![]() ![]() Related: Street Fighter 6: Best Characters For Beginners After throwing out a Sumo Headbutt, observe how opponents react, and act accordingly. His Overdrive Sumo Headbutt is especially strong in punishing projectiles and leaves him in strike range. Honda is capable of mowing down opponents with his combos, but has to dictate the pace. Honda players can get a free Sumo Spirit window if they manage to Dizzy an opponent following a Drive Impact hit on the corner, followed up by the advanced combo.Į. The tricky part in this combo is inputting the Super Art 3 during the Sumo Headbutt since the timing is tight, and it would take a bit of practice to squeeze in the Super Art 3 input just as Sumo Headbutt hits the opponent.ĭrive Impact can also be used to open up cornered opponents, and is especially deadly if they are out of Drive Gauge. Honda’s final combo trial that ends with his Super Art 3 for maximum damage. This advanced combo can only be done on Classic Controls since it utilizes E. Honda throwing his opponent down with decisive forceĭown, Down+Light Kick, Jump Heavy Kick, Heavy Punch, Quartercircle Forward Light Kick+Medium Kick, Down+Heavy Punch, Quartercircle Back Light Punch+Medium Punch, charge Back, Forward Heavy Punch, Quartercircle Back, Quartercircle Back Heavy Punch Ring of fire emerges, and a quick sumo match begins, culminating with E. Sumo gesture that enhances Hundred-Hand Slap Two-hit sumo slap launcher (during Sumo Dash) Sumo throw followed by a jumping hip attack He also has some command grabs to further add mind games on his cornered opponent until he can finish them off with a well-timed Super Art. Once he gets his opponents on the corner, he can utilize his great pokes and jabs to hit confirm into a myriad of Hundred-Hand Slap combo variations. His Sumo Headbutt is great at closing distance, with its Overdrive version being excellent at plowing through projectiles. He has good neutral buttons, strong charge attacks in his Sumo Headbutt and Sumo Smash, and amazing attacks that can take chunks of Drive Meter away from his opponents. Honda thrives when he’s in reach of his opponents and can slap them around with his sumo might. Honda proves to be a formidable wall that they have to break through, and he surely will give them a fight. With the new challengers emerging to claim the World Warrior title, E. Honda is a straightforward close-range fighter who excels at pressuring opponents towards the corner and smacking them with vicious hundred-hand slaps and sumo headbutts. Related: Street Fighter 6: How to Play JamieĮ. Honda is surprisingly quick and hits hard when he manages to get close to his opponents. Honda brings the traditional Japanese sport into the modern times in Street Fighter 6. No matter how the consoles end up performing for Street Fighter 6, PC will probably end up being the best system for lower lag (if setup properly) though we won't know that for sure until further tests can be run.Street Fighter’s resident sumo wrestler, E. It's also of course very important to note that this is just the beta build (that was already months old by the time we got to play it), so Capcom could have made improvements since or plan to before the game releases next year. While SF6's latency is higher than the average 4 frames we saw across much of the PS4 generation, that'll hopefully change at some point.Ĭapcom worked hard to lower SF5's input lag multiple times over that game's lifespan, and it's hard to imagine they don't know that it's a bit too high than what players are looking for. Street Fighter 6, however, runs on Capcom's own RE Engine, and it's also the first fighting game they're making for it. The Series X has previously smoked the PS5 in lag for games like The King of Fighters 15, but that was on a game using Unreal Engine 4, which has / had a consistent issue on Sony's newest hardware with added latency. With the limited nature of the closed beta, we don't yet know what the results look like on PlayStation 5, PC or PlayStation 4, but Xbox is probably a decent indicator of how SF6 is doing on consoles. IGSQfhCK4y- Nigel Woodall October 10, 2022 He went back and ran further tests as well by bumping the game up to 4K resolution, and that bumped up the latency slightly higher to an average of around 98 ms / 6.12 frames.Įven when implementing a higher frame rate and variable refresh rate, it didn't really seem to make any impact on the numbers. C0IQIFYuk8- Nigel Woodall October 8, 2022 Thank you to for providing me with the code to access the beta. That's currently over a full frame higher than Street Fighter 5 performs on the PlayStation 4 after the October 2018 update according to Noodalls' prior testing. After performing hundreds of experiment runs on Microsoft's most powerful console, Noodalls found that SF6's beta had an average of 92 ms / 5.75 frames of input lag when running at 1080p. ![]()
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