Remix Honda Thread

Bison is my main and honda is my #1 alternate, so i can probably help you here.

Generally being all over him ASAFP every round is a good idea, as you posted. Ticks into ochio from the very start of the round (before he has super meter) are a good way to get damage in early before he can properly reversal out. Jumping short or a well timed standing jab stuffs his psycho crusher. Use HHS chip damage to build super meter early where possible. Buttslam Lots. HK Buttslam into HHS is really tricky for him to deal with from close, you can get a lot of chip damage out of it. HK buttslam is also a good round opener, because it puts the pressure on early and closes distance, which you want to do. MK buttslam’s invincibility is great for interrupting his block strings on wakeup from close.

Be VERY careful of his headstomp. When he’s at full screen distance it’s lightning fast to react to, don’t just sit there low blocking, a landed stomp and a good follow-up will stun you and it’s TOD, game over. If you’re at full screen and he’s spamming st.Jab, as he should be doing to stuff any torpedoes, watch for him moving to crouching jab. This means he’s charging for a stomp or a DR, because st.Jab is a safer option in this scenario unless he’s getting ready to do something else.Mix up jump back short, fierce, and jump back HK to make him afraid to stomp or crusher, and watch out for a fast devil’s reverse baiting you into a move. They look very like headstomps from that distance. He’s hard to close in on on the ground because of his poke game, so you’re looking for an aerial knockdown in a situation like this to give you a chance to close in. If you score a hit out of a headstomp, be ready to get in and close distance straight away.

React to the headstomp in the air where possible, a jumping attack if you predict it, a hi block and an aerial counter attack if you don’t. The last place you want to be is on the ground after bison has done a headstomp, because he has loads of tricky options. Watch out for his crossup off a headstomp. If you try to counterattack from the ground he can make you attack the wrong side, then move, drop at your back, and grab you easily. A fast, hi priority jumping back attack from most characters will deal with a blocked stomp. At worst you’ll usually jump clear of him, at best you’ll beat out his attack or trade in the air. The best way to deal with a stomp though is with a jumping attack if you predict it. Think of it like predictively jumping over ryu’s fireball, if you get a feeling he’s gonna do one, jump forward and be ready with an attack.

If you don’t already use it, practise doing buttslams while keeping your back charge for torpedoes. It’s great to be able to pressure with a slam then go straight into a jab headbutt to stuff a reversal.

If the bison player is any good he won’t throw out Fierce psycho crushers while you’re grounded, they’re only good for distance anti airs in this matchup, and jumping short is your best aerial “safe bet” answer to that tactic. You can use jumping roundhouse in the air if you’re confident it’ll hit though, the hitbox for the crusher is towards the back of it, from about his torso to his knees, so that’s good on a forward jump if he tries to crusher you out of the air. Don’t use up your aerial attack too early in a jump though, don’t commit till you see what he’s gonna do if possible because a lot of his normals will beat yours in the air.If he does use a fierce crusher on you on the ground, block it, let him cross over, and use fierce HHS to knock him down, then jump in on him if you can. Don’t throw out full screen fierce torpedoes. You’re wasting your time, his standing jab will stuff them clean on reaction every time. As regards his air normals, watch out for j.MP especially. It’s a 3xJuggle, and leads to lots of knockdown shenanigans. You’ll probably be dealing with a headstomp wakeup mixup next if he knocks you down with it, so be ready.

Learn the ochio tick games, bear hug follow ups, throw safe jumps, and throw crossups tricks for honda if you don’t already know them, and mix up some of megaman’s crossup combo>HHS>Ochio tricks too. Honda’s j.HK and MK splash are both great meaty crossups and bison is weak in that area.

:wow:

great post sir, thank you much.

As a Dictator/M. Bison player I will often use HP (Fierce) Psycho Crusher as a way to get out of the corner when a Honda has gotten too close:
[media=youtube]MGoFiNteQeU#t=0m14s[/media]

I may take some damage on the escape (or even end up in a similar situation on the other side), but it’s often better for Dictator to just get out of Honda’s kill zone before he is able to start the killing.

I think with the exception of Ken, all of Honda’s losing matches got slightly better. Just factoring in the useful Super (great deterrent against fireball spam when you get it) easier hands and better neutral jumping HP.

Ken’s new HP SRK though… when used right it can shut down everything Honda has to get over fireball zoning. Very very nasty. Good thing only Damdai seems to be really proficient at that :lol:

[media=youtube]sVNfMSGv6kM[/media]

[media=youtube]usgOHQYhO30[/media]

Yes… yes he is…

Practice Hondas option select on the super’s second hit wherein you go back in time 99 seconds and pick Dhalsim :looney:

damdai shoryus do put some hurt on honda, but i think some patience is in order, DO YOU KNOW HOW MANY FIREBALLS I HAVE TO JUMP-FLOATY FIERCE OVER?! Yes, fireballs are magic. But see how he changes velocity in midair? THATS magic. Learn it too :nunchuck:

Oh right, cuz all PSN Hondas are crap. And you know this…how? No PSN tag = no PSN play time = no idea of PSN player quality. A good PSN Honda that switched to XBL is MisterEgoTrip, you might’ve played him or spectated him already. One of the toughest Hondas I’ve faced.

