The New E.Honda Match-up Thread!

Gunrock, I tend to close the ground with neutral jump fierceover his ground or air fireballs. Also if he uses lots of air balls you can time heabutt to catch him on his way down from mid screen or closer and you have zipped right under the fireballs. You won’t get away with to many before they change to ground balls or delay their air balls. I walk them down and will take a few fieballs to get in because of the damage you do in comparison. Also if it’s not the red firball or ex don’t forget fadc to close the gap.

I have a question vs vega/claw. Played a guy tonight a couple of times who walked back constantly and would then throw out the ground double roll claw and chip away. When I got nearer he just wall jumped to the other side of the stage. Really dry tactics as he would back flip any headbutts and I only had to guess one dive wrong and he got his hit and off he went again. One round I did nothing and he just walked back and that was it. Any tips on how to approach this style. I could avoid it, but want to work a way around it and show this guy that he needs some new weapons. It was lame but completely threw me as most Vegas I play are bouncing all over the place.

Everything Tamanapants said. Plus if he uses teleport a lot to escape on wakeup learn to use auto correct fierce headbutt. You can use it as his teleport passes by you and you’ll hit him as he’s coming out of it.

Rolling crystal flash is really unsafe against honda. If he keeps doing it fierce headbutt on reaction will hit him out of it or butt splash as he approaches or if he’s close to you doing it you can oichi him out if it. Wall dives can be stuffed with nj.fierce, don’t focus against them as you can be izuna dropped out of it. Once you get him on the ground vega has no attacks that have invincibilty frames on startup so most likely he will kkk/ppp flip, block, jump back or back dash. Try to notice what he likes to do and act accordingly. Jumping back can be countered with meaty attacks, blocking with oichi, for back dash and flips you can fierce headbutt on reaction, just make sure its at the end of the flip.

Hi, what’s the best way to punish a blocked srk>fadc? When I have bars I can ex hb, but my natural reaction is to cr j>HHS, but I get thrown in the middle of my jab animation every time,. Is there a period of time between my blockstun from the srk, and their dash recovery, where I can actually really punish them? I’ve seen daigo consistently punish starting with cr j, but that’s a 3 frame jab. Hope my question makes sense.

By the way, I started doing this thing where when I play player matches where I’m clearly way better than the other player, I will set handicaps for myself. Yesterday I played a match with only using normals, and I discovered 2 things: 1 super meter filled up really really fast, like before the first round was over. 2 cl. RH is actually a decent anti air and anti crossup, at least a lot better than cl. Fierce since it seems to come out faster and has better range. It does require good timing though, but so does j hb.

guys what do i do against fuerte

Since I rarely play against any El Fuerte, the strategy I use is stay away and zone him out. That tends to work out for me. Someone let me know if this strategy is any good.

Fuerte: Establish a life lead and run away. When he gets too close poke him with st.FP and st.HK. If he knocks you down use LK buttsplash or EX Headbutt.

im havin issues w elf too…im wonderin if hondas s.mp aa would work if elf tries to slam u deep…or even a slide…bt im pretty sure that comes out before mp…and jumpin away or neu fp isnt workin too well…guess im bein too predictable…i eat fuertes ex srk move for free…

knock him down jab HHS on his wake up everytime tick ochio too…if he gets mad and random ultras the hhs wont come out and you can neutral jump it… neutral jump should be working perfectly, his dropkick is a perfect AA for headbutt so dont do it mid to full screen at all just keep the pressure on if he runs away and you have the lead just wait for the ex run or a wall jump and neutral fierce

yah…ill try that out…seems like a solid plan…i js have to out smart him and make sure to execute all those hhs

Hello all, I use Akuma and desperately need Honda matchup experience, I have no idea how to play this match and thought it’d be better to make a post in here rather than making a whole new thread just to ask for Honda players to add me…so if anyone wants to play my meh Akuma add me on PSN :tup:

Much obliged.

Hit me up nexttime I’m in the chat.

Hi, just some match up questions against Dhalsim.

I found that jumping in against Dhalsim at the correct range would beat out his AA.

Question is though, i find that i can’t approach him when he has super or ultra - i can’t just jump in anymore…I tried walking but between his fireball and his HP follow up, I don’t have alot of answers.

Any advice other than anticipating a fireball and jumping in?

you need to get meter in the match vs sim.
one trick is go full screen and if he throws a slow fireball. reaction whiff an oicho. you should recover in time to block.

this way when sim has super or ultra and you can’t jump in. you can prediction fp super and hit him full screen when he throws a fireball.

obviously this strategy still sucks for us but at least it makes him a little scared of throwing fireballs.

another thing you can try is to ex hb through the very end of a fireball. as in, ex hb right as the fireball is disappearing in front of you. need to get spacing and timing down for this but it often catches sim off guard.

