I have a really difficult time with the Guile vs. Honda match. I try to keep my distance and throw booms but once he jumps over them, I end up trading hits, he gets in, and I invariably end up eating a combo that devastates my life bar.
I’ve been using s.mp as an anti air because c.hp seems to take forever to come out and I still end up trading hits. Is there another, BETTER, AA that will actually beat Honda’s flying attacks?
Also, is there ANY way to avoid his Ultra1 at all? Nothing I’ve tried seems to be able to stuff or dodge this attack if I’m right in front of him.
Guile has a number of AAs, you need to learn the specific situations in which to use each.
Most Hondas I know will use j mp at an awkward range and I find far st hp quite late works. st mk is also a great quick anti air. Just keep your distance and read when he likes to jump. Try not to get backed into the corner, it’s where he wants you (hold down back instead of back and use bazooka knee after a boom if you find him bulldogging you)
.
If you’re getting hit by a U1 at close range then you’re playing the match completely wrong. Is this happening on Hondas wake up? Even backing off 3 steps and throwing a lp boom you should be safe.
GHK ( :df: + :hk:, Backhand ( :f: + :hp: ) or :d: + :mp: works awesome against those Honda’s that like using the stop sign (neutral jump + :hp:). Again, like Doctor DooM mentioned, it’s all about knowing your AA’s.
Another thing to note that backhand ( :f: + :hp: ) is great against Honda on a preemptive jump as his hurtbox is extremely wide and abnormally huge.
Thanks for the responses guys. Yeah, I guess I need to hit up training mode again and see which AA is best for that situation. I HAVE been using the Backfist a lot when he jumps, but it gets stuffed if I’m not close enough. I try to play the match kinda like Gief in that I try to keep my distance, go in for a few hits, then run away again. I usually play a pretty aggressive Guile so it’s different from the way I normally play which could be an issue too I guess.
AS far as the Ultra thing, it happens a lot after HE knocks ME down. Once I wake up, he executes it, grabs me, slams me, and there just seems to be no way to avoid it, at least not that I’ve been able to figure out.
I think he’s saying he’s getting grabbed when he’s waking up, so I assume he’s pressing buttons as opposed to doing nothing then jumping when he sees the ultra flash.
So I assume his opponent is reading whatever he does on wake up so knows this will work.
• Ultra 2’s command has been changed to two half-circle backs from a 720 motion. It’s easier to get it out now. Also, while its range increased, it starts up in 2f so it’s possible to dodge it after screen freeze.
I thought I knew how to play Honda until I met Jewelman whole new matchup to learn.
one mistake will yield a 40% combo in adittion to a wakeup mixup for you easy stun. Best honda Ive played hands down.
Guile has the tools he needs to keep out Honda and frustrate him. Standing mk, down forward hk, jump hk and hp, and standing hp or the Spinning Backfist are the tools I use to keep Honda players on their toes. However, knowing the right range to use these normals is “key”. You have to practice and know how each normal range work in what situation, and how you can be the victor in the life lead. Keep in mind, Honda has good air normals and once he’s in he can do his Hundred Hand Slap and command grab pressure so be prepare when that happens.
The antiair game is fine but I feel it’s a lot deeper. Honda can adjust his jump in too and you don’t wanna trade often with him. I find it useful to hang back throwing booms at differing speeds. If Honda starts focusing them I get closer. Throw a LP boom. They expect a jump in and neutral jump stop sign. Dash and CR.HP. Follow that with cross up shenanigans and punish the butt drops.