How about a late lp headbutt? I guess youve tried it but you never know…
Walk back or forth depending how far he is, instead of holding downback as soon as he jumps. The certain magic range should only apply when you stand still, right?
By walking, you make it trickier for your opponent to attempt a xup tatsu safely. Especially by walking backwards you can still have your charge to AA his jumpins with headbutt.
A LP headbutt will hit Ryu’s J.HK and evade the tatsu. Though it will not autocorrect and can be punished by his sweep.
A late LP headbutt might be able to punish a xup tatsu, but won’t it trigger Ryu’s main OS from a regular J.HK?
St HP man… it has to beat it. you are just doing it too late. i have yet to see a tatsu that beats it.
Alright, I’ll trying playing with walk back LP Headbutt, that sounds like a great idea. S.HP is definitely great against tatsus when you know they’re coming, but the problem I have is that I can’t react to whether he does a late tatsu or a regular jump-in, and I have a lot of trouble beating Ryu j.HK with s.HP from that distance…it always seems to lose
On the bright side, I’ve got a new stupid gimmick for that matchup that I saw on a stream some time ago (can’t remember who did it). If any of you didn’t already know this: when you misjudge your cr.LP xx HHS spacing and end up whiffing the last few hits of HHS and Ryu can normally sweep for free, you can instead keep mashing HP to get a hands extension; this will beat the sweep and make Ryu look like a total idiot for getting hit by a hands extension. I’m pretty sure he could just HP SRK to punish instead, but all the Ryus I see seem to go for sweep into a safejump.
they all go for the sweep safe jump, because of OS DP that you can either ultra1 or block. everything else gets beaten
St Fierce should always get a cross up because the hitbox goes basically right above hondas head. worst case cl st fierce should come out. it can beat the HK jump ins it just takes practice, i normally get a trade which is fine in that match. LP headbutt can be risky but obviously you have to use it sometimes (its better if you can see the jump in time)
but nice idea Nybb with the ext HHS. i try to just avoid that situation these days by just sticking out a MP at that range. seems to stuff shotos very well because its too close for them to try cr mk.
Don’t know if you guys saw my post in the other thread but I am doing FADC forward through fireballs into U1 now. A lot of people throw a 2nd fireball when you dash forwards so its pretty amazing/will catch a lot of people off guard.
Heh, focus dash ultra is some old deejay tech i incorporated in my honda game from the start
didnt know anyone else was doing this. never seen it on any videos yet. i copied it from guile’s flash kick FADC Ultra 2
Hoodaman’s matchup chart
Crazy he puts oni top 4 worst, i wonder who he is playing that is that good with Oni, i always felt he SHOULD be a hard match for honda, but for some reason just has never been for me. I can agree with a lot of those but id switch guile + chun for ryu. i would bring balrog down to 5-5 + bison up to 5-5. bring up ibuki fuerte abel to harder. T Hawk should be his own easiest category.
Balrog’s getting some nice Anti-Honda tech and crossups lately. Being sweeped or headbutted becomes a bit more dangerous.
Why would you up bison to 5-5, there’s not a lot bison can do to stop Honda.
The only thing I’m actually surprised about is Hoodaman’s view on the Juri Matchup. I always felt it was in Honda’s favor.
The biggest surprises to me are definitely Juri and Oni. I just don’t feel like anything Juri has is scary vs Honda. She has to work really hard to stop Honda from just randomly doing headbutts and jumping with j.MP. Her damage isn’t particularly notable and her offensive momentum is basically nil, as her combos don’t really let her continue pressuring afterwards. She has to anti-air you like 5 times to even out the damage you’ll do off one successful jump-in due to char-specific combos. I can’t grasp how she could be equally as difficult as Cammy, but Hoodaman is great player, so maybe there’s some really good Juris out there with tech I’ve never seen?
With Oni, I can see it being a little difficult, but as bad as Dhalsim?? I’d love to hear Hoodaman’s thoughts on the chart.
I honestly hate fighting bison. I do think it should be honda’s favour for the sole fact that you can pressure him like crazy with that HHS-Headbutt OS and he can’t do fuck all. This is basically why i dont like it:
its hard to jump in
pressure from scissors all day (i know its no chip)
easy for him to punish NJ’s
hard to poke
i think juri should be 5-5 because she can zone its just theres hardly any good juris to exploit it
*I believe Dee jay is a bad matchup for Honda, dee jay is almost a guile, controls virtually every space game, forcing honda to Jump:(
*Guile and Gouken are as difficult as the matchs of dhalsim…
*Also I don’t have great difficulties against Oni
*The match against Bison and favoring honda, 6 x 4, but a good bison can turn this match in 5 x 5.
This is a misconception Dee Jay players hate. Dee Jay is not Guile, he lacks the good normals that help him control the space. Yes, he has a good fireball, but you need more than a good fireball in order to be a good zoner.
DJ has a lot of problems antiairing Honda, and Honda has really big dmg against him (triple hands combo)
I used to main Deejay before Honda and i think Deejay loses to the sumo. Once you know at which distance you can jump you get sweet damage and the life lead he will not be able to.recover.
jab hands beats DJ’s reversal on wakeup… lol that made me start winning that match way more.
J.mp beats slide at some distances, and nj. hk will shit on sobats. Honda has no trouble keeping the lead just be patient to take it
Definitely this, and if he’s too close, you can also nj.lp to trade or beat his slide.
First off, fuck fei long, chun and guile.
You guys got any tips on the rufus match up?
A lot of people think honda wins the match, but rufus can blow up honda if they know how to do the late dive kicks to stop the headbutts. Tbh, I think the match is 5-5.
Rufus wins when he gets close. Honda is winning while rufus is far. The match gets messed up when you have no meter and he jumps. Grounded anti airs while great against his jumpins but will get bodied by divekicks. So logically use air to airs right? Wrong, air to airs do pretty well but lose to jump forward heavy kick FOR FREE. So either way with no meter stopping him when he jumps is never as easy as it should be. The reason why he wins is because one correct jump in guess and he probably wins the round, while for us to win we have correctly anti air as many times as it takes till he is dead. We both do good dmg but honda has to make more correct choices to win so mathematically he loses.