Honda thread


#131

Last-minute jab headbutt. Not so last-minute that Blanka gets to land first, but time it so that you’ll hit him as late as you can and you’ll beat his jump-ins every time. If you’re talking about crossup jumping short, you should probably just block, but if you really wanna get out then go for a roundhouse buttslam.


#132

So it’s my timing then. I’ll try to tune-up my headbutt timing. Thanks.


#133

Who are Honda’s worst matchups? In my short ST experience, I find that shotos/Sagat that know how to zone and SRK on reaction (most of the time anyway) are my main weaknesses. But then again, anyone who can SRK on reaction is a really good player anyway. I know that Deejay is supposed to be a big anti-honda, but I guess I haven’t really run into a super DJ yet.

In HF, Guile and Chun were huge counter Honda picks, but both seem more managable to me in ST.


#134

I’d say his worst matchups are DeeJay, Ryu, and O Ken, and then N Ken, Chun, and Guile after that. I don’t think O Sagat is that bad a matchup for him, to be honest. I think he loses to O Sagat, but I think it’s like 4-6, although I wouldn’t object too seriously to putting O Sagat at around the same difficulty as Guile.

DeeJay’s probably his worst matchup. The maxout is really hard to get over because it’s so wide, comes out so fast, and can be made either really slow or really fast, and when you do get past it DeeJay has a hundred attacks that all seem pretty much tailor made to beat Honda’s jump-ins and buttslams.


#135

I haven’t really had much O.Sagat matchup experience. Every time I find a guy who plays him I usually beat him pretty good, but seeing pro O.Sagat usage from Evo makes me realize that when used right Honda is definitely at a disadvantage.

I’ve also been told that when used right, DJ’s Maxout->Slide is pretty much unbeatable if timed right. I’ve never played against someone who could do it to me without fail (and once I get in, it is usually over), but I know it’s easy to people who play the match a lot.


#136

Is there any way to reliably ochio out of balrog throw traps?


#137

I been playing honda recently, and i like him a lot, he can do pretty well against almost the full cast, o.ken and ryu players who can do srk on reaction are my nightmares :sad:

And for the boxer loop throw, u can do the ochio motion with fierce~strong, if u fail the ochio, u’ll get the bear huge, i think this throw have more range than ochio, and the same than boxer throw (im not sure about this, if someone can correct it…) I do this and almost never fails to me :lovin:


#138

Do stored negative edge command grab to get out of that, it should work every time. So press jab-strong-fierce and half circle back before you get up, hold the stick at down-back, and let go of fierce-strong-jab as you get up. If it doesn’t work because he’s doing a tick from too far away, just drum the punch buttons again.


#139

What are viable things to do to counter Claw’s wakeup wall dive shenanigans, where he times a wall dive that may or may not crossup just as I get to my feet from a knockdown?

The usual anti-air jab headbutt doesn’t work very well since I lose my charge as soon as Claw crosses to the other side. It almost seems the safest way to act is to just guess a direction and block high, but half the time I just get knocked down and Claw does another wall dive…


#140

Block or buttslam, depending on the situation. Buttslam will usually get you away from Claw and basically set both of you back to neutral positions, but in some situations, depending on where you are on screen and how Claw controls his dive, he can actually punish you at the end of your buttslam with slide and then start a new dive. Try to identify those situations and just block them.


#141

Buttslam indeed works like a charm, thanks for the tip :slight_smile:


#142

Any tips for turtle Guiles who are also incredibly patient and can reversal nearly all the time? It’s like fighting a spiked wall that throws fireballs at you.


#143

Guile can be pretty annoying. You wanna limit jumping over booms to attack him to a minimum, because you’re probably gonna get flash kicked and maybe crouching fierced. The only time that’s a reasonable thing to do is if you’re standing at about the range of your jumping forward or roundhouse and you have great reactions and jump over a boom as soon as it comes out, but that’s pretty rare. Jumping is also ok if see the Guile player standing… also rare.

Better ways to get around booms depend on where you are on screen, but usually you want controllable neutral jumping fierce or neutral jumping kick or just bulldogging (walking up and blocking booms on reaction, then walking forward again), but toward jumping forward/roundhouse/short and forward buttslam are fine in some situations too. Make sure that if you’re going to jump over a boom that you recognize what speed it is first, and if in doubt just block. You can follow up a jump over a boom with strong/fierce slaps, bulldogging, buttslam, headbutt, jumping toward forward/roundhouse, or toward standing roundhouse sweep.

