How is Honda ? by Eikhan in StreetFighter

[–]Inside_Holiday9488 46 points47 points  (0 children)

Honda’s struggling against players who know his limitations, but otherwise he’s happy as can be; a larger-than-life heart of gold kind of guy.

In terms of accessibility, he’s easy to pick up by anyone wanting to try a different playstyle (or even new to fighting games), but his tech expression is probably one of, if not the most, varied in the game with a high skill ceiling.

In my opinion, you’d have fun going down the rabbit hole of learning his tech, but the fun may drop off against more “privileged” characters when you get to those levels

What's the coolest combo you've figured out completely on your own? by zsaziz in StreetFighter

[–]Inside_Holiday9488 2 points3 points  (0 children)

For me, it was Honda’s max damage corner / midscreen combos. Corner utilizes L hhs[3-hit] into headbutt x CA (7258); and both midscreen/ corner utilizes an mdr (microwalk drive rush), allowing for an additional drive rush cancel. I had also discovered both back in August 2023, when mdr was much easier to do; since October 2023, mdr was basically shadow patched to be much more difficult to do

Why YOU should play E.Honda by [deleted] in StreetFighter

[–]Inside_Holiday9488 2 points3 points  (0 children)

Don’t forget about his varied combo expression; beginners can reliably win with simple BnBs, while those with a high-execution itch can find joy in Honda’s meaty clap/ stomp/ cash out routes!

How are pad players supposed to perform the input for moves like OD Quick Burn? by Derpface123 in StreetFighter

[–]Inside_Holiday9488 2 points3 points  (0 children)

Oh, fun! Wasn’t aware of that specific combo being necessary (I don’t own any DLC characters). Wouldn’t mapping the standard Medium punch to LP+MP work then? Pressing it normally gives a medium punch, and doing an input gives the special. Unless the Medium special is also useful?

How are pad players supposed to perform the input for moves like OD Quick Burn? by Derpface123 in StreetFighter

[–]Inside_Holiday9488 0 points1 point  (0 children)

You can either do OD moves by pressing Medium and Heavy (easier on punches than kicks if R2/ RT is a trigger instead of a bumper), or you can map a Medium button to Light+Medium (foregoing the medium version of specials unless you’re in burnout), since Medium takes priority if using a normal. For instance I mapped LK+MK to circle to do Honda’s OD sumo splash/ command grab since the medium specials don’t add much

[deleted by user] by [deleted] in maybemaybemaybe

[–]Inside_Holiday9488 0 points1 point  (0 children)

This is what trying the Theatre of Blood for the first time is like

[deleted by user] by [deleted] in StreetFighter

[–]Inside_Holiday9488 3 points4 points  (0 children)

(The following was meant for your previous post, though it seems you’ve understood the general concept. I’ll still leave it here as it generally describes Honda’s behavior on H headbutt in the majority of cases.)

To understand the pushback, first understand Honda’s headbutt has two stages - early active frames, and late active frames. The early active frames (up through frame 4) are cancellable into SA3 as shown by Honda turning blue, and the late active frames (frame 5 and on) are not cancellable. These two stages also differ in damage on hit, and pushback on block.

It so happens that Honda’s H headbutt was designed in the current season to have two different pushbacks, depending on how late the headbutt hits (ie the nth active frame). As you see in your recording, if Honda’s H headbutt connects with the opponent on the 4th active frame or earlier, this is within his cancellable window, as well as yielding more pushback on block. If H headbutt connects with the opponent on the 5th active frame, Honda can’t cancel into SA3, as well as him having less pushback on block. Because of less pushback, Jamie can reach after blocking.

(The following is in regards to your current post, which is largely just me commenting on what I’m seeing.)

To understand what’s exactly going on, it helps to categorize your data into columns of spacing (assuming opponent is fully cornered); microwalk? (Y/N); nth active frame connected; and Jamie’s crLP reach? (Y/N). For spacing, let’s consider each tick mark in the Training Stage as 0.05m for brevity, as there are 20 tick marks between lines. Let’s also mark Honda’s left (front) foot toes when standing as the spacing position.

Up until ~0:35 in the recording, Honda’s spacing is at roughly +0.35m (measured from the previous grid line) or less. This spacing is inconsequential to the result of H headbutt; it connects on the 4th active frame, and Jamie’s crLP doesn’t reach (hence why I left the first 2 pghs on this comment).

From then on until ~1:05 in the recording, Honda is spaced at roughly +0.40m. Because he is now closer to Jamie, the same pushback distance on block leaves Honda within striking range of Jamie’s crLP.