^^^^ honda has a neutral jump answer for everything sim throws out remember that…

on a side note i have a fuerte question… if i jump a tortilla attempt and he lands behind you, can i neutral jump fierce and move backwards and hit him? or at least grab him? or should i be st FP to just beat it what does what thanks in advance

^^^ can you elaborate on the nj answers to sim?

there are some use i know of at specific ranges. but over all i don’t rely on this move that much in this match. i’d rather jump in at the correct ranges and trade with his anti airs.

ok lets say he uses standing hk to tag you from medium to long range while your neutral jumping. Fierce will trade/beat it and if he makes you sit on his hands with down fierce then neutral jump jab(chop) beats it clean, does no damage but if you can go a whole match with hitting him and not hitting you its almost like it isnt a 5/5 matchup and i play GOOD sims

hmmm i’ll try that out.

generally though, there’s only one specific range where nj.fp consistently beats his st.hk.
when you neutral jump at this range a good sim knows what you’re doing.
so sim will throw a fireball and do an early st.hk so that you jump into it as you’re going up.

the other thing is that i generally don’t like stalling the match too much vs sim because he is such a stronger character when he has super.

i believe i used to try this strategy a long time ago and it didn’t work out for me too well but i’ll give it another try.

oh by all means HK buttslam or do something to get in as he is jumping back moving forward is too good but then so is randomly hitting his jump back fierce with a st. chop

Just posted this on Neoempire.com in the UK - stuff on strong use of Kara by Sagat and what to be careful of.

For Nick and anyone else who might be interested ( and would welcome Cuongsters and any other Hondas input too if you read this), but some notes following some games I had with Alioune today (sagat matches). Not played Ryan Harts Sagat so cannot compare, but for me Alioune has the best Sagat I have faced - strengths are his use of Kara moves, his zoning and spacing. I wont bother with the ususal, don’t jump in stuff, but specifics against a strong Kara using and zoning Sagat - a rare breed but worth knowing.

when/if you are neutral jumping fireballs at full screen, be wary of moving too far forward in the air and try to delay putting out the HP to allow you to move until late. You can be Kara kneed when coming down, but delaying the input of HP actually stuffs when timed right. In effect you need to neutral jump without moving and then press HP after the apex of the jump to move. I tried this after the matches and it works well and stuffs most kara knee attempts. The worst thing in the games i had was neutral jumping a fireball and then getting hit with a Kara knee that pushed me onto the fireball behind me - one second opposite sides of the screen, the next I have eaten a knee and a fireball I thought had passed and had to start closing the space again . You might want to even think about moving backwards with the nj.hp to take you out of range.

Try to walk and duck under high Tigershots and nj.HP the low ones (or FADC to build meter, but only a couple). the range you want to get into is just outside tiger knee range when you are more dangerous and can punish overuse of firballs or Tiger knee or can start playing some neutral jump mind games (stay out of standing HK range though or you will get knocked back and have to start again if timed wrong). In this range the kara stuff pretty much stops. I say try to duck under the high ones as if you get hit by one wrong you eat a low one after the juggle by a top Sagat.

Try and get a good way towards getting Ultra. Once you have it, you make the Sagat player think twice about shooting randomly if you can get yourself 2/3-1/2 screen away charging and you can close the space a little easier. Takes some practice (I need more) to time the Ultra but if you can get it, it opens up the whole match because Sagat is cornered and you try your mix ups on Sagat with half his life gone. Also I found having the Ultra meant kara knees and kara shots stopped because moving closer and seeing it coming gives the Ultra more chance of hitting.

Do not try HP or MP headbutt for chip damage, both are punishable with Kara Tiger Uppercut on block. Also if Sagat jumps over your heabutt attempt you are going to eat something so at least do EX and lp ones it when he cnanot react to it.

Do try EX heabutt on blocked Tiger Knee. It will beat a follow up c.lp combo clean. Mix it up though as of course good players learn fast.

If/when you get in close, start the hands game going for pressure and mix ups.

know your spacing for s.hk, it beats start up fireballs as does s.hp if timed right.

The only other thing I can add is don’t get predictable and be prepared to wait for your chance (this is very important).

A Sagat who can Kara well and zone makes what is already a challenge for Honda seem like your worst nightmare, but I have seen Lord DVD counter it and have seen Cuongster beat it so will keep trying for sure.

On a foot note all other Sagats I played today I beat or took games off so the pain was worth it.

Last but not least and despite my first lines, do not jump in/forward unless there is a horrible tigershot thrown - could not help myself. You can be Kara Tiger uppercutted/kneeded even when you think you are safe from full screen and trying to close space quickly. The most priceless is Kara Tiger uppercut FADC, f.HK… you know the rest .