Honda Match-up Thread: After the war 2010 AE

Don’t get stuck in the left corner whatever you do. Choose player 2 if possible because his fake crossup only works in the left corner.

Don’t cr tech

don’t stand during block strings (he has no overhead right?)

Watch his feet for stand teching the animation changes a lot

Cr mp beats instant divekicks

Jump back fierce / hk is good way to beat messiahs

He can punish mp headbutt w 1 bar (if he blocks and tries to punish with cr hp you CAN NOT ex headbutt it even tho 1st page of this thread sayd you can)

Fuzzy guard setup works pretty well against him on jump in (jump hk instant air hk)

Read the matchup thread on the 1st page.

That’s all I’ve got. Learning to block is hard its probably more worth it to just save your meter than try to guess ex headbutt its not a good bet. It can be worth it to escape but normally he can just beat it clean.

I need to experiment with focus / backdash / fadc options on wakeup to see if there’s any good escapes. Jump back hk/fp is good even too it normally gets you out of the mixup even if you take a hit.

My Honda lost to Deejay 5-0 in a FT10 (had to call Gen to clean house) is it that bad for Honda? Any tips? And I beat a Gief 10-0 lol! There’s a round I had 1pixel left and he had quite some health and we were moving looking a way in then I got in with crMP HHS and he was like well I still got life, then another HHS he was like ok I still got life and bam a third HHS and the SUPER!!! he had a what the fuck moment lolz!!! I had a wicked grin on ma face. I’m lookin at maining Honda soon.

I meant crLP! And the combo built the meter for super!

What were the problems you had in the DeeJay matchup? You really need to know at what distance you can jump in, otherwise you’ll get AAd to hell and back. Once Deejay is down, you can go to town, just don’t try to cross him up, his ex.upkicks will autocorrect. Use meaty cr. mkxx hands on his wakeup, cr.lk, cr. lpxx hands and mix up with tick throws, his cr.tech sucks… Neutral jump sobats, punish accordingly. Learn the ambiguous jumpins he can do, especially on your wakeup. Block a lot, he doesn’t really have a way to open you up.

I want to beat dieminion at winter brawl. I have a feeling I am going to play him as it has been too long. Outside of the basics what goes in to your nuetral game decisions against guile. I tend to play footsies with range as the focus. While keeping in mind his best move does not hit crouchers. What do you all do.

Against Guile, I spend most of my energy walking forward, blocking and footsies. Getting him to the corner is very important, you’re allowed to sacrifice part of your life for it imo.
If I need to jump I prefer to use jump lp from max range. Guile can punish empty nj and nj.HP after a sonic boom. Mix it up with nj.LP if you sniff a punish coming to stuff his attempt, like his back knuckle f.ex.
I have no real solid plan, I just learned through trial and error the distance where you could potentially beat or trade his anti air attempts (j.lp, j.mp, j.hp, j.lk, j.hk).

Just wrote this to someone on reddit/r/sf4 asking for honda advice. maybe this can help someone out here, it deals in particular with zoners but maybe there is something i do in my thought process you have overlooked

[details=Spoiler]First of all I break fireball characters down into 2 groups; Guile, Chun Li, and Dee Jay (and actually akuma to some extent too), and then pretty well the rest can go into the other category. These characters have very fast startup/recovery (total frames to start and complete the fireball is what we are looking for here) on fireballs and are difficult to jump in on because they will recover in time to punish you much more easily than the rest of the cast. Really the way you approach both “groups” is the same its just you need to be a little more careful in your predictions vs the Fast Fireball group. I would say as a rule of thumb you almost need to limit your jump ins slightly more against these guys but it really comes down to play style and your reads.

So first lets talk about NJ Fierce. nj fierce is your best friend because no other character has the ability to alter thier movement in the air… balrog has it but its shit. think of it like characters with divekick have that advantage to alter their trajectory, this is our option we get so we need to use it. One thing to note the difference between using this as opposed to just a straight neutral jump is you do have recovery frames upon landing when using the punch so its slightly less safe.

