Help against E.Honda

Yes I would say 7f of invincibility, but can be 8.
The main factor is definitely the distance your character travels during thoses invincibility frames, and after that, total duration of the backdash (fuerte is the shortest, 19f, that’s why his backdash is not that bad).
Since AE, every characters have a large amout of airborne frames during their bd.

I’m not sure why anyone is even speculating. Backdash data. She has 8 invul frames, then 10 airborn, then 9 grounded. Same as Ryu, Ken, and Honda. Her backdash distance is significantly farther than any of them. The same distance as Rose, Vega, and Balrog, actually. Her backdash lasts for 27 frames which is on the long side; Dhalsim’s is the longest at 29 and the ‘good’ backdashes are around 22. There’s even a table that lists characters by quality of backdash, though I disagree with the way they weight the different aspects.

for what character is juri a good sub?

After playing a ft5 with a grandmaster Honda player named seiei enbu. (a couple of weeks ago), he had this to say about the matchup:

Seisei Enbu: it’s not an easy matchup for Juri. For starters, what you’re doing wrong;

You’re either right in my face or full screen back
You want to keep it in mid range and win via footsies
Her fireballs don’t scare me ever. An annoyance at best
**Jump back dive kick is an incredibly bad option
**
Far stand medium kick is your best poke,
whiff punish with sweep generally,
but low forward xx whatever when you can. most Hondas won’t use any pokes aside from far roundhouse or crouch jab.
When you see a headbutt you have to react with jump-back and land on him with a medium kick
If I try to close the gap on Juri, I’m more likely to just jump on her or throw out a headbutt
Unless you’re really good at reacting to my jumps, or psychic, Juri can’t AA me hard enough for me to care.
jump strong has so much priority it’ll beat your crouch strong at the range I like to jump from at that same range crouch fierce is useless
neutral jump roundhouse is okay though
and forward jumping strong is good
you should use U2,
then either do AA U2 or AA jump forward strong->U2
until then, I can just ignore anything Juri does because it’s not scary
honestly, I’ve never felt like a Juri has beaten me,
the few losses I’ve ever had were due to my impatience and nothing else.

Me: Have you ever come across Weirdoneo or Jrose?

Seisei: yeah Not for awhile,
but I’d farm them for points during my grind after I hit A+ (LOL)
and when I lost it was due to me losing, not Juri being good.

Straight from the Honda’s mouth. Take from it what you will :stuck_out_tongue:

^I agree with pretty much all of that.
I also think that if you get the knockdown that you should go for the safejump (ex. after a sweep or backthrow), because storing fireballs doesn’t really do that much good in this MU. Also, you can jump at Honda pretty reliably with j.hp if he doesn’t have charge, such as after a mis-spaced jump in or if he walks forward for a st.hk.

Yep, still hard. You pretty much have to play it perfect. And even then, the smallest of errors shows how the dropped combo/punish game favors Honda in this matchup.

I’ve been told by a few NorCal players that Juri vs Honda is in Juri’s favor at the highest levels of skill, because she destroys him in the corner. So far I haven’t been able to put this theory into practice though…

They told u that bcuz they feel like ur not at the “highest of level” play so when they say anything regarding they matchup u can’t dispute it based on ur assumed level of play even tho they anything said about the matchup is vague at best I’ve been playing juri 4 going on 5 years and at no point have I ever felt that Honda vs juri is in juris favor it’s horrible in every facet of the match up (footsie,dmg,pressure,ect) when they say things like that it leads me to believe that most “top players” think they’re at the very pinicle of their character and based their wins and loses without much knowledge of the matchup

neither did Younashi or Yossan against Akimo at a recent kagecchi tournament.

My best advice is to go into training room and see what u can find and get a feel for the matchup ur self (punishes,what beats what,spacing,ect) not that it’s wrong to ask 4 advice but sometimes ppl don’t know what they’re talking about

The only way I have been able to get in on a Honda is throw a fireball (exif the honda has meter, activate FSE, and dash in after or past the fireball

all I’ve learned is learn to only throw mid fireball never low from as far away as possible.
fireball store stuffs headbutts.
never cr. mp anti-air him. just f. st. mk. cr. hp. f. st. hp.
neutral jump hk stuffs/punishes headbutts.
if you ever jump in…never ever do jump in hk. best jump in that can stuff his anti-air headbutt is moderately delayed j. mp.

just plain old stay away from the guy at all times.
sometimes f.st. hk followed by fireball store works to punish headbutt punishes.
pick U2 always.

I really do not understand why this matchup with e.honda is difficult for most players to the juri, I know j.mp honda strip all anti aereos the juri but the juri st.hp honda wins due to hit box is high if she does it first wins but she will do after juri to draw (st.hp + ex senpusha), and also can punish with dash cr.mk

http://i.minus.com/ibkJO0cOQ8ArC4.gif

If you have the leadership to make spamming fire ball mk, Honda will have to jump or use focus to move from their Fireballs ex headbutts does not go through fireballs and ex mk fireball wins focus,
when he is knocked to the corner is a distance of a cr.mk and when he is up he can use headbutt jump in nj.hk it will hit the rear foot of the juri, if nothing happens and keep pushing the line of cr.mp his waist is an example to take regular headbutt but ex headbutt but defeat cr.mk use sparingly,against her ass falling over juri use level 2 focus attack if it falls forward or focus dash should it fall as cross up, use ultra 2 is the best.

This is actually pretty smart. Thank you for sharing this. It’s rare to find something so out of the box look so good =)

I think she could have the advantage on Honda’s wakeup, but Honda must absolutely be out played. In the corner on his wakeup many of his hard hitting counters are negative. You can play mind games to bait him.

As interesting as that dash trip guard tech is, most of the time I NEVER see a good Honda player come in with jumping MP. They also almost never have a good reason to jump in that close. Usually a good Honda player will never throw out a flying headbutt to close the gap either. They’ll usually inch their way in by a few steps then crouch/charge. Close enough, they’ll jab you into hands or play framtraps with command throws. You also didn’t show Honda’s neutral jumping HP, which can move forwards or backwards, to bait your jump attack or control space. This move has high priority and smart Honda players use it as a wall, pushing you into a corner.

j.MP gets Honda in for free =\

j.MP honda wins cr.mp and cr.hp like to see the video to 1:10 to 1:18, please stop playing fire ball lk, do not fight with the honda let him fight with you, fireball mk wins all headbutts

Also you did not show Honda’s neutral jumping HP

use st.hp works well against neutral jump hp and j.mp

Ayo, anyone tried out this matchup yet in Ultra?

The matchup seems even easier now, with ex senpusha that can’t trade; perfect anti air and reaction against Doskoi // Option select from jump.

in theory, angled EX dive kicks are also a very good up, allowing u2 from anywhere on the screen if Honda jumps.

you can punish Honda hard now for doing ex headbutt.
0:50