These threads can be annoying to navigate at times, there never is any one repository of information in any one post on specific characters, it’s all spread out. Maybe we can try and break down every match up, have feedback, and then copy/paste an exhaustive explanation to the ST wiki? A few people asked me to write some information on how I deal with specific characters; I’ll start with Honda, and we can all work on it for a few days and then go with the next character.
Note: this is all based on opinion and my experience with the match against Thelo, Mad Possum and Megaman, which are the best 3 Hondas (in no specific order) I’ve encountered online.
E. Honda - Difficulty 3.5/10:
This match up is heavily in Ryu’s favor. Your goal is to keep Honda locked down under fireball pressure, and punish any attempt at closing the gap with cr.:hk: or a well-placed dragon punch. If you have Honda cornered, the match should be over, assuming you keep your proper distance and don’t allow him to butt-slam his way out safely. Things to avoid: being within jab torpedo range, letting Honda close the gap, sweeping too early on the buttslam and getting knocked down.
Let’s take a look at which of our attacks come into play:
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cr:mp: : this move is very handy in stuffing torpedos as well as beating hundred-hand slap from the right range. It also beats the buttslam coming from above if you are positioned a little too close to safely pull off cr:hk:. Generally fairly effective way of starting the round. Beware, as it loses to Honda’s b.:hk: sweep!
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cr:hk: : your roundhouse sweep is amazingly effective in this match up. It pushes you/Honda away if it is blocked, or scores a knock down allowing the time to reset the distance. Make a habit of canceling the cr:hk: into a fireball if it is blocked. Be careful, if the Honda player has a super meter charged, the sweep xx fireball can sometimes leave a few free frames where the sumo will be able to reversal!
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fireball: your bread and butter. Push him back, and keep him away. At full screen, and with varying speeds, the Honda player has very few options. It’s up to you to keep him away with smart fireballs. The Honda player can react a few different ways. Neutral jump doesn’t do much for him, he didn’t really advance, and you can keep fireballing. If he butt slams, you can just walk up a bit and sweep and score a free knock down. If he jab torpedoes, it depends how close he lands to you. If he’s in your face, no time for another FB, as he can start his HHS and beat you to it. You can just sweep xx fireball in that case. If he lands far enough, you can just fireball again most of the time, though you can walk up sweep xx fireball. Be careful, Honda can buttslam from there and score a knock down if you make a mistake! If he’s far enough, you can fireball again and he normally will not have time to do anything but block or eat the fb.
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fake fireball, or crouching and standing up + jab, or just crouching and standing repeatedly: Basically, anything to get Honda to jump for no reason. Any time Honda leaves the ground, he’s free. You can fireball, dragon punch, standing :mk:, standing :mp: or any number of anti airs. Standing :hk: can trade with Honda’s j:hp: so be careful with that. Remember to time your Dragon punches pretty late or else you will trade hits. Keep Honda guessing!
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dragon punch: obviously serves a key role in shutting down Honda’s areal escapades. If he tries to jump in on you, you can walk up a bit and dp to ensure you do not whiff. Remember, if Honda supers from full screen, you can get an easy knock down. In between the first and second hit of Honda’s super, you can fit in a dragon punch. It doesn’t even have to be a reversal, but the timing is pretty strict! If you take Honda’s ability to close the gap for free with his super, you’ve taken a great leap forward!
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super: do not waste your super. Good Hondas will easily avoid it. Use it to punish torpedo attempts, to punish jump ins, butt slams that land in front of you (if you’re under the butt slam, you’ll get knocked down! dp instead, or just block), or Honda’s super. Instead of using the dp in-between first and second hit, use your own shinkuu hadoken and you’ll nail the bastard!
Once Honda gets close, smart use of cr:hk: or cr:mk: xx fireball pushes him back out. As I recall, if Honda gets you in his knee-bash hold, he can safe jump at you afterward, so be on the look out for that. If Honda walks forward, he has no normals on the ground that beat Ryu’s j:hk:, so feel free to jump at him and j:hk: cr:mk: xx red fireball for knockdown (if the j:hk: is unblocked) or j:hk cr:hk: xx fireball to push him back out (if j:rh: is blocked). You can extend this block string to j:hk: cr:lp: cr:lp: cr:hk: xx fireball to push him further out if you’re comfortable enough with the timing.
Do not fall into the trap of jumping back + roundhouse when you’re cornered. You’ll just eat a torpedo or a butt slam for your troubles. Stay alert and push Honda back out, or you can sometimes escape with a juice kick or even a basic air hurricane kick.
Video Links:
http://www.streetfighterdojo.com/superturbo/ryu/ryumatches.html#EHonda
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Anyone with anything to add?