If you do it too close many characters have options to punish it (i.e. ryu can FADC his fireball dash forwards and DP you but its pretty rare but can lead to free ultra so be careful. Akuma will demon you, etc.) its best to do this from as far back as possible. Many players will simply allow you to walk them into the corner this way.

This should actually be the goal of your entire match because a big problem for honda is backdash escapes. The timing for jumping fireballs is a skill but think of it like you are playing megaman or some platform game and you really dont want to get hit by even one fireball. It’s better to block if you are unsure- this is why i stay full screen (more time to react) and also why i tend to only NJ the slower ones.

You will also be surprised how many guys will walk themselves into the corner simply by you “walking and blocking”. A big problem for honda is that you have lost charge whne moving forward and obviously lp and ex headbutts are among the best anti airs in the game. I struggled with this for a very long time but using Standing Fierce is the key to overcoming this. it is also the only way to beat cross up tatsus in neutral. Another thing that works very well is Focus Backdashing the jump in if you are taken by surprise by the jump in as the fierce is soooo slow starting up. It will pretty well always get you out of trouble and now you are no longer at the mercy of their mixup.

focusing through fireballs is generally not the greatest idea but i think its something that still needs to be utilized. The reason i am bringing this up is you need to utilize all three options that i have discussed to walk them into the corner - nj fireballs, walking and blocking fireballs, and focusing through.

Once you have them in the corner you have a huge advantage. They have lost basically 2 options; walking backwards, and dashing backwards. This is so important. If they have allowed you to get close before walking them in these rules for approaching will still apply but you have to keep in mind that they can walk backwards out of range and make you whiff and also backdash. hondas moves are very slow so many good players take advantage of this.

When you are close enough, you have some options now. You need to determine which option is best based on if they are pressing a lot of buttons or turtling. Lets start with if they are pressing lots of buttons.

If this is your read on them, then you need to approach into the distance where you think they are going to do a certain attack and just camp down back. I will generally do this after I have conditioned them into thinking i am walking into a certain range and pressing a button and have been repeatedly blown up for it. Ideally you are going to try and bait them into doing something unsafe, so for example you walk into the spacing and you wait for the DP and you block it. free HHS, Headbutt, U1, whatever. Sounds easy enough. Now the tricky part. If they poke with something that IS safe, the only way to beat it is to focus through it (move specific). This can be fairly risky and is a very difficult technique to master but has huge rewards. you may need to just focus dash backwards upon reaction that you wont be able to beat it. One thing I particularly like focusing is sweeps, so I FADC forwards through it and oicho/foward throw (if they are in corner) them. You can do this into u2 but id stick to u1 vs zoners.

alright so now we’ve got baits down, lets talk about pokes. you’ve got cr lp, cr mp, even cr hp sometimes (pretty bad though), st fierce, st hk, and even cr lk if you get close enough. cr lk is more or less once you get in, i go cr lk , cr lp, HHS (frame trap) mix it up with oichos and regular throws and different amount of ticks. we’ll talk about this more when i talk about pressure. but anyway lets talk about far range - you can also use your headbutts and buttslams but they are higher risk and about the same reward as the normals.

the idea is to be attacking from all the different ranges. mixing up your pokes is huge because you can condition them into always thinking you will attack from cr LP range then suddenly you stuff them from far range with st HK or st Fierce. i personally love chipping with hands so its easy to condition them into thinking i will always come up close and then st HK their startup of their fireball animation. you can also pressure with the focus, let it rip level 2 and dash foward… but it becomes a 5050 at that point so i tend use it only when behind or if i have a solid read on their reactions.

now you cant always approach from the ground. you have to mix type of attack as well. you can nj and fake him out (you can actually beat DPs if you float it backwards) or you can go in. now you have a good mixup if you tick him with that cause you have frame advantage unlike with the focus level 2 on block.

