The New E.Honda Match-up Thread!

Ok had some time over the holidays to play a bit and have a few questions to throw out there. Been playing a great akuma player recently opened my eyes to how the fight should be played by him against our little knot haired wonder. He applies pressure in a very smart fashion with dive kicks and good follow ups after trying to force mistakes instead of sitting only only akuma’s zone game.
Thus far I have been blocking and teching for the most part waiting for an opening to stuff jab hands into him but one miss block or tech and I’m hitting the floor facing alot of fun wake up options. So aside from any tips on handling good aggressive akumas heres a few questions I had if anyone could lend some insight.

  1. Any other matchup specific things besides focus 2nd hit of s.rh from him?

  2. When kara demon is used as an AA on a jump in (low forward cancel) will an empty jump allow me to hop back up before he connects? (jumping just inside sweep range)

  3. On my wakeup after a throw or other untechable(unquickstandable? heh) knockdown I have been blocking or backdashing if I think a flip throw is coming. Any other suggesions?

  4. Lastly against the dive kick I have been working a late ex/jab hb and a short sumo splash but both seem to get stuffed on deep dive kick. Any methods known to deal with the deep dive kick aside from block?

Thanks for all the input guys, really appreciate it.

:tup:

against akuma i wait for him teleport wait for him to throw air fireballs
on your wakeup…why not ex headbutt? lol
on his wake up throw a jab hands or if he has ultra and isnt stupid bait him into teleporting away from you and as soon as you see it headbutt towards him for a free hit

Waiting for air fireball or teleport I’m not seeing as an option against a good akuma. He floats in and out of poke range waiting to find an opening to begin his assault.

I have been burning my EX stocks on holes in his blockstrings or link combos for dmg leaving me not much meter on wake up. Might change that up then. Doesn’t really teleport back on wake up much most likely due to fear of eating hb.

Was more along the lines of if you have had success with certain tactics
or more along to what you guys have had success with against good akumas.

I’ve been going to work in training testing things out but was looking for insight on how you guys with alot more experience try to create and capitalize holes in a good agressive akumas gameplan. Only takes a few mistakes to take him out but when facing players that make very few mistakes, this becomes a very tough task.

if you get knocked down vs akuma from a throw, sweep, red fireball, super or ultra, you can not reversal a properly spaced demon dive kick. so yeah, blocking is your best bet.

however you can ex head butt if they try to demon throw, cross up tatsu, or meaty from the ground.

if you’re playing a good player that can safe jump though. you have to worry about that too since they can option select a fierce dp (or worse a back teleport) both of which rape you for doing any reversal on wakeup.

Vega Match-up
Vega Strengths

  1. Vega can air throw the obvious sumo smashes on the way up or down.
  2. Vega can hit standing fierce after a blocked strong/fierce head butt.
  3. Vega can jump-back fierce on normal head butts (EX head butts if his reaction is good enough).
  4. Vega can neutral-jump forward Honda’s jump-in attacks with little worry (unless Honda does a jump-forward fierce early).
  5. Vega can (and should) cancel his crouching pokes into FBA to the opposite wall when he’s in danger of being cornered. Aside from an auto-correct head butt from a ready Honda, I don’t see how that can be stopped. If you try to rush it down to punish it, you run the risk of being caught by izuna.

Vega Weaknesses

  1. Honda’s FA kills Vega’s izuna drop due to the lowered ground stance. It’s almost impossible to land against that. So, you can use it on the meaty izuna attempts, but be careful when the Vega does EX FBA and goes in for the kill. He can turn that into EX claw strike and kill Honda’s FA.

I’ve been having issues with scrubs mirror matching me and spamming buttslam.

Is blocking the first hit, focusing 2nd really my only option?

And if it is, can I charge for a level 2 focus or will I just need to level 1 and backdash out?

I was using level 1, but it’s not exactly good at discouraging people from doing it… I need some beef!

How do you get out of akuma’s vortex? he always seems to do a meaty dive kick and im just stuck there on block stun

practice your blocking of akuma’s vortex and throw techs.

the demon flips, if done right by the akuma player, will stuff all your special move options (ex-headbutt/buttslam), or a the very least keep him safe (you move will whiff).