Ouch. The only thing I’m wondering is whether Damdai gets as tired of that matchup as I do. I get to the point where I WANT to use Zangief against a good Honda, just to keep it interesting. Fat man STILL needs help getting around fireballs.

Hey, to be fair, also link to [media=youtube]EfHYsPawAes[/media]! :rofl:

Honestly though, I always feel like I technically have answers to everything in that matchup… I just need to stay cool enough to actually apply them and not just randomly fullscreen super out of itchyness or always follow meaty stand jab with HHS. Keeping it low-risk should do the trick.

cue Megaman arriving with the opposite theory :wgrin:

Nope, you’re spot on. I’m glad you are using that far stand jab meaty (even though it’s not safe vs. Ken), and I think you played those matches better than I would have!

Seriously though, it’s all about managing risk and playing within your comfort level. Though, it’s also wise to capitalize on your opponents weaknesses so what may be risky versus one person might not be too risky against another.

But ya, I like rushing my opponent down and I highly recommend it. That’s where my comfort level is. :cool:

Don’t forget RenoMD’s honda. Hell he’s good with like everybody though :lol:

Can everyone hit honda after the first hit of his super still?

i try to do it(the super) only when it looks like its safe, but even then i get reversal dragon puched(rarely) after the first hot connects.

charge characters seem to have no problem doing this at will!

was playing mad possum the last couple nights and its impossible to super at HIS honda if he hasnt moved in the last 2 seconds.

Anyone with a reversal(it doesn’t even have to technically be a reversal) locked and loaded, or with good reflexes, can always block and give honda a swift anything to the head.

-Blanka would trade
-Shotos/Fei/Cammy/Gief/Hawk/DJ/Guile/Honda/Sagat/Rog/Claw win
-Chun i think can upkick
-Bison/Sim i don’t think so.

You should never ever get punished if you actually hit with the super, since it knocks down.

Basically everyone can punish it on block though. Dhalsim can block the two hits, then punish with some standing kick, same thing for Bison I think. I forgot if Blanka can punish with fierce ball after blocking the two hits?

Bison and Sim could reverse with their supers. They could also escape the second hit with their escape reversals (DR and yoga teleport). Of course that’s stupid risky.

Doodah: Only on block can someone reversal the second hit. Unlike ST where Honda could get hit out usually no matter what.

LOL, I just kidding man, I’ve played against MrEgoTrip plenty of times and I’m sure he’s not the only good PSN Honda player. Just a joke. Of course I’d put Thelo, EA, and me against anybody, LOL (just playing again, don’t get mad!).

I still think Ken is manageable with patience, very hard but not all BS as EA would say. Anytime I lose to Ken I always feel like I had opportunities to win. I would rather play Ken than Ryu with fake FB. Damdai and DGV are of comparable skill and I’ve done much better against Damdai’s Ken than DGV’s Ryu. Both guys can put a good licking on any Honda, though, LOL.

yeah that’s what i meant when i said connect(on block). sorry >.<

ive seen the second hit(of honda’s super) hit a chun’s up kicks after the chun blocked the first hit of the super.

i figured maybe the super’s 2nd hit went through some reversals.

kinda a retarded question, but they must be asked!

Chun Li can reversal Upkick safely against the 2nd hit of Honda’s Super. I’ve done it many times. IDK why it would get hit. Maybe they did it too slow, instead of as a reversal attack. But then again with Chun, Lightning Legs beats Super and Torpedoes anyway.

@Coth, I didn’t know RenoMD switched to XBL. But yeah, there’s a couple of great PSN Hondas like Str8Crazy, dbostick, etc.

Just to be clear, I don’t think that PSN players are better than XBL (I don’t wanna start any stupid rivalry here), I know damn well that XBL has the overall better competition. But there are some exceptional PSN players that nobody on XBL has heard of or even played, that’s all I’m saying.

Well if you reverse the after the first hit of honda’s super, then the move comes out sooner. Maybe if chun does it a frame or two later? You’ve got probably like 1000 frames to punish that second hit. :smile:

Also, yeah I think RenoMd switched, I’ll ask him next time he’s on PSN. Most of the PSN crew that switched sometimes play on PSN.

Okay, here are my latest attempts at fighting Damdai’s Ken:
[media=youtube]rDAUXdktx6c[/media]
[media=youtube]yvZspOev7IQ[/media]

The reason I’m posting these is that I may need a fresh perspective on that matchup, I’ve been playing it in the same way for hundreds of matches and it seems to work on anyone who isn’t Damdai. But when I try it against him I get 1-9’ed. So maybe I just need a new pair of eyes to suggest something new to add to my toolbox here. Any suggestions?

My own opinion on those matches is that you were in a rush and opened yourself up a few too many times, but I am no expert on Honda and his issues with shotos. I really like how you HHS for meter when able, to be able to super. Does the threat of a slowly advancing supered Honda, scare Ken into not using FBs? If so wouldn’t that be the best tactic, as Ken’s first few moves are to get back into the corner. So fast meter, into super, then you can basically dictate the match more efficently? I mean if you have super his ability to FB and DP, would be much more limited if he is in the corner and you have your spacing. That seems to be where Honda would like to be… theoretically?