Honda Match-up Thread: After the war 2010 AE

Honda’s safe jump options aren’t as easy as Ryu’s, but here’s what I use.

forward throw: whiff crouch fierce, jump in
back throw: whiff crouch strong, jump in
back throw: forward dash, slight pause, jump in
super: forward dash, forward dash, jump in
butt drop vs. grounded opponent: slight pause, jump in
ultra 1: whiff crouch strong, neutral jump
ultra 2: slight pause, jump in

The dashes and whiffed normals are there to waste an appropriate amount of time to make your jumpin safe. Try to time them as you would a link for any tight combo.

If you’re near the corner when you back throw, use the first setup, otherwise use the dash setup due to range. Obviously with the “slight pause” it becomes a bit of a gamble, so I wouldn’t recommend it for characters with fast uppercuts. However, against characters with slow reversals it’s pretty easy to time. The super setup works best if you land from the super a bit more than a jump’s range from the corner, otherwise characters can be too far away.

If I land air to ground butt drop, rather than going for a safe jump I usually do a neutral jump and push fierce to the far side then do a meaty low forward. If someone’s caught on to that, I may fake a crossup and attack from the same side. If I U2 someone into a corner, I’ll do that same setup. The safejump setups I have for those are pretty ghetto, so I’d prefer the meaty low.

I had a couple for headbutts assuming people didn’t do a quick get up, but unless you’re willing to commit toward your opponent not teching you’re stuck in a lousy situation, so I wouldn’t recommend worrying about those. I’m sure there’s probably a safe jump setup off of Honda’s sweep too, but I Never use it so I never bothered to test it.

If anyone else has any I’d be interested in seeing them. All setups tested against Sagat with an uppercut active on the 5’th frame.

This thread is bull shit if it says that honda wins the match up against abel 6-4.

Why don’t you learn how to read you gimped excuse for an online warrior. This thread is bullshit, you’re Screen Name is bullshit, Your avatar is bullshit and you fucking breath stanks. now GTFO and go play Puzzled games Mr. I can’t fucking read ass nagga~!

P.S. :cool:

I read the first page and am still having trouble getting in on Sim. Any vids to reference?

Jewelman, how the fuck do you beat Sinister X w/Honda lol?

E. Honda Arcade Nerfs.

Topic for talking about the changes done to Honda on the Arcade release.

Final Changes (16/12/2010):

Some Japanese player posted changes/impressions about Honda in AE:

  • UC2’s range is longer than normal throws, but seems to be less than HP Oicho
  • Hundred Hands feel slower, frame advantage after block seems unchanged
  • About j.MP: Traded with Dan’s c.HP, Lost to Chun’s flip, Mostly lost to Rufus’ c.MP, Mostly lost to Yang’s “Up Kick” (wtf is this) but sometimes won, Lost to Cody’s B+MP. Of course, this result can change depending on spacing and timing
  • EX Headbutt on block is punishable by Yang’s U1
  • No change to TC

great zoners like sin x/ sabin have an answer for every type of jump in… you can see however honda has an answer for sim’s AA options. neutral jump fierce over yoga fires is better then jumping in everytime, but a late neutral jump jab, coupled with a far jump in mp will beat cr. fierce. Swatting (st. fp) near full screen is never bad, timing a headbutt to go through yoga fire is worth a shot every now and again.

This is all advice that is moot once you get in, at that point sin is a jab hhs training dummy.

I don’t really agree with across the board damage nerfs, it’s such a lazy way to balance. Unless most of the vanilla characters receive similar nerfs, it’ll push most of his 5-5 matchups to 4-6 (and probably 2-8 vs Chun).

Oh noes, its happening all over again. I played Gief, I loved Gief but capcom said fuck you and made him crap. Now I play Honda , I love Honda.What will capcom say? :<

we’ll just have to see, if all these reports are true its obvious they’re planning some pretty crazy changes and not stupid little tweaks like I thought. Honda’s great how he is and he’d be fine even after a small damage nerf , if he does infact recieve a big damage nerf, hopefully we’ll see something like more projectile immunity on EX-headbutt (not a lot but atleast enough so I can get through a fireball at midscreen or slightly more? :frowning: ) or ultra 1, this would atleast even out some of the matchups

wtf does “may be harder to combo into HHS” mean? that sounds sinister

15 P inputs in 1 frame needed for HHS lol

the new ultra motion is gonna be shweet. Imagine the easy HHS FADC ultra 2 comboos!

and to think i was just getting the much harder hands fadc 720 … ahhh two oichos ftw. I can also agree with the dmg nerfs but I need to see it first hand.

I don’t see anything for DJ, but I’ll add some input from playing a really good one today for an hour:

-You can punish all versions of Double Rolling Sabat with standing roundhouse (minus the LK version)
-You can punish all versions of Machine Gun Upper with standing roundhouse (minus EX version)
-Standing Fierce owns DJ in the air
-His jumping MK crossup is excellent and unless you have EX Headbutt to time correctly, not much you can do about it minus focus
-At max range, punish his crouching roundhouse with jab to HHS. Close range, command throw him all day.
-If you knock down a DJ, be careful. Both of his EX Jacknife Maximum and Machinegun Upper will beat out both of your EX Headbutt and EX Splash

I hope this helps, any other Hondas with more experience in this matchup please chime in. I didn’t see any tips for Ibuki or Cody on the 1st page either.

With the ultra motion change… I can see HHS fadc U2 being a lot easier to pull off… just dash in… 360 motion, and PPP
Thought I am worried about his damage nerf… Honda needs his huge damage output, especially in his match ups against heavy zoners, he has a hard enough time getting in as it is…much less staying in… so the huge damage helps him in that.

A late jump in mp will beat his AA slide on dj’s wakeup a cr. mk into hands will stuff most of his wake up options

Against ibuki you will do the damage…if she wakes up and ex srks you can punish with a mk buttslam through the inevitable kunai that follows

Headbutt damage I would accept, but the rest if really debatable. Sounds like they want to make most characters less brainless. That would make sense nerfing headbutts then.

Hands FADC U2 wasn’t so bad…a 540 motion still registers plus you can go clockwise or counter-clockwise, whichever’s more comfortable. Also, how much harder could they make comboing into Hands? Unless that means narrowing the window for the 5 punch inputs which is gonna suck.

Or add an extra punch , maybe (?)

Making hands harder is super dumb, its already a stupid mechanical process to get pianoing down, and is inconsistent even for top players. If they reduce damage, hands should be easier. Even without any such changes, he already has big disadvantages being a charge character with poor anti air and anti fireball moves.

Making his options more viable is the only way to really improve him and the only justification for a damage nerf. The change to Ultra 2 is absolutely the right thing to do, so lets hope other changes are more in tune with that.