Key notes: Invincibility unchanged. Special move damage all +100. SA3 has no enhanced version.
Move Changes Under Homura (Detailed)
焔ストック中の変化
- Special move damage increased by +100. SA damage: +200~300. Minimum guaranteed damage also +100.
- Kachousen becomes a 2-hit projectile. Normal projectile = penetrating, OD projectile = loses clash.
- Musasabi no Mai recovery reduced. Guard: 3F better than base (+3 to -4).
- OD Musasabi no Mai gains bounce on hit, enabling followups.
- Light Ryuenbu becomes -2 on guard. Ideal for stuffing mash attempts.
- Ryuenbu launch changes → different followup moves become available.
- Ninpou: damage increase only.
- Ryuenzan hit frames improve. OD Ryuenzan → rush throw is now a tight setup.
- SA1/SA2 hitbox expanded. SA2 becomes more able to beat projectiles.
- Heavy Ryuenbu startup becomes 14F — now links from 5LP.
What should you actually do with Homura?
- Light KTC > OD Musasabi hits surprisingly hard for a light starter. Use it more than usual. Even on block, Musasabi creates a guessing game.
- J.MP aerial anti-air combos do a lot of damage — be aware of anti-air opportunities.
- Don't rush — Homura doesn't disappear over time.
- Combo part changes: replace the usual Heavy Ryuenbu ender with Medium Ryuenbu > Heavy Ryuenzan.
Sample Combos
Homura-specific notation examples
| Combo | Notes |
|---|---|
| Light KTC > OD Musasabi > Heavy Ryuenbu > Light Ninpou | Surprisingly high damage from light starter |
| JMP > OD Musasabi > OD Ninpou > JMP > OD Musasabi > Heavy Ryuenzan or each SA | Air-to-air confirm anti-air combo |
| 5HP punish counter > OD Kachousen (hold) > JHP ~ | 2800 base damage |
| 5HP > CR > 5HP > OD Kachousen (hold) > JHP ~ | 3600 base damage |