The New E.Honda Match-up Thread!

I had a fucking blast.

any tips for Dudley match up? his jumping roundhouse(elbow drop) stuffs all of hondas AA’s

Wrong thread homie. All of the E. Honda match up question go here: http://shoryuken.com/f256/super-e-honda-match-up-thread-before-war-234305/index12.html

hey how do you handle jump ins im doing the but slam but it always misses and then i get punished hard also like to say thank you to the guy who did hhs video…i got the combo down to like 90 percent now.

lp headbutt or ex heabutt.

thank you i finally got some wins on him…didnt know what to do with the jump ins

I have diffculties play with the below characters attack, does anyone can help

ZANGIEF know to use PPP and the FADC into his green fire hand
When i jump up, i always hit by this set of combos.

Rufus: He always step on my head or throw me after landing or hit by his set of combos

RYU: He knows to release a Fireball FADC and then hit my striaght jump fierce hand or do not FADC after getting close to me

KEN: Ken seldom release fireball and jump in and then jump back. Very diffcult to play with it.

Wow grandmaster akimo blessing this thread with his questions? We should all be humbled.

I dunno if you were being sarcastic or not, nor do I know if that’s Akimo for real ^^
but anyway

gief: if you’re getting hit by PPP it might be a range thing. Neutral jumping so that jump HP hits with the tip, then PPP won’t win. I think stopping gief from walking forward into low jab range will solve some of the range problems. Maybe it’s a good idea to use neutral jump until you have EX and then stay on the ground using low jab and stand fierce to keep gief out while not doing anything that’s too easy for him to jump over.

Rufus: I use MP headbutt and MK Sumo smash a lot. Rufus can’t low fierce the MP Headbutt and Sumo smash is an anti-air that works by stopping the air attack before it becomes a real threat. Divekick pressure is rough when they mix it up with normal jump attacks after knockdowns/okizeme. If they use divekick 90% of the time or you have quick reactions block it low and use MK or EX sumo smash and of course EX Headbutt. Blocked divekicks don’t give a lot of stun so there’s usually a gap. Rufus is wide so that it will often hit crossup and it’s harder for him to focus attack it in the right direction. If he’s more careful after divekick you can try to just back dash or jump back HK and save your EX.

Ryu: I dunno… FADC fireball is rough. I’ve had it done to me a lot and it’s usually done at the end of the round when you’re almost dead. I’d say look for it when the round is almost over and just block the FB. If you’re one chip away from death, I have no advice for you XD

Ken: I have learned not to just sit there and block inside his step kick range (f+MK). I’ll now sometimes walk forward and try to HK, use LP headbutt when I expect a step kick or move back a tiny bit to let his step kick miss. The gap between step kick and c.MK is big on block, so if they do that often EX headbutt in between. Ken doesn’t use fireballs a lot, so play it differently than Ryu so I just try to watch his normals and his movement.

Zangief: far s.HP beats lariat if you stand outside its range. Also, walk forward s.HK to punish lariat recovery. Neutral jump then b+HP beats Giefs that spam lariat on wakeup…follow up with HHS or s.HK. Don’t tech (quick get-up) when Gief knocks you down with EX green hand so screw up the timing of his cross-up shenanigans.

Rufus: far s.HP is alright against dive kicks (surprisingly c.MP is also good against dive kicks). Headbutt blocked ex messiah. You can Oicho him between his follow-up if he chooses to delay. Rufus’ s.LK is a good hit-confirm, it can lead to launcher, EX Tornado or end with you in the corner. Seriously I wouldn’t hesitate to expend meter just to get him out of your face. Only headbutt as reversal or as part of a combo; he can punish blocked headbutt (MP, HP) with Ultra 2.

Ryu: if you can read fireball startup at mid-range you can punish the recovery on FADC with a b&b or a combo that leads to knockdown (e.g. c.LK, c.LP xx EX Sumo)

Ken: when going air to air against Ken, do your normals earlier than usual because air tatsu has wonky priority. Just get close enough to start jab hands whether it’s blocked or hit, doesn’t matter because what you want to do is react to what he does after hands. If he jumps back, headbutt, if he neutral jumps or jumps forward, sumo slam.

Vs guile, goken and blanka

Im having alot of trouble with the ppl mentioned in the title. Guile especialy because or his lp sonic boom traps and his turtling. Any tips?

There’s an amazing write up several pages back for Guile.

Im having a hard time keeping dudley away! Any tips?

It turns out lk sumo beats these ultras…
Burst time
Shinruken
Shinku hado
Shin sho
…ive stuffed these so far against wake up ultra

Do people here think that Rufus beats Honda? I hear that an awful lot but I don’t feel it’s really true. Rufus is annoying when he is in everybody’s grill. But Honda can dominate him in footsies and easily keep him out. Plus, EX-HB is one of the best GTFO moves in the game, which is obviously valuable against rufus.

Clearly you’ve never had your ex-headbutts stuffed by a good rufus then.

I just did… Jabs…shorts… Divekicks and ex messiah kick fucked me up all day

Yeah I suppose not.

This is why lower body invincibility will probably end up being a benefit in the Rufus matchup. I rarely use jab headbutt if it was an option, I prefer to go air to air with MP or neutral fierce. Actually this might boost Honda’s chances in matchups against characters with overhead jump-ins that often beat headbutt, like Rog, Dudley, Vega.

I guess that means that with lower body invincibilty frames we can punish sweeps as well. Maybe even some crounching attacks like shoto cr frwd or cr strong