Alright, I’ve played against this character a couple more times now and all I have to say is this character is absolute cheese. That part that annoys me the most is that this character feels so easy to use that anybody (including myself) can pick this guy and be hard to fight against after 10 minutes of practice.
-knockdown, RC 360 grab as the other guy gets up
I swear, I was holding forward on the stick and JAMMING on the HP button to get a throw, and yet I was still RC thrown at least three times in a row at one point last time I was playing. I recorded the dummy Honda in training mode doing the RC grab perfectly, and yet I was able to throw Honda out of that though. What gives?
I had training mode Ken and dummy Honda was randomly throwing me out of dp+LP btw… Sometimes Ken would pass through, other times I would see the reversal, but still get grabbed right out of Shoryuken.
In case people don’t know this yet, Honda RC 360 is like gambling for free. He recovers in time to BLOCK all wake up supers or moves with their own invincibilty or moves that are immediately airborne.
-knockdown, close s.LP, RC 360 grab
That’ll beat the people who are afraid of your RC grab as they get up.
-s.LP, sweep
Beats people who are afraid of your tick grab attempt and try to immediately throw after the s.LP. The d.HP and d.HK sweeps both come out at the same speed. d.HP has more range than d.HK, however is not safe on the block at point blank range. d.HK has less range than d.HP, but is always safe on the block.
Characters who leave the ground quickly when they jump can completely avoid the sweep if they jump away. The characters who cannot avoid the sweep after blocking s.LP are the ones in non-low jump grooves and those who don’t have 360 grabs of their own. A character like C-Rolento leaves the ground in 2 frames if I can recall correctly, while another C-Honda (who has a 360 grab) will not leave the ground until 5 or 7 frames, making him vulnerable to the sweep.
All characters will get swept if they’re jamming on a throw for fear of RC 360 after the Honda s.LP.
Anybody here have experience against those Japanese bums yet (Mago, BAS, or Kaoru)? Is it possible to consistently throw against Honda’s RC 360 or what? I’m seriously about to try backdashing or something to avoid the cheese from now on. Just take the hit and use Rolento’s f+MK move is an option as well.
An easy way to RC 360 is to input hcb+roll, ub, u+HP. One of the easiest, most scrub friendly RC’s in the game in my opinion.
Honda has strong cross-up defense.
-charge down-back, as soon as the opponent’s jumping sprite is completely behind you, roll the stick to back (now techincally forward) and press LP
Again, it looks like db, roll to b+LP. A “cross-up” anti-air headbutt.
Honda far s.MK is one of the fastest meter building whiff attacks in the game. Plus Honda gets to keep his charge for an RC headbutt anytime the opponent tries to retaliate.
All of Honda’s supers are completely safe on the block. +6 for random level 2?? ROLL, SUPER!
Honda’s level 2 is possibly one of the best supers in the entire game. It cannot be jumped away from. What happens when you try to jump away? The super still juggles for every hit, cancel last hit into headbutt, 7000 damage.
My prefered counter to RC MP and HP hands was to let Honda whiff and then punish him. I do this by either standing out of range (about one step back from the range as soon as the announcer says “Fight!”), or jumping up and down. If I’m out of range, I can usually counter with something like Sagat’s d.HP xx low tiger super, or falling j.HK if I jumped.
Honda started mashing after his RC hands…
I can’t believe this, but Honda will take you CLEANLY out of the air as you fall (and get the knockdown on top of that), and if you try to punch him while he’s mashing his hands, he wins clean as well.
You need a character with a quick roll like Sakura, Sagat, or Iori but one way you can counter RC hands is…
-See Honda whiff a d.LK/s.LP, take a total GUESS and roll right away, punish his RC hands from the back
It’s really dumb, but you can’t roll against Honda’s hands on reaction like you can against Sakura’s RC hurricane kick.
Don’t try to punch his whiffed and mashing RC hands, but super him instead also works.
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Counter characters:
-Hibiki can punish after the headbutt with qcf+LP (but not qcf+MP) and Honda pretty much can’t do a thing about you jumping over his head with j.HK.
-Vega can punish after the headbutt with d.MP and can naturally out turtle Honda for a win.
-Yamazaki has long ranged pokes to counter everything Honda can do outside of RC in his far s.HK and jump around j.MK. C-Yama can chicken block a headbutt and get a free far s.HK/sweep every time.
Is Guile a counter character? If so, how do I fight this match? My Guile sucks, so Maj or any other Guile players who might be reading this, give me a reply. Thanks.
Honda:
-Favors mashing
-Favors roll, super
-Does some of the highest damage in the game
-Mixups require no advanced execution and are perfect 50/50 guesses
Honda --> the most skillful character in the game to play sarcasm. RC Honda players get to go along with the A-team players who chip you to death when you have K-groove and expect for you to give them props as my favorite kind of players.