Rose Strategies and Match-ups

Heres a compiled list of some great vegas to fight against…let them know u added them from VEGAS LIST
http://www.shoryuken.com/showthread.php?t=220046

Hello, what’s the strategy against Honda? I have a very hard time approaching him, his c.lp beat every moves Rose have :, and lp headbutt isnt punishable, he can spam c.lp > lp head, until he corners you and chip you to death with hands.

And thanks to Honda weirdo hitbox, its hard to tick throw him.

Whenever I fight a decent Honda I always play a careful, defensive zone game with some odd offense sprinkled in usually consisting of a surprise dash throw or jump in. Similar to how I play against Gief most of the time. From a distance force him to deal with sparks. If he has momentum between sparks and you suspect he might EX HB jump back HP can beat it. Anytime you see him walk forward you have the advantage. Poke (f+HK is great here), dash in, drill, jump in or anticipate the jump in and AA with c.HP or keep sparking. Be patient because a good Honda will just neutral jump HP sparks and try to walk you down. Mix up your sparks to mess with their timing in neutral jumping them.

Whenever you get Ultra and have distance switch to mp/hp sparks. A forward jumping Honda is skarf meat if your timing is right. You can also dash and catch them during a nj HP but the timing is tricky.

If you get cornered you pretty much have to not panic and hope he gets over aggressive and jumps in or lets you back him out with sparks. You can get pummeled in there fast with his damage output so it’s not the best place to be. Especially if hes metred up. EX HB will beat anything you try on the ground in there.

Yeah, I’ve had a lot of problems against good Hondas; I’ve been eliminated from three tournaments by him. I could hear Arturo commentating at the last tournament, talking about how I was no Saqs. :lol:

After a bunch of casual games, I adopted some of the same strategies as Saqs. F+HK is great to catch him walking, or starting up HB. I find most rounds take a long time, with a lot of fighting over spacing. Honda DOES have problems landing hits on Rose if spacing is in her favor–stages aren’t infinitely long, though, and getting cornered screws me badly in this match-up. Applying occasional pressure like Saqs suggested will probably keep this from happening as quickly/often. And switching up spark speed is something that I wish I had been doing more against neutral jumps.

lol it’s like luffy totally ignored Saqs’ post and reposted

He’s right on the money though. It’s like fighting any of the really big characters :lol:

oh sorry, i didnt watched lol, i still had the page opened, and reclicked on post xD.

Well, the Honda i’m facing ALWAYS go forward, and crounch every sec to prevent any poke, and if i want to poke with st hk or piede, he react to it with c.lp. If i try to dash throw/st. mk, he’ll stuff the dash at the recovery with c.lp.
And since he goes forward, he’ll be able to jump over the spark and hit me (or even if he doesnt hit me, he gained a lot of space), or simply FA the spark, then i’m cornered and he just goes for clp hands everyday. He also keep a charge in case i neutral jump to HB or Sumo Splash…

For an example: [media=youtube]Xr1iReDgv4Q[/media]

He didnt used c.lp much, and wasnt very safe about his move. Now, he improved and got a lot more safer. I got beaten by him last week haha, and tourney is on the 31! I can’t find any solutions against him atm :frowning:

My best friend who started me with fighting games several months ago only plays Honda would totally agree.

Anytime Honda doesn’t have a charge, he’s at a major disadvantage. He said to keep in few things vs. Honda:

1.) Always j.HP backwards if you’re trying to run away from him, beacuse that will stuff his headbutt, even EX.
2.) If you spark from a distance and he jumps toward you, jump in after him because he won’t have his charge quick enough to stop Rose’s series of pokes.
3.) If he neutral jumps to crawl towards you while you’re sparking, you can dash foward and catch him with a slide. It’s a guess because Honda could slap you in the air from that angle, but you initiating the spark forces him to guess, not the other way around.
4.) If he has EX meter, never jump in at him. Don’t try to cross him up - ever. Most Honda players have a pathelogical fear of being crossed up and the EX headbutt will auto-correct in direction so a cross-up won’t matter.
5.) If he is sumo slamming you, it’s always a free Lv. 2 focus attack on the way down = free Ultra / combo. Do take care that if he slams you on reversal, the hit coming down will armor break (only if it’s a reversal). All other butt slams are focusable.
6.) Good idea to condition him with fast sparks then throw in occassional slow ones, it really messes up their timing and their neutral jump HP has a very small window in order to work.

Alright thanks a lot!! i’ll try it :). I have very low knowledge against honda :stuck_out_tongue:

I’m surprised spirals haven’t been mentioned vs Honda.

I haven’t played any top hondas that I can remember, so I’m not sure how well this strategy transitions. But recently I played a SoCal Bison player named Hugo101 who is a nearly pure offensive Bison. He taught me a lot about what a Bison wants in any match up just by putting me in the corner 90% of the time. But whenever we got into a footsie game, say I actually escaped, a pretty effective move was LK spiral right outside of Bison s.HK range, and punishing s.HK on reaction with LK spiral. it’s a fair trade considering Bison’s s.HK will beat most of Rose’s pokes. And it can be a form of deception since they’ll think they have to block though you were just fishing for a limb. Could probably cross-up from that point.

