I TRY no to do this, since it's hella predictable now. BUT I often start the 1st round with it, just to see if the opponent can deal with it. and if they know that I'm plus after it.
The fact the answer when a lower level player ask how to deal better with Honda is " Well, you need to perfect parry headbuut and buttslam to get punishes" is legit a design failure on Capcom's part. But it is very funny when you're not the one dealing with the problem for sure.
That's not the optimal way to counter Honda. DP headbutts and anti air butt splashes. Perfect parry is much less lenient and often gives less of a reward
@@yuhboik.g.8118 It doesn't matter, characters with no DP have armored moves that heavily punish headbutt, air invincible moves or a (JP)parry. The only characters that don't have many tools against it are Kimberly, Manon and Sim. All have a lv1 super which still stuffs it.
I'm new to SF and I main Honda for one simple reason: when I bought the game, I went into World Tour. The introduction of Honda there, the cutscenes, sold me on this guy. he just seemed very cool. So I play him. basically no other character on the current roster speaks to me the same way Honda does. and to me, liking the *character* is miles more important than how they play.
I agree 100% with Sajam's take. As a long time Edmond enjoyer, his design in this game is like a novelty. Its funny and fun for a while but also not very interesting and gimmicky. I would love to see headbutt get nerfed and his other tools brought up so there was more variety in his play.
My reaction to episode 1 of the Edmund climb after 5 mins: "This is fucking disgusting." WTF even was that first set with the Ken player? That's peak knuckle dragging activity by both yall. LOL On the topic of him being changed, I'm fine with his headbutt being safe. I think the pushback needs to be removed on block, having to perfect parry it to punish him is stupid. If you block his headbutt, have it be safe, but it should be the other player's turn 100% and he should be left close to the opponent. The thing about perfect parrying slam and headbutt, the damage off of those punishes isn't significant to be a reliable counter. The Honda player isn't gonna care about a tickle of damage, he's just gonna keep doing it. The moves themselves are so easy to just spam, yet really difficult to counter, which is bad balance imo.
The Ken Sajam played first is almost master and I am not sure he spent 2 maybe even 1 second walking forward over all those rounds. 99% of this forward motions were from Drive Rush,Drive Impact,Command Normals and specials. Which probably means nothing but I think is kinda crazy.
@@juma086 i saw somebody with basically the same comment as mine that made me sit there and assess the situation, but I can't copy and paste the reply on mobile smh. Basically I think the extra hitstop and the HP hitting meaty enough for the cancellable frames to happen during that extra hitstop vs reversal wakeup DI ended up lining the timing of the active frames up perfectly.
One of the answers to buttslam is jump back and press your crossup air button. 2hp also usually autocorrects for most characters, but since he can vary the drop timing it's tough.
I’m gonna be honest, to my ears it sounds like honda is saying “DOG SPINE” when he does his headbutt and I’d like to think he’s calling his opponent cowardly for fearing headbutt.
I think I good redesign for Honda for this game would be a high drive gage draining/ship damage character who plays off plus frame strike throw pressure, similar to gold Lewis. the idea of having for example, hands or butt slam chew through drive gage on block while being a way to end your turn on block with mixed in frame traps and his game plan is just to eat your bar and win off resource advantage I think would be neat as hell.
Finally got the game almost a month ago, but haven't got past the Capcom ID link screen. Hope to main Honda, & have watched video guides & good players. Glad I watched all of this. Nice vid!
Yeah I was like wtf. My headass assessment is that because of a combination of the HP hitting meaty and the DI being done as a reversal on wakeup, the additional hitstop added to the opponents DI and the cancellable frames of the HP lined up just right to make the active frames on both DI sync up. I dont know the actual numbers on how DI armor hitstop or special cancel frames work to say for sure, but its the only logic that makes it make sense to me. I always assumed that outside of these situational interactions it was only a 1 or maybe 2 frame window for the clash to occur.
I think this is the only game where he has an actual fuckin gameplan of Mauling your drive gauge What did he do in sf4? Fucking died thats what 0 range goofball moves that did nothing and no meter generation coupled with obnoxious inputs for less damage than everyone else.
At launch when it seemed like people just needed to figure out how to deal with Honda and discover his real stuff this play style was kinda funny. That his is how Honda has continued to be so long after release is indicative of the guy being a problem.
