The New E.Honda Match-up Thread!

Edit: Asked in the AE changes thread.

I can’t figure out how anyone wastes their time with this fat dbag… this tutorial will teach you how to destroy anyone with ryu. Check it out:

YouTube - thadarkness4’s Channel

YouTube - thadarkness4’s Channel

Ryu is a pussy.
Ryu , akuma, ken = teen girl squad
And frankly im sick of scrub shoto players spaming specials. Even good shoto players when they get into trouble jump back hk or SCRUB IT OUT with srk or hadoken.

I’m picking this game up again after a short hiatus, but I just want to check in and see if I’ve been doing anything wrong matchup-wise. Here is how I rank the matchups. Please tell me if something seems out of place:

SS: Dhalsim; Guile; Chun-Li
S: Ryu; Ken; Akuma; Sagat; Rufus; Seth
A: Vega; Rose; Cody; Abel; Makoto; Ibuki; Cammy; Fei Long; M. Bison
B: Balrog; Zangief; Gen; El Fuerte; Juri; Dan; Guy; DeeJay; Sakura; Gouken
C: Dudley; Blanka; T. Hawk; C. Viper; Adon; Hakan

(Rows are not in order of increasing difficulty. For example, Ken is not harder than Akuma for the S row and vice versa.)

here’s my take on it, matchups are up for debate and don’t really matter too much if you’re the better player anyhow, everything else is very winnable with solid play, 3-7s I usually just go nuts.

3-7: Dhalsim, Guile(maybe 4-6, somewhere in between), Chun
4-6 Sagat, Rufus, Abel, Ryu, Seth(maybe 3-7, idk)
4.5-5.5 Fei, Akuma, Ken, Gouken(maybe 5-5?)
5-5 Balrog, Deejay, Rose
5.5-4.5 Zangief, Blanka, Vega, Ibuki, Bison, Cammy(maybe 6-4)
6-4 Dudley, Cody, Adon, Viper, Sakura, Juri, Guy, Dan, Gen, Makoto, Fuerte,
7-3 Hawk, Hakan

since everyone is doing this, i thought it would be fun to do one as well :wink:

3-7: Dhalsim
3.5-6.5: Seth, Fei
4-6: Akuma, Chun, Ken, Ryu
5-5: Guile, Balrog, Guy, Hawk, Sagat, Rufus, Abel, Zangief, Vega, Cammy
6-4: Bison, Rose, Gouken, Deejay, Cody, Viper, Adon, Fuerte
7-3: Blanka, Dudley, Sakura, Juri, Dan, Gen, Makoto, Hakan

Some thoughts:
Dhalsim: I believe Dhalsim has clear advantages over Honda at all of the spacing areas of a match. Full screen he can walk forward and push you in the corner. Honda must either try to jump in or inch forward and block while eating limbs to the face. Mid-screen Dhalsim can keep him out with Yoga towers, anti airs, and timely fireballs. Honda must try to jump in or guess a random special (highly risky because of ultra2). Up close Honda can chip dhalsim to death with HHS, but dhalsim can easily escape to reset the situation. Some people argue that Honda can just “take the damage,” to get in. This was fine in vanilla where dhalsim’s pokes did not do so much damage and he would receive heavy damage if you got in… A few st. FP to the face w/ dhalsim can make this match very one sided and annoying.
*At low level play this match can easily feel like it is in Honda’s favor. The Dhalsim has to be quick with situations and reactions for this match to truely show as 7-3.

Seth: This is a match where Seth clearly has a disadvantage in life, and with one lucky guess you can be raping his face. This is the only thing keeping this match at below a 7-3. Seth has the tools to make Honda’s life a nightmare…Dhalsim’s keepaway limbs, a slow fireball, and a srk (safejump/antiair)

Fei: A reliable antiair, and a godlike poke (rekkas) that can punish Honda’s whiffed pokes on reaction. Oh, did I mention he can punish headbutts?

Akuma: Thought to be 5-5 for a while now, but with some new vortex setups, and a godlike keep away game. This match is a firm 3.5.

Chun: I dont think anyone believes this match is 7-3 anymore. This is a very winnable match that requires just a little bit of “magic.” She still zones the hell out of Honda, but her tools are bit prone to a costly mistake.

Guile: With Mike beating Lamerboi (convincingly) at NCR and myself going back and forward with Dagger_G, im starting to get the feeling that this match is closer to 5-5 than originally thought. Guile has to pick and choose his anti-airs on Honda, and is screwed once Honda gets in on him and has to guess flash kicks.

Some thoughts part II:
Many believe Honda to be overpowered. I think they are making a big mistake by nerfing Honda’s damage. Honda needs his damage… He can hardly get in on anyone, and has to take so much risk to get in on his opponents. If you are losing to Honda, ask yourself a few questions.

  1. Can I antiair? Do people jump in on me all day? Is that how Honda is getting massive damage on me?
  2. Do I know how to punish a whiffed poke? Honda has terrible recover on a lot of his normals.
  3. Do I know what charge time is? Once Honda has committed to walking forward, you attack him. He cant headbutt or buttslam from walking forward…
    4: Do i need to jump in on people all day to do damage? If you jump in on people all the time, you really need to reevaluate your strategy, cause you probably suck.