now onto the jump ins. jumping in vs fireballs is hard hard hard. use it seldomly. You need to gather data first by walking forwards. so many players have tendencies to throw fireballs upon certain triggers. actually i would go as far as saying 99%. most will wait until they see you crouch. so what do i do? I walk forward and crouch and see if they throw one and how long does it take them to throw one. ill even do it a second and third time. well now I know exactly when you will throw a fireball. for some people its just after a certain amount of time walking forward. for some its the instant you walk forward. for others its just when you get to a certain spacing. these are things you need to look for and note their adjustments as well. they will liekly stop throwing them all together. Some will throw 2 back to back.

2 things to keep in mind whne jumping in - dont always intend to hit. walk forward + backward - Dance - and keep them guessing which spacing you are jumping from. like i said before you have less recovery when you do not use an attack. jumping from full range is the best mixup because you can trick them into thinking you wont even attack… or you do something like empty jumps hands. utilize your other buttons, RH, MK, and MP. MP is really hard to beat. mk is your crosssup but also use it in front. RH is your max damage button. when you mix up these buttons people press their AA buttons at the wrong timings and get hit.

using u1 is HUGE for beating fireballs. the best thing to do is look for people who throw fireballs back to back. it really just comes down to mentally noting their fireball timings. As I said before many players will only wait until they see you walk forward to throw one so you cant use it against these guys to beat fireballs. you can actually trick them with a kind of advnaced technique - dash forward u1. hard to use though. charge db, tap fwd fwd back fwd 3P and it will happen. interrupt during the buffer if they arent taking the bait.

i want to touch on guile, chun li, akuma, and dee jay. these guys can actually pressure you and chase a fireball upon launch. what you may not realize is they have in a way put themselves in a bit of a 50-50 by doing this.

So you sit there and they walk up and push their overhead buttons and you get hit holding down back. they walk up and try and hit you with a far low. they walk up and jump to try and air throw your jump. these can all be beaten.

if you predict a grounded normal you gotta bait them into thinking this is safe. there is a certain spacing where the fireball will be a safe blockstring from whatever they are poking with. dont sit in these ranges. trick them into thinking that you will by staying planted, then move back and EX headbutt in the middle of the block string. another trick - MK/EX Buttslam through the fireball and into thier startup. FADC backwards and make them whiff their overhead + punish. neutral jump or jump in - CROSS THEM UP! do notihng. do all of these things and get reads on what they like to do. they will stop that shit real quick and get scared. changing your timings when you decide to move. move right off the hop of the fireball or wait til they are right up, or somewhere i nthe middle. you have a lot of freedom. watch my matches vs. brolly legs and CCG Air to get an idea of how i play it vs chun. watch my match vs dieminion even, i didnt win due to an execution error, but the strategy was sound. changing your jump in normals is huge here too because they need to use specific normals to beat different air attacks.

Pressure: This is not something I excel at by any means. I play a strong neutral game, I am not a setup king. goto shoryuken.com forums and check out the honda section - theres a thread on safe jumps, unblockables, fake crossups, and OS’s. Keep in mind there are many characters are completely free to meaty jabs on wakeup - namely sakura and dee jay.

Here’s my take on it - if you have a safe jump, use it. let them use their escapes. use it use it use it, condition their escapes and then dont use it and punish their escape. Guile can be crossed up free. same with rog. Chun can be buttslammed free (lk up close) it will beat ex sbk.

when you are down in health you must pressure. my favorite setup is lp/lk tick oicho. i will use lk lk oicho, lk lk lp hands, lk neutral jump fierce float back (beat DP mashers), raw oicho, if I have a strong suspicion they will DP on wakeup you can beat it with ex headbutt if timed right. mix up your jump timings if no safe jump is available. after HHS xx Super, (not in corner) jump foward, walk back 7fr (should say wiggle back 7fr is like nothing like the slightest tap on the stick), jump forward fierce is a safe jump. there is an OS HHS-Headbutt that works insanely vs bison.

my mentality is if i have a huge life lead and no safe jump, play neutral where honda excels. i prefer to gain ground as opposed to whiffing oicho for meter in some cases. i will do things like stick out st HK to shake them up every now and then - all the things we talked about during approach if you think they will just turtle. sorry im not the best here but hope this helps somewhat.

