The reason you have this problem is because of what I bolded and underlined. You're at -6 and -12 on block then deciding to put out a 21f move which comes out at 27 frames and 33 frames after you free cancel into it after P+K and 3PP respectively. This is extremely slow and easy to interrupt. When pressuring on block you want to make use of her jab which is 9 frames and only -2 on block. Cancel that into more jabs or her 6P, 6K or 2P. 1P for the crush + tracking as well as throws. You also want to make use of PPP and PP6P. Use occasional delays of 6PP, 6KK / 6K2K and the 6P in PP6P. Her pokes are fast and recover quickly so you can apply good pressure that way.
8H+K is good to use when someone is blocking in neutral but here is the question I have for you. If you thought they were just going to sit there on standing block why not use 6T which is going to track, deal damage and give you more frame advantage? IMO 8H+K is best used as part of her wall game. Here 8H+K will splat if it makes contact and if it is blocked she is at + frames allowing her to continue her wall offense.
I also think 9P is a great string to use when she has advantage. 9PP is a natural combo on counter hit that does 40 damage and 9PPPP is safe. Also if only the second P of 9PP connects on CH then 9PPP will be a natural combo. For those reasons IMO this string is god mode for setting up tick throws especially since it contains multiple natural combos and a low that grants frame advantage into a free opener if they do not hold.
Yeah in that scenario I agree 6T is simply a better option. I know it puts me at a big disadvantage but its been working well, they freeze up at least expecting P+K P but I understand where you're coming from it is really risky. It actually isn't what was underlined that is getting me counter poked. It's just me throwing out 6P and it ends up hitting but not on counter so I'm at -8 and get hit for trying to jab, that and my PP attempts.The reason you have this problem is because of what I bolded and underlined. You're at -6 and -12 on block then deciding to put out a 21f move which comes out at 27 frames and 33 frames after you free cancel into it after P+K and 3PP respectively. This is extremely slow and easy to interrupt. When pressuring on block you want to make use of her jab which is 9 frames and only -2 on block. Cancel that into more jabs or her 6P, 6K or 2P. 1P for the crush + tracking as well as throws. You also want to make use of PPP and PP6P. Use occasional delays of 6PP, 6KK / 6K2K and the 6P in PP6P. Her pokes are fast and recover quickly so you can apply good pressure that way.
8H+K is good to use when someone is blocking in neutral but here is the question I have for you. If you thought they were just going to sit there on standing block why not use 6T which is going to track, deal damage and give you more frame advantage? IMO 8H+K is best used as part of her wall game. Here 8H+K will splat if it makes contact and if it is blocked she is at + frames allowing her to continue her wall offense.
I also think 9P is a great string to use when she has advantage. 9PP is a natural combo on counter hit that does 40 damage and 9PPPP is safe. Also if only the second P of 9PP connects on CH then 9PPP will be a natural combo. For those reasons IMO this string is god mode for setting up tick throws especially since it contains multiple natural combos and a low that grants frame advantage into a free opener if they do not hold.
Man if someone stands around long enough for you to connect 236H+K you might as well mash P the rest of the fight lol The move reminds me of Asuka's unblockable except it's even worse since it hits high. I wish you could at least cancel it mid spin
It's a direct copy of Lisa's , any string she has from that move is also useless, and are infintely better, if you're asking me it's for panty shots...1KK is useless. -8 on slowest stagger escape and that's on a CH. Using this at a wall and getting a CH still grants the person a free 6T lol. It's going to make doing 1KK the only option... and stopping after 1K is -10 on it's own... sigh. Makes me wonder if somebody tried to OH after 1K would it beat out the 1K2K, and would it also register as a throw punish for 1K on block? I mean you don't even have to worry about 1KK because on CH like I said on slowest SE it's -8 so you can throw punish either way.
+8 frame advantage after the throw. It's a pressure/mixup move. You can practically throw out any move 18i and below and it will not be beat out by other moves. If they block, you get more 6T. If you try to hit, you'll get CH instead and be put in stun.Anybody care to tell me why is so good? I've seen a lot of people mention it, sorry if it's old news.
I completely agree with everything said here. I've used Honoka a little over 400 times online already and I'm still having trouble getting that initial stun. Out of the few characters I use, I feel I always have to put in so much effort to pull off a win with her in particular. I have an easier time with Phase 4 which I picked up roughly around the same time. I've never taken advantage of frames so much until I started using her, all those GBs and how 4K is -1 on block, It kinda feels like you need to know her frames to even stand a chance on top of knowing the range on her attacks, she appears versatile at first but in many situations you have like 3 options that will actually reach after that initial stun, for example stunning at tip range with 4K. I've dropped so many stuns because of moves just barely whiffing. It's been happening less frequently which is a good sign.Most of Honoka's stance transitions only activate on hit. And on hit she's FORCED to transition into stance. The only stance where she choose whether or not to go into is Zack's Ducking stance (4K2 and PP2, except for Airwalk, of course), and to an extent Bokuho and Dokuritsu-Ho since you can cancel out of it. This really limits the usefulness of some moves which could have otherwise been essential to her toolset (specifically moves which utilize Dragon, Heichu and HNK stances - if only 66P+K and 8P could be like Kokoro's instead of the sucky version of it, never mind that the range on Honoka's version is terrible compared to Kokoro's).
Honoka's big issue is that she has to stun the opponent. She has excellent stun-launch damage comparable to Momiji's (sometimes getting even more damage), but her range puts her at a severe disadvantage. Like Kasumi, she has to fish for CHs, but unlike Kasumi, Honoka doesn't have the string mixups to comfortably keep them up close even when they're blocking. She's more easily punishable than Kasumi and has little to no tracking options in string.