Honda Match-up Thread: After the war 2010 AE

what rufus players have you played??? :looney:

Has anyone tried raw super for anti-air? maybe jab version? since we dont have jab headbutt xx super anymoreā€¦

it works in super, and idk how bad it got nerfed (damage wise) but 350 or something like that off a predictable jump in is bigā€¦

jab headbutt super works on empty jumps like from gief, but at this point im just kidding myself

if you thought the j. mp nerf and jab hb nerf werenā€™t going to be enough to keep you grounded for most of the match that air raging demon better have solidified your decision.
Iā€™ll bet j mp would have beaten it in super lolā€¦
Iā€™m convinced that i must now only nj fierce and turtle after a lead

vs. Yun, his EX rushpunch is AT LEAST +1 or 2 on BLOCK, I tried to stick out a jab or tech and got counterhit by something multiple times

twins are really annoying, 50/50s after a knockdown, command grabs, very large damage and stun - crappy normals but they can get in for almost free with their dives.

s.hp and NJ.HP helps to keep them grounded, jump back MPā€™s new hitbox is horrible and doesnā€™t deter dives as much as I thought it could, cs.hp worked well in the handful of instances I was able to get it out.

iā€™ve seen cr jab stop yunā€™s dive

Need help on Hands xx Hands? Whatā€™s the timing? When do you start? Also, does anyone use cr mk ~ throw as an os? Does that even work?

hmm, the slower start up on the hp hhs got me thinking, is it possible to do hp hhs into another hp hhs?

seeing how hp hhs x2 is a two frame link, if hp hhs x2 isnt possible, then theres at least a 3 frames more startup.

if it works, it means either 2 things:

-hp hhs is slower by one frame thus making hp hhs x2 frame tight
-hp hhs has more + frames on block (highly doubt it, but if thats the case, then you should be able to link into his other hp/hk normals)

Just got back from playing AEā€¦

Honda is dead :frowning:

His new j.MP makes the Sim matchup virtually impossible now. Or at least it is for me :frowning: Simā€™s knee has no hitbox on his head and lower on his knee too, along with the hitbox and priority changing on the j.MP so you canā€™t even trade with it at the right distance now. I donā€™t even want to think what that matchup is now. Oh, and yeah, basically does no damage too. Maybe Iā€™m too scrubby a Honda, but this is the first time Iā€™ve ever even CONSIDERED hanging up my chanko bowl.

A depressing day to be sure.

so yeah, i played ssf4ae all day on tuesday and damn, honda got nerfed badly.

lp headbutt is ass. and iā€™m not talking about anti air. it now loses to things it havenā€™t lost to before, like balrogs c.mp from point blank. and i could have sworn that it traded with a dash punch despite me doing his lp headbutt at the last second.

certain characters can jump in for free against him when he has no meter (rufus, yun, yang, balrog).

iā€™m not really sure how his lp headbutt work right now. maybe it only beats lows now, because i was getting stuffed with everything using the lp headbutt.

on the bright side, balrogs j.hp got nerfed. this one balrog player tried to jump back hp against my ex headbutt and it beat out his j.hp completely.

Iā€™ve had a lot of success with well spaced cr. jabs for anti-airing the twinsā€™ dive kicks. Hondaā€™s cr. jab has the highest vertical hitbox out of all cr. jabs in the game, so thatā€™s why it works. I think Honda deals with the twins well.

I only use LP Headbutt after HP Hands on hit or block, I havenā€™t been able to figure out what to do with it either. Honda is frustrating now, but I still like him.

Havenā€™t been paying close attention to this thread lately, but I was wondering whether or not you can still do lp headbutt on wakeup to go through fireballsā€¦ theoretically i dont think itā€™d work but if someone has tried it Iā€™d like to know.

Did everyone just forget about Butt Splash anti-air? I find them to be very effective, they have a lot of invincibility. You just need proper spacing.

Did they buff the hitbox on those? I find that they often miss and just push the other guy instead of hiting him.