At least with Blanka he's doing a lot of other stuff. It might be frustrating but you can't deny that stuff is going on. Meanwhile Honda is "whelp time to block headbutt for three minutes"
I completely agree with what you’re saying on 17+ minute. I haven’t seen any other Honda gameplay in sf6, just a mix of random headbutt and buttslam. Also people, that are using it have a shitty guts.
If headbutt and butt slam were both unsafe on block then they would not be worth doing. With butt slam in particular, there are so many ways it gets shutdown: anti airs, air to airs attacks, air throws and perfect parry. I think capcom made headbutt and butt slam safe because they took into account the gameplay mechanics of SF6. Hondas design just would not work, at least with what they designed. I think it's a bad design too, it revolves around two moves at the expense of other tools. His normals aren't that great, so when you take away his specials there isn't much left. He could use buffs and a rework but I don't see a rework happening. It's funny that when the game first launch people were saying he was top tier.
I was/is maining honda cause i really enjoyed playing him but like after awhile i just wished i was doing more. I really like the way honda looks but the gameplay is very eh. I just hope he gets a mini rework like they keep some stuff but take away head butt and butt slam being oppressive but then give us better buttons to play neutral with so neutral isn't just skiddaddle skidoodle there goes the neutral. Also i know there is a purpose for the clap but i never find myself using it.
He already has ways to enforce strike throw with command grab vs punish counter buttons, making those tools more appealing by changing butt slam and headbutt would go a long way towards rounding out his gameplan. You can have a strong character without an overly centralized gameplan
I'm legit so mad about that comment ehonda has been absolute dogshit tier in every sf except maybe 2 he has an actual gameplan and he gets ragged on for being "stupid" like what did you except is M Bison stupid for spamming scissor kicks or blast?
totsugeki memes aside, strive may has a lot of similarity to honda, and i think she has much more interesting gameplay. it shows that honda isn't fundamentally boring imo, his strengths and weaknesses are just really imbalanced leading to his terrible gameplans being viable.
Say you're gonna take Juri to master but then never do it, maybe lab the excuses game a bit. "I know I said I was gonna play Juri today, but they just stealth dropped a moose character into TFH and I gotta try them."
Honda was the first character I got to master and I didnt know that different strengths of buttslam meant it has different drop timing
That's for them to know and for you to find out 🗿
In the illustrious words from MTG; math is for blockers.
ya that checks out
"Every Honda player starts with opening buttslam after losing a round." True to form sir.
I TRY no to do this, since it's hella predictable now. BUT I often start the 1st round with it, just to see if the opponent can deal with it. and if they know that I'm plus after it.
Sajam always said this could be the fastest climb to master, let’s see
Maybe the funniest starting 5 minutes to a Road to Master yet
The fact the answer when a lower level player ask how to deal better with Honda is " Well, you need to perfect parry headbuut and buttslam to get punishes" is legit a design failure on Capcom's part.
But it is very funny when you're not the one dealing with the problem for sure.
That's not the optimal way to counter Honda. DP headbutts and anti air butt splashes. Perfect parry is much less lenient and often gives less of a reward
@@uluriusthe problem is not every character has a DP
@@yuhboik.g.8118 It doesn't matter, characters with no DP have armored moves that heavily punish headbutt, air invincible moves or a (JP)parry. The only characters that don't have many tools against it are Kimberly, Manon and Sim. All have a lv1 super which still stuffs it.
29:46 high level honda mindgames
Honda is the best grappler. On the other ones you know they want to do the command grab, but Honda sneaks them in after you forgot he has one.
This is why Gief needs a good strike move.
That's the weirdest thing about the character to me, like why does his command grab do more damage than Lilys
@@Inojin67it's slow
I still can't believe they let him recover in time to DI back when you DI headbutt.
Shit is so wild.
skill issue
I'm new to SF and I main Honda for one simple reason: when I bought the game, I went into World Tour. The introduction of Honda there, the cutscenes, sold me on this guy. he just seemed very cool. So I play him. basically no other character on the current roster speaks to me the same way Honda does. and to me, liking the *character* is miles more important than how they play.
I agree 100% with Sajam's take. As a long time Edmond enjoyer, his design in this game is like a novelty. Its funny and fun for a while but also not very interesting and gimmicky. I would love to see headbutt get nerfed and his other tools brought up so there was more variety in his play.
I feel like if there ever is another sumo character in any fighting game, they need a gameplan that's more grapple focused IMO.
Nah.
DOSUKOI
Rooflmonger had it right. You choose Honda to be ignorant. Play Lilly if you want to have to think and figure out solutions.
I’m ignorant to older street fighter designs, what did he do differently in other games?