Ultra changes: To be honest i dont think it will change the way I play at all other than the fear of red focus against HHS. EX headbutt nerf sucks but hopefully they revert it. I try to avoid pressuring with it as is because good players know to jump back to bait it. I am liking how ex red focus will give us opportunity to use 3 meters to combo from HHS to u1 for ~450 damage and corner carry. other than that i am remaining open minded til the game drops.

one last thing i forgot to say dont chase down people with headbutts and buttslams. i still have a problem with it. you can use HK buttslam to get people jumping back.[/details]

Why do you prefer c.mp over s.mp as a poke? s.mp has a much better hurtbox for poking, I personally only use c.mp against moves that whiffs on crouchers.
For example; Cody’s crack kick beats s.mp as a poke, but will get beaten by c.mp (or c.hp) because it whiffs on crouching attacks.

i prefer st mp too it has way better range i should have mentioned that. cl st mp is amazing too the 2 hitter. i find it easier to hold charge with cr mp though in case i get jumped in on.

IMO Oni is 4-6 borderline 3-7 for Ehonda… I’ve been playing Oni myself recently and it’s obvious he has an advantage over honda.

F+HK will AA you from fairly far if you’re used to neutral jumping sloppily, or if you’re trying empty foward-jumps at a range where he can’t DP you…

he can also juggle after F+HK with B+MP for a reset, or ex DP for really good damage in the corner

His fireballs are much worse than Ryu/Sagat but are still effective in zoning the fat man :frowning: - IIRC they don’t do as much damage ON HIT as a regular fireball but still do the standard 15 chip damage

You can oichio or c.lpxx hands his LK, MK, and EX ground pounds if blocked close. HK is -1 but has an obviously slower start up

his ground pounds are unthrowable on start up, but you can jab him out of them

after a blocked LK slash Oni is at -2, a well timed c.lp will stuff any jabs, throw attempts, random stomps, basically anything except DP or ultra

Similar to gouken you can U1 him from fullscreen if you catch him charging a fireball

similar to bison’s devil’s reverse you can EX headbutt him for free if he whiffs a backwards airdash, U1 and fierce headbutt are too slow

his DP has amazing invuln and should not be contested

B+MP is an amazing normal with a huge amount of active-frames and a great hitbox, he will use this to counterpoke your s.hk and s.hp into LK slash FADC combos for great damage + amazing corner-carry

If you’re predicting a F+HP you can neutral jump it and punish for big damage, focus attack also works but watch out for raging demon cancels or FADCs

Cross up slashes are easy to block and punish if you’re outside the corner, Oni can also be poked out of any slash if you’re predicting one

I’m still not sold on Honda losing to Oni, let alone being a 3-7 match.
Oni’s fireball is much worse than Ryu’s: not only does less dmg (60 compared to 70), but has more recovery (2 more frames, which is a big deal), doesn’t go full screen and has worse frame advantage on block/hit.
Oni’s air dashes have quite a few recovery after landing, you can punish them with Hp Headbutt
You can whiff punish Oni’s st Mp with st Hk, and his cr Mk lose to Honda’s cr jab
His FW walkspeed is worse than Honda’s (by comparison, Ryu has similar walkspeed as Honda)
Finally, his Dp being non fadcable on block is quite important, since you can pressure him better (he needs to gamble every time when reversal)

Are you guys forgetting about Oni’s s.MK, s.LK and s.HK vs Honda?
Those normals are really really good vs Honda and their hitboxes are annoying as hell!

