Honda Match-up Thread: After the war 2010 AE

This ^

You are actually better off having the fireball hit you because at that point you’re doing the U1 too late and will just get blocked and punished. This is actually a nerf. lol :shake:

I only see this helping against Seth EX fireball from full screen and that’s it.

This would actually be really good, whenever I think I have it figured out, I always trade or get stuffed.

From what I can gather, and anyone correct me if I’m wrong, but you want to hit with its early active frames, just as he’s starting to bring his hand down.

I don’t think anyone has cried about anything, and in fact we are remaining quite optimistic. Go away old sagat troll

Good stuff and it all seems reasonable to me. Hopefully they will make U1 a bit faster so you don’t have to be at half screen to actually get a punish. That was just the buff honda needed, something to make people more scared to throw fireballs. It all ultimately falls on the damage reduction and how much we’re talking. I’m hopeful about it though.

less likely to get your feet hit by a fireball, its not huge but I’m pretty excited about it, it doesn’t change shit vs. ryu, guile etc. but it’ll help vs. sim and chun I think…a faster travelling speed on U1 would be good, but we’re not getting that.

we haven’t got the full changes, and we won’t really have the numbers until the console update drops but we’ll have a good idea of where everyone stands after a couple months, I’ll personally make the voyage to UFO as often as I can convince someone to drive me and let hsien beat the hell out of me over and over trying to figure out what changes have been made.

I just realized, no more lp headbutt cancelled to super as an anti air for me. That’s a little disappointing because I loved that. Does super have any invincibility on the top to anti air with bare? It’s not that big of a deal either way. Also, I’ll +1 a guide on using standing fierce as an anti air. I haven’t really found the necessity between ex, lp headbutt, neutral jump fierce and just blocking.

lower body invincibility on jab headbutt will make fights against dive kick happy Rufus’s better, as well as Dudleys who use that jump in of his (fierce or rh?) that usually beat the old headbutt and Cody with his sick air to airs.
The new command and range on U2 (I’m guessing it’ll be around fierce or MP oicho range) could make its usability better but I’m still not thrilled about the extra frame startup. It’ll be easier to punish whiffed specials plus you could potentially FADC a normal or through a fireball mike ross style to U2. It could be an amazing reversal against blockstrings/tick throw attempts.

imo they should’ve just kept the same invinc. frames on U1 but decrease the startup frames.

If they did that, you’d be able to link ultra 1 off of fierce hh, which would be broken.

Then they would have to reduce the advantage on handslaps, and that could lead to possibly other changes.

Yeah they already received damage nerfs which they forgot to give honda any in super. they just remembered this time.

Honestly I don’t really see chun as being 2-8 in AE, it’ll probably just remain 3.5-6.5 or 3-7 like it is now, less useful DF+LK might make her easier to jump on at the right angles (maybe she could just jumpback double fierce? either way she’ll lose ground if you don’t press anything)

its hard to theoryfight when the game isn’t even out yet, we don’t know all the changes yet and I bet the “damage nerfs” are mainly to headbutt/super/ultra and everything else it the same…if we get Sagat/Gen-status nerfs we can always just tier whore it out or man up and stick it out :P, Also I’ll bet anyone a dollar Makoto is broken in AE

I’m having a real hard time playing against Seths and the matchup guide isn’t particularly helpful. I jus’t feel like this match is so against Honda since Seth rapes Honda in far range and close range. SB to keep Honda out and then wall jump into vortex/mix-up.

The only way to win, for my, is by making trades and getting lucky.

what am i supposed to do in this match?

I always figured it would be the normal getting a damage nerf, and the specials staying intact

Idk, Honda’s normals don’t do that much damage outside of c.hp (140!!!) every thing else is about the same as any of the other “big” characters, also overhead does 130, but if you’re getting hit by that you probably deserve to just lose all your health. 30 start up frames…it is an okay trick every now and then, and the untechable afterwards is decent enough, if you get really predictable with it you can be ultra’d for it though (doesn’t require any reactions) :frowning:

specials staying intact would be sick, but we all know that isn’t happening.

