Remix Honda Thread

Looks like the mind games begin even before the match starts. Yikes!:wow:

Great work, though. I definitely learned some new stuff watching you play.

Good jobs Thelo and Megaman! One of these days I need to try and make it to EVO before I’m too old (if it hasn’t happened already, LOL).

^kuroppi got really far too, even knocking out the great kuni. he got 13th place i think

Damn, that means Kuni was taken out by two Hondas (I sent him to losers in my pool), poor guy.

lolololol poor zangief

Kuni is stubborn like that. :slight_smile:

For the last month I’ve slowly been moving over to Honda, I seem to be doing halfway decent with him. My problem is I know none of his combos, if any of you could be kind enough to post some of his bnb combos so I can get to work in training mode. The only one I’ve discovered is j.mk, c.lk > headbutt.

Any suggestions on using the fatman efficiently would help too. Thanks guys.

Basically the only “combo” I use is the crossup j. :hk:, :d::lp:, [oicho or HHS] setup after a knockdown, it’s tremendously useful.

EA Megaman uses a lot of [j. :hp: or crossup j. :hk:,] :d::lk:, :mp:HHS (-> oicho).

For more general tips, just read the rest of this thread! :tup:

Thanks! I was looking for some quick and dirty stuff to start practicing, I’m at work and don’t really have time to read through a 30 page thread. Glad you didn’t freak out like some people on this board.

It’s not really a combo, but ticking in to Ochio is really good if you’re up close. It’s pretty hard to escape, and you can make the Ochio safe by hitting all three punches during the tick and using negative edge to activate Ochio. My favorite is the j. lk butt hop thing into ochio. You can then mix that up into butt hop HHS.

Thelo pretty much gave you what you need with Honda, but if you read the Crossup, Link, and Combo FAQ I put up on GameFAQs.com, you’ll find some other stuff with Honda, too.

If Vega walldives to the opposite wall (thus negating your headbutt charge unless you are godly) what can Honda do? All sumo drops ether get hit out or thrown it seems.

I know the obvious answer is to smack him before he does that but I can’t catch them every time. I’m also seeing a lot more turtle Vegas (ones that get a little lead and then run away the entire damn match) lately. Hate them.

Late HK Butt Slam (Vega can slide the LK, or punch the MK versions,) or Stand Fierce Punch when he gets close. If there is a lot of latency in the match it’s nearly impossible to react and hit him in the air. I have a hard time hitting him in the air online and little to no problem offline.

Cant tell ya what to do about the runaway game though. His jump back FP is brutal to Honda.

What’s the W-L ratio with Honda v. Vega? I’ve heard that its greatly in favor of Honda, but I’ve seen Vegas cause complete chaos for the fatman. In fact, I have GREAT problems with Vega’s crossups as the fatso. Once I lose my charge I have nothing to counter the walldive. What exactly makes Honda win this match?

As far as ST goes, ARG, one of the best Vegas, and Kusumondo, probably the best N Honda, participated in making a matchup chart that listed it as 6-4 in favor of Claw. That seems a little too Claw-heavy imo, I personally put it at even in this chart, as did the rest of the Hondas, and the Claw players put it on average at a little less than even (although they differ pretty wildly for some reason). It’s definitely gotten a little better for Honda in HDR considering the loss of the dive trap and the easier fierce hands, so imo it’s a slight win for Honda.

I think the learning curve for Claw in this match is high, but when you run across a really great one it’s hard work for Honda to win.

In the corner Honda wins this match, at mid-screen he loses. I’d put it very close to even.

I claim Vega is one of Honda’s easiest matchups.

If Vega walldives from his wall, you can usually jab headbutt him. If Vega walldives from your wall, you can escape for free with :hk: buttslam, or use the close :hp: chop to smack him out of the air.

If Vega often walldives from your own wall, try jumping more often as it’ll stuff his attempts. Against Vega, a surprisingly good air-to-air option is jumping :mp: - that move has its hitbox pretty high in the air and works well to beat Vegas who jump / dive higher than you can jump yourself. Jumping :lp: is also not bad.

