Is that against shotos? I honestly don’t know. Maybe I’m mistiming.
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Is that against shotos? I honestly don’t know. Maybe I’m mistiming.
Sent from my SCH-I500 using Tapatalk
blanka and gief.
Ill try next time I face one of them.
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Question for spaniard playas. Does Vega get guaranteed damage on Honda if he goes off the opposite wall and Honda uses a HK sumo smash to escape the impending wall dive? I usually use that to escape but a few vegas recently have been walking up standing HP to hit the recovery every time
Yes, I am pretty sure that is a free punish
It’s a free punish, unless the Vega just isn’t ready for it. Vega has plenty of time to punish, between his fairly quick recovery of his wall dive, to the LENGTHY animation of Honda’s roundhouse butt slam.
Thought so. Honda is so screwed if Vega gets behind him. I fucking hate that matchup.
(I’m neither a spaniard nor a sumo so take what I say with some skepticism, JMO)
You have a couple of options:
Close Fierce is pretty good, esp in the corner.
If you have Torpedo charged, you can do F, B Punch for those Dives that just barely seem to cross up. I find this works sometimes to auto correct the Torpedo.
Actually from watching thelo play vs vegas, a really secret awesome move is honda’s SUPER!
It anti air’s vega jump fp extremely well, and if he does crossup wall dive on you, it is much easier to auto correct super because you can just mash back and forth
I actually think Honda does fairly well against Claw, as opposed to other members of the cast cough Ryu cough.
As long as you’re standing, you have a strong chance of winning. You can threat Vega with hands pressure, high damaging pokes and sweeps, and if you do knock him down, he’s pretty free to safe jump + ochio traps. Every trade will be in your favor, a properly timed headbutt can beat/trade with his pokes, and he can’t risk jumping at you without getting punished. If he randomly decides to go to the wall, your j.jab or j.strong will beat him clean.
If close fierce was reliable, I probably wouldn’t have made this post. I’ve seen some japanese players use it with some success, but it just doesn’t seem to come out when I need it. Probably because Vega moves so fast. I use it against Bison decently.
If enemy Vega is dumb enough to jump at me with a charge, I already won. The only time I found Honda super worthwhile is when I can guess when an opposite walljump will happen and super it as Vega leaves the ground for the full 3 hit damage.
If I had super-duper reaction time, I wouldn’t have a problem because I’d never let enemy Vega get behind me. I can pick them off sometimes, but really in expert play the match goes like this:
Enemy Vega fishes for damage, then jumps back with HP x infinity. Honda gets too close, gets pushed out with stupid long pokes, then enemy Vega walldives to escape. Enemy Vega will never jump at you if you have a charge, will never jump off his own wall, and when he does get an off the opposite wall jump, he’ll likely get an Izuna Drop or free damage off a Sumo Smash escape. Honda can’t really turtle in the corner, especially if he is behind on life. Honda’s only chance is to somehow create a tick throw opportunity and ride safe jump shenanigans all the way home (something I have no problem doing!). And really that isn’t all that easy since Vega has 3 distinctly different reversals that are really good at fucking up timing.
I’m over-analizing here. Thanks for the input guys. I guess I need to find more Honda vs Vega footage on youtube…
It seems like learning how to reliably do hands on the ground, or fake the hands, is the key to safely advancing and poking, while fishing for small damage here and there, or trades in your favor, while being able to maintain charge for headbutt, seems to be the key. Neutral fierce into hands is also pretty effective at mid-range, and you can also fake it to get him to jump at you, which leaves you plenty of time to charge a headbutt.
i’m not sure which reversals you’re referring to, since a safe-jump will beat all of his options. If he flip kicks, you can punish with an ochio. If he does a back flip, you can just walk up and st.RH to knock him down, or go for another safe-jump once you see the flip. Both require decent reactions, but Honda generally requires a very reactionary and defensive style of play.
I don’t think it’s an easy match for Honda, but he can still manage to hold his own if he spot picks his opportunities to land damage and/or trades.
Stud you are mistaken about what I said.
At the same range where using a jab headbutt would LOSE (or not hit) to vega jump fierce, super will actually win. Also, Waking up with super when vega does crossup walldive is very powerful
I’m aware of the super’s hitbox compared to his other headbutt hitboxes. Typically if Vega is that close to me with a charge and I don’t have super, a MK sumo smash will do the job. I’ll ether knock them out of the air or I will force him to block and create a tick throw situation.
Also, I don’t think I’ve ever seen someone also use a charge forward-back-forward super reliably hit a Vega off the opposite wall walldive.
I know how the match should be played, and that is sound advice in ST, but with HHS being weakened in HDR it doesn’t work out that well.
I’m mostly referring to his two different defensive backflips (something smart vegas will start doing once I start safejumping their flipkicks). Vega’s just a very hard character to pin down.
A lot of people seem to think its even. I personally think its 6-4 in Vega’s favor. His runaway is just too good in this matchup.
Actually quite a lot of Hondas use the super to beat out a well-timed cross-up wall dive on wakeup. His brief invulnerability can bypass the actual attack. At best, he’ll connect with Vega for big damage, and lead to post-wakeup mixups and ochio threats. At worst, you fly off in the wrong direction, and you’re safe from a counter.
Hands may be weakened, but he still has access to damaging pokes and trade potential. You’d be surprised how effective a jump body splash attack, or jump short is effective as a good jump attack with good priority, that will either trade in your favor, or get you in a position where you’re right next to Vega. If you do this while he’s walking forward, or lost charge, he’s free to damage.
His backflips are punishable if he does it too predictably on wake-up. After a safe jump, you still have frame advantage versus his backflips to walk up and either sweep him or go for the headbutt.
I think it’s 6-4 in Vega’s favor. That being said, Honda just needs a knockdown to suddenly maintain a life lead and the match advantage. 6-4 is very, very winnable. 7-3 territory requires that you make a few good reads once or twice in order to ensure you win the round, something that I don’t think Honda has to do against Vega at round start.
Whenever I watch Thelo play vs a vega guy I know, he uses super as I described quite a bit actually, maybe I will ask him to post
Match is 5-5. Patient Honda’s are a nightmare for Vega.