I know how you feel and I completely agree this matchup when played by a seth player who knows how to fight honda is brutal. Always pick U1 in this matchup.

If he messes up his bnb into lighting legs ultra punish him. Do not let seth put you into the corner because that’s when the real guessing begins. As far as the vortex goes you just have to get used to it, it’s really not that scary if you block it correctly. Every now and then ex hb his ass towards the end of his block strings to keep him honest about doing his 360 or grabbing. Once you have him scared to grab mix(not always cuz you do not want to eat a jump away dp into headstomps…) in jumping away once he gets in on you. I like nj. fp in this match but don’t use it fullscreen if he has more than 2 bars, he can fadc the sb and teleport…headstomp if he catches you spamming njs. If he does put you in the corner they usually like to mash on headstomp into cross up. DO NOT FOCUS in the corner ever, it doesn’t work. Just block and try to walk forward, usually you can walk your way out of the multiple stomps but just remember to block the dive kick whenever he decides to throw it out.

If the seth player is rush down happy start punishing him for it. U1 his dive kicks or late ex hb them. If he likes to use headstomp from far, block then st.fp once he bounces off you. If he does dive kick after he will eat a cl.fp and if he presses another mk he sometimes will eat the s.fp. You can also reversal U1 after his initial headstomp is blocked if he doesn’t instant dive kick after, so make him pay. I’ve caught him a couple times even when they instant dive kicked but I have also had it blocked so practice it.

If the seth player likes to run away just be patient and walk forward. Once you get him in the corner try to keep him there and make him make a mistake. It’s impossible to keep seth in the corner but If you can catch him slipping and land a hhs combo he will be hurting. I like to empty jump in on seth from right outside midscreen range. His dp is very good but if you can make him whiff it you can take a huge chunk of life from him. Also remember you can st.fp, lp and ex hb his j.fp. The ex hb is easy to time and will take massive damage so use it against j.fp happy seths.

Hopefully it doesn’t sound like I’m rambling but these are some quick things that came off the top of my head. I play against a decent seth player pretty often and I’ve ran into a few online (jinrai and rahsaan had monster seth’s) and that’s some of the info I’ve gathered.

My main goal against seth is not to get frustrated, he’s very annoying and can feel almost like a dhalsim or guile if he’s running away, even though he’s not. Also his mixup game is probably the best in the game and you’re gonna be stunned after 2 or 3 combos. His only real weakness is his awful stamina, he has to take big risks to get things going (usually jumps, sometimes sonic boom FADC tricks) but usually he’s pretty content to just time-over until you open yourself up and then he’ll kill you.

If he is running away, just block and try to walk forward, he can’t really do anything to you besides sonic boom chip (pfft) or jumpback fierce (only like 60 damage…) If you have the lead lame it the hell out, observe his meter because if he has two bars the sonicboom FADC is probably coming.

He likes to jump a lot and all his air normals have stupid good hitboxes and will beat out almost anything except maybe an early NJ fierce or NJ roundhouse, getting air-to-air stomps, or J.MP all lead to you dying, he also has a good DP so try not to jump unless he throws an EX boom or something, anti-air him from the ground and go for the S.FP if you don’t have charge, it keeps him close and the trade is very much in your favor if you do trade

Also if he tries to chip you out with U2 you’re done, don’t try burn any meter if it isn’t the last round because U2 literally has like 70 or 80 invincibility frames, if he does it really close and you have a tiny bit of health left sometimes you can EX buttsplash, take one hit then fall through, wake up and punish. If he’s far away trying to suck you in around max rangish, sometimes you can backdash and avoid it , then ultra him during his recovery.

Linking off fierce HH is 1 frame, I’m sure there is room to find a balance for U1.

Linking off fierce HH is 1 frame, I’m sure there is room to find a balance for U1.

Could someone give a link or an explanation concerning lower body and upper body invincibility? Past that, lp headbutt wasn’t the be all end all AA to begin with. If what you guys are saying are true, I would rather use headbutt to beat throws than AA mixups anyway.

As it stands, you could literally mash the Super from HHS, and it could land at almost every hit. Giving the same power to U1 would suck.