Honda Match-up Thread: After the war 2010 AE

I believe the mu is already in Vega’s favor in AE, but not by a lot. I only feel it got worse in Ultra so that’s why I think it’s 6-4.
Balrog is a question mark to me. It could be that U2 will be very viable in the mu since we might be able to u2 his dashpunches or TAPs on HIT.

Yun and Makoto might be a minor problem since we can’t really rely on EX Headbutt anymore to escape their blockstrings/pressure if they manage to get in.

cr.MK always combos into any buttslam against Hugo (standing or crouching).
If it’s blocked, it can be quite ambiguous. Because he’s so tall, I never know what side I’ll land.

Juri has some very scary punishes on Honda’s EX HB. Check it out;

Sagat matchup imo has gotten easier.

main strategy - absorb fireballs here and there and block + jump until u stock u1. force him to play footsies once u shut his fireball game down. walk him backwards to the corner.

tiger hi shot has been nerfed 3 frames and u1 buffed 1 frame making it WAY easier to u1 through now. one super important thing also is if ur down on life and time is ticking out, HHS RFC u1 corner carry puts u back in the game.

EX headbutt on blcok was not a huge issue - it went unpunished for now (i caught him off guard) only 1 went down in the entire set that got blocked. u can still use EX from far to close distance it should not get punished (i dont do this tho)

Is Ex headbutt still -8? Or did they reduce disadvantage in favour of recoil reduction?

It’s still -8

decapre u2 punishes ex headbutt on block lol made a honda rage quit this morning. st HK can punish FP rapid dagger on block though from decapre. also another cheap thing razors edge will beat most headbutts :slight_smile: gonna be a stupid match i would say easily 6-4 decapre maybe worse… to be honest i dont see what matchups she does bad in.

Lol at Honda being a bum, did you figure out the hands with decapre? It’s taking me a while hopefully I won’t have to learn a new hands method.

her hands is just way shittier than hondas in general other than the fact you get a safe jump off LP hands. safe jumps are not so great in this game though so its not a huge deal.

if you land it off a jump in yuo can do it the same way as honda

but you cant go from a light confirm the same way honda can. if you catch them with a cr LP or cr LK and you want to go into hands you basiaclly have to link to cr MP or cr MK first.

this is the dilemma, i find it harder to go MP to LP hands (my method is MP HP MP HP LP or MP HP LP MP LP both pretty shitty + i dont like sliding… on the plus side i just hit EX by mistake if lp doesnt come out which isnt complete shit like hondas its actually better)

the problem with MP hands is you get pushed too far away quite often so you need cr mk, which is also a 1fr link. on the bright side you can do a better input (cr mk+cr lp mp lp mp lp)

im not really using it yet to be honest i just do stinger

This a tough Matchup for me, you have to have a lot of patience:).
[video] https://www.youtube.com/watch?v=hcy2A1L9f3Y [/video]

Thanks to the Frame Data App, I was able to test some things out in certain matchups against the new characters:

Decapre:
-Any blocked Psycho Sting is MASSIVELY unsafe (-28f). So pick your fattest combo (or Ultra) and you can hit her with it. You have enough time to walk forward to get the correct spacing too.
-Blocked Scramble> Razor’s Edge (-10f) = Free Ultra 1 or Combo. EX is even MORE unsafe (-21f)
-Blocked Scramble> Break = Free combo or super. It’s a weird punish because if you hit Decapre too early she’ll be crouching and you won’t get the full hits on F.HHS. Wait just a slight second for her to stand before you punish with Jab x F.hhs. If you’re not feeling confident, you can do Oicho throw or U2 if you select it. EX is the same way.
-Blocked Decapre Hands is -3 (LP), -5 (MP), -7 (HP) on block. For LP you can punish with Ultra 2 or LP/EX Oicho if you’re in range. For the other ones, you have access to the same punishes, but with MP and HP you can try for a jab hands. EX version is Even on block.
-Blocked Scramble > Divekick is weird to punish, but easier to gauge if you block it Standing. The higher Decapre when she hits, the more unsafe she is. At the highest ranges she’s -8. I got her to hit mid/high body and try to jump out of U2 and Oicho. She got hit by both. So my guess is unless she hits you super low, she won’t be able to escape. EX Divekick is +1 on block at its highest range, making it always safe to use.