Practice your blocking of ground strings and throw teching, when successful on a throw tech that is when the match resets and slows the vortex rush down pace.

the BEST thing you can do is head over to the akuma forums and actually read up on the vortex OR [media=youtube]vTJ5srcjWiA"[/media]. Remember that the forums arent private so it helps to linger over to the other character’s forums and read up on what they have to say about you!

Thanks for all the help guys. Seems like blocking is the best bet unless a throw is coming. Avoiding the vortex situation is one of my main goals in the match up now. Playing safe and maximizing punishes on any mistakes I see.

Happy holidays fellow sumo brothers!

  • I press to many buttons. :rofl: -SNK

since no1 has answered u…(i think)
ive found that js neutral jumpin fuerte during his mixups its not such a good idea…maybe when he is tryin to get it…bt any good fuerte can stop and do his srk thing (sorry dnt know wat its called)
and that can stop hondas neutral attemps…unless he times it wrong…bt if ur jumpin before he comes it…it will usually catch honda
or he can js grab u and set u up for another stupid run mixup
if u do happen to jump out of tortilla…u shud be jumping back w a fp or mp…ive have to indure that matchup alot lately and have learned some tricks against him to try and control the matchup
hope that info was somewhat useful and u could understand wat im tryna say to yah brotha!

i do understand and thanks jumping back while he is jumping makes sense i can block the cross cross up splash and punish with st. RH

Greetings, I’m having issues with a gief that knows the wakeup mixups well, knows when to combo into lariat or tick throw and has good green hand/s.HK approaching strats. Any help? Thanks in advance!

hell yah another perano! (my pops is from callao)
anyways…
im not sure i understand wat u mean when u say he knows mixups well
cuz one thing i highly dnt reccomend, if this is wat u are doin, is not to get too close into gief…one missed link from u and all it takes is mash spd to catch u
important thing is to gain control fast and keep it. j.fp pretty much keeps him out all day and if he is walkin towards u and u hit…either go into hhs or st.rh
st.fp usually trades while he is jumpin in bt u will get the better exchange also keep him out w st.rh…try to bait out those greenhands and u can actually catch him w js a st.fp
if u get a block on a greenhand GRAB right away…ochio is too slow even on reversal (i believe)
and if he is using those s.hk to advance again s.rh or s.fp…if u have to timing or feelin lucky enough to guess headbut the guy…ex is obviously way safer bt i save my meter for when he tries to cross up…ex headbutt to continue to keep him out or even ex sumosplash…i even use ex sumosplash js to get away from a cross up cuz i never want to be close to him.ever

geif’s st.mk is pretty scary to me.

Hey peruano/perucho! Tell “chimpun(read it as cheempoon) callao” to your dad for me!
I win if I I suceed in keeping him away, but that’s not always the case. He gets one knockdow, the mixups begin. Like, after his splash(jump down+HP) he will poke into spd, if I start to jump, he’ll start to poke into lariat.
Is there any honda jumpin that completely stuffs lariat? Does it have invincibility frames? How many?(I miss the sf4 wiki, it had all that info)
Also, does s.HP beats every poke he has? Or does his s.MK/s.MP beat honda’s far s.HP/s.HK?
Thanks in advance!

I don’t know if this helps anyone but s.MP helps me keep gief away and trades when he uses s.MP. Also when a gief lariats, most of the time my s.HP tends to beat it out. Try it out and let me know how it works out.

Good spacing with Jump in :hp: works wonders against Trigger Finger Giefs, considering most of them will go for the trade so they can Ex-Green Hand to start the mix-up game. Most of the time It’s best to walk in against Gief and try to battle him on the floor.

Edit: Now that I’m done puking and enjoying the flu what I mean is if you have to approach Gief then atleast do it by walking. Jumping in… it’s just too risk and turns the tide of the match-up if you get knocked down or guess wrong. We’re Honda players not Shoto’s.

man i know that! i heard that all over when i went to vist 2 years ago…i wish i cud go back…bt lack of funds
anyways back to the main topic
yah if u get knocked down then it is pretty difficult…if he pokes and u think the spd is coming back dash…it shud get away from the lariat too. thats y i sed try and get control early and from there u should be able to control the match
bt like mr snk said…we r using honda…not shotos…so u have to really control the match in hondas favor…

THanks for the tips Mr. SNK. What do you usually do against gief after an oicho throw? Thanks in advance!