If Dictator keeps rapid jabbing, slowly walk towards him. That alone will pressure him. Be careful that he doesn’t PC or SK when you walk foward. A good Dictator will be expecting it.
As for Guile, first thing is get the health advantage. Doesn’t matter how much, just get it. Stand at the other side of the screen and start jumping STRAIGHT UP over SB’s. Throw in a Dive here and there. Upon landing from the Dive, throw out a Cr.Forward or a Cr.Roundhouse. It will beat Guile’s Cr.Forward clean. Master safe jumping, otherwise you’ll have no chance. One knock down should be enough to end it.
The problem with that strat against guile is that guiles will start to move forward and pressure you to where if you jump straight up over a boom, you’re eating a jump roundhouse. Maintain a reasonable distance but dont all of a sudden become honda and sit across the screen.
If you manage to get in, keep pressing him. Learn to safe jump.
When that happens, wait like an extra split second, jump back and Dive. Its really obvious that they’re gonna jump at you as the walk foward. Or you can take the SB and DP afterwards.
I could be mistaken but doesn’t the jump jab beats the RH anyway? It’s the jumping strong and fierce you have to watch out for. But yes, the jump back-dive strategy works great. :karate:
Nice, now if I can find some good guiles to test this out on. Also was wondering how would like to know how you would stop a heavily defended Honda. Is there any safe form of jumping in? I usually beat the impatient ones but when they are willing to sit with me all day, it becomes a prob. I know rapid jabbing helps, butthe smart ones don’t torpedo into it
I can’t provide any links since my school blocks off YouTube right now, but search some of my fights with Thelo. Those should be excellent examples of what you should (or what you can do at least) against Honda.
Hit up Marsgatti2009. He’s an awesome Guile player.
the way I deal with turtle hondas is mix up of rapid cr.jabs and jump back fierce on ocassion, especially if i’m cornered. if timed right you can jump back fierce against a torpedo and combo. if he walks forward sometimes I’ll do a dive or just attack. if I have a super, i’ll jump tick to a super if he’s moving forward. if I do get a knockdown I may go for a tick to a dp. if I get a knockdown again then I may mix it up with a tick to a 360. it just really depends on the honda player. sometimes I’ll throw in some baiting pyschic dp or walk up 350, but it just depends. bottom line the cr.jab and mixing it up or attacking when possible with patience is what it takes.
But what if the Honda player does what he asked? What if he just sits there in :db:? Will inching forward with cr.:lp: help you get close enough to force Honda to do something?
Please note that the only reason why I’m asking this is because you qualified a lot of your strategy with “if he’s moving forward”. That’s not what he asked. He asked what to do against Honda players that DO NOT move forward…except when they’re in a move that will hit you out of whatever you’re doing to get close. It is critical when answering questions about difficult matchups and/or scenarios to simply stick to what’s been asked…'cause I don’t have much to offer here, either…not that I’m an awesome Hawk player by any stretch of the imagination, but I’m also at a loss and I was looking forward to a good detailed answer on this.
I’m definitely going to look up Jiggly’s videos against Thelo and see what happens there. The last Hawk vs. Honda match I saw involved both players spamming cr.:lp: until the last 5 seconds of the round…and then Hawk did only what he could…which was incredibly risky compared to what Honda had to do to get his hits in and win the round. It was the most exciting match I’ve seen indeed…not! (Y’all know what I’m talking about.)
Edit: After viewing a fight that was taped in June on Thelo’s page, I just have to say that if Thelo’s Honda had a cold, he’s all better now because Jiggly’s Hawk comboed the snot out of him! It’s not hopeless. You just gotta be real tricky.
I know it’s extremely difficult. that video in general is how most of the matches end up when you put a good hawk and a good honda together. the guessing game is right and unfortunately it’s tough.
freshoj the way I like to see it is what can honda do to force hawk to do something? there has to be some give and take.
dang, i know ive been sounding needy, but ive been murdering offensive chuns, but it seems the defensive ones are killing me…there was a match where i couldnt get in without getting hit by a safe jump lk and and kikouken zoning.
I just feel like I’ve been winning because people get impatient…i kinda wanna win one where I’m rushing in.
I’ve gotten pretty decent at fighting Hondas after reading the advice, but yet again…it took my pychic prowess and impatience on the other part.
also I’m still having trouble blocking crossovers. i still dunno if its the xbox part or the ps3 part
You’ve missed the point, though. Who has an easier time getting that crucial health advantage? Jiggly already answered that question: Honda. Why? Because the Hawk player has to guess in order to get in on Honda and do damage. Honda has many more easily implemented defensive strategies and moves to keep Hawk out of striking distance. The only two ways that Hawk can get safe damage on a blocking opponent is with the walk-up Typhoon and the new Hawk Dive. Anything else he does will result in either pushing Honda right back out of his own effective range without doing any damage or will leave him wide open for punishment (if he doesn’t actually hit with the Rising Hawk (or Thunderstrike, whichever name you prefer…I can’t remember which one’s official right now). Even with those two ways of getting safe damage, you still have to actually get close enough to use them without getting hit by the Sumo Headbutt.
So, as you can see, it’s a bit more complicated than “get the health advantage”.
Well…okay…it’s not so complicated if you just “try harder”.