Medium kick buttsplash has 1 more frame of invincibility then its lk and HK cournterparts and i find that it trades with moves like tiger knee and beats deep jump ins

Congrats on your win, Jewelman!

Played some more Honda at the arcade last night. First off, Zangief is an asshole, that match up is so hard. Ham Chop is terrible against him and you canā€™t Buttsplash, nj. fierce or EX Headbutt when he has Ultra II because heā€™ll grab you for free. Itā€™s so aggravating.

Also, Hondaā€™s damage nerf doesnā€™t bother me as much as it used to. As it stands right now, his damage is just ā€œgood,ā€ rather than ā€œcompletely retarded.ā€ Even though he needs big damage in bad match ups, itā€™s just a matter of having to play more solid now.

Edit: Also I donā€™t care about the terrible damage on st. HP and st. HK because every strong poke in the game got nerfed hard. Bisonā€™s st. HK only does 90 at max range, and the hitboxes were adjusted to make it worse. Guileā€™s f+HP does less damage, same with Simā€™s st. HP. Ryuā€™s cr. MK has fewer active frames and more recovery. Basically there are no good pokes that are scary anymore, but Hondaā€™s cr. jab is still one of the best because it leads into HP Hands. So technically heā€™s buffed in that sense. I think thatā€™s a good way of looking at it.

I know exactly what you mean, like Hondaā€™s just kind of rubbing up against them in the air? Itā€™s not a matter of hitboxes though, itā€™s a matter of active frames; the active frames run out at the peak of your trajectory, thatā€™s why we get that problem. Do it a little bit earlier and youā€™ll see that itā€™s a pretty damn good anti-air. Same with LK Buttsplash. HK Splash is great for hitting people who like to jump back.

Soā€¦how many players do we have left?

Iā€™m still testing things, my current gameplan for vs. yun and yang is to just whiff oichios as they stand there whiffing palms and get 1 meter before I go in - yunā€™s super hurts as well as leaves you in the corner if it doesnā€™t kill you.

buttslams arenā€™t really a great anti-air option unless youā€™re reacting to a jump-back, at least Iā€™ve never had any luck in using them.

also s.hp seems pretty good vs. the twins, keeps them grounded + they have hardly any normals - itā€™s too bad it does no damage now.

I can only get to the arcade maybe once a week but, Iā€™m passing time by playing different characters on console until capcom decides to release it at home. Honda def. seems to be right in the middle of the tier list or perhaps slightly below or above.

Iā€™ve been playing Honda since vanilla and have never touched another character since then. I really donā€™t want to try and learn a second character, but this time the nerfs look really bad. At least on paper, it would seem like Honda as way too many flaws and not much going on for him since the dammage nerfs. But as I said, thatā€™s what it looks like on paper, I donā€™t have an arcade anywhere near where I live, so I wonā€™t really know how different he is until the DLC is availible.

What made me choose Honda as my main was how hard it was to get in on someone, or escape pressure during wake-up compared to the other characters. But that was all because IF you did catch themā€¦ you would hit them so HARD, it would make all that trouble worth it.

Now it just seems like the big man is unable to get in, free on wake up and hits with the strength of a wet kleenex. :sad: This would just make hime frustrating to play and no fun at all.

His play style is exactly the same, heā€™s still solid, donā€™t give up! :slight_smile: I donā€™t want to be the only Honda left in Canadaā€¦lol. Heā€™s a solid mid tier character, which I can live with. He also does well against top tier Fei Long and Gief, which is important. Projectile characters arenā€™t as big of a problem, you have to remember that too. You canā€™t look at Hondaā€™s balance changes individually, you have to look at the big picture and realize he can do all right for himself.

AE Hakan is sick though, if anyone is looking for the closest approximation to Honda, itā€™s him. He has hit confirms into knockdowns now, really safe oki, good option selects, gets around zoning more easily than most grapplers, his pokes are fast and do a lot of damage, heā€™s just beast.

Iā€™m still repping Honda and Iā€™m from Manitoba. :o