David Gregg
Well-Known Member
I wonder how long it needs to be charged in order for her to reach CB. In this vid every time it's just a critical stun:
@0:45, @3:16, and @4:25
@0:45, @3:16, and @4:25
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I wonder how long it needs to be charged in order for her to reach CB. In this vid every time it's just a critical stun:
@0:45, @3:16, and @4:25
Kinda off topic, but that Kasumi side ponytail is really growing on me o_o
Zack's jumping punch hold.Whose jumping holds is she using?
Interesting. Thank you!Zack's jumping punch hold.
Jann Lee's jumping kick hold.
I love it when Honoka uses Kokoro's Ba Ji Quan moveset in the game. Although I wish Honoka and Kokoro should have a tag intro and outro.Hey!
I've analyzed most of Honoka's moves from her Command Training video, in terms of from which character the move was originally from. I will list both the original input and Honoka's input if necessary. I'm not too sure about all moves, so feel free to correct me. Below is a link to the Command Training video.
Ayane
Strikes
236H+K
Bass
Strikes
3P+K (Critical Burst)
H+K (Bass); 4H+K (Honoka)
2H+K Note: Shares animation with Tina
PK
Throws
First part of SS T (Bass); 6T (Honoka)
4T Note: The animation of this throw comes from Bass' 4T in DOA2 and DOA3
2T
To crouching foe's back 2T
Holds
7H high kick hold
Taunts
63214P+K Taunt
63214P+K H (Alt. Taunt, what she says is perhaps a reference to Xianghua/Leixia from Soul Calibur )
Bayman
Strikes
66K (Bayman); While running H+K (Honoka)
41236K (Bayman); Fourth strike of PPPK (Honoka)
2K to grounded opponent
Holds
6H mid kick hold Note: Shares animation with Leon
Brad Wong
Strikes
PP4P
PPK
46PPPP (Brad Wong); 9PPPP (Honoka)
46PP2KP (Brad Wong); 9PPKP (Honoka)
46PPKK (Brad Wong); 9PPKK (Honoka)
33P
3KPP
BT 4K
Dokuritsu-Ho 4K
Dokuritsu-Ho P+K
Throws
To foe's back 4T (Brad Wong); To foe's back 6T (Honoka)
Christie
Strikes
3PPP
3P+KPP (Christie); Dokuritsu-Ho 4KP+KPP (Honoka)
3P+KK (Christie); Dokuritsu-Ho 4KP+KK (Honoka)
Ein
Strikes
33P+K (Ein, Power Launcher); 7P+K (Honoka, Power Launcher) Note: Shares animation with Hitomi and Hayate
7P
KK
H+K (Ein); SS K (Honoka)
H+K
WR K (Ein); BT K (Honoka)
6P (Ein); third punch of PPP (Honoka)
236P Note: Shares animation with Hitomi
2P Note: Shares animation with Hitomi
Throws
33T Note: Has wall version
Eliot
Strikes
46P (Eliot); Second part of 2P+K46P (Honoka, '6' and 'P' need to be pressed simultaneously)
BT 4PP
Gen Fu
Strikes
1P
6P+K
2P+K46P
Hayate
Strikes
33P+K (Hayate, Power Launcher); 7P+K (Honoka, Power Launcher) Note: Shares animation with Ein and Hitomi
Helena
Strikes
236P+K (Helena); 214P+K (Honoka)
PP2K
8K
66P
Bokuho 6PP (Helena); Bokuho PP (Honoka)
Bokuho 4PK
Bokuho K
Hitomi
Strikes
33P+K (Hitomi, Power Launcher); 7P+K (Honoka, Power Launcher) Note: Shares animation with Ein and Hayate
8H+K (Hitomi); 9K (Honoka)
P+KPP
3H+K
236P Note: Shares animation with Ein
2P Note: Shares animation with Ein
Jann Lee
Strikes
PPP6P
7K
236K
6H+K
P+K or BT P+K (Jann Lee); BT P+K (Honoka)
4PPP (Jann Lee); Dragon Stance 4PPP (Honoka)
Dragon Stance P
Dragon Stance K
Dragon Stance 6P+K (Jann Lee); Dragon Stance P+K (Honoka)
Holds
1H low punch hold
6H jumping kick hold
Kasumi
Strikes
BT 2K
Kokoro
Strikes
PP6P
8P Heichu P+K (Kokoro); 8P~P+K (Honoka)
8P~K (Honoka) Note: The 8P or K aren't exclusive to Honoka, but the whole move in itself is
66P (Kokoro); SS P (Honoka)
66P+K (Kokoro); 66P+K Heichu (Honoka)
