cheers, ok, so lets say I hit him clean in the air or trade, i’m charging so what do i do then, throw out torpedo or butt slam or see where we land and hhs?
That’s almost correct. Jumping :mk: does allow you to cross up. It’s just not as easy to use as jumping d+:mk:. The Belly Flop (jumping d+:mk:) is probably Honda’s easiest crossup…followed immediately by jumping :hk:. Of course…since I like doing damage and dizzying people, I recommend learning how to use jumping :hk:. Megamanpb has proven it’s usefulness quite well.
If you hit him clean, I would try to figure some way of keeping pressure on and get close to him and attack, maybe a wakeup fierce torpedo or whatever, but thats just my style. Other players will give you different advice Im sure. If you trade, youll both get knocked down, so as a rule of thumb, I would try to attack him with something that gets in his face, maybe a fierce HHS or a butt slam, because he has no good wakeup reversal. Be careful with taking too much advice as a definitive right thing to do in situations like this though, its really too difficult to give a one size fits all answer to questions about non specific situations. Itll depend on the situation, positioning, super meters, etc, etc. and what works well for one set of conditions might not work for another set. Its different every time.
If I were you Id avoid learning things like this by the book, just practice a lot, and get a feel for your best options for the common situations that occur in each of your characters matchups and keep them in mind going into a fight and be ready to use them. It will eventually come as second nature to you when you find yourself in a situation, and youll just start to know what to do by instinct
Have you guys tried LK splash against Headbutt?
Probably will whiff, but hey, if Bison headstomps himself for free into your corner, why not^^
chun_li1
Practice the hell out of it and you will get it. It’s so worth it.
If it’s full screen and you can get to the air early use jump back :hp: or jump back :hk: otherwise use jump back :lp:. If he’s close, flies high, or does it meaty just block. After blocking if he attempts to fly down and hit you counter with :lp: Torpedo or standing :hp:. Some Bison’s are able to cross you up in the air for a second to nullify your charge. If I attempt to :lp: Torpedo and it doesn’t work I switch to punishing with standing :hp:. If he flies away I mix up between :hp: and :mp: torpedos. The :mp: torpedo isn’t safe, but they’re expecting to block a :hp: torpedo then you have a chance to throw. And that should lead to an ambiguous cross-up.
One more tidbit about this match. If they full screen psycho crusher you into the corner you get a free throw - the throw selection is up to you, but if you try Ochio, you have to input the motion just after he crosses you up. If you dont end
up in the corner, select between :mp: and :hp: HHS. :mp: HHS has a lower start up time. So if he’s close when you come out of block stun you can actually hit him. Otherwise :hp: HHS will at least deal the same amount of block damage that he dealt to you. Most Bison’s will learn not to Psycho Crusher from full screen after that.
Nope! Neither does crossup :lp:, :mp:, :hp:. But it’s not that big of a deal. I think he has better options.
You can do Crossup :hk:, :lp:, :lp:, cr.:lk: XX HHS -> Ochio or you can do FreshOJ’s version (which I use often) Crossup :hk:, :mp:, cr.:lk: XX HHS -> Ochio. Both of those combos can end in another grab instead of Ochio if you want to keep the grab shenanigans going… Which I usually do. Because I’m a throw whore and I show no respect to my opponents. :bgrin:
Did you mean this?
If so, yes it will beat it on start up. In fact any meaty jump in attack will beat both Scissor Kicks and Psycho Crusher. However if it’s not meaty, I actually think jump back :mk: is the best to use. Fatboy mentioned it to me but I haven’t had a chance to try it yet so I don’t know how easy it is to time.
how do i go from HHS to ochio throw? you make it look like a link!
It takes a lot of practice on your timing. You can mash medium or heavy punch just a few times (4-5 times usually does it) to activate the HHS for a split second, hit once, wait a split second for the move to stop, and then activate a stored ochio throw the INSTANT the HHS disappears. It only works if the HHS hits, not if it?s blocked, because otherwise the opponent is pushed back too far, and you need to use medium or fierce HHS because you advance up close to the opponent using those, putting you into throw range. LP HHS doesn?t work because you don?t advance forward using that one.
You should sit down with a coffee or a beer or whatever and just read through this thread from start to finish.You’ll be amazed how much stuff you’ll pick up. HHS to ochio and how to pull it off smoothly was discussed in detail a few pages back, and there are loads of posts on other really cool pointers and tricks you could incorporate into your honda game that you’ll learn about by going back and reading up instead of just asking lots of questions.
Search is your friend. This thread is the best place on the whole web to learn about using remix honda. Seriously, why wouldn’t you want to read all the way through it?
I just wanna say that as a Bison player, Bison has a real scary time getting out of that corner. I pretty much learned the Honda vs. Bison match-up fighting Thelo countless times (and I’m assuming he did too. You can search our fights on YouTube). Outside of the corner, he has a real hard time, and in the corner, I have a monstrously hard time. If Bison is in the corner and Honda is just sitting there a couple feet away from him, Bison is totally fucked if he guesses the wrong escape option. If he tries to Psycho Crusher out, Honda can just jab Headbutt and its GGPO.
