Honda Match-up Thread: After the war 2010 AE

I learned something playing Adnon’s Dhalsim today. An early j.mp can beat out his standing rh(you all probably know this). The trick that he pulled off is once I caught him a few times, he would cr.hp my landing every time I threw out j.mp.

What I want to know is how to play against a Fuerte. I got mind fuck so bad that I lost all focus and got pee’d on. I never had experience against a Fuerte and he played the character so well that there was nothing for me to do.

Ughhhh. i dont see how guile can still be 6-4. it was 6-4 in vanilla and now i eat 20% more boom chip? + a new ultra that chips me too?

7-3… -.-

Man, I wish other subforums had matchup threads as nice as this one. Good work, Hondas! Been playing a bit more Honda lately and this is insanely helpful.

Play Fuerte much like you’d play against Gief. Keep your distance and use nj.Fierce to your advantage. If he gets a knockdown and tries wakeup shenanigans on you EX Splash will get you out of trouble or sometimes an early jumping back fierce. On the whole as long as you keep your cool this isn’t that tough a matchup for Honda.

Also, against El Fuerte, keep moving as much as possible. Charge is nice but often it’s worth it to keep moving to screw his spacing up. That more than anything helped me with this match.

if you walk forward on fuerte there is NOTHING he can do walk forward RH even cl RH will prove useful and on his wakeup jab hhs most of the time because again there is NOTHING he can do unless he has U2 and is a douche

When I play Fuerte or Gief I purposely don’t tech my falls…this way I can screw up their wakeup game. Unfortunately I’ve only ever fought a handful, and online only so this most likely doesn’t apply to most, but I love how they’re prepared to cross up or whatever and all of a sudden they realize they have to actually wait for me to get up.

Best piece of advice for the Fuerte match right here. That and dont try to block on wakeup.

When I play against Honda players (being a Fuerte player and all) ex headbutt usually rapes me when I try to mic Honda up on wakeup.

Help Wanted!

My problem is this turtle Bison who I play against with friends in endless. I have problems with Bison in general, but this guy is the worst.

What I know about this bison is that he relies heavily on st.HK. (what Bison doesn't these days actually)

He does a lot of Devils Reverse, which keeps his meter up. I need to stop this at all costs!

Likes to Head Stomp jump ins, empty Head stomps when he's on notice, and scissors all day. Rarely slides in fear of punishment. Again. This is a intelligent, and highly defensive/turtley Bison.

On wake up he loves ex HS, very rarely teleports, and tends to Psycho Crusher when he has no meter.

He's very good at combo execution, but he tends to focus 80% of his game on zoning, and footsies.

I want to know every possible angle in this match up. I did have some previous success with Honda against Bison, but this particular Bison has great reaction, and is great at neutral jumping Honda's command throw and punishing accordingly. I can do HHS at will,(on pad) I understand his HB properties. I just need to know what to do, and when on Bison.

With Bison matches, personally the best thing to do is just work on spacing yourself properly and keeping your eye on your opponents every move. Bison does have an advantage with footsie game since he has range, but try to get him to bait out his head stomp/devil’s reverse. Uhhh, really try to keep Bison cornered and when he goes off with those devils reverse, attempt to walk in and close him down. Force him to do foolishness at every moment you get, I think this is the most important.

If you notice that that he does wake up ex often, then space yourself enough so that he whiffs it so you can punish. Again, just learn to adapt to his movements and never put yourself in a bad situation such as doing random hbs as an example. If you want to every angle, then keep your eyes peeled on every movement your opponent makes, I can’t stress that enough. MAKE him make mistakes.

My two cents. Many may not agree, Bison is solid BUT only if you give him enough room to put the pressure on. Without pressure, Bison has nothing to counter with.

What is the usefulness of j. rh compared to j. fp and j. mp?

I wouldn’t really consider it to be too useful unless you’re really up close to your opponent… Best advice would be to sway away from using it often, let alone ever in my honest opinion. The lack of range just doesn’t cut it and will only put you in positions which you shouldn’t be.

Your jumping fierce and jumping strong are really the most effective tools when dealing with opponents in the air or if you’re trying to setup slap combos. I sometimes use jumping jab to create setups or to punish people in the air, but not too often. Your best tools are the ones I just mentioned.

j.hp - has great range on the first hitting frame. Great for smacking shotos when you jump fb’s from max range. The problem is the hit box doesn’t drop as you do so it is easy to whiff crouchers. gets beat by alot AA normals.

J.mp - Starts as an air-to-air and ends as almost directly downward hitbox. The hitbox drops with you so you can hit crouchers even when you started it very early in your jumpin. It almost like an air-option select because if you use it early it is A2A if they jump, regular jumpin if they stand, and drops to hit them if they crouch. beat alot of AA normals that j.hk/j.hp don’t.

j.hk - has better drop than j.hp so it can fall onto crouchers better than j.hp although it loses to alot of crouching AA’s. It beats some AA’s that j.hp doesn’t. jumping kicks are faster than jumping punches for honda so j.hk(6) is 2 frames faster than j.hp(8).

You have to mixup your jumpin normals because all three have to be AA with different timing and they beat different things. You get different results depending on the timing you use them in the air. Most of it is character specific

Very good info Telepathic
I did notice that jump back rh was better against cross-up happy opps. I’m slowly getting used to using non-heavy normals as jump ins because of Guile and Juri (damn that crouch of hers).

the best advice i can give its to stay as aggressive as you possible can, yes Bison has his all purpose HK but you got to remember that Honda has great pokes with good range and priority so you have to take advantage on that.

Try no to spend more time than the necessary holding down-back waiting for him to make a mistake you have to make him make that mistake don’t just wait on him, even when you have life advantage try to always put pressure on him whether that be with constant cross ups or ochio setups always assume an aggressive position.

Remember lp headbutt is safe, j.forward mp & mk have great priority and ochio tricks work great against charge characters.

i hope this video can give you some tips.

[media=youtube]bvhc60egMfg[/media]

Jab headbutt is not safe, and can be punished by short scissor kicks. Only the last hit connects, but it still does more damage than the chip damage of the jab headbutt, leaving honda on the losing end. This is why turtle bison’s give honda so much trouble. Honda has no way to approach with bison’s standing forward and of course, the safe short scissor kicks that push you back across the screen. Mike Ross almost lost to a turtle bison in the pools at evo (or maybe it was semis), and the only reason he won was that he shook the bison player off his game with the lucky U2, and the bison player went back to offense (easy to deal with) rather than continuing to turtle it out.

Those Bison players in the video did not know how to anti-air at all. I agree with the pressure tactic, but if you play a Bison that can AA your every jump in then you have a problem. Watch for standing forward, round house, and short scissor. those three moves make the match every difficult for Honda to press forward. If that Bison doesn’t AA your jump ins, then jump in all day long until he stops you.

yes you are right, sorry about that, but still i think Honda has a little edge vs Bison even against extremely turtle ones.

jump in RH on bison :tup: