Honda Match-up Thread: After the war 2010 AE

I’m back from a bit of an SRK hiatus to share with you fine gentlemen my favourite stupid gimmick; hopefully it’s new to somebody. After Ochio throw (except when you throw and end up in the corner), take a really tiny step back, then do df.HK. Most standard uppercuts will sail harmlessly into the air over your head, and a few that do connect only hit with the later, non-FADCable hitboxes. It’s also safe on block and is still an overhead.

Obviously it will lose to, well, anything else. Lol. So it’s only something to throw out once or twice against a random dude in a tournament. For best results, only do this after they have 2 bars, so they will be more likely to do wakeup DP.

Who it might work against:

[details=Spoiler]Ryu: LP/MP SRK whiff, HP/EX hit (no FADC possible)
Ken: same as Ryu
Akuma: all SRKs whiff
Dan: all SRKs whiff
Oni: all SRKs whiff
Dudley: EX SRK whiffs, EX shortswing blow and EX duck get stomped
DJ: LK and EX upkicks whiff
Gouken: All counters get stomped, EX demonflip is punishable, loses to EX Tatsu
Cammy: All DPs whiff
Fei Long: All DPs whiff, loses to Chicken Wing
[/details]

ideally when do you want to start the overhead?

after playing several good goukens the last few days i have come to the conclusion this match is pretty much just as bad as akuma. you really cant do anything, jumping in leads to a fuck ton of damage, even though hes slow as hell he will rape you with several options. you have to just sit there and eat chip for years hoping he jumps at you.

his divekicks are pretty hard to headbutt, your reactions have to be so on point. you fucked up the headbutt and now hes right beside you? well his backthrow seems hard as fuck to tech as well, you have to tech it later than the rest of the throws. on the bright side he doesn’t have a strong frame trap game so you really would be wise to tech when he has u1 ready. i find using lp headbutt is your best bet vs a dive kick, dont even bother with ex, better off saving it for super in this matchup because his fireball pressure is so good.

ultra 1 is almost useless because he recovers from fireballs insanely fast, but super has a fast enough startup it will go through fireballs that are about half screen. to use u1 you would basically need to use it in anticipation because if you are that close you can’t react in time and if you are too far then he will recover in time to block it. even if you are shit at reacting to fireballs it is good to threaten with, i have been using this vs all shotos lately just threatening with a few headbutts at neutral just be careful still because they are going to look for it and start jump back / nj raping you for a ton of damage (gouken has probably the shittiest options out of everyone for jump back so this is why it works especially well on him) but rest assured he can still rape you on it.

the goal here storing super is to get him into the corner, then you have a hope of focusing a fireball or slow normal into a cr lp hhs pressure. mk buttslam pressure can work because if he presses a button it takes him so long to recover. but its risky, he can ex hurricane kick it or even worse focus you for a ton of damage so i only use that gimmick if im way behind and the clocks ticking. i normally go buttslam instant ex headbutt or double butt to catch a jump back, another shitty thing about it is you land right beside him and you may end up in the corner facing a potential backthrow into u1. i just like to poke at him when that close or try and focus up and bait something just dont eat that damn back throw u1. focus up oicho could work too if you can focus up just as his normal starts and land right in the range where LP oicho hits it’s probably your best bet. finding that exact range is really important because they wont expect it. that is really all you can do, liek i said earlier jumping in is suicide you eat 1/5 of your health for 1 bar. basically like the sagat matchup id give yourself 2 jumpins max in this matchup and use them only when in major deficit, if you fail those 2 jump ins you can consider yourself dead.

Seth I hate you

yeah Seth matchup is pretty horrible, only bright side is he has very low damage. I feel like if he throws a boom and then divekicks you, you actually can’t do a single thing. you have to just block it and try and get out of the mixup. that seems inherintly broken to me but maybe i am missing something. if you have a downchage you could buttslam him on his way over if you catch him at just the right spot. i am pretty clueless in that matchup, you cant buttslam because its a free command grab. you cant do any headbutt because he lightning legs it on block. i do ex headbutts to try and catch his dhalsim arms. right off the bat i go for jp fierce because it is worth the risk if you can get that 1 combo for 1/3 damage you can make him come to you. its worth the gamble first round against someone new. NJ Fierce is a good tool for stopping most of the air bullshit. thats about all ive got that match is just horrendous i feel like there is really no way to figure it out using honda you have to just get lucky. playing defensive just doesn’t do anything for me in this match

one more thing i wanted to talk about is the Sakura matchup, i saw this was rated 6-4 Honda, i am really not understanding this at all. she can keep you out really easily with 1 button, cr MP. you cant neutral jump fireballs or you eat running DP. so you block. on the bright side her jumps are quite floaty so you have lots of time to headbutt. her frame trap game is decent you gotta be really careful when she gets up close to you. her damage output is unreal. i can see its not as bad of a matchup as some of the others, maybe even just 5-5 but 6-4 honda?? really? someone please explain this to me.

Sakura’s low uppercut thing anti air? You can bait that with an empty jump on the right distance then punish with cr. lp - HP hands. Also at the correct distance the higher HK buttslam messes their timing of the anti air since honda travels higher and longer than the regular timing of mk and lk buttslam so unless they recognize it and throw it late they will get hit. I just tend to be in the distance where my jump ins are a threat and wait for an opportunity. She does hit like a girl and really cannot do anything to Honda unless she knocks you down or gets up in your face to do her stuff. It’s better to turtle her out do not let her in and capitalize on every opportunity.

Yeah, Sakura match is quite debatable, some say is in Honda’s favour, others even. But usually the macth is called 6-4 Honda’s favour.

Problem is, Sakura is not really a zoner, she is a rushdown character that likes to get into your face and frame trap you to death. Honda does pretty well against frame trap characters because his Ex hb ruins their day. So Sakura can’t really play her game in this match and has to rely more on zoning/ playing footsies with Honda.
Sakura’s fireball is really slow, has a ton of recovery and doesn’t go fullscreen, so she has a really hard time zoning honda. She can only punnish fierce Hb. In footsie range Honda’s st hk and st HP outranges every normal Sakura has besides her overhead (which is really slow), including her cr mk.
So, in the end I would say Honda has the edge in this match. Also, every high level match between Honda-Sakura I’ve seen ended with Honda winning.

yeah i am slowly adjusting to the matchup that is a good point about EX Headbutt in the blockstrings, I need to use that more (especially against Cammy’s super low ex Divekick) and that is also good to know about st HP outranging everything. I am a lot more comfortable in the match now baiscally the one thing I have noticed too is you can’t let her walk all over you you have to keep her away there is really no excuse for allowing her jumpins and her wakeup game is quite shitty too she doesn’t have the ambigous tatsu mixup that the other shotos have, so if you ex headbutt you are pretty damn safe against anything from what i have seen so far.

dont know if you guys have seen the guile auto-correct tech by cancelling pre-jump frames into his flash kick but i am thinking honda can do the same with his buttsplash, could help the wakeup game a bit in certain situations (like blanka)

I don’t know if this applies to Honda. It works with Guile because of his turn around bug iirc

I found an interesting diagram that shows who can punish a headbutt with what. The Chart is very detailed. It is from Super, but still really good (thanks M16 for it):

Nice! Good to have on your phone if at a tournament! a lot easier to look at than a text file. Would also be cool to have one with character-specific combos, thats really all i write down for notes are those 2 things

here is how i feel about the match ups: (honda goes first)

Abel 4-6 I never feel safe in this matchup. Lucky i hardly ever run into them. hard to put pressure on although its not impossible, i want to say 5-5 but i have faced some good ones who rape me every time. basically i have to play footsies with someone who trades well in damage and has more mobility plus an air grab and a better command grab, plus tons of high low mixup options. not fun. I at least feel like i always have a chance though.

Adon 5-5 I honestly dont see what honda has so good in this matchup to give him 6-4 other than he trades well and its hard for adon to get in and he cant do really anything insane against you, i havent seen his frame trap abilities yet so for all i know he could be dangerous. seems like he has to go airborne to get in on you which is dangerous, but i feel like its just as hard to get in on him cause hes so damn fast and mobile.

Akuma 2-8 if you are against a really good akuma you really cant do fuck all i want to say this match is better than ryu but its really not because i feel like you have even less options. the only saving grace is he dies really fast. his demon setups can be impossible to escape if he throws a fireball then ex demon flips its a completely safe free guessing game.

Balrog: 5-5 I hate the matchup because i get impatient but its actually not that bad, the one really annoying thing is he can put dash punch pressure on you for free and you cant really headbutt back, i feel like honda has to take more of the risks but also he chips a hell of a lot more and does a shit load more damage so seems pretty fair for me, i dont get too nervous when i see this match.

Blanka 5-5 or maybe 6-4 honda… I know cr lp beats everything but its so easy for blanka to mix you up just back and forth cross up low low cross up low low electricity throw etc. he can really be annoying. his jump is so damn fast, i think he has to take a lot of risks though so ill give it 6-4 honda jus barely.

C. Viper
havent played a good viper to really say, i have seen wolfkrone and i have played the #1 ranked viper on XBL and he was NOT GOOD so ill just say 5-5 cause i dont know

Cammy 5-5 again i havent played kbrad or whoever but i have played tons of good cammys on XBL and really none of them are that great anywhere from rank 1-100, they get some nice free frame trap games with ex drill but the fact you can pressure with headbuts and hands so well against her it doesnt seem so bad.

Chun Li 3-7 against a good chun u will have to take a shit load of risks there is realyl no solid way to win the matchup consistently her zoning is not as good as guiles but just about and you cant headbutt pressure at all she will rape you with u1. i am decent at the match so to me it actually feel like 4-6 i am a bit nervous about it but not too bad.

Cody 5-5 have played a really good cody here he raped me but i never thought he felt unbeatable by any means it just took some figuring out… online i never lose to codys ever but i know there ar egood ones out there, i dont see any advantages he has over honda.

Dan
havent played any good ones, dont know if any even exist, 5-5

Dee Jay
3-7 exact same as chun li

Dhalsim
2-8 impossible to get in on him only saving grace is he dies really fast. you have to take massive risks.

Dudley
6-4 honda he cant really do too much against you although that elbow drop is annoying to ex headbutt. most of his shit can be punished, altho he can punish all headbutts with u1 which sucks but you dont relaly need them in this matchup anyway just sucks when you’re trying to ex headbutt an elbow drop and you hit it too late, whoops block punish u1!!!

E. Honda i hate this match, i am better at it now though. used to be 4-6 to me id alway slose now im 5-5 where it obviously should be.

El Fuerte dont understand this matchup at all or something, he does die fast but it seems way too hard and risky to play this match consistently. one knockdown im normally fucked, sometimes i can escapre really well, most times im dead. 3-7

Evil Ryu 2-8 he can zone you forever and rape you similar to regular ryu and akuma.

Fei Long 4-6 you cant use headbutts or you eat a shit load of damage. really hard to get in but when you do you can blow him up pretty well with hands, he takes a lot of damage from it. have played Momi and i was pretty free back then but that helped me understand the matchup a lot better and im not losing online.

Gen
5-5 havent played enough good gens, one blew me up today which made it feel like 2-8 but i just dont know the matchup well enough. but other than that they have all been free

Gouken
3-7 his zoning is amazing and maybe its just cause im playing online but i find his back throw impossible to tech so i eat free ultra 90% of matches. ARGH!!! i should say 4-6 at least his fireballs have slow recovery for u1

Guile 2-8 impossible to get in, worse than chun

Guy 7-3 nj fierce shuts down all his jumping garbage, he has some ok mixup but the guy just does no damage and all his shit can be punished on block. poor guy.

Hakan 5-5 I dont usually fear this match i know it quite well have played Stercan #2 on xbl a lot and he wins 6-4 normally but against anyone else im normally winning… he has to take a lot of risks and his footsies is really bad when un oiled, its really easy for honda to lame out the oil time and then punish whne trying to re-oil or make him play impatient.

Ibuki
4-6 if she knocks you down once it can be free its as easy as that… i can get out of most setups actually way beter than feurtes and he neutral game sucks comapred to honda. but she is one annoying bitch.

Juri 5-5i hate this match too who would have thought? i get nervous but her fireball game is pretty shitty i can normally always find a hole with hp headbutt. her ultras suck so no need to get nervous there. her divekick makes me a little nervous but its hugely punishable a lot of the time. shes annoying but nothing too crazy.

Ken
3-7 everything can be option selected for him, you are forced to eat a dick load of throws. zone you forever, free pressure, just fuck off!

M. Bison
6-4 honda, i feel like its really hard for him to get in on you. you trade well. headstomp gimmicks dont work. i like this matchup better than guile bison.

Makoto
4-6 makoto i can beat most but god her high low mixup can be annoying and she does stupid damage. command throw to u1 is annoying. her dash is annoying. i find i have to sit at this perfect range all game where i can hhs her dashups but beter guys catch on and rape me. dont know what to do.

Oni

6-4 honda i ont know what it is about oni but he just sucks. his fireballs have horrendous recovery. u1 city.

Rose
6-4 i dont mind this match at all but u1 can be insanely annoying. she just does no damage. I dont feel scared of her footsies. its real easy to walk her into the corner, but that u1 is a big threat.

Rufus
4-6 finally starting to understand it more but rufus pressure is up there with most annoying easily i never feel safe although i know some shit to get out like jump back fierce and its saved me lots of times and just knowing when to ex headbutt a divekick will save your life or just sticking out a st fierce.

Ryu 2-8 cant do a damn thing safely, have to take risks, he gets free pressure

Sagat 1-9 maybe 0-10 i have only ever won 1 game off vinboc out of 20 he is #2 sagat you have ot take the most retarded risks to have a prayer of wining AND he trades well. not easy. u1 is possible though but even with that its impossibly hard to win thats why ill say 1-9.

Sakura 5-5 she cant do much against you her fireball recovers slowly however if she gest in on your once you lose 50% health off like 2 bars. she is easy to walk into the corner.

Seth 1-9 maybe 2-8 only grace is he dies fast but his mixups are even stupider than akumas, i find you can be risky and it pays off more often than vs. Dhalsim

T. Hawk
10-0 i have played every high ranked t hawk on xbl they are all free. only one who has ever beat me is MMS Native and that was a long time ago would love to paly him again now.

Vega 5-5 to me i feel like the claw shennanigans are not that hard to deal with you can dash your way out, u2 is amazing if thy deicde to non-ex sky high claw and you focus it. i feel like he walks into your hands a lot but he has a lot of shit that can take you out, his jump in is awesome. he can fuck you up quickly, would love to play jozhear and maybe id change my mind .

Yang 5-5 he can kill you instantly and his pressure can be brutal but hes just not as bad as yun and no one plays him so i need more data.

Yun 5-5 used to hate this match still do against certain people but i feel like you can kill him quite fast, hands are hard to hit with in this but NJ fierce is quite amazing.

Zangief 9-1 pretty much same as t hawk with a few better options

Some of those matchup ratings are pretty unfair to Honda, but there are some good points in there.

Akuma is definitely not 2-8 in my experience as I do better in the neutral game against him than other characters would. I would put it as 6-4 Akuma. Vortex definitely sucks though.

I would put Guile, Dhalsim, Fei Long, Sagat, Seth and Chun-Li as 7-3 in their favour.
Ken, Ryu and Dee Jay are 6-4s in their favour.

I’ve had some issues with Yun, Oni, Ibuki and Zangief. Not sure about Oni, but Yun-Honda seems 6-4 Yun and Zangief-Honda seems 5-5. It’s interesting you think the Zangief matchup in particular is so lopsided in E. Honda’s favour. What can be done in this match?

I’d like to know as well, It’s not like i’m struggling particularly against Giefs, but I’m not havin’ a picnic either.

The DeeJay matchup isn’t that bad. It’s 5-5 or 4.5-5.5 not more. You have to be patient and know at which distance you can jump in. Don’t cross him up on wakeup and abuse his shit with cr lk. cr. lp xx hands or cr.lk tick into oicho. Abuse his wakeup with low meaties and you win.

Interesting ratings, Mike. I worked with a tier list for v.2012, and I talked with many top players. I will post here the thoughts on honda match ups.

Abel: 5-5. Maybe 5.5-4.5
Juicebox, Mike Chow and Cuongster think the match is 5-5. 801 Strider - 5.5-4.5. Twg Arthur and Mr.Snk - 6-4
This is what Mike Chow said on the match (from an Abel point of view):
“abel vs honda: i actually hate this matchup, but thats a personal thing, mainly since honda players can never be conditioned. The big thing is mainly step kick (as always). Honda can bully abel pretty well with jab xx hands pressure, but he has to walk forward to do this, which leaves him open to getting kicked in the chest. If your spacing is good, you can keep the match at a range where honda can’t do anything dangerous without walking forward, which means he’s left without charge and has to use stand rh to keep you from spacing him. Once he’s forced to use st. rh, he’s leaving himself open for a focus crumple or an FA dash forward punish. If he scouts this out, he can punish you with jab xx hands, but the damage output for abel using the correct option here beats honda’s, not to mention the potential damage off the knockdown he gets. Honda can still jump pretty well, but the nerf to jump strong makes it much easier for abel to deal with; you can almost always trade normals with him as long as you’re spaced right (cr. fwd or cr. fierce, depending on the situation, same as always), or you can burn a bar and guarantee a knockdown with ex falling sky. It’s true that abel has to take risks to be offensive in this matchup, but I feel like that’s the wrong way to play it; if you’re patient and force honda to play the ground game against you, as long as you aren’t being consistently outplayed or outguessed, the damage output is in your favor, especially when you consider the knockdown setup you get. I always play this matchup with 99 seconds in mind.”

I personally think the match might be slightly in Honda’s favour, since Honda has some sweet character specific combos on Abel that ups Honda’s dmg output quite a lot. Plus, Honda is one of the few characters Abel’s step kick combo whiffs when crouching.

Adon: 6-4 Honda
The general consensus is Honda beats Adon. Cuongster says 6-4, twg Arthur - 7-3. Adon players usually considers Honda one of their worst.
Adon has trouble with headbutts (he can only punish with U1 and super - and Adon players usually preffer U2) and Honda’s antiairs gives him trouble aproaching Sumo. Adon also has below average health. I don’t think this match is a blowup by any means, but I think Honda has the edge here.

Akuma: 4-6
Akuma beats Honda for sure, but I don’t think it’s that bad. Akuma can vortex Honda pretty badly, but fortunatelly Honda hits like a truck in this match, so akuma needs to be carefull.

Balrog: 5-5
everybody agrees the match is even.

Blanka: 6.5-3.5
I talked with a good blanka player, and he said Honda is really bad for Blanka. Yeah, Blanka’s shenanigans can be quite annoying, but at the end of the day, Honda’s dmg output simply trounce Blanka (again, honda has some sweet character specific combos on blanka).
This is what a good blanka player said: “Honda players don’t understand that cr.jab literally beats all of Blanka’s normals. If you happen to get lucky and stuff the startup of a jab or trade you get a whopping 60-150 damage. If Honda doesn’t mess up he got low jab xx hands, roundhouse, the life lead, and now you have to work to fight him again. You can’t chip him, you can’t jump, and you can’t run strong mixups on him because of the risk of Ex Headbutt. You’re forced to break his charge and focus on safejumps, then you have to do a string, worrry about ex headbutt, and try to bait it even though you can’t punish it, it resets the spacing, and now honda is back on downback not doing anything. Oh did I mention Honda has character specific combos on Blanka that do a lot of damage? fun fun. Blanka can db honda pretty solidly, but honda can chip away with hands building meter and getting the lifelead down.”

C. Viper: 5.5-4.5
A very difficult match to rate. At one point Gridman (top 8 at several majors) said the match is 7-3 honda. Cuongster - 5-5, Mr.snk - 5.5-4.5
In theory, Honda beats Viper, but in practice Viper’s dmg output and her comeback potential can change a round in a second.
This is what a good viper player (Gridman) said: “Viper has to play lame the entire match and cannot approach honda. she might get one or MAYBE two mixups off a knockdown before honda ex headbutts. and honda always has meter in this match because of jab hands pressure because viper doesnt have buttons to stop hondas cr.jab.
sticking out low forward/strong and buffering mp tk hoping honda walked into it instead of walking and pressing jab [buffer hands] is not a solid strategy. viper runs away in this match. the entire time. feint a seismo or tk or two, throw one or the other out and hope honda didnt neutral jump FP or jump forward. you know how viper can sort of trip guard from certain ranges with low forward buffer mp tk? honda ignores that every time with either neutral jump fp or jump strong/fp/splash/rh. hondas jumpins all trade with FP tk in his favor unless viper has ultra. and when she does, jump strong from a distance makes trade fp tk dash ultra difficult because you need to take an extra step. if viper gets a knockdown she can maybe create two mixups at max before she has to run away and run the clock down and hope honda gets desperate. if honda gets the lead, which isnt hard since he hits like a truck, has more health than viper, and ex HB which stops all momentum+burnkicks+TK’s+seismos+feints+baits [read: it forces you to block, remember this something you clowns like to say viper players dont do :rolleyes: ], he can sit back, and force viper to make mistakes.”

Cammy: 5-5
Another controversial match. Mr.Snk and twg Arthur think the match is 6-4 honda, while Cuongster, Alioune and Dafeetlee - 4-6 cammy’s favour.
I believe the match is 5-5. As Mike Ross stated once, as long honda is standing, he wins. Cammy has trouble punishing headbutts outside ultra, Honda has strong antiairs and his st hk is better than any poke cammy has.
This is what Dafeetlee said about this match: “s.rh beats pretty much every button Honda has in midrange + tags him if he neutral jumps.
U1 is a huge detriment to stop Honda from just doing MP/HP headbutts
Cammy can just invalidate reversal ex headbutts anyway (properly timed cannon strikes that either make it whiff or stuff it entirely).
pressuring him intelligently (safe jumps/safe cannon strikes)”

Chun Li: 4-6
The consensus is that chun beats Honda 4-6.
Not much to say here - chun beats Honda because of her zoning game, but I don’t think the match is that bad. Her antiairs are situational (she needs to pick the right one to counter you), she has bad dmg output and 900 health - which means she bleeds a lot.

Cody: 5-5
Again, quite controversial. Some think Honda beats cody, others think Cody beats honda.
I will list here 2 oppinions: "Cody vs honda is 6-4 cody.
He gets an auto safe jump off criminal upper, can os all of hondas options, s.hk, cr.mk and b.mp completely counter his air approaches from any range, with any normal. Plus he can punish headbutts on block, which not a lot of members can.
Between rocks, better normals and great anti air vs honda, it’s really easy to keep him out. Upclose, the fact that his normals are slow and can’t be chained really hurt against cody’s frame trap game.
the general consensus is that it’s cody favored. I don’t know how a honda player can think otherwise, unless it’s the obvious assumpion of “cody immediately loses the game if he gets knocked down”.
Honda’s strength comes from being a tank and sitting there while you hang yourself, so imo it should be obvious he’s at a disadvantage when forced to play a different game. He’s forced to do a mike ross style with walk up s.jab xx hands and nothing else, other tools are neutralized.
Cody’s zoning is very effective vs honda, he has good buttons to keep him out and rocks. People don’t realize how good they actually are, but it’s the fastest recovering fireball in the game and it puts you at ridiculous frame advantage on block.
Once he decides to lose charge and move in, honda is really easy to aa. Besides b.mp, cr.mk and s.hk work like charms (also on that note, hk ruffian and s.hk are very good against that neutral jump crap that hondas like to do). Cody is one of the best characters to handle headbutts and s.hk, both are punishable on block.
Honda has a 5 frame cr.lk and a non-chainable 4 frame lp. It means he’s alway at a huge risk while crouch teching or even trying to mash through frame traps. Also while cody is on his back he has ex criminal upper, which is throw invul (beats oicho) and has enough invincibility to avoid a light meaty, plus while it’s punishable most people don’t and honda probably gets a s.hk or a headbutt at most.The only thing i see going for honda is jab hands pressure, but he can do that against anyone.
TLDR:

  • cody has way better neutral game
  • both characters are screwed without meter"

“Cody vs Honda is a pain for sure. There is almost no reason for a person not to just down back cody all day except for the fear of a tic throw since his overhead doesn’t lead into anything. And Honda has a command throw which Cody doesn’t really want to be in range for. However unlike dealing with Gief or THawk, Cody can’t do a great job zoning Honda.
His rocks are all slow enough on start up that at many ranges Honda can reaction headbutt before they come out and either stuff the rocks or trade massively in Hondas favor. At some ranges even fake stone can be unsafe (It is 29F). Honda’s crouching hitbox is so low that a large number of Cody’s normals wont connect at all (far s.LP close s.LP close s.MK close s.HK, far s.HP all whiff completely on Honda. Most of those aren’t a big deal but losing his far s.HP really hurts his already weak zoning options.) Of course being a charge character Cody isn’t going to catch Honda standing up often so he can’t land f-HK or far standing HK since both always whiff on crouching opponents.
Trades are almost always in Honda’s favor due to the higher health and higher damage.”

Dan: 6.5-3.5
I talked with many dan players, including Ixion, the best Dan in Europe. They think Honda is one of Dan’s worst - borderline 7-3.

Dee Jay: 6-4
This match is interesting. Honda lose to fireball characters, and dee jay has a decent one, so normally Honda should lose this match.
But I talked with a good dee jay player and he explained me that Honda beats Dee Jay.
This is what he said: “DJ zoning isn’t great in this matchup. His normals isn’t good against Honda. I’m sure SNK can not name one normal that keeps Honda in place without taking huge risk. DJ has the same problems against Gief. It’s more to zoning than just having a good fireball. DJ doesn’t have tools like Ryu’s cr.mk, Guile’s st.fp/cr.mk/backfist, Chun’s far st.mp/hk/cr.hk, or Sagat’s far st.hk. His back dash isn’t great either. DJ’s farthest reaching pokes is cr.hk (14 frame startup and can be punished on block) , far st.hp (hitbox is made better for an AA but still get stuffed by some of Honda’s jumpins and it’s -9 on block. Yes -9 on block…Capcom does shit like that), far st.hk (starts up 11 frames and recovers at 23. Some reason Capcom made that hitbox to work as another sub par AA, but E.Honda stuffs that shit too). The most reliable tool is st.mk and it’s great against Honda’s buttons plus DJ loses down charge.
DJ AA are not dependable but his jump air to airs is good. The problem is that DJ needs to be in position to use them, plus it is harder to react with air to airs. People complain about DJ slide but empty jumps eat that shit alive, but Honda doesn’t have to empty jump, his j.mp stuffs that shit clean.”

So, basically, despite having a good fioreball, Dee Jay is unable to keep Honda out. I would like to add that Dee Jay’s dmg is nothing to write home about, while again, in this match Honda has some sweet character specific combos that ups his dmg to the sky.

Dhalsim: 6-4
Sim beats Honda for sure, but while I was tempted to call this match worse, I think it’s still quite manageable. True, Sim has an answer for everything and can keep honda out, but since Super, his dmg output was nerfed to death. Sim deals no dmg right now, so honda can afford to take some risks.
I talked with Snafoo and at one point he said the match is 5-5. This is what he said: “I think honda players just plays this matchup the wrong way. If you look at Mike Ross’s honda he beat F.champ (at devastation i think?) arturo at CEO and I back in Canada Cup 2011 (we did a FT5 and he won 5-2). Random headbutt has low risk and high reward in this matchup and that it goes through fireballs depending the distance. The buttslam vortex is really strong against sim since the guess is in honda’s favor. He’s walk speed/jump strong/dmg output tilts the matchup to even IMO. I suggest you guys watch Ross vs f.champ/arturo/FT 5 vs me (its on youtube somewhere) and look closely how he approaches this match.”

Dudley: 6-4
the consensus says Honda’s favour.
This is what a good dudley player said: "Dudley vs Honda: 4-6 (hard) for me this is arguably dudley’s worst matchup in the game.
Dudley is the one that needs to get in, it’s tough to get in and you can’t jump if honda has charge, his st.HP is also nice hitbox and can beat Dud’s j.HK well timed.
Honda’s best pokes are jab, st.hk, st.hp and can whiff punish dud since dudleys recovery is not so good.
Dudley’s best poke is st.HP, f.MP. st.HP is good at stuffing and whiff punishing hondas pokes on reaction just like honda can whiff punish with st.HP. Neither character can jump at each other esp with meter. Honda’s jab beats most of duds pokes, which is why duds st.HP is really needed her because it’s his best poke to stuff/whiff punish st.HP. honda’s jab hitbox makes it really hard to play footsies with and he can cancel into hands for safe pressure or combo. honda’s headbutts are safe (except HP HB which is punishable by MP MGB) but are all punishable by U1 on block. very good move to use vs dudley’s who don’t use u1 (which is the 100% preferred ultra vs honda for this reason alone) it will make the matchup much, much harder.
the honda needs good defense which makes mu harder because dudley has a tough time getting in and opening up honda for damage since he’s charge. hondas pokes are too good vs dudley. btw buttslams loses to dudleys cr.LK cr.MP cr.HP OS TC on the way up and meaty TC also makes dud block wake up ex headbutt. honda’s command grab should be used often when forcing dudley to block walk up jab xx hands which nets you knockdown. dudley has no wake up game, and needs 3 bars to be “safe.”

I will talk about the rest of the match ups later.

People saying that Cody doesn’t beat Honda haven’t played against Ladnopokaa. He knows the matchup and will zone the shit out of you. I know StevO played some FT5s against him and won some, but I also know he dreaded this match.
Some players think that Honda beats Cody because they don’t know the matchup and Cody tries to get in on Honda which is a not an option. He can throw rocks all day and pick you out of the air with hk ruffian and back mp. His standing HK also zones Honda well and it’s hard to focus or counter with your own st. HK

Regarding Cody, I believe the match up is even. Cody is not a zoner, he is an offensive character that relies on frame traps, so as usual, Honda’s Ex Hb ruins his life. The problem with Cody’s rocks is that they are slow - 29 frames start up, which is huge. You can react to his stones with a Headbutt.

El Fuerte: 5-5
MrSnk and Cuongster think Honda beats Fuerte 6-4, but twg Arthur, iPeru and SacoJericho says it’s 5-5.
This is what iPeru said about the match: “The only reversal that gets Honda out is ex headbutt and even that can be grabbed by late tortilla and I can splash him out of it. Hondas dashes are terrible and his focus is ok. The only reason this mu is even is because he does soo much damage. Besides that elf owns the neutral game and once he gets a knockdown its one corpse hop and its over.
That mu is funny because Honda is so free on wakeup, but if he touches me once I die. I went 2-2 vs akimo when I was in Japan, but that was ae… :frowning: besides that the only other Honda I play that is actually gooood is Mr. Snk and I usually beat him a lot more than he beats me.”

Evil Ryu: 5-5
Very few people play this character, and almost no top player outside Japan, so there’s very little info. But from what I talked with an evil ryu mainer - Evil Ryu has a good zoning game similar to ryu, but he has less life to trade, which makes Honda’s life easier.

Fei Long: 3.5-6.5
Cuongster and twg Arthur think the match is 3-7. Fei has better options in the neutral game, and he can counter almost anything Honda does - he can punish all the headbutts (including Ex), and can punish Honda’s best poke (st hk) on block, which limit Honda’s options quite drastically. One of Honda’s worst matches.

Gen: 6-4
Most people (including Cuongster and twg Arthur) think the match is 6-4. This is what a Gen player said about the match: “It’s literally one of Gens harder match-ups.
Honda hits like a truck, his nj.hp game destroys Gens air to air buttons, it’s just a generally hard fight for a character that has low stun and health and no fireball. If Honda manages to push Gen in the corner he can easily keep him there. Also (EX) headbutts can punish a lot of Gens pokes and sweep.
So basically his buttons often trade or win with mine, I will die quicker. Tough MU for sure.
Honda’s damage output + strong buttons make it a pretty lopsided match against a character with low health + stun. The only time it gets interesting is when Gen has super, meaning Honda can’t neutral jump (hp) much anymore and really needs to watch his headbutts. It’s just a very rough match-up.”

Gouken: 3.5-6.5
Gouken is one of the best zoners in the game, with a great fireball. He can also punish mistakes for huge dmg. His game simply works wonders against Honda. The only reason this match is not even worse is because Gouken’s deffense is pretty weak, so when Honda finally manages to get in, things starts to look bad for Gouken.

Guile: 3-7
One of Honda’s worst. Honda’s options are really limited in this match, you have to rely on mixing your jump ins and hope for the best.
Still, Honda is not hopeless. This is what 2 guile players said about the match: “Part of this match depends on the player. At a low to midish-high level, guile’s sonic booms counter forward and AA’s counter all approach attempts. At a high level, it changes up.
Let’s look at the effective tools honda DOES have here. One of the fastest walk speeds, s.hk, s.hp (more on this later), empty jump, and j.mp. All of these combined do offer honda options that other characters like bison don’t have in this matchup. If honda manages to stuff a boom with s.hk or get a good jump in then the match turns swiftly in his favor. This kind of thing forces Guile to use normals over booms. Stuff like backfist and s.hk can still ruin honda’s day, but there comes a point that you need to learn advanced footsies to be effctive. Doing things like anticipating a backfist and hitting it with s.hp xx super from the tip of max distance. Sounds crazy, but it is possible. Also, jump ins are sort of in hondas favor unless they are really bad jump ins. A decently placed jump in will at least net you a trade with j.mp which will usually translate into a trade in honda’s favor.
Just a warning, you should not be using buttslam almost at all in this match. If you manage to beat a Guile using a lot of buttslams then you have not fought a good one. Any Guile worth his salt will hit close s.hk to AA it for 130 damage clean.”

“Honda has good anti airs from various ranges. So he can make Guile guess which anti air to use. Honda can also force trades which he usually wins. In general Honda wants to put himself at a range where he will make Guile guess an anti air or trade with an anti air. It’s really a put conditioning Guile to get comfortable and then spacing out and timing your jumps differently and with different buttons. Generally Guile does not want to trade with Honda too often. Guile players generally aren’t there to beat their opponent, bbt to keep a life lead against their opponent. Any lifelead against Guile is onr you should sit on. This forces Guile to come to you and Guile offense suck. If you’re Honda and you can sit on meter, you shouldnt lose. Guile offense is horrible, and ex head its neutralizes even the strongest rushdown in this game. Also pressuring Guile, especially good Guiles should be deliberate. Don’t go for too much funny stuff like ochios. Jab and hands is good enough. When you start taking risk or over exerting yohrself, Guile can escape. Guile players are looking for that one frustrated tick throw or jump in. A good way to fight against Guile is to really get familiar with your spacing. He can only use certain anti airs from certain ranges. So the metagame is to make a good Guile guess not only Webb you’re going to jump, but from where and with what. Honda footspeed should keep Guile off balance. Keep in mind good Guiles will noticed this and also readjust his spacing to minimize the guessing game.”

Guy: 7-3
Honda counters Guy hard. Twg Arthur thinks the match is 9-1. This is what he said regarding this match: “Guy’s offense simply does not work against a Defensive Honda. There’s not a lot that can happen in this match from long range: just sit back and hold charge. Maybe whiff an ochio for some meter now and again to apply the lowest amount of pressure on Guy possibly enticing him to come forward. This matters most if Honda’s behind in life, no Guy wants to face Honda with full bar.
From mid range? Yeah, medium kick can beat jab, who cares? From the range where stand medium kick wins Honda can whiff punish it with a variety of attacks, or beat it clean with chop, far strong. Beyond that, a stutter step in either direction and Honda has good range again. What’s mainly happening in mid range is Guy is looking for his chance to get in. Guy likes to be up in Honda’s face actively doing stuff. He may take a risk and step too far and go for a kara throw, whatever, who cares. It’s not like his setup after throw works against Honda. If he tries to punish Honda’s walk back with a slide? Who cares? It doesn’t knock down at that range, and if Honda stutters right he may end up getting a free punish for sweet damage. If Guy decides to dash slide or overhead I block the overhead on reaction. If I have meter already, it’s a free Ultra 2.
When Honda’s offensive in mid range, as long as Guy is willing to backpeddle he’s got an advantage. However, you backpeddle far enough and Honda will corner yourself. If Honda’s ever at a life deficit against Guy at midrange he should hold charge for a second, then take a step and repeat at odd intervals so that Guy doesn’t know when Honda is going to step. Patient and slow, and eventually he gets cornered at which point Honda pressures Guy with whatever. No need to excessively stick out pokes to be whiff punished, just think about it as gaining ground is Honda’s goal and him losing ground via walking backward means that Honda is currently winning.
With Honda on the offensive up close, Guy can’t do much about jab pressure, so just stay on him and Honda’s fine. If Honda doesn’t get too close ex hurricane won’t hit so Honda is free to jab away and possibly look for the Ochio tick.
Elbow drop doesn’t work well on Honda due to the slow startup of Jab headbutt as well as the arc of ex butt drop. Honda is one of the few characters that never has to worry about being fooled by “Is he going to crossup? Is he going to elbow drop?” In the event of a close jump that you’re unsure of where he’ll land at the particular angle where it’s hard to get AA to work, just hit close fierce. It’s not even hard due to his moon-jump arc, it just kinda works. “Oh, he jumped forever ago, I’d better anti air, I guess” 120 free damage.
Guy has a few interesting things he can do. Occasionally he can punish headbutts on reaction with wall jump medium kick or elbow drop. He can make a sweet read to blast butt drops with air command grab. Guy’s U2 punishes Honda’s butt drop. but, uh, that’s about it.”

This is what a good Guy player said: “This match is incredibly lame and simple, but retardedly vexing for the Guy player. Basically, Guy should NEVER jump at Honda unless Honda is knocked down, he can get anti-air’d easily by jab headbutt, EX headbutt, or st. fierce. Conversely, Honda’s j. MP beats ALL of Guy’s anti-air options except for EX Izuna and far st. RH. Guy has to walk at Honda, who can literally just sit there and let Guy kill himself. Guy has to poke at Honda to try and move him into the corner with st. mp and st. mk. The point is for Guy to trade his st. mk with Honda’s cr. jab, because the damage exchange is in his favor. However, he has to be careful because if his st. mk is counter-hit by Honda’s headbutts, Guy is instantly at a life disadvantage. If the Guy player can trade his way to into a life lead of ~150 health or more, he should instantly switch to defensive footsies and make honda come at him. Without charge for headbutt, Honda’s only threat against Guy’s normals is his st. RH, which hits for 140 on counterhit (OUCH!). Thus, defensive Guy Footsies will force Honda to kill himself, and Guy will win. Whenever I play Mr. SNK, he will INSTANTLY turtle if he lands any jab>hands combo, because he knows how hard it is for Guy to come back if he is down on life due to the fact that he relies on normal trades more or less in this match. However the same goes for me in that I will stand my ground against Mr. SNK if I get a decent life lead against him, and this forces him to inevitably jump at me because Guy’s footsies are better than Honda’s (but the Guy player has to have good footsies, which is very rare IMO lol).”

Hakan: 7-3
Both twg Arthur and UltraDavid think this match is 7-3 honda’s favour. Unfortunatelly Hakan is another match where there’s very little knowledge (nobody plays hakan). The main problem for Hakan is that Honda can keep him from oiling because of the fear of headbutts, and when Hakan is unoiled, he lost the match. Worth noting at Canada Cup, Rice Eata (blanka player) counterpicked against Infiltration’s Hakan with Honda and put him in losers.

Ibuki: 5-5
Mr.Snk, twg Arthur and Buktooth all think the match is even. Interesting that F Word said on his blog that Honda beats ibuki 6-4. This is what he said: “Vortex is effective but impossible to pin him down due to variety of escape options. In his favour he deals insane damage, has a very effective free jump in (Jump mp) and safe reversals. His risk reward is too heavily in his favour and I find for once, Ibuki has to work harder than her opponent to deal damage. lol”

Juri: 6.5-3.5
Despite Juri having a fireball, Honda beats her pretty badly. This is what a Juri player said about the match: “Honda I don’t really want to delve into. He can do shit like point blank fierce headbutts (Juris only punish being lk wheel which deals pretty much the same damage as the h.head deals chip), one can’t do anything about him reversaling on every wakeup, fuzzy doesn’t work on him at all, his jumping attacks trade with Juris anti airs half the time (in his favor), etc. Keeping him away is possible for a while, but it’s really horrible to play. Basically he can do anything and Juri can’t do anything. It’s closer to 3 than to 3.5 imo.”

One more thing to add - Honda has great character specific combos against Juri, the amount of dmg you can deal is obscene. You can watch Mr.Snk beating Juicebox’s Juri in a ft5 at Hazmat.

Ken: 4-6
The consensus is that Ken beats honda.

Bison: 6-4
Again, the consensus is Honda beats Bison. Some Bison players (including Happy Medicine) think the match is 6.5-3.5 honda. Regarding this match up I posted in another thread.

Makoto: 6-4
801 Strider thinks the match is even, but everybody else says Honda wins this fight.

Oni: 6-4
This is what Nybb said about the match: "What is Oni really supposed to do in this match? Throw his awful fireballs and eat 320+ damage jump-in combos? Try to outpoke Honda’s cr.LP, s.HK, and LP/MP Headbutts? Good luck; his walkspeed isn’t great, his normals aren’t great, and he can’t really get any damage from farther than cr.LP/LK range, so he can’t try to hang out in footsie range. Should he do slash crossups or airdash xx tatsu crossups? Have fun losing to buttslam and autocorrect EX Headbutt. Bait AAs with airdashes and just get hit by headbutt anyway? I don’t really see how Oni can do much once Honda has a lead. Sure, he can do safejumps and try to frame trap him once he gets momentum, but so can anybody else. Honda has trouble with characters that have effective fireball/zoning games, characters who can sit on their life lead better than he can, and characters that can just vortex him. Oni has a very mediocre fireball game and his defense is pretty bad, with an unsafe reversal and an awful backdash, and he has no vortex to speak of. Without knowing about the previous rating, I would just call this match 6-4 for Honda, but apparently somebody thinks Oni wins it…I’d really like to hear that person explain their opinion.I really don’t think the fireball matters too much here. His extra recovery frames are a big deal in practice, and if Honda establishes early j.MP/j.LP then I’m pretty sure Oni’s only reliable AA is early SRK…and since Oni’s SRKs do damage over multiple hits, the early AA hitbox does like 20 damage. Of course, he can combo into tiger knee super demon with four bars, so that can be a problem, but I think that as long as he doesn’t have full meter, his zoning has awful risk/reward vs. Honda…the extra recovery frames also means easier U1 and Super for Honda.
Oni’s damage output is indeed scary. But so is Dudley’s."
And MetalMusicMan (oni player, made a nice tutorial for Oni): “Might be 6.5-3.5. Mainly because of (in addition to what makes it 4-6 already) Honda’s awkward hurtbox ruining combos / hitconfirms at any range but nigh point-blank. I’m not making a hard argument here, but I think it’s something to consider.”

Rose: 5-5
twg Arthur says is 6-4, Cuongster - 5-5, and Filipinoman - 4-6. This is what Filipinoman said: “Obviously, Rose can keep Honda away for extended periods of time, but that’s not it.
To make Rose stop doing smart fireballs at all, Honda needs to be able to hold down back with an ultra 1, and that isn’t enough to make it so Rose doesn’t have an obnoxious health lead by that time.
Also, when there is no meter, Honda has to walk forward. A Honda walking forward has normals that cannot compare to Rose. The only thing Honda has are jabs. But from there, a walking forward Honda is at disadvantage against Rose. st. mk beats his cr. jab and Rose’s normals just beat his normals out.
He’s going to have to play some Super Mario Brothers with you and don’t forget your own ultra 1.
Not to mention, that jab hands can be punished on a far hit against Rose because it doesn’t always connect fully.”

Another Rose player: “I still think Honda is a difficult matchup. She needs to throw perfect fireballs and consistently anti-air Honda (which is difficult to do given moves like j.MP and j.LP) if she wants to keep up. Honda doesn’t have very fast footsies normals but moves like st.HP and st.HK hurt, and they have fairly decent hitboxes against Rose’s normals. Finally, Honda is a pain in the ass to pressure. Rose can only punish HP Headbutt on block. Honda can bulldog his way in and then disrespect Rose when she tries to start her offense.”

Rufus: 5-5
Most people (Cuongster, Mr.Snk, Vivaldi) says this match is even

Ryu: 4-6
Again, not much to say here, classic bad match for Honda. Still, I don’t think it’s terrible.

Sagat: 3-7
Same story as above, except Sagat’s zoning game is better than ryu’s, and he has more life.

Sakura: 6-4
Mr.Snk, twg Arthur and Skatan says 6-4. DBJoseph says the match is somewhat even. I think Honda beats sakura simply because he forces her to play a game she is not prepared for. Sakura can’t play her usual game against Honda, since Ex Hb is a major deterrent for her offensive. She needs to zone honda, but her fireball is quite bad. She can only punish fierce Hb. Honda does well in footsie range with his st hk/ st hp, and Sakura is in trouble when pressured by Honda, since her deffense is quite weak.

Seth: 3-7
Cuongster says 2-8. Arthur - 3-7, maybe worse. One of honda’s worst matches. This is what a Seth player said about the match: “You can’t really auto-pilot Honda until you knock him down so I wouldn’t call it 2-8, but 3-7 doesn’t sound like a stretch. Seth’s fireball zoning is pretty “meh” but it still works nicely against Honda because he’s so…well, fat. nj.HP can often be punished with Seth’s fst.HP if he tries to use it to get over fireballs in addition. While Honda has good YOLO jump ins, characters with decent DPs usually deny him those options and Seth is no exception. Honda can jump outside of DP range when Seth doesn’t have meter for FADC, Super, or Ultra, but very rarely will Honda be able to actually take advantage of this since he’s gonna be getting bullied by booms/fst.HP/Tanden.
That just assumes Seth tries to keep Honda out though, which he doesn’t need to half the time. I could go into other aspects of the MU but it’s basically like this: Seth gets in, he’s happy. Seth stays out, he’s happy. Seth’s at mid-range, he just turtles or jumps whatever way and ends up in a good position again - even if Honda AAs him.”

T Hawk: 7-3
twg Arthur says 8-2. Honda beats Hawk pretty badly. Hawk is one of the 2 characters that can’t punish any headbutt on block (not even fierce). Honda also has some great character specific combos that work on Hawk. But I don’t think this match up is hopeless, Hawk has surprisingly good normals and can do well against honda, IF he manages to get in the range.

Vega: 4-6
This match is controversial. Cuongster and Meteo says it’s 4-6, Jozhear, twg Arthur and most of the Vega’s forum - 5-5, and Elcubanoloco - 6-4.
The problem with Vega is that he is one of the few chars that can punnish every Hb with HP and slide, his pokes outranges all Honda’s ones, and he can zone Honda with his pokes alone. This is what Meteo said about the match: “Kind of like the Dhalsim matchup, in Vega vs Honda whoever gets the life lead has a strong defensive advantage. If Honda gets a life lead, the match is in his favor, but I feel like he is less capable of regaining it when Vega has the life and is in his good range. Additionally, Vega can punish every non-ex headbutt with inch-forward-st.HP, if not simply the Ex.Walldive in some positions. When honda expects to have Vega in a frame trap or blockstun for a buttslam or tick-throw setup, Vega’s KKK backflip gives him an additional non-backdash option that will result in a strong combo if guessed right. Vega’s 5-frame cr.HP can trade/anti-air Honda at a short jump-in range that would normally stuff Vega’s other options (this doesnt work in almost any other matchup for Vega). The headbutt ultra and super from honda can be air grabbed, so they cant be used to anti-air or chip an empty-jumping Vega. Vega’s neutral jump HK can beat honda’s jumping slaps. Honda’s hitbox makes it easier than usual for Vega to do wake-up cross-up EX-Walldive (hitting Honda’s back as Vega flies past him towards the wall as he gets up). Vega can space j.HP so it crosses Honda up, again this doesn’t work on many characters.”

Yang: 6-4
Mr.Snk, twg Arthur and Illiterate (one of the few yang players) says 6-4 Honda.

Yun: 5-5
twg Arthur and Cuongster says 5-5, Hsien Chang - 6-4.

Zangief: 6-4
Cuongster, Snake eyez and Veggey (best gief in Europe) says 6-4, Mr.Snk and MeanSaltine 5-5, twg Arthur - 4-6.
This is what a gief player said: “Honda-Zangief is not a 5-5, that matchup is honda favor. Zangief deals less damage than honda, gets beaten in footsies and has a lot of trouble getting in. Dealing with nj HP is very hard too since it beats lariat the only way to beat it is crouching lariat (or perfectly spaced hk) on the last possible moment and thats a VERY high risk because if you misstime it you get a 300+combo.
Zangief has trouble punishing headbutts and even then he doesn´t get that much because honda is pushed too far away, you can´t just mixup honda as freely as other characters due to EX cmd grab, EX heabdutt and his damage output. Risk/reward is just not there.
Ultra 2 misses 90% of the time on EX headbutt/butsslam unless is on a jump in because of their angle and invincibilty frames, so it´s not that scare for honda to throw them out despite being airborne.
Need to empathise how easy is for honda to get away and how hard is to get in onhonda, zangief just doesn´t have tools to keep the momentum and honda fights him too well at mid range. I´ve never seen this matchup won consistently by any high level zangief player.”

I would also like to add that Honda has some character specific combos that works on gief, which ups his dmg significantly. Worth watching Hoodaman eliminating Snake Eyez at Socal.