Maple
Member
(I apologize in advance if any of this has already been talked about!)
People have been talking about Honoka's stances, and I got pretty curious about her BT stance, so I looked at the transitions (I learned a thing or two in the process). And well, they're not too good, are they?
Firstly, she has:
- p,p,4,p (The third hit can be blocked and is quite punishable. Would only actually work if you could catch someone off guard.)
- 9 p,p,p (Delayable, and that's probably all there is to it. It's all mid punches, and the string and its variations are just not that good. Not sure why someone would want to use the 9 p (...) string).
- 4 p+k (Obviously a launcher. It's a pretty decent panic move).
- Dokuritso-Ho P+K (Another launcher).
- 2,3,6 H+K (Interesting move. Only 4 P+K and 2 k will hit in open-space. This move seems to only shine against players that will be scared of you (overly-defensive) and that are against the wall. That's when the mix-up options start. It's just super slow at 39 frames.
- Bokuho 4p (Not too bad when used after 2,1,4 P+K. However, people should typically expect a mid punch when Honoka is in Bokuho stance).
***One thing that I'm not a fan of: The options you get if 2,1,4 P+K counter hits are really inconsistent. For the two mid punch options or the high kick to hit, you have to be really close to the opponent. And the move wall splats, so... I guess it's only really worth using if you're sure your opponent will block.
I'm unsure about how useful her BT stance is though, but her 4P+K and her p,p string are both good.
Please do correct me if any of this seems wrong. Am I just missing something?
Is her BT stance even worth using?
People have been talking about Honoka's stances, and I got pretty curious about her BT stance, so I looked at the transitions (I learned a thing or two in the process). And well, they're not too good, are they?
Firstly, she has:
- p,p,4,p (The third hit can be blocked and is quite punishable. Would only actually work if you could catch someone off guard.)
- 9 p,p,p (Delayable, and that's probably all there is to it. It's all mid punches, and the string and its variations are just not that good. Not sure why someone would want to use the 9 p (...) string).
- 4 p+k (Obviously a launcher. It's a pretty decent panic move).
- Dokuritso-Ho P+K (Another launcher).
- 2,3,6 H+K (Interesting move. Only 4 P+K and 2 k will hit in open-space. This move seems to only shine against players that will be scared of you (overly-defensive) and that are against the wall. That's when the mix-up options start. It's just super slow at 39 frames.
- Bokuho 4p (Not too bad when used after 2,1,4 P+K. However, people should typically expect a mid punch when Honoka is in Bokuho stance).
***One thing that I'm not a fan of: The options you get if 2,1,4 P+K counter hits are really inconsistent. For the two mid punch options or the high kick to hit, you have to be really close to the opponent. And the move wall splats, so... I guess it's only really worth using if you're sure your opponent will block.
I'm unsure about how useful her BT stance is though, but her 4P+K and her p,p string are both good.
Please do correct me if any of this seems wrong. Am I just missing something?
Is her BT stance even worth using?