Iirc, Chris Hu’s most used normal was s.MK vs Mike Ross and it never got beaten or traded.
Oni’s s.HK has some hefty recovery frames but it can beat anything Honda throws out.

edit
Found some footage:

[details=Spoiler]Here’s a funny segment I’ve found of s.HK being used on Honda, lol.

Chris Hu vs Mike Ross

i think it’s 5-5. ok so we are not top players, but we are using 90% of the tools of each character in this match. I want to say we are fairly equal in skill cause this match was hella close… maybe Dan is better than me though (he has a lot more experience offline vs. good players than i do)

This was @ A+C World in Toronto a few weeks ago, its basically the closest thing to an Arcade that there is left in this country. A really awesome and exciting match, i have posted it around a few times sorry if this is getting spammy haha i was just really hyped on it!

As far as discussion around the matchup… For me personally it feels 5-5. Oni’s fireballs are almost useless- you can pretty well jump them on reaction and still hit him because the recovery is so horrible. Easiest fireballs to u1 in the game next to probably gouken and sagat (id lump them all int he same category) so basically he can only use it full screen cause hondas jump range is enormous. he can really only use it to keep you from walking forwards.

Oni has some sick anti-air buttons if he can bait your jump. He also has really sick ground buttons like Angerus said, that MK is godlike. I played a guy called Sixth Sense who beat me pretty mcuh just using that poke. Headbutts are unsafe on block (except ex + LP) so he has that going for him.

The damage output for each character is fairly similar - i think oni biulds meter a little faster but needs it more to have the same effect on honda. honda does a tiny bit more damage still but can have a hard time building meter in this match.

It basically boils down to a really solid, sick neutral game. a lot of oni’s shit is super unsafe vs honda and he will eat big punishes for it. and even in trade scenarios i still say Honda wins (he pretty mcuh always does vs the entire cast except gat, hawk , gief).

Most of Oni’s gimmicky stuff just flat out doesnt work vs honda and its too easy to see it coming. if you see in my match vs italdan i have to be so careful pressuring his wakeup, i eat 2 or 3 ultras for it. really crazy shit because normally you can get away with meaty ex headbutt vs the entire cast if done late.

MP is the sickest button for honda in this match cause oni really loves to move into that range. Walk speeds are similar on these two characters so its really hard for either player to walk the other into the corner like eman said

both characters have great tools so you have to play it on the ground - i dont see how that favours oni! seems solid solid 5-5 match to me!

Can someone tell me why Guile vs Bison is worse than Honda vs Guile?

Air Throw

Care to elaborate?

haha sorry… ok well air throw is sort of just the icing on the cake

Honda’s jump is fast and goes super far so if you guess right on a boom you’re in for huge damage. bison’s damage also sucks so if he does happen to guess right on a boom which has to be pretty much right at button press because his jump is so slow then you get a moderate amount of damage and shitty setups. honda’s setups are actually really strong against guile as well as you can cross him up for free. Guile doesn’t even really need booms to play against either character really (moreso needs them vs. Honda) the best guiles i have played (dieminion) is very reluctant to throw booms. you can beat all hondas jumpins free you just have to risk eating a headbutt when trying to inch forward or poke. I am a scrubby Guile at best so take my info with a grain of salt I am really just startinjg to figure the character out.