@@Snazzysnail15he spammed hands instead
what if
you wanted to go to heaven
but God said
DOSUKOI
My reaction to episode 1 of the Edmund climb after 5 mins:
"This is fucking disgusting."
WTF even was that first set with the Ken player? That's peak knuckle dragging activity by both yall. LOL
On the topic of him being changed, I'm fine with his headbutt being safe. I think the pushback needs to be removed on block, having to perfect parry it to punish him is stupid. If you block his headbutt, have it be safe, but it should be the other player's turn 100% and he should be left close to the opponent. The thing about perfect parrying slam and headbutt, the damage off of those punishes isn't significant to be a reliable counter. The Honda player isn't gonna care about a tickle of damage, he's just gonna keep doing it. The moves themselves are so easy to just spam, yet really difficult to counter, which is bad balance imo.
"COMING IN HOT!" *whoosh*
The Ken Sajam played first is almost master and I am not sure he spent 2 maybe even 1 second walking forward over all those rounds. 99% of this forward motions were from Drive Rush,Drive Impact,Command Normals and specials. Which probably means nothing but I think is kinda crazy.
this is about to be the most dastardly series of sajam uploads we'll ever be graced with
2:56 never seen a DI clash from cancelling into a counter DI. That seems like a scam
Yeah, I thought both players had to DI at the EXACT same frame for the clash to happen
@@juma086 i saw somebody with basically the same comment as mine that made me sit there and assess the situation, but I can't copy and paste the reply on mobile smh. Basically I think the extra hitstop and the HP hitting meaty enough for the cancellable frames to happen during that extra hitstop vs reversal wakeup DI ended up lining the timing of the active frames up perfectly.
They just patched this out with the AKI update actually so it was probably not supposed to happen in the first place.
If a fighting game is a conversation between two players... then Honda players are telling you to shut up.
i thought i buttslammed too much, it looks like I need to do more. Thank you for showing me the cheapest and most efficient path to masters.
i agree Honda needs a buff so the match can just end already
Watching jmcrofts get this character to Master rank using only one button was pretty funny.
Finally, it is time.
17:26 as a honda main i fully agree with this. I feel like he's a horribly designed character and hope they'll give him a rework in future seasons
top tier thumbnail
Cant wait to watch Sajam use belligerent buttons for over an hour
One of the answers to buttslam is jump back and press your crossup air button. 2hp also usually autocorrects for most characters, but since he can vary the drop timing it's tough.
I’m gonna be honest, to my ears it sounds like honda is saying “DOG SPINE” when he does his headbutt and I’d like to think he’s calling his opponent cowardly for fearing headbutt.
I just hear "TOLSTOY! TOLSTOYYYY!"
It’s DOSUKOI
This Sajam's villain arc for sure
I think I good redesign for Honda for this game would be a high drive gage draining/ship damage character who plays off plus frame strike throw pressure, similar to gold Lewis. the idea of having for example, hands or butt slam chew through drive gage on block while being a way to end your turn on block with mixed in frame traps and his game plan is just to eat your bar and win off resource advantage I think would be neat as hell.
this does however just make honda hands into trident rush so sorry guys
@@miikomakes8083 >Strive players opinion
Yeah, nobody cares.
The vacation pick is live *nods*
Based and Dosukoi-pilled
"Nice. Too bad I'm gonna do it again."
it feels kinda wild that honda's worst matchup in lower ranks is the mirror
almost everyone else dies to dosukoi
The thumbnail. 😂👍
Finally got the game almost a month ago, but haven't got past the Capcom ID link screen.
Hope to main Honda, & have watched video guides & good players.
Glad I watched all of this. Nice vid!
Given it's 1 hour with honda, I assume he makes it to diamond 5 in this. Possibly 24999 LP
I would LOVE open mic in sf6
I would be pretty funny as a jp main.
I think people would LOVE me giving them helpful matchup advice mid set.
i dont understand how 2:57 is a DI tiebreaker. sajam does a counter DI right?
Not all DIs have the same timing I guess
@@Sheyaraea That seems very anti-game mechanic to me, but oh well. Looking back at this, boy have I come a long way.
we just gonna pretend 2:58 didnt happen huh
What the hell happened here? I watched it twice. No idea how that happened.