La Mariposa/Lisa
Strikes
66K6
1KK
1K2K
BT 4P+K
8P+K to grounded opponent
Lei Fang
Strikes
6PP
6PK
3P+K (Lei Fang); 4P+K (Honoka)
Holds
4H mid punch hold Note: Has wall version
Leon
Strikes
46P Note: Shares animation with Tina
Holds
7H high punch hold
6H mid punch hold Note: Shares animation with Bayman
Raidou
Strikes
33K (Raidou); Hissatsu-no-Kamae K (Honoka)
Throws
23646T.21423698T.236987412236987412T (Raidou)*; Hissatsu-no-Kamae T.8T (Honoka)
62364T (Raidou); Hissatsu-no-Kamae 2T (Honoka)
Rig
Strikes
33K
7P (Rig); Dokuritsu-Ho P (Honoka)
Bending Stance 8K (Rig); Dokuritsu-Ho K (Honoka)
H+K (Rig); Dokuritsu-Ho H+K (Honoka)
Tina
Strikes
4PPP Note: Last punch can be charged
46P Note: Shares animation with Leon
2KKK
2H+K Note: Shares animation with Bass
BT 7PP (Tina); BT PP (Honoka)
While running P
While running K
66P+K (Tina); While running P+K (Honoka)
Throws
8T (Tina); T (Honoka)
While running T
To foe's back T
To foe's back 33T.T
Holds
1H low kick hold
Taunts
63214P+K P
Zack
Strikes
PP2
6KK
6K2K
66P+K (Zack); 236P+K (Honoka)
H+K (Zack); 8H+K (Honoka)
4K(2)
While ducking PP
While ducking K
While ducking P+K
Holds
4H jumping punch hold
Original moves
Honoka has some unique moves as well:
Strikes
1P+K (Power Blow)
Hissatsu-no-Kamae P (Critical Burst) Note: This move can be charged
Transition into Hissatsu-no-Kamae stance
Some moves can transition into her HNK stance, such as:
Strikes
BT PP
Dokuritsu-Ho 4KP+KPP
Dokuritsu-Ho H+K
While ducking PP
Dragon Stance P
Dragon Stance P+K
Bokuho 6PP
Heichu P+K
Command Training (Honoka)
Credits
Kudos to the following people who contributed to this thread:
- @VirtuaKazama
- @UpSideDownGRUNT
- @Nikotsumi
- @XZero264
- @David Gregg
- @PhoenixVFIRE
- @AsheMann21
- @Nightpup
* Raidou's traditional Underworld Drop has a very long, barely understandable input when written in numbers. Thus, I will provide two alternative ways of saying the input:
1. (Raidou)
2. QCF 46T.QCB HCF T.FCB FCB T (Raidou)
> QCF = Quarter Circle Forward
> QCB = Quarter Circle Backward
> HCF = Half Circle Forward
> FCB = Full Circle Backward
Hope this helped!
Honoka should Tag with everysingle character she stole from.I love it when Honoka uses Kokoro's Ba Ji Quan moveset in the game. Although I wish Honoka and Kokoro should have a tag intro and outro.
9PPP > Cancel, most people expect the low kick. 9PPP catches people who duckFavorite 9P variant? My vote goes to 9PPKP for no other reason than it feels the best/most useful of the three, IMO.
9PPP > Cancel, most people expect the low kick. 9PPP catches people who duck
9PPPKK > + move so why not
9PPKP > Also pretty good
In summary theyre all pretty good for me
9PPKK serves simply as a frame advantage move, a follow up isnt necessary. I would say the 9P strings are good after 6T9PPKP, as I would imagine, would be predictable for players who've been playing the game for years and have a deep familiarity with the movesets in the game as a whole. So yes, the low kick can be caught by someone with a good eye. I agree about 9PPP, it's like a pre-installed cancel.
9PPKK is tricky to link with other moves, but I've found that 236K seems like a logical follow up through my trials.
As you stated, they're all good moves and can serve as good mixups.
Used to hate doing them, but after some practice, I've gained a new appreciation for them.
It would certainly improve her mix-ups a lot moreWould it be overkill to give her throws in stances besides HNK?