A lot of problems for Sim in that match. Most important one is ochio. It means no throw, or at least no tick throw at all. And that means it’s really a mess getting out of close range, i.e, the situation you don’t want. And Sim takes damage like mad. Huge problem. A lot of setups after Ochio are very good for Honda as well and are very confusing for Sim. HK buttslam for example, is really hard to block if you stay on ground. You can beat it though with an immediate jump back HP. But a clever honda will cr.MK you if he sees you going for that solution too much, and it’s a guaranteed dizzy then after. Also, his bearhug grab is incredibly good, as the follow up is either cross up HK stand MP stand HK (4 hits dizzy, works also for honda on guile and chun), or jump HK blocked by sim, that lets Honda go for another bearhug (working as a tick throw in that case).
HK Buttslam gets beaten by st MP, but you have to time it on the apex of it ; a single flaw means trade / knock down aka 80% stamina. Every trade in this match is really (to extremely) in honda’s favor. Other buttslams are hard to punish (trades and pretty quick ground recovery). Note it’s tough to see what type of buttslam Honda is using at the very moment the animation starts, making it harder to choose the right answer.
Round opening is really tricky. Best choice is cr. back LP to stop hands (but you gotta time it a little after the beginning to counter HP hands). The quickness of the animation let you recover and react if it’s a HK buttslam (then go for stand MP or jump back HP). If it’s a jump in, then go for stand back LP. Another type of buttslam = stand MK. That’s for theory fighter. When you’re playing, a single timing mistake means almost death or at least a very favourable position for Honda.
After pushing Honda back with stand MP/MP, or cr.HP/MP, DO NOT throw a yoga fire after that. That’s the common thing you want to do, but honda can trade quite easily and heavily in his favor with dosukoi.
Anti-air game is incredibly hard and diverse. You have to choose the right one for every situation. Honda can jump with down MK or LK just to beat all the anti air game you just thought would work (such as cr. MP/HP, slides). Good anti-air, I mean crucial, is jump HP. You can beat almost everything with that BUT if you whiff it a single time (and that happens at least once in a round), you’re subject to be dosukoi’d and killed before you blink.
Teleport is ok, but not really good. You have to time it on reaction if you’re in the corner and you see Honda’s jumping at you or something. If you mess up, you’ll get severely punished.
Sim’s super, one of the best in the game, is even breakable by honda with a good jumpin MK to ochio, or it can trade (or even not!) with a well spaced HK buttslam.
It’s just incredibly complex and you won’t know until you play sim, and versus a really good Honda.
Now why didn’t I rate it 8/2 for Honda, with all of this being said ? Because on paper, Sim has EVERY tools to just let Honda away. A perfect sim wouldn’t allow Honda to touch him, every lost round comes from a bad judgement at some point, even a little one. So it’s kinda hard to rate it, because in theory it’s 10/0 for sim, and in practice it’s death if you mess up. So I gave the privilege to practice in my rating, knowing no one is flawless (even more when you have to struggle until second 40 to win a round). I gave as much importance for both sides (theory/practice) and eventually gave a slight advantage to Honda as I play this character as well, and feel more confident playing that match in that way than in the other.
Anyway, that’s an amazing match to learn, watch, and play.