Thanks, just wanted to share!

Thanks for all of the feedback, but [media=youtube]3I5D_2Xj5qQ"[/media]

The problem with Sim is, he deals roughly the same, if not a little bit more damage than he used to, and honda has less health…he can punish all headbutts with s.lk(weak) or s.hp, not to mention U2 has some weird ass properties that allows it to function as a 400 damage punish/anti-air

LOL I was just being sarcastic, dude. I know that Sim is very much an uphill battle and I was just joking that if a high level Honda can own a high level Sim, then why can’t we?

In reality one could look at that match as either (a) Akimo just being at a much higher level than Sabin, or (b) Sabin making a few crucial mistakes and failing to prevent Akimo from capitalizing on them. I’m going to go with the latter.

There’s plenty of Videos of Akimo beating other high-level japanese dhalsim players

[media=youtube]wyme8OSQAjs]YouTube - SSF4: takehiko331 [Akimo[/media]

Round 1 goes as expected, 2 and 3 akimo just goes nuts and wins

[media=youtube]YBZYA4-68Lw&feature=related[/media]

behold the power of jumping HP!

For sure this matchup is advantageous for sim. however, there are ways in, and getting trades and turtling out is usually a good strategy.

Dont try to spend too much time getting in early, instead neutral jump or backdash out of range of lp yoga fires. Also after the end of a yoga fire animation, if you expect a follow up fireball, go with hp headbutt. Yes, its a gamble, but if the fire does come out it will trade in your advantage.

If you’ve reached the point where sim’s wary to throw out fp or s mk, then jump in with lp or mp when at a distance and when jumping deep come in with fp or hk. i don’t know what a good option select for teleports are but i’ve heard some people try to use s hk. That’s cool but if i get a knockdown i tend to go with crossup splash because if he teleports back, he’s in range for jab hands.

Just some info that’s been helping me in those battles but good sims are hard to beat. The good ones are the ones that don’t zone with fireball until they see u lose back charge. and that never throw fireball unless they are at frame advantage or full screen away.

His back Teleports and backdash can be OS’d with Hb’s, Ultra or Super. S.hk will work for back dash only. A delayed U1 OS will catch back teleports and auto-correct against forward teleports but will be blocked if he back dashed. Honda OS’s

At Calgary cup Mike Ross used super to OS punish a Sim teleport. But I’m not sure what the OS was because using Super as an OS runs the risk off getting a blocked super cancel in your blockstring.

Hey telepathic how do you OS super? Also when I try to do auto-correct headbutt it often gets me reversal oicho (good if it doesn’t whiff, bad if it does)

I’ve been in the lab pondering sim again. my idea atm:

no sim should be doing teleports raw, but just for building the argument suppose he does. if you’re already down-backed and charged, you can do the following os:

hold d/b, (after sim teleports), b+lp. you shouldn’t ever have to tap forward. since hb requires a strict forward input, the transition from d/b to b (now f) will give you hb. now if sim teleports backward you get jab. teleport in front gets sim jabbed; behind rewards sim with a hb for his trouble.

here’s the followup to that idea. suppose sim knocks you down, shoots jab fire and goes for teleport oki. as it turns out, jab hb’s startup is invulnerable to fire (jab fire, anyways). that means you can use this same os: if sim teleports front, you block; if behind, sim eats hb (you trade with fire. if it’s super meaty maybe not).

now here’s the cool thing. when sim crosses you up, you can do this motion: charge d/b, (sim tps), b, f, b+p to get super (see where I’m going?). so if sim goes for that oki setup and honda has super, you can do jab hb xx super. and the funnier thing is: that’s a surprising amount of hitstop (13+12+10+12=47 frames). that means oftentimes, because of hitstop, sim’s jab fire will have already dissipated by the 1st hit of super!

obviously you shouldn’t use this every time. additionally I don’t think this is a substitute for ac-hb on, say, xup tatsu. it really depends on the oki situation. negative edging the jab might also have interesting ramifications.

thoughts? I still hate hate hate hate hate hate sim (and seth). gotta pool technology like allied nations at war here.

another idea. suppose abel has u2 stocked. just to be a dick, honda jumps forward. abel reacts. during the ultra freeze, press and hold all the kicks down. then, when you’re about to land, negative edge buttslam. st reversal scenario, but if you’re successful, you just wasted an entire abel u2 and can go back to happy hondaland where ex hb is always safe. mad gimmicky though.

First off, mochi looks like he isn’t even trying vs akimo. Maybe even trolling him? Second, mochi could have used ultra 2 and punished a bunch of jumpins/headbutts. This is online play, and it looks as if mochi was treating it that way.

You can just do the headbutt on reaction, but rarely do you have an opportunity to use any of those OSs. If you know of any opportunities to use them please post a vid

Just wanted to say thanks for all the work put into this thread! It’s been a real help to me.