC P+K (lightweight) / BT K > PPP6P (middleweight)
Lv 2 : BT K > 6K > P+KPP (lightweight) / BT K > 6K > 2P+K 4(6P)
Lv 3 : BT K > 6K > PPP6P

I have found more juggle alternatives for Lv 2 and Lv 3 DHO P+K Launch! :) (click the spoiler to see which combos of you I am referring to, they are marked in red)

Lv 2 (Lightweight): DHO P+K - BT K - 9PPPP
Lv 3 (middleweight): DHO P+K - BT K - 9PPPP

The level 2 one for lightweights is one damage point higher than your suggested combo BT K - 6K - P+KPP (lightweights) on normal hit, unless you charge P+KPP a bit in your combo. If you charge the P+KPP a bit, it does one point more damage than mine but you risk messing up your combo.

The level 3 one for middleweights is not more damaging but it is more consistent. The timing on your suggested combo BT K - 6K - PPP6P is very strict for middleweights so I suggest using the combo I listed for middleweights at Crit. Stun Lv 3.
 

KING JAIMY

Well-Known Member
Figured out some new stuff for Honoka yesterday:

- BT P can be used in a juggle.
Examples:
- Alpha: 3KP - 3P - 3K - DHO P+K - BT K - 3K - DHO P+K - BT P - BT P+K
- Lightweight: 3KP - 3P - 3K - DHO P+K - BT P (x3) - BT P+K
- Middleweight: 3KP - 3P - 3K - DHO P+K - BT P - BT K - 2P+K46P

There are a lot of other combos involving BT P but these are just a few examples I find stylish. :)

- Any hit into a breakable guarantees a CB. No PPK needed.
Example: 6PP (Breakable object) - PK - 4K - CB.
 

KING JAIMY

Well-Known Member
New wall combo for Honoka (on stunned opponent or on CH):

(3K)* - DHO 4K - DHO P+K - BT P - BT P+K

Works up to middleweights.
*It is not obligatory for 3K to hit but it's the easiest way to get your opponent in stun and set up your DHO 4K wall splat.
 

Nikotsumi

Well-Known Member
So, i was checking if Honoka could get a guaranteed CB breaking objects even with moves that force a transition into Hissatsu no Kamae.
If you break an object with Heichu P+K you'll get a guaranteed HnK K or a fully charged HnK P, however this will not cause a CB. This is not bad at all, with the stun type of Hnk P you can mix up with 3P+K/any launcher/33T.
The same happens with BT PP and with Dokuritsu-Ho H+K you only get a guaranteed HnK K (perhaps a normal HnK P too, didn't test this).
 

TRI Mike

Well-Known Member
I like playing doing stun>launch combos because my friends and I decided to go with Smallest Health a while ago. A few simple but very nice ones I've been using. I'll post what happens in CH.

:honoka:
:8::K:, BKO:K:, DHO:P+K:, BT:P+K:. (Works on everyone but heavies) 61DMG
:4::P+K:, BT:4::P::P:, :2::P+K::4:(:6::+::P:) (Works on lights) 83DMG
:3::3::K:, :6::H+K:, DRG:K:, :2::P+K::4:(:6::+::P:) (Works on everyone) 72 DMG
:7::K:, :P::P::P::6::P: (Works on everyone) 61DMG
:K::K:, Front Dash, :236::P: (Close hit bonus) (Works on everyone) 70DMG.
:K::K:, Front Dash, :P+K::P::P: (Works on everyone) 71-74DMG.
:4::K::2_:, DCK:P::P:, Hissatsu :K:, :3::3::P:, :6::6::P+K:, Heichu:P+K: (Works on everyone but heavies) 106DMG

Note that I'm not doing unholdables or any big-damage thing. These are very, very basic things I'm using because 240 life allows me to and because I'm just learning her. I hope they're helpful.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top