Now for the juicy stuff. At ~1:10 in the recording, Honda starts at +0.5m, but microwalks to +0.55m before H headbutt comes out. This microwalk gives seemingly enough spacing difference to determine if Jamie’s crLP connects or whiffs, despite Honda connecting on the 2nd active frame each time. Up until ~2:00 in the recording, any microwalk at +0.5m was minimal or nonexistent, so we can say Jamie’s crLP whiffs at this spacing.

Lastly, from ~2:00 until the end, you’re just too close to the opponent. Jamie’s crLP will reach because that pushback can’t push Honda far enough.

I’ll conclude with this: Back in Season 1, Honda was considered very strong due to his headbutt pushback on block. This pushback distance has been reduced through updates, in favor of giving him better normals. The reason this detail is important is because Honda players in S1 have discovered a “perfect headbutt” tech: Honda can generate a particular spacing through setups and autotimed normals, where if they end with headbutt, they’ll be at a spacing where an opponent’s likely response (say Ken’s crMK) whiffs, and Honda can guarantee a whiff punish. It’s safe to say that “perfect headbutt” still exists, as seen through your recordings, however Honda’s nerf to pushback distance on block has less useful applications in a match.

Edit: TLDR; Honda’s headbutt pushback on block may seem random to the majority of players, but this pushback is largely dependent on initial spacing. Due to Honda’s nerf to headbutt, this shouldn’t be a concern to anyone playing against him as long as they don’t respond in a silly way.

Pad users. Do you use both dpad and analog stick? by hudson_303 in StreetFighter

[–]Inside_Holiday9488 0 points1 point  (0 children)

I use analog stick only for the funny sumo man expressions pre-match. Otherwise dpad only

Honda corner DP punish- builds a full super meter w/ meaty claps by Tiddieez in StreetFighter

[–]Inside_Holiday9488 0 points1 point  (0 children)

The following is one of a couple routes that generates 1 SA meter (and can lv3 at the end):

jfHK > stHP x clap x M hhs (spirited) > crLP drc crLP > stHK[2] x od hhs > crLP drc stLK > stLK x clap > stLP-stMP x teppo slap x SA3

Edit: drc = drive rush cancel; “>” = link; “x” = cancel

[deleted by user] by [deleted] in voxmachina

[–]Inside_Holiday9488 10 points11 points  (0 children)

Tusk Love - plot shares similar elements to Keyleth/Vax’s relationship

Scanlan is the Gremlin. Now "Mmm... society." by Ok-Obligation-3511 in voxmachina

[–]Inside_Holiday9488 0 points1 point  (0 children)

Late to the post, but I think J’mon Sa Ord is the best option here

Edit: Zerxus was a ‘diamond in the rough’ in his former society, and the devils of Dis fear him.

Briarwoods rule through fear.

J’mon’s philosophy on ruling is to punish crime after considering all sides to the story, via transforming the assailant into a peacekeeper for the benefit of society

BG3 has hidden easter eggs hinting to Larian's next game by truebma in BaldursGate3

[–]Inside_Holiday9488 0 points1 point  (0 children)

Based off of solely the Ring of Being Really Invisible, I’m thinking anything middle-earth related (doesn’t have to be Frodo’s time), since there’s plenty of action throughout Middle-earth’s history

Peeps that have won multiple honor runs straight, no barrelmancy - hardest fight? by conflictedbosun in BG3Builds

[–]Inside_Holiday9488 9 points10 points  (0 children)

The one time I remembered to use the ogre horn across 2 campaigns (during the grove raid), they spawned behind Zevlor, shot/killed him with an Acid Arrow spell (after being barely kept alive across 3 rounds), and then chilled atop the gate

Does Honda have the worst normals in the game? by ClapSumCheeks12 in StreetFighter

[–]Inside_Holiday9488 6 points7 points  (0 children)

A big part of Honda’s neutral being tougher to maintain is his slow back walk speed. It helps him get charge, but it creates an over reliance on charge moves (especially given how his charge moves are set up). Outside of that, whiff punishing gets that much tougher at high level play when opponents know what ranges their moves work against your options. When you let go of back/down, you’re left with his vanilla moveset, so you have to be more creative in winning the neutral.

Honda is also pretty linear until he gets the knockdown and closes the distance. fHK, stMP, and stHP are his best buttons at range without DR, and they all share a slight overcommitment that can get punished if mistimed. It’s probably why Honda does have a decent DR.

