5 inputs for any HHS, just have to end on the button for the strength you want.
thanks man.
Flame away but I think chun is an impossible matchup (at least for me). There is no way to get in on her. This is my current knowledge on the matchup any advice or corrections would be much appreciated.
In the air
- j.mp gets beat by her c.mp
- j.hk/hp get beat out by her hk/hp respectively
- jn.fierce gets beat by her hp I believe it is.
- she doesn’t have a normal that can beat out nj.jab(at least not one that I know of yet.) though what good is that.
- if you jump late over a kikou ken shes going to air throw or early j.hp(double hit) to ex.sbk.
So in the air is out of the question kind of like fighting sakura.
On the ground
- She can keep pressure on you with kikou ken. Like guile and his sonic booms her kikou ken recovery is lightning fast so unless your psychic don’t even think about ultra’ing or supering through one.
- If she walks behind her kikou ken you can hit her and avoid the fire ball with mp.butt splash but if she catches on to this she can bait you into eating a focus attack.
- Slowly advancing forward she has a wide area where her standing HK beats the crap out of honda.
- If you manage to get in too close on her she wins at footsies as her crouching jab is fast and safe.
- There’s a tiny area you need to be in between her crouching jab(which is outside of ochio) and standing HK that you might be able to land some things. MP can stuff Hazan Shuu here if your quick and you might be able to land a HHS combo but forget standing fierce as it trades or gets beat out most of the time.
- Headbutts gets stuffed by kikou ken and jab but sometime you can trade and get a knockdown.
- I thought buttsplash was the answer her but she can dash away and punish with c.hk fairly easily or FA of course.
Ultras/Super
- Her ultra punishes all of your blocked head butts, whiffed butt splashes, and blocked ultra.
- Her super punishes anything over 2 frames lol. So she can easily punish a blocked HK, or miss timed link for that matter. She can also punish your super with hers.
I honestly don’t know what to do. I try and take the lead early but she can get in pretty easy as honda’s anti airs don’t work to well against her. Butt splash almost always misses her in the air, the window to hit her with headbutt lp/ex is very small. I know you can chop her as she’s coming down but you have to do it super early. Once she gets ultra or super I can’t use half of honda’s moves anymore.
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Yeah the chun matchup is fairly difficult. I had to face MagMan at SB4 and I managed to keep the first game very close but her st. roundhouse is too much.
Preach it, brother. Without a doubt E.Honda is the thinking-man’s character.
Exactly. This reminds me of last night, trying anything to get in and play mind games but she stuffs everything you got. My only hope is to land crazy damage in the first part of the round and make her come to you.
You are right about the massive damage then run, on the offense, chun is alright, but her defence is pretty boss when people are far away. I played a tournament today, and came in 4th cuz of a chun. She had the kiouken thing down but to get me she tripped as I jumped over it… and man I was at a loss… she would just sit and do that forever… the trips let her walk away again and send another kiouken… I didnt know about the j.mp, but i donno if it’ll hit it. or the j.lp or j.lk… do they work consistently? Once in, my honda game was good, but getting in there…
jump in early mp is godlike vs chun.
anti air hb’s have to be done kind of late or they will lose.
anti air standing chop is decent because chun has a high floaty jump and is easier to react to than most.
if chun does the fade away early j.rh as an instant overhead… you get a free head butt or ultra if you have charge and do it close to reversal timing.
another nice trick is that if they are far away doing fireballs… you can see the fireball come out and then whiff an oicho before it gets to you.
this way you’re building meter as well and she doesn’t get a meter lead on you.
you can also super full screen through a startup fireball
The strategy I use against Chun Li is to stay as close as possible and never let her breathe. Unless she has meter, there is nothing she can do. Her only wake up options without meter are block, jump back, wait for a throw. With meter its EX bird. Also j.rh either trades or beats out her s.rh. If you see anything wrong with my strategy, let me know.
I use a different strategy against Chun. At the start of a round I will be very aggressive towards her. If I am on the approach and she throws a fireball I :uf:j.:mp: since I can at worst trade with her st.:hk:. Once I am close I will throw out HHS on her or tick throw. But once I have a few solid hits in and I get some super, I distance myself from her and make her come to me. At a distance her fireball isn’t much of a threat, just focus/:u:j. them. On her jump-ins I just use EX headbutts, once I lose those I just block and wait for the end of her block strings.
How often does this work for you? I always feel like her jabs take priority…
For what part in particular? I always try to wait until one of her combos ends in something like lightning legs so that she is a good distance away.
Your strategy sounds much safer than the way I would play her. The only reason I use my strategy is because I fall under pressure when any other players rush me down. I get confused and lost so I rush instead except against Sagat, Ryu, and Zangief. Those matches are all about patience.
Honda is all about patience. The only matches I will stay aggressive during are Sagat and Ryu since they can just throw fireballs all day.
When I play aggressive against those two, I end up eating a lot of shoryukens and tiger uppercuts.
Without seeing you play, the only thing I can suggest is to not jump in at shotos/sagat. Avoid fireballs with :u::hp: when your jump-ins would put you in DP range. I have some more advice in my Honda guide. http://docs.google.com/Doc?docid=0AcVjO70H43bEZDc0YnJkel80MWM1Zm02NGY4&hl=en
6/4 Abel. Lookin for someone are ya? Have you tried talkin to the cops?
- Roll>>Tornado throw is a popular scrub tactic. Unfortunately tornado>ochio, so you either have to throw him mid-roll, or if you KNOW he is going for it, jump up and hit him as he is whiffing it on the way down.
- HP and MP headbutt are punishable by rekka combo on block, all headbutts lose to ultra (so dont do one when hes standing there buffering down, forward, down, forward), and I BELIEVE that HP headbutt is punishable by ultra on block (but someone plz confirm)
- Rekka combo (the 3 hit mixup thing) is punishable by ex-headbutt after you block the 2nd hit, and by ultra if you block the 3rd.
- Careful about blocking down on wakeup, Abels flip kick is an overhead, and a meaty one will get you a lot of the time. Note that any headbutt can beat the flip kick once its started, but the headbutt is damn slow and a meaty flip will catch you unless you do EX-HB.
- You can meaty abel to death on wakeup because he doesnt have any good reversals. All he can do is roll. Once you train him to roll, then watch for it and punish accordingly.
- Dont abuse nj.HP too much here, if he clips you with the end of his elbow (cr.HP) youre eating ultra
- If you want to know what you SHOULDNT do vs. Abel, search youtube for Mr.SNK vs. Juicebox Abel
A couple notes form me to add on to what Mr SNK has posted:
Abels roll has recovery, practice in training to punish or just Oicho on reaction. If a Abel player expects you to jump he could FADC the roll forcing to to block a lv 2 FA. Most good Abel’s I have seen won’t roll TT religiously if at all anyway.
MP headbutt isn’t punishable, I checked in training, MP headbutt is -13 while Abel’s fastest rekka is 14 frame start up (and isn’t safe anyway) and Ultra won’t hit. That being said if MP headbutt is blokced you better be blocking and not try anything.
You can’t always meaty Abel, cause when he has meter he can just EX TT.
If your opponent is abusing EX CoD, you can whiff anything cancelable and buffer to oicho.
No one ever does the 2nd hit of CoD lol Also first hit is -3, your best bet is to jab headbutt after the first (it should beat any follow up and abel can’t punish)
Honda’s nj.fp gets beat by alot of Abel’s shit, so best bet is to do it outside his s.mk range or on his wake up.
Another crappy thing about chun is nothing is punishable except ex.sbk which is -18 on block.