The New E.Honda Match-up Thread!

that’s the other fei i was talking about earlier. most gp of all the fei users

If they jump around a lot New Jersey their them. All it takes is a few HHS combos and they are done for.

so i found a use for nj HK, after knocking cammy down nj and hk on the way down, the worst case scenario is a trade in your favor but i beat it outright several times

Question about vs Ryu here.

In the match up, when you’re walking and neutral jumping…let’s say you walk up and neutral jump fierce over a fireball. You do it again, anticipating they will jump at you because you have no charge, but they didn’t go for it that time. So then they now jump over you after your 2nd neutral jump. There’s charge for EX headbutt as an anti air, but I don’t want to use it. Probably cuz I’ve just started Honda, but jab headbutt sometimes is too slow and doesn’t hit them (they land safely).

What should I be doing here? Should I walk up and st.fierce chop early anti air or something? I hope my description was decent, because it feels like there is no time for another neutral jump fierce or a jab headbutt. Should I only walk up with meter first?

The reason why I ask is, I don’t think other Honda players are being in a disadvantaged tick situation as much as I am lewlpewl.

Typically you don’t want to be spamming NJ against Ryu, he can walk / dash up and just low forward you (goes right under your fierce). It sucks but once you are at half screen or less you have to work your way in through the fireballs without jumping. When he starts to throw one he moves forward a little so don’t be afraid to throw out that standing roundhouse, you can stuff many fireballs this way.

Once you have your ultra ready you’ll have an easier time unless he really feels like eating an ultra.

Thanks, but I was looking more along the lines of defense against an aerial Ryu without charge. Or little time to charge, such as the situations I’ve previously listed.

It’s not so much of getting around fireballs I’m having trouble with, it’s just that when I get in footsie range it’s hard to give them a reason not to jump.

All you can do is block the jump in and the following attacks. Honda’s only reliable anti airs require meter and a charge. All his other options have caveats…

Stand fierce (Chop) CAN work, but will usually trade at best or just get beaten.
Jab Headbutt CAN work, but will get beaten sometimes or come out too slow.

That’s why Ryu players will jump in on you all day when they see you’ve lost your charge or have no meter, there’s very little honda can do other than block. If you feel like your opponent is going to mix in a throw you can try to short butt splash to turn the tables on him and start your wakeup game.

This is the biggest problem Vs fireball chars. Its not the getting around the fireballs and SRK but the problem of having no charge and them jumping all over you.

As well as just blocking (which is definately your safest option) you can back dash and st.hp, hoping to catch ryu that way. Or if you have your spacing down and are aware of hondas dash range, you may be able to dash under and oicho.

These are options you should use with caution, but none the less they are still options.

A well placed focus attack can scare them too.

Also, focus a few fireballs at the start of a round to get that ultra built up. If the Ryu is good, they will be more cautious with hados when you have ultra. Thats an easier time right there.

^ Agreed 100%, thanks for confirming. I think a neutral jump fierce with back charge fading back, then EX headbutt anti air may calm down some jump-happy Ryu/Sagat zoning for a bit.

While I’m here, how about we discuss jump ins vs non-uppercut characters? For example, against Guile…jump in jab put out early can beat air throws, and jump in strong beats a few of his things or trades (with his low fierce I believe?) I read somewhere that a well-placed jump roundhouse beats Sagat’s far roundhouse anti air, so I’m assuming it can beat Guile’s far fierce anti airs if you jump at that range?

vs Guile, Dictator, and Dhalsim listings would be cool.

I know a few of Chun’s, because I play against some Honda’s. The tip of her st.forward beats everything, but she has to be completely neutral. So if you jump a poke or a little bit of her kikoken recovery, she no longer has that option. She can then opt to use cr.strong, which goes under just about all of Honda’s pokes (not sure about fierce, short, and jab. Confirmed with jump in strong and roundhouse, though.) It’s a trip guard move that lowers her hit box. Sometimes she can reset Honda when doing this, because he’s still in the air and the hit box gets hit before he actually lands.

Lamest shit happened to me…I did Honda’s Ultra on a Gief while he was doing Lariat and guess what? My ultra didn’t even hit!!! Honda just flew and kept flying in front of Gief as if there was some invisible barrier in front of Gief while he was doing lariat and then when we both recovered, he SPD’d me! OMFG what cheese is this? Capcom needs to fix it.

haha. that’s happened to me before.

stupid things that can beat honda’s ultra:

-reaction lariat; you just push him for a while then go into recovery
-seth’s super; even if you wait for it, then activate, you fly across the screen halfway and then go into the ‘sucked in’ animation and get hit
-seth’s stomps can trade, dealing zero damage to him and knocking you down
-blanka’s ex electricity from point blank (maybe even regular elec?)
-balrog’s jab after invulnerability wears off
-if you activate second (counter ultra) to dan’s ultra on reaction, you both trade, deal zero damage, and fall down

i’m sure there are plenty of others. these are just from my own experience.

From the last Ranbat where I placed 3rd again. :rofl:
Not the greatest of a performance but hey I had fun.

Mr. SNK vs Sabre
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Feet Vs Mr.SNK
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JBA Rapes Mr.SNK (:sad:) I still can’t fucking pull anything off.
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And I don’t have the losers finals up. It’s just Sabre beating my tired ass down with Sakura. But I will say this, I now understand why Akimo chooses to finish a match instead of running the clock down.

3rd place and you get to play a great sakura lucky?

yeah but it’s like that every time. LOL

i know you cant do it to shoryken happy people but do you ever ochio after an AA nj fierce punch and both hit the ground, works like a charm for me

That doesn’t work against the people I play. :sad:

hmmm well im thinking of using the toss more i do more damage cornering my opponent then anywhere else

Good for you sir, because i still don’t get it. Care to share the sudden burst of wisdom? i just dont get it, its riskier for me to try “forcing” the match to end.

From what I’ve learned, if you give your opponent enough of time to think of a plan or trade hits when the time starts getting low in the end you straight up fuck yourself.

So you either A: Keep your momentum and push the match to the end or B: Keep it going to the clock hits 00. Now I’ve always been a fan of timer pressure and trust me it works. But against certain players you’re just better off finishing the match if you can’t keep them out effectively.

Here is a I’m going to fuck them instance.
Rog has 140 health left with 30 seconds on the clock and you have one Ex-Meter. Who is the winner of that match by default?

Now here is the I’m going to risk running the clock down instance.
You have no meter and are doing alright keeping them out until they score a knock down and keep rushing the shit out of you. You can’t get away and you can’t Ex-Headbutt them out. Your only option is to take them out so they can’t squeeze that extra damage in and then use your own idea of running away.

Some instances you need to just finish the damn match and if you have the momentum or can get the hits in then do it.

good match, i noticed you never hit him once with an ochio.