Here fatties:
[media=youtube]gYejj92aMBo&feature=related[/media]
Educate yourselves.
That new&improved standing LP sure makes that match more annoying.
Speaking in terms of my gameplay and what works easily for me, I stored the Oichio move first and then proceed into a quick tap of the HHS and after I see the HHS is executed I let up and press again for the stored Oichio. Sometime, if I miss, I’ll quickly use the fierce HHS (with my oichio still stored) to advance closer into a throw range to try and give myself another opportunity to land the HHS>Oichio.
holy fuck, are you saying you’re buffering ochio throw with hhs? surely that can’t work! At what point do you start tapping the mp/hp?
So the input for most people (not the guy above) is walk forwards… hhs… release mp/hp, input fwd, df, d, db then tap hp again? And only if hhs connects?
will read the entire thread in the next few nights. Thanks guys for all this help, how can i give you all some rep?
Honda’s Strong Throw vs. Blanka’s Super
(6:42 in) [media=youtube]JApI8wUJQgA[/media]
(source: http://forums.shoryuken.com/showthread.php?t=140004)
What is the best strategy vs a blanka that tried to lure you forward and out of your charge with electricity ?
i know hondas sweep …or his forward standing hard kick sweeps blanka from some distance.
and i know his standig hard punch is also a tool to beat electricity clean.
lately ive gotten into trouble vs blankas that use this strategy. as soon as i get too close they jump in on me with jumping lk. i can ochio them if they land in front of me… but i miss sometimes and blanka gets time to jump a second time … for a crossup leaving me in a dangerous position.
I’m no Honda expert, but why can’t you just hold down back? I say wait the son of a bitch out.
I’d like it to be as easy as that, but in my experience it isn’t. Blanka’s jump speed is just insane, especially his jumping HK (catches me at down-back SO MUCH). MK Sumo Smash (good for taking down jumping LK spam) and MK HHS (offensive moving forward while charging plus hits electricity from max range) are really good in this fight. If you can get a good lead on life I would probably maneuver back to the corner but I wouldn’t be complacent. Anticipate him trying to jump in and don’t let up. Jumping LK into negative-edge stored ochico works pretty good on wakeup. Crouching LP is good in that it will beat out blanka ball and let you keep a charge. It is also nice to hit missed jumpins with crouching LP because it will give you that extra second to charge if he jumps in again.
You probably won’t find too many super great blankas, but if you find ones that capitalize on every single electricity knockdown into crossup mania that’s when you want to try to turtle for dear life. Honda has pretty much no answer for Blanka’s crossup shenanigans besides getting a lucky stored ochio in if they try to throw. If you get dizzied once you’re usually dead.
If you get hit with electricity immediately start charging down. When he attempts to cross you up attempt to escape with :hk: Butt Slam. It’s not safe, but it’s your best bet to get away.
Learn to cancel cr.:lk: into :mp: HHS. :lk: will beat electricity and if you cancel it into HHS you get some free damage. It will also beat his slide. (not to mention set you up for throw mixups)
Standing :hk: at max range (and round start) will beat electricity and earn you a knock down.
Tick throw the fuck out of him when you get close. Make him burn his reversal by mixing up how many ticks you do.
Try to keep your back charge as much as possible.
Use standing :lp: to beat his Blanka Ball. You can also mix in jump back :lp: from the right distances this will shut down his jumping :lk:.
When you get a life lead make him come to you.
That’s all I can think of off the top of my head.
EDIT: Also, practice the spacing of the :lp: and :mp: versions of the Headbutt. It’s risky but sometimes you can whiff a headbutt into Ochio when Blanka is spamming electricity. Sometimes they do that hoping that you :hp: Headbutt and aren’t expecting you to stop right in front of them. Dont rely on this though, it’s something to use every once in a while.
having a really hard time vs vega.
builds super fast with backflips, and crossup air grabs own me bad.
in sf4, everytime he leaves the air i can just time a HP and itll either straight beat or trade in my favor.
this is not the case in hdr. . .
wtf do i do in this matchup?
Get in the corner as soon as you can or you die. Once you take away vega’s ability to walldive crossup you can sit in the corner and stuff his pokes all day. Read down the thread for more detailed tips from better hondas than me.
your jumping lp beats his crossup air grab. Do a lot of j.lp to keep vega from wanting to jump over your head. I asked this exact same question like 20 pages ago in this tread …lol. and the jumping lp tip has saved me a world of grief.
if your opponent by chance gets over your head and you see him coming for a grab you can always use your downward charge(wich you should have at all times) to get out… you wont counter him , but you will get out.
but of course getting in the corner saves you a lot of trouble as well.