Rolento:
It says his Mekong Delta Attack (The roll) is -8, so you should be able to punish with Jab Hands but the funky way that you come out of blockstun makes it hard to punish Rolento as he seems to instantly recover as soon as he hits the ground. The best way I’ve found to punish it is to block it standing and mash HK lol. His EX roll should be ultra punishable, but I can’t tell if it’s just bad timing on my end or just the weird way you come out of blockstun because I couldn’t land Ultra or even Super.

i have fought a ton of hugos… i havent lost once lol i play that matchup the same way i play vs t hawk. you have to be super lame and just stay the hell back. do not get cornered make sure you are ready to headbutt him if he moves forward. his buttons outrange you even more than t hawk but i still sneak in st HKs everywhere. as far as i know he cannot punish HP Heabutt on block so if he whiffs anything, get it. NJ FP stops all his air shit. dont buttslam you will eat SPD however i have used it on wakeup, it can be worth the risk. you really dont need to use any medium buttons in this matchup and light buttons will not really get a ton of use.

i think once he gets more developed good hugos will use U2, outfootsie you all over the place and have crazy mixup on knockdown. the one thing i noticed is you die really fast.

This is my take on Hugo so far (I’m also thinking of picking him up as my secondary, even though he doesn’t cover any of Honda’s bad matchups, lol)

Punishes Hugo can do:
HP Headbutt is punishable by Super and *sometimes *reversal LP Clap
Far EX Headbutt is punishable by light normals, cr.MP and Kara EX UT. Cancelling into L.Lariat as a punish only works from cr.LK.
Close EX Headbutt is punishable by light normals, cr.MP, Ultra 1, all spds and ultra throws if stand blocked.
Close EX Headbutt is punishable by light normals, cr.MP, Ultra 1, LP, MP, EX spd and EX Ultra throw if crouch blocked.

All buttslams are punishable by Ultra 1, LP, MP and HP SPD.
If Hugo stand blocks buttslams while they’re descending, they can be -4 to -5, making it also punishable by cr.jab, EX SPD and EX UT.

Honda’s s.HK poke (-6 on block, -2 on hit) is punishable by cr.LP, st.LP and cr.LK on block and Ultra 1 on hit (spacing dependent). The HK is not punishable if it’s used from far.

Hugo’s on knockdown
When Hugo’s knocked down, he’s in an **extreme **disadvantage. Honda’s new EX Oicho buff allows him to just screw poor Hugo you over on wakeup.
Honda’s throw invincible for 5 full frames, meaning that ex spd, super, ex lariat or ultra 1 won’t save Hugo.
The only options left for Hugo is jumping away, or backdash (although I’m not sure if he can punish Honda hard if he backdashes)

neutral game
Honda can engage in the poking game pretty well. Hugo’s slow, but with your normal walk speed you can weave in and out of his ranges and sneak in a surprise s.HK.
Surprisingly, s.HK when used from far is also able to low profile under Hugo’s s.MP. If he catches on, he’ll use his other tools like cr.MP, cr.MK, s.HP or any other of his light normals, so watch out.
Watch out for his focus, though, use s.HK sparingly.

Random notes
If Hugo’s psychic, he can use his st.HK to beat headbutts clean or make the headbutts pass under him.
Jabs and LK backbreaker can beat headbutts from mid/fullscreen on reaction.
Hugo’s jumping splash always wins from headbutts from fullscreen to midscreen but loses to EX buttslam.

In conclusion
On first glance, I would say to lame it out from a safe distance like you would on any other grappler. But, the annoying part in this match is the fact that Hugo can build a TON of meter with LK Lariat and MP Clap. Might be possible that he’s the fastest meter building character in the game. You also can’t really punish him from using MP clap with headbutts since it has a duration of 28 frames and basically no recovery, so zen psychic headbutts aren’t going to cut it. Instead try to stay midscreen, right outside of his normal range. Your reaction needs to be on point, since Hugo has a very fast forward dash. If Hugo ever flashes yellow while moving forward, then normal throw will beat him right out of EX Lariat and EX meat Squasher, you can also oicho him if you saw it coming. Neutral Jump HP gets blown up by Hugo’s Lariat, backbreaker, U2 and f.HP, don’t do it when it can be punished (almost anywhere on the screen). Last but not least, stay on your feet and you’re golden.

nice write up! listen to this guy ^ :slight_smile: i keep forgetting EX Headbutt is so punishable now. i would say ultra 2 is a good choice for this matchup but HHS RF u1 can get you out of the corner too so any choice is good for this match (double ultra is probably best i am not so sure that the damage is as important as getting him the f$#k off you)

not sure if the guy i was playing was bad this morning but it seemed like hugo could not cross me up on wakeup without eating EX Headbutt… anyone else notice this?