Against a turtle Vega, you’ll need to use the advancing HHS while staying charged to escape walldives. HDR’s easy hands means you can constantly chain them to keep up the pressure. Sooner or later, Vega will need to walldive to escape from his corner, so your plan as Honda is to intercept that dive (knocking Vega down) and use that knockdown to attack him right afterwards (either with a crossup or with a tick throw / bait mixup). If Vega still stays in the corner with jumping :hp:s, you can advance to midscreen with HHS and time a fierce headbutt or HHS to knock him out of the air right after he lands (you’re aiming for his prejump frames).

Vega will sometimes try to meaty fierce roll you after getting a knockdown to get some chip damage - that’s your chance to reversal super for big damage and a crossup opportunity afterwards.

If your back is against the wall and Vega tries to walldive you, don’t try to jab headbutt since Vega can easily touch your wall to make you lose your charge and therefore miss your headbutt. Instead, just do a :lk: buttslam: since Vega can’t really get behind you in that situation, the buttslam will basically get him every time. That means that if you’re ahead in life, being in the corner is actually a good thing for you.

Resist the temptation to do fullscreen headbutts! Vega can jump over them on reaction. Just stick to the HHS to advance and you’ll do fine.

Above all else, if you can do a crossup after a knockdown, do it! Vega can’t flipkick out of crossups since he needs a horizontal change, and even his reversal backflips will eat your followup HHS. I usually stick to crossup j. :hk:, :d::lp:, ochio if successfully ticked or HHS if Vega backflipped out of the tick. This guaranteed damage after a knockdown will often make you win the match.

No offense man, but I think you’re off on some of that.

If Claw does a meaty crossup dive on your wakeup and times it well, he’ll be able to punish your buttslam with slide or cr. strong. If he times it too early you’ll be able to buttslam right on top of him, and too late and you’ll end up at the other side of the screen, but if your Vega opponent can time his meaty dive properly you’re really better off just blocking it. As for regular dives. late-as-possible rh buttslam is usually fine so that you’ll land on top of him, because again, otherwise he can punish you. Also good are jumping jab, jumping strong, jumping rh, and standing fierce chop. Don’t get too jumpy or else you might eat a punch dive, regular air attack, or crouching fierce.

It’s basically not going to happen that a reasonable Claw player does in front of you without crossing you up, but yeah, wait until the last second and then press headbutt.

If your back is against the wall he dives off of, standing fierce chop is usually safer than buttslam. He can pilot his dive off the wall and punish your whiffed buttslam, but if you just do a chop he won’t be able to punish anything.

As for meaty roll, a properly spaced and timed meaty roll that ends with the claw in your face as you get up is safe for Claw and a good way to deal chip or regular damage. If you get used to blocking that, a good Claw will try a fierce roll sometimes to steal a little more block damage than you expected. Of course, if your Vega opponent is doing fierce rolls all the time, sure, free headbutt or super.

Hi, i’m looking for info on Honda vs Dictator matchup. Any ideas?

That’s only if you try :lk: or :mk: buttslam - the wakeup :hk: buttslam really is safe from the slide / cr. :mp: punish. Just to be clear, that’s when Claw crosses you up once by jumping on your wall, then a second time when coming down (if he doesn’t cross you when coming down then pretty much all buttslams will hit him anyway so Vega will crossup when coming down 99% of the time). If Vega tries to slide your :hk: buttslam he’ll just whiff and be vulnerable from your HHS ([media=youtube]28GMov2y0Iw#t=0m47s[/media]).

Of course, what’s more likely to happen is Vega will just dive at you again and you’ll be forced to either do a :hp: chop at the very last instant (as you recover from the previous buttslam) or just :hk: buttslam again.

I’m not too sure about this one, but doesn’t wakeup buttslam basically beat meaty jabroll claw-in-your-face? I can’t remember if he has to block the descending buttslam in that situation or if he can jump away safely somehow.