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- Specials/Supers:
- (X - EX version is possible)
- > (followup from above move)
- 214P X
- [4]6P X (charge: 40f)
- [2]8K X (charge: 40f)
- 63214K X
- 236K X
- > P
- > P
- > 2P
- 22P
- 22K
- 1 - 236236P
- 2 - [4]646K
- 3 - 214214P
- -----
- Command Normals:
- 6HK
- 3HK
- j2MK
- njHP (not listed. can control left and right)
- -----
- Target Combos:
- LP > MP
- MP > 3HK
- -----
- Juggle State Normals:
- HK
- - these cause a juggle state when used on an airborne opponent
- - unless otherwise noted, these do not require counter hit or punish counter
- ------------------------------------------
- movement data:
- ff - 19
- bb - 23
- up - 45
- angle jump - 45
- ------------------------------------------
- 63214K:
- - strength affects range and damage:
- LK - longest range - 2000 dmg
- MK - more range than HK, less than LK - 2200 dmg
- HK - shortest range - 2400 dmg
- KK - longest range - 2800 fmg
- [4]6P:
- - LP/MP/HP versions have anti-air invul
- - EX: 1st frame armor, two hits. if thrown, Honda suffers a PC
- - reversal option versus strikes, punishable on guard (-20)
- 236K:
- - forward-moving special with followups
- - Press P or 2P for different attacks
- - 2P is an unsafe launcher
- - P is -3 on guard normally, +2 on EX
- - After P is a 2nd followup P, it can't come out if the previous P misses
- 22P:
- - destroys fireballs
- - decent meaty potential
- - can cancel to 214P with Sumo Spirit active
- - because it counts as a special move, you can do:
- - normal xx 22P xx 214P
- 22K:
- - "Sumo Spirit"
- - powers up 214P on hit:
- - +2 advantage on ground hits
- - ground bounce combo extension on air hits
- - with Sumo Spirit active, 2HP and HP at the tip can cancel into 214P, and the 214P is still powered up
- - 52 frames, to set up charge
- - use after corner stun if needed
- 236236P:
- - 1 frame full invul at beginning, then strike/throw invul
- - standard level 1 reversal
- - combo ender
- [4]646K:
- - fully invul
- - standard level 2 reversal
- - combo ender
- 214214P:
- - fully invul
- - standard level 3 reversal
- - combo ender
- - the 2nd hitbox of super 3 is a 'weak hit' that doesn't lead into animation, and does 2500 damage (super 3 is normally 4000 w/animation)
- ------------------------------------------
- STRATEGY
- Antiairs:
- HP
- [4]6P
- EX [2]8K (must leave ground before invul kicks in)
- njHP
- Poke ranges (short to long):
- 3HK < HK(1) < LK = 2LK < 2LP < LP < 2MP < 2MK
- < MP = HP < HK(2) = MK < 2HK < 2HP < 6HK
- important combo tools by startup frames:
- 4 - 2LP / LK
- 5 - LP / 2LK
- 6 - [2]8KK
- 7 - 63214K / 236236P
- 8 - 2MP / HP / HK(1)
- 9 - 2MK / [4]6PP / 214214P
- 10 - MK / MK / [4]6LP/MP
- 11 - 2HP / 2HK / HK(2) / [2]8LK/MK/HK / 22P
- 12 - 214LP / [4]646K
- launchers:
- 236K > 2P
- PCH HP
- PCH [2]8K (2nd hit)
- SPECIAL SCALING:
- LP > MP = 100/90 if the starter, standard scaling otherwise
- ------------------------------------------
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