A great spot for you to try to stand is at like standing sweep range. Here you can sweep Guile with toward standing roundhouse, chip him strong/fierce slaps, beat out crouching forward with your crouching forward/strong/roundhouse, or do walk up fierce grab or ochio.

One thing to note is that if you do fierce grab on Guile midscreen, you can hold jumping toward and do down+fierce for the splash, and it’ll usually cross him up and always be a safe jump. The only problem is that since it usually but randomly crosses up, you can’t be sure which way to block if Guile does a reversal flash kick/super. Generally just block like you’re gonna cross up. It’s stupid for Guile to try reversal most of the time because most of the time you’ll safe jump, so he’ll probably just block expecting a cross up. Once you’re there, you can do all sorts of things, like crouching jab to fierce grab or ochio, crouching short to whatever-strength buttslam, strong slaps, crouching roundhouse, whatever. You can also mix this up by just doing toward jumping forward after the fierce grab, which will never be a crossup.


#144

I love to use both. O.Honda has a nasty 3 hit combo + HHS block damage that is too easy to land (crossup belly flop->cr.LP->LP HHS). Takes a ton of damage plus you are essentially charged for ether sumo smash or headbutt at the end of it. If you nail them with a headbutt after the combo (like if they try to jump away) it is dizzy time and pretty much GGPO.

Yeah. I almost never have a problem with Guile because most people play him the same. It is just that rare player that has perfect zoning + patience and reversal skill that just seems nearly impossible to crack with a character lacking a fireball.

The person who pretty much made me ask this question was wolf1 (I think that was his name). He said your Honda actually busts his Guile up, which is pretty damned impressive. Wish there was a video or two of those matches.


#145

Disclaimer: I am not an expert, feel free to question this advice.

I’ve found that a very useful thing to remember against Guile is that he cannot use his flash kick for a short time after throwing a sonic boom, so you’ve got a short window of time where it’s relatively safe to jump over that boom or buttslam him. On the other hand, be extremely careful if he doesn’t throw a boom for a short while as that probably means he’s preparing for a flash kick.

The towards+roundhouse far sweep is also pretty useful to punish his pokes as it outranges his normals and can trade with booms in your advantage.

Bulldogging is often very difficult against him because of his incredible recovery after booms, a good Guile will throw you enough booms to push you back from blocking the booms so you won’t actually advance anywhere. Some Hondas like jumping straight up with the controllable FP but once again that doesn’t let you go anywhere and mistiming the jumps is dangerous. Against a good Guile, your only real option from a far distance is to just jump over booms or SK/MK buttslam through them instead. HK buttslam is pretty dangerous to use to advance, though, since it’s fairly easy to counter. I try to only use the HK buttslam if I’m sure it’ll actually hit Guile, and never use it just to advance. In any case, where you want to get is just out of range of his sweeps, from there you can punish whatever he does.

But Honda vs Turtle Guile still remains a lot of guesswork and mind games for me. I often do buttslam+HHS or far sweep if I guess he’s going to boom. Far sweeps are also useful against pokes, and sometimes Guile gets twitchy enough with them that he’ll try to psychic Flash Kick them, which often fails and nets you a free hit. If he gets afraid to throw booms (i.e. he’s storing his Flash Kick and waiting for you to jump) I’ll just MP HHS him for tick damage, since it’s impossible for him to Flash Kick you on reaction. If you’re at the right distance, even if he does throw a boom the MP HHS will often trade anyway, and most pokes will be cleanly stuffed. Learn to recognize that distance and be ready to HHS him for free tick (or counter!) damage.

Technically you could also try a walk-up grab, but most Guiles will poke too much for that to be viable and you’ll usually be a bit too far for it to be much of a surprise.

But all these depend on your ability to predict your opponent. The scariest Guiles are those who can reversal Flash Kick only after they see you start a move to tick-damage them, like a buttslam+HHS. Perhaps the safest thing to do after you score a knockdown is to get close to him and try a negative-edge Oochio - if he tries a reversal Flash Kick you’ll just block him, if he tries to block or poke you’ll get the throw. It’s often hard to get into range fast enough, and it’s still pretty dangerous if he decides to go for the counter-throw, but you can train him to not do that by doing meaty far sweeps instead, once in a while.