Psycho Crusher can be air thrown and all of his headstomp shennanigans. Perhaps same can be said about headbutt and buttslam but good luck with that, they move much faster. plus if you guess wrong you eat a lot more damage from honda + are now in a honda mixup. on top of that i dont really see what bison could even punish frmo guile on block aside frmo a whiffed flash kick (another tool he probably doesn’t need too muhc in this match) you should be able to cr fierce all his jump ins and st FP his far jump ins with no issue. bison can scissor kick you all day and guile cant punish but thats ok, you just turtle out it does like 1hp of chip. bison is basically forced to go gimmicks all of which guile can effectively deal with. honda however can outrange guile with st HK. he also has a command throw and the buttslam comes out so fast its really hard for guile to deal with (if its in neutral at least guile can cr fierce it if its a MK HK or EX or plain ol focus / backdash) if bison decides to back off well guile can then throw booms and move up on you with a safety net. boom recovers fast enough that you can be ready for anything bison does on reaction so you are kind of forced to play up close to him which i would say also favours guile just because he does a bit more damage. plus guile will have a decent mixup on bison upon knockdown situation.

What Mike said. Guile beats both characters pretty badly, but what makes the difference is:

  1. Honda has good jumpins, he can trade with Guile quite a bit, forcing him to choose his AAs.
  2. Honda has good dmg output, so he can lay the hurt once he’s in.

Bison’s jumps are floaty and easy to antiar, and his dmg output is bad, which makes his life even worse.

Word to the wise oni beats e honda. I played sanford in a ft5. I got 5-0ed. I asked him what I did wrong and he said “you played e honda and he is bad.” He said I was good but it didnt matter. I think I still may need to learn the mu but i played combofiend and he is the other great oni in the states and went five to three. I am not a bad player, but this is a bad matchup. For skill reference he just got done playing a Balrog that almost beat him in the tourney and the set was like 10-9 sanford. I beat that balrog and go even with him often in casuals all the time. I’ve got mu footage of myself out the ass. All the proof in the world that I am not bad so please don’t assume so.

  1. Implying a matchup is better you can guess a fireball is ridiculous. A Bison player can guess a fireball from the correct space as well and not get anti-aired.
  2. Yeah Honda has more damage but he has no options against fireballs. He has no knockdown, no momentum, no okizeme. You can oicho throw a Guile player 4 times in a row and they won’t bat an eyelash because they know how many reads you have to make. Quit overestimating Honda’s damage. If damage made bad matchups better, Honda wouldn’t have any bad matchups.
  3. After combos Bison gets a knockdown. Knockdown allows for advantage and continued pressure
  4. You cannot cross up Guile for free. I’m not sure where you got this notion. A good Guile player in an offline setting will rarely if not never let you cross them up unless after knockdown.
  5. Good Guile players will only throw booms when necessary. 100% true.
  6. A Guile player has NO NEED to move forward against a crouching Honda.
  7. Why would a Bison player be randomly using Psycho Crusher and Devil’s Reverse? How many situations arise in a match where they can be thrown out of it? EX Psycho Crusher can be used to read fireballs and Guile players aren’t going to react immediately and air throw it.
  8. Guiles can cr. F against buttslams and if they are getting hit by any other headbutt besides reversal EX Headbutt they are playing the matchup wrong.
  9. THERE IS NO SUCH THING AS HONDA MIXUP Honda is a terrible grappler with almost non-existent okizeme. The hard reads you need to make are ridiculous.
  10. Chip damage isn’t the point. Pressure and corner push is. And that’s what scissor kick provides.
  11. Good luck trying to fit in a st.RH against a smart Guile player. You will either eat a Boom for attempting to play footsies, get whiff punished, or get focus crumpled for throwing out that move.
  12. Buttslam isn’t hard for Guile to deal with lol.
  13. Guile can walk forward Boom effectively against Honda too…
  14. Guile doesn’t need to mixup Honda or Bison. That’s not why he wins the matchups. And even so, Guile can still mixup Honda.

Honda has good jump-ins and jump strong will trade, but a good Guile player knows his spaces and that won’t happen more than once. Once again, damage isn’t everything in a matchup. Honda can damage Guile all he wants but because he gets no momentum Guile can almost always still come back if there is enough time. Bison’s jumps are floaty but he doesn’t need to hold up to get in. He has other ways. Honda’s only ways of getting in are random butt slam, jumps and walking forward.