Honda Match-up Thread: After the war 2010 AE

lol Ross being dramatic for the camera. at least that Ultra scales down pretty fast. No half health custom combos, maybe?

From watching the complete set of those videos my take aways are

  1. Yun is going to be a big problem in this game
  2. Not having the option to anti air with jab hb is going to become very frustrating in matchups where st HP just wont cut it.
  3. Honda in this game is going to be mid to top tier and we all need to stop complaining.

Honda has always been B+ so who the hell is complaining?

Yun looks stupid but I think he’ll become easier to deal with once people start figuring him out - also honda’s damage decreases are very noticable, every time Yun won with 5-10% he would have been KO’d in super/vanilla.

edit: as far as the possible buff for s.lp, right now it’s slow as hell (6 frames) and it has no range, it isn’t useful except for tick purposes and frame advantage - I guess if it was 4 frames we could use combos such as c.lk>s.lp>c.lpxxheadbutt or hands

a jab won’t deter dives since it does low damage and leaves you at a terrible position where you get some ghetto reset where the gamble isn’t really in your favor. Just use jumpback HK

[media=youtube]g-jOpDvE9Vw&feature=player_embedded[/media]
Bet you can stuff all that BS of spamming dive kicks with Cl.HK with honda.(First match)

can anyone confirm if you can still get thrown out of lp hb on wakeup?

Can’t confirm, but there was never anything said about it not being grab-able. Lower body invincibility so you can’t be hit, but you’re still grounded so it’s likely you can still be grabbed

Man I’m getting nervous about Honda because Mike Ross is saying that he “sux” now that is a direct quote, he says that Honda lost he anti air ability without meter a.k.a jab Headbutt anti air.

welcome to the thread.

nice thread title change, c’mon guys…at least we’re not Gen users - even Seth got it way worse than honda…we can do this! (I hope :frowning: )

Seth didn’t get it worse. Now he’s a fully fledged rush down character. We went from doing good against the real top tiers to do shitty against everyone.

i dont understand this whole jab hhs getting mash reversal inbetween the two… it used to be able to happen with ex messiah and srk anyway but not on hit…are you saying jab into hhs on hit will get dp’d unless we perform it lightning fast? honda still does damage imo and hopefully i can learn to react with buttslam now as an anti-air along with other attacks

Cr. jab xx HP Hands looks exactly the same in every way, which is good enough for me to stick with Honda. Losing jab headbutt just means you have to up your reactions for anti-airs. The 10% damage nerf means you have to hit with one extra st. roundhouse in order to kill your opponent. His basic gameplan remains intact, and that’s all that matters. I feel like they gave him a few secret buffs, like the one I caught for st. LP, which will help him out a lot in subtle ways. We’ll see what happens.

Also, all of Honda’s hardest match ups are easier than they’ve ever been before, which changes a lot.

I promise you it’s faster, [media=youtube]yHXLcA4Y-XE[/media] corroborates my claim. Look at 1:54. Either it has faster start up or recovers more quickly or both, it’s hard to tell, but the frames were tweaked. Guaranteed. I don’t know about cr. jab though. So that’s really good.

I also have a sneaking suspicion that Butt Splash might be safer on block, and that its hitbox has been improved, but don’t quote me on that. I’m basing that on pretty much nothing, just a few things I’ve seen in videos.

Uh … Cammy (maybe Guile) got nerfed the hardest, without a doubt. Basically have to play her differently. At least Honda’s game is still intact.

lol guile no. cammy needed the dive kick nerf, shit was retarded. imo abel and honda took the nerf bat the hardest. damage nerf and headbutt nerf? Capcom is just lazy when it comes to characters outside of ryu and chun.

Wasn’t st.lp 3 frames already? I’m not sure whats the big deal it was already a quick poke with no range. I don’t use lp headbutt as an AA much anyway, most good players don’t put themselves in position to be hit by it. Lets just hope the j.mp nerf isn’t that bad, man I love that move.

Jumping MP was (is?) godlike. Right now i usually save meter by using standing fierce as AA and HHS/HB chip untill i get super then i do a jump-in mp into hands into super. Shit is so good! Love doing it to guile/Dhalsims who’ve been AA’ing me the whole game.

try 6 =/

Look at the way Balrog players like JS Master use st. jab against Rufus’ dive kicks. It doesn’t do a lot of damage, but that’s not the point; by resetting them, you’re forcing them on the ground and forcing them to guess your next move. It works the same way for Honda too. It allows you to set up a true meaty cr. jab/short, which will prevent your opponent from dive kicking again/jabbing/mashing throw tech. You can walk up and block to bait a DP, or you can just go for an ochio and mix it up even further from there.

If your gameplan in this match up is to stay midscreen and turtle Yun out, then jump back HK is definitely a good call though.

I feel like this dude was still using j mp with a 50% success rate. Against Makoto I know, but…

More Honda vs. Yun in [media=youtube]CBey_d-8Bwo[/media] at 15:34. Look at the damage in the first round. That’s still a lot of damage, and he could have done even more had he finished the combos with st. RH. It may be less than what we’re used to, but even in AE, it looks like his damage output is still higher than average.