A crazy thing I like to do in combination with that is to use a buttslam to get close to him as he gets up, but purposefully do it early so I either land before he gets up, or it counts as a safe jump and I’m safe from reversal Flash Kicks anyway. And then do the negative edge Oochio stuff. Bonus points if it crosses up! You have to do it really early though. Often Guile will try to reversal Flash Kick it since the move is so obvious, but since you’re already landed and blocking you’ll get the advantage. Then maybe mix it up by sometimes actually hitting him with the buttslam+HHS for some sweet tick damage so he never knows whether to reversal flash kick or not - that’s much more dangerous to do against reversal fiends but it does increase your psychological “fear factor”.

Overall, though, the only “safe” thing you can do is use that small safe window after a boom to jump-in FP or buttslam and do some tick damage - and that depends a lot on your reflexes… Generally I try more to win the psychological war against Guile because he can technically psychic Flash Kick me anytime else than after a missed boom if he’s calm enough, so I want to do everything I can to upset him and make him lose his concentration. Where Guile thrives on regularness and predictability, you prefer chaos to happen and screw his well-timed patterns. So don’t be afraid to take gambles and try to guess his moves because overall you’ll generally get more out of correct guesses than Guile will out of your mispredictions. Honda vs Turtle Guile must really get into Guile’s mind to win the match, both to predict his actions and to instill paralysing fear.


#146

A bit more on Honda vs Guile:

As I said earlier, when you’re at your traditional ideal range (just out of Guile’s sweeps and within your far sweep range) you have some good options available, most notably your MP HHS (the leading crouch MP will often beat Guile’s low kicks and the HHS itself is basically impossible to flash kick on reaction, though it will lose to Guile’s crouch MK IIRC). Guile’s sweeps beat your own, but if he gets too sweep-happy you can just headbutt them (again, practically impossible to counter on reaction, but it’s riskier because it’ll cleanly lose to booms).

Using your super to close in from a far distance is very safe, there’s really not much Guile can do to punish or prevent it and it leaves you at the right distance to put the pressure.

However there is another range where you can be deadly and that is a bit further back, when you are charged, within the range of the RK buttslam. You’ll often end up there from blocking a boom at the traditional good distance. You look pretty harmless at that distance and Guile will be tempted to Sonic Boom you, but your advantage is that you’re just far enough to have the time to RK buttslam on reaction when Guile throws the boom. The RK buttslam will go through the boom and catch Guile without a flash kick ready, at which point I usually tack on the MP HHS for some tick damage and am at the traditional good distance for Honda. The key here is to be patient and avoid buttslamming until Guile does throw that boom. You really want to focus all your concentration on Guile to catch him as he booms (and he is extremely likely to boom at some point).

Even if he decides to jumpkick towards you instead of throwing a boom, the buttslam has enough invincibility to serve as a good anti-air if you time it late. Normally you’d want to jab headbutt him instead (headbutt is a better anti-air) but only having to focus on the buttslam makes it easier to react fast enough.

If Guile catches on, though, you’re entering a whole new level of mind games because he can guess you’re going to do that and immediately do a jumpkick after the boom to knock you out of the buttslam, and frankly that’s pretty much all he can reasonably do. But he can’t reliably do that on reaction, he has to guess it. And if you guess he’s going to do that (throw a boom, jumpkick to stuff your buttslam) then you can wait for him to jump and counter-headbutt him out of the air easily. If you guess wrong you’ll just block the boom and be pushed back a bit, so it’s a fairly safe thing to do.

Guess, guess, guess, guess, guess. Sounds pretty risky, and it is, but generally you don’t care because Honda is such a brute that you only need to guess right two or three times to win.


#147

Just getting into sweeping range is a huge challenge to peepz that know the matchup well. Guile has so many tricks (backhand, boom, sweeps, flashkick) that its like I have to eat booms to get in. Also, I can’t immediately do a MP HHS (can’t tap that fast). May have to work on that.

No it isn’t. Not against anyone that knows Honda’s super blocked = free reversal. Any Guile that I’ve played that knows that will give me a flashkick for my trouble any time. They also are smart enough to realize that when I have super to not throw sonic booms.

Smart guiles charge down back, so even if they fire a boom they are pre-charged for a flashkick directly afterwards. Even without it I’ll most likely trade with a crouching FP in Guile’s favor. Then it is footsies into boom to knock me back.

A smart guile would never ever jump into a charged honda. Also, good Guiles seems to be able to react and hit me out of Sumo Smashes with a jumping FP or just throw me out.

I know this is a guessing game for honda when the guile player knows how to work the match. I was just hoping that honda had some secret answer to make the match a little less of an uphill battle. I’ve only run into two “Invincible Turtle” guiles on GGPO so far, but I would like to try and put up a better fight next