also has anyone noticed that ken is like retardedly good in this version? like borderline broken… i think its that walkspeed buff cause his tick game is just stupid now. maybe its cause i havent been playing as much as id like to but god damn 2 kens now beating me, mustard ken and downfierce. maybe they are just really good and i havent played them before. frustrating thing is i sometimes block last second a crossup tatsu and the online delay doesnt register in time. same thing with the tick throws, i tech on later frames on reaction and eat it. can chalk a lot of it up to that i think cause they get crazy free pressure. definitely 6-4 for this match now.

i think another thing too is i am not catching enough tatsus/jumps with st FP, that was a huge game changer for me back in october when i was able to start beating A+ shotos online. plan is to get them in the corner and stay about 3/4 screen and react to escape attempts.

i got i think 1 win out of 5 this morning mostly due to my own execution blunders should have been more than that but anyway i played 1 with decapre and it was super close, but it didnt feel insanely uphill the entire time, if i wasnt so inexperienced with the character i think it would have been easily in her advantage.

i think the Abel matchup got easier now with ex oicho, used to hate that matchup but i dont think its that bad now with ex oicho… i should test to see if FP HHS ultra works. hands RFC ultra is nice because its really hard trying to play abel with 0 bars and you never get the ultra anyway unless you block COD hit mid finish lol. i would say that match is 5-5 maybe. need to play some top abels to be sure.

Here’s my current matchup chart.

Let me know what you guys think. Also, Ken’s missing from that chart shrug.

i think yun, cammy, ibuki, fuerte, are all 5-5
i dont think rose is that bad
i dont think poison is that free
i think vega is bad for honda too

What Mike pretty much said, but I’d also put Evil Ryu and Chun each one spot higher, and Yun one spot lower.

Anyone has some additional tricks or techniques one can use in the Dhalsim matchup?

After a blocked early j.MP or any other jumpin, I usually go straight into cr.jab xx HHS. Because j.MP hits early, the c.jab is never a true blockstring, this allows Sims to dash away or teleport.
Doing cl.MP hardly gives the wanted result because Dhalsim can sometimes dash out of both hits, or he gets air resetted pretty far from you.
To counter Dhalsim from running away, I’ve found a rather easy solution to works so far. You need to double tap fierce punch so HHS even comes out if cr.jab whiffs. This catches Dhalsim at the end of his backdash, back teleport and front teleport.

After an oicho, I now use f.dash, cr.LP xx HHS (while holding forward after the jab). This allows Honda to chase down backdash and back teleport after the jab whiffs (without HHS coming out). After Sim’s Dash or back teleport you can do another cr.LP xx HHS or flat out oicho them to reset the loop. If Sim does front teleport, then you just need to react in time and if you already walked too much forward, you can still punish Sim with st.HK.
edit
If I see the word technical (DWU) after oicho, I suppose I could do another cr.LP buffered into HHS.

old post here that never got posted:

wow i got bodied in tournament on the weekend by decapre and rolento. need to put in work on those matchups.

from what i can tell - most decapres do not seem to go in with scrambles, they just sit back and wait for punishes. obviously all headbutts are unsafe to u2. this match actually shouldnt be as bad as cammy cause she is locked in place a lot more. all you can do is try to outfootsie, i would stick to faster buttons. i tried to chase down a whiffed MP Break with MP headbutt and got caught with ultra 2. jump mp will beat all her standing normals but stinger will always win.

rolento, i dont evne know what to say. i think you have to get the rolls on the way up if they spaced them correctly. you just have to be ready for them with jab. ex i could punish with hhs. that pogo shit, i think your best bet might be to sit on down back charge on wakeup, look to see if its a jump or a pogo, if its a pogo try and buttslam, it seemed to get me out but i also got blown up for it when he crossed over. it at least stopped him from throwing it out willy nilly. i need more time with this one. btw his ultra pun

elena is tough because you need to mixup high and low defense so much. seems like staying standing is generally a better idea.

lol angerus that HHS/headbutt OS, you wrote that in another thread, i am using this against many characters already

against dhalsim something sneaky you can do is just sit on DB when you have ultra 1 stocked and bait a yoga sniper. input u1 the moment you recover. even if you get hit by it you can still get him with u1. he has to be pretty close when he jumps though i have whiffed it lots of times because i was too slow or too far away. ex buttslam beats it clean and puts you in if you can sniff it out.

dont sleep on jump jab, it can beat all the aa buttons if done early enough + at the right angle

one annoying thing is fireball / teleport mixups, i just jump back mk or mp you can usually snag him coming down. you need to jump right as he teleports