Yeah I was like wtf. My headass assessment is that because of a combination of the HP hitting meaty and the DI being done as a reversal on wakeup, the additional hitstop added to the opponents DI and the cancellable frames of the HP lined up just right to make the active frames on both DI sync up. I dont know the actual numbers on how DI armor hitstop or special cancel frames work to say for sure, but its the only logic that makes it make sense to me. I always assumed that outside of these situational interactions it was only a 1 or maybe 2 frame window for the clash to occur.
One day God will ask you to explain every time you did headbutt four times in a row.
I think this is the only game where he has an actual fuckin gameplan of Mauling your drive gauge
What did he do in sf4? Fucking died thats what 0 range goofball moves that did nothing and no meter generation coupled with obnoxious inputs for less damage than everyone else.
does anyone know why i cant combo heavy punch into heavy hundred slaps online? in practice mode it works but online it doesnt, its really weird.
I mean this in the nicest way possible but this Honda cured my insomnia and I thank you profusely for that
Lmao
Not related to the video but does anyone else find it satisfying when you do Hands into level 3
😭
At launch when it seemed like people just needed to figure out how to deal with Honda and discover his real stuff this play style was kinda funny. That his is how Honda has continued to be so long after release is indicative of the guy being a problem.
At least with Blanka he's doing a lot of other stuff. It might be frustrating but you can't deny that stuff is going on. Meanwhile Honda is "whelp time to block headbutt for three minutes"
is the recording quality of this video bad? Sitting here at 1080p60 and the vid is blurry
Some stages make the bitrate go to shit
I'm confused, DarkSydePhil said the game sux & is broken.
Your videos are so chill. It's like I'm playing 2 player with my homie
I would be so tilted if I had to fight a set with this Henry Headbutt person.
3:00 what
sounds like honda's yelling "DOGECOIN" every time he headbutts
I completely agree with what you’re saying on 17+ minute. I haven’t seen any other Honda gameplay in sf6, just a mix of random headbutt and buttslam. Also people, that are using it have a shitty guts.
yo that fucking thumbnail
It think the EU server is just built different, the perfect parry percentage is like 70% on honda shenanigans...
I'm legit getting tight watching this
If headbutt and butt slam were both unsafe on block then they would not be worth doing. With butt slam in particular, there are so many ways it gets shutdown: anti airs, air to airs attacks, air throws and perfect parry. I think capcom made headbutt and butt slam safe because they took into account the gameplay mechanics of SF6. Hondas design just would not work, at least with what they designed.
I think it's a bad design too, it revolves around two moves at the expense of other tools. His normals aren't that great, so when you take away his specials there isn't much left. He could use buffs and a rework but I don't see a rework happening. It's funny that when the game first launch people were saying he was top tier.
YOOOOOOO
I was/is maining honda cause i really enjoyed playing him but like after awhile i just wished i was doing more. I really like the way honda looks but the gameplay is very eh. I just hope he gets a mini rework like they keep some stuff but take away head butt and butt slam being oppressive but then give us better buttons to play neutral with so neutral isn't just skiddaddle skidoodle there goes the neutral. Also i know there is a purpose for the clap but i never find myself using it.
Hondas buttons are great
@@viking977 I don't think they are. I think his buttons were better in sfv tbh.
You can use the clap Neko Damashi as an anti air! You gotta time it however
"COMIN IN HOT" *proceeds to eat shit* ye old Ken players
Doskoi.
I have to admit I was rooting for the ryu
I liked the part where he said dosukoi
Being strong but headbutt being weaker doesn't make sense...
He already has ways to enforce strike throw with command grab vs punish counter buttons, making those tools more appealing by changing butt slam and headbutt would go a long way towards rounding out his gameplan. You can have a strong character without an overly centralized gameplan
High crimes and misdemeanors!
Is there going to be any more vods of you covering GGST TNslS and other tournaments?
honda defense force coming out strong in this comment section
I'm legit so mad about that comment ehonda has been absolute dogshit tier in every sf except maybe 2
he has an actual gameplan and he gets ragged on for being "stupid" like what did you except is M Bison stupid for spamming scissor kicks or blast?
I don't remember him talking this much in length about Blanka's design. I think he's much worse to play against.
totsugeki memes aside, strive may has a lot of similarity to honda, and i think she has much more interesting gameplay. it shows that honda isn't fundamentally boring imo, his strengths and weaknesses are just really imbalanced leading to his terrible gameplans being viable.
Say you're gonna take Juri to master but then never do it, maybe lab the excuses game a bit.
"I know I said I was gonna play Juri today, but they just stealth dropped a moose character into TFH and I gotta try them."
He literally started the Juri road to master two days ago lmao.
🤡