Honoka Strengths
- Speed
- Frame Traps
- Stun Game
- Wall Game
- Movement
- Versatile toolset
- Juggles and throws play off the environment (Except the ceiling)
- High damage output on anybody that is not a Super heavyweight at all points in stun.
- 92 damage minimum on CH > splat on all weight classes.
- Her size allows her to avoid some setups and moves during spacing situations.
Honoka Weaknesses
- Her size limits her range forcing her to play closer to the opponent to make the most of her range tools.
- Difficult to followup on some frame advantage with ideal counter-poking tools due to limited range.
- Throw punishment is weak. Only 7i throw is a forced mixup at a meager 28 points.
- Retaliation options are limited vs strings with push-back. You have to resort to things other than your fastest poke which means she is not always in a position to deal her best damage.
- Stun > launch damage output suffers greatly and mid threshold damage output reduced from high to moderate by Super heavies.
- Some stance mixups are forced and do not allow you to improvise. This actually gives you less freedom in the stun game than other characters in the cast.
From my experience the way I see it the character is definitely a close range fighter that wants to get you to the wall where you have no escape from anything she has. The knockback from her juggles helps her with this. As for her range it is short but she does have tools that aid her in this department albeit them being slow. Some of these moves gain + frames or become safer the farther away she is from the opponent when they block it such as 46P and 3H+K. 3H+K can become safe enough to allow you to out poke 12i mids with her jab. Her lows are non-existent so she has to use frame traps, her 6T and string delay to open players up.
She has to keep stun to actually hurt you. I can tell you that much.
She has a 60 damage 6T at walls on NH which is 20% or 1/5th of your life bar. This becomes 72 damage NH on a electric wall which is 24%; Almost 1/4th life. These do not allow you to wakeup kick. At walls the minimum she gets is 92 on all weight classes from CH 6P > splat of choice on any hit level. 7P with your back to the wall guarantees her a 6P which is a must hold situation because she has splats within that string and on other hit levels that will hit you into the wall for around 70 points.
Her stun to launch damage on characters up to Gen Fu weight is good from proper starters like her 6P/3P string or 6K/4K. 75 at minimum from high kick, 82 from mid kick. So I disagree with the bolded and underlined statement; Especially when she has stance transitions that play the stun game for the player and lead to setups that deal 90ish damage at worst on heavyweights (105+ on everybody else). All of these numbers do not factor in the additional damage she will get from knocking somebody into a wall or dangerzone.
All things considered this character is not a high tier candidate atm IMO. Too many flaws and lack of reach doesn't help her. She will struggle fighting anybody that is godlike at spacing. I give her high mid tier at best; Mid tier at worst based off my week 1 impression.
Yeah Honoka's problem for me seems to be her reach. Which usually doesn't happen with the blonde chicks, Fu, Fang or Busa. She does have long-range moves but they're either too slow (drop kick into Carrera) or just not good at all (Her Dragon Kick).
EDIT: Also, is it me or Honoka's Fujin has shorter reach than Tomi's and Ein's¿
It is. She has to stay closer to her opponent to "space" because while she does have range tools she does not have reach on anything but 8P, 46P and 3H+K. Gotta make use of her walkspeed, hitbox and KBD. Her crouch dash is good too.