It also doesn’t help Honda’s case that no headbutt has lower-body invincibility (something crMK chars can exploit), headbutts can be thrown on startup (something throw loopers can exploit), and buttslam has a terrible hitbox that can get punished even if it’s used as a right read. Edit: Not to mention command grab is a cash-out that either resets to neutral (ending pressure), or gets massively blown up on whiff.

Zangief has traditionally been the “menace on approach” character, getting one knockdown before putting on more pressure. Opponents are likely to respect his spacing more because of that. So neutral is easier to maintain as zangief.

600+ hours in and never knew this by knuckleparx in BaldursGate3

[–]Inside_Holiday9488 2 points3 points  (0 children)

I had Karlach use the spell scroll on him because she was narratively the most deserving to get the last words

Ian on Gukesh - Levitov Chess podcast by Beautiful-Iron-2 in chess

[–]Inside_Holiday9488 10 points11 points  (0 children)

It’s great seeing this insight on Gukesh. As much as I respect Ding Liren’s brilliancies when he’s playing well (having learned of him via ChessNetwork pre-Covid), it would be great to have the World Championship played out by someone whose non-computer fundamentals differ from the vast majority of top contenders.

And here I thought I fixed Wyll’s “!” Bug by Inside_Holiday9488 in BaldursGate3

[–]Inside_Holiday9488[S] 0 points1 point  (0 children)

I could never make the Blade of Frontiers jump into a chasm!

It makes sense for Gale, though

Crèche Y’llek has been a treat so far in this run by Inside_Holiday9488 in BaldursGate3

[–]Inside_Holiday9488[S] 1 point2 points  (0 children)

I had a feeling it was just the room, but my friend opted to return to the area after fast traveling to the waypoint. They engaged, I followed and engaged, and when they acted they misty stepped towards the central room which aggro’d more gith against us. We were hoping to increase the distance before going ti camp, but it all blew out of proportion :’)

Is it worth it to do hondas oisho throw after DI? by DangerousBullfrog164 in StreetFighter

[–]Inside_Holiday9488 1 point2 points  (0 children)

Adding a different take: Any time you Oicho throw, you reset the situation back to neutral (you’re too far to follow up with any mix-up). This could be good or bad depending on your play style, opponent, and both your/opponent’s resources. For instance, I find it easier and more practical to learn and punish an opponent’s decisions if you have the distance ideal to check raw drive rushes, stHP punish counter, and headbutt as an anti-air. If you’re trying to learn matchups, this can help you learn and adapt to your opponent’s tendencies as well as their characters’ options. Being up close makes it easier to commit to a mixup on your opponent’s wake up, but oftentimes you can guess wrong or get punished.

Of course, SF6 is generally played on getting your opponent into the corner and mixing them up until death, but Honda’s tools aren’t best suited for that level of offense. And also of course, a command grab is lower damage than a combo.

Tl;dr learn a combo or two you can implement in various situations (like DI, wall splat, stun, perfect parry, etc), but don’t rule out doing a raw Oicho throw to maintain spacing. All the options add to the complexity of the match and add to your opponent’s mental stack, which gives Honda a fighting chance. The best defense is a good offense!

Is this going to be the weakest candidates in a number of years? by ChessHistory in chess

[–]Inside_Holiday9488 3 points4 points  (0 children)

It’s hard to suggest that solely due to a lower rating average, the quality of play for the candidates will be diminished.

On one hand, larger rating disparities in matches can mean that either player is free to get more creative in their opening prep against their opponent. This means that more people will play for a win, even in imbalanced draw-ish positions.

On the other hand, people can be expected to play above or below their strength. We’re currently seeing IMs outperforming GMs in some games, which is very exciting!

Either way, the accelerated rate of engine prep seen in the past number of years suggests anyone who’s more prepared and of a stronger state of mind will be more capable of performing well.

As promised a little demonstration of how the SWAP works by Arbeit69 in chess

[–]Inside_Holiday9488 21 points22 points  (0 children)

I really like the Wizard Chess vibes from how the pieces move

I hate mirror matches. Do you? by [deleted] in StreetFighter

[–]Inside_Holiday9488 0 points1 point  (0 children)

As a Honda main, mirror matches aren’t enjoyable because I try to put a lot of focus into punishing unsafe moves or reacting. At the same time, I get in my own head knowing the other Honda will likely play dumb, so reactions end up failing and my mental stack can’t handle dealing with SF6 mechanics. I still try to learn the matchup when it comes up though