Anyway, what I like about spirals, is it greater limits honda’s options and it’s not just a game of cat and mouse. So he can’t bait a poke with focus, then dash and ochio because he has spiral mix-ups to worry about. And he can’t count on jumping in as much because you’ve moved closer than his forward jump would catch if you had chosen to spark instead.

I honestly have an issue using sparks and running away as my main method of dealing damage. it’s not only not as effective for me since a Honda jumping in at the right distance (which is pretty exceptional considering the range on fj.HP) can hit you during any spark animation, but it’s also incredibly boring. I’m not scared to grapple with a grappler. If I have the momentum, I’ll cross-up/ambiguous jump in on a meterless Honda for days. The Honda match up requires aggression. and I recommend that you approach most often from the air. dash-and-grab is disgustingly risky.

The end.

In your defense tho, I havent played any good Hondas on PSN either.

if Luffy is facing Lorddvd, i can understand his pain :slight_smile:

Yeah Metro, i found that playing offensively against Honda is better than running away too. And i’ve been using some spaced spirall, but he can chip with LP headbutt as well. It’s kinda a game of ‘the one who chip the most while being safe’, i guess honda is better at this game than Rose heh.

Yeah nacor, the honda is Lorddvd.

No I’ve played good Hondas, just none that decimate me from start to finish. I offered some legit suggestions so don’t be rude cutting me short and then acting like I need some defense for what I’ve said. Sorry maybe you did mention spirals and maybe I’m not 100% on the match up, I was just elaborating on how I would play it.

By the way, a safe blocked spiral will give you the right distance for a cross-up I found out just a couple hours ago in session.

And while Honda might have better chip, Rose is much more agile and can evade headbutts/splashes better than Honda could against spiral. So while it is a kind of “chippy” fight, I don’t think it’s much of, if at all, an uphill battle.

Well, watching the video…good shit! The only sparks I saw you do were LPs though, and thanks to their recovery, they tend to not work so great as zoning fireballs at around full screen, he was just waiting for you to do one and jumping in for free because you hadn’t recovered yet. If he’s reacting visually to fireballs, you can do HP or even MP and when he jumps, you’ll be able to do whatever anti air.

There were a few spots where I believe you could have EX soul threw the guy, situations like where cr.HP wouldn’t work or would trade. A trade with a Honda jump-in isn’t really a good one =/

I think more varied fireballs would help the most here? When you start HP sparks, he’ll have to learn to react to Rose’s animation and not actual fireballs, but even so, if he’s quite far away, he’ll probably just jump straight up. While he’s coming down from the jump, you’ve probably recovered and you can throw something else. I also noticed you were sitting on super for a while, don’t know if that was purposely or not. EX sparks might catch him, those being incredibly different from LP sparks.

vs Honda is a tricky match.

I’m only scared of headbutt, but I lost my phobia of that. I don’t care for any other move.

All Honda’s do is carefully j. fierce. It beats out everything Rose does in the air and beats EX Soul Throw clean all the time. It’s not an easy ultra after spark because he can fall into the spark. Honda’s specials aren’t great. He can do his hands fadc oicho, but that’s pretty predictable and you would’ve jumped already. Rose also has zoning game ahead of him. Tick throw plenty. It’s horrible though. Don’t worry about his headbutts is all I can say. Honda doesn’t have much vs Rose, but he has enough to keep Rose at bay. In my opinion, the only thing Honda has over Rose is his EX headbutt and health advantage.

NEVER EVER EVER EVER EVER SLIDE GRAB. They hp headbutt most of the time. if not, they jump fierce.

Yeah i’ll try to use more hp and mp spark, i’m not rly acustomed with the recovery of hp spark actually. If it can give me the chance to EX ST that’s good hehe!

No Metro, after a blocked spiral, if u try to crossup, he’ll just walk back a lil and HB it.

there’s no guarantee of that. he might go for ochio. or even headbutt immediately after block stun expecting you to backdash.

If you’re already in the air for the crossup, he’s not going to try to headbutt backdashes or grab you

The best Honda I’ve played is Skye Thompson or Skyet. He is arguably the best Honda in America. He is just amazing. I have played him countless times and I think it is one of Rose’s toughest match ups. A good Honda is patience and knows once they get in they can do damage. A *real * Honda player is going to do hands into super combos or hands into hands which does an insane amount of damage or on block does a ton of chip plus building meter. I agree with Saqs that the best way is to play defensive and sprinkle in some offense with some dash throws.

Now call me crazy, but jumping is never a good idea in street fighter unless its a safe jump or you can air parry or airblock. Honda has some of the best air normals in the game and can anti air with butt slam or headbutt for good damage. His neutral jump fierce can be beaten out by Rose’s f.rh which is easier said than done. Playing lame or “zoning” is the only way to win this match up. SF4 might as well be lame fighter because if you are playing to win at a tournament level, that is more often or not the way you have to win, especially with Rose. So take your chip with soul spark.

I’ll probably be playing him tonight and possibly tomorrow. I’ll try to record the match up. Good shit to Luffy :wink:

That’s EXACTLY what the Honda i’m playing do lol, chip with hands to build meter. Even if i block his c.lp, he’ll follow with hands to chip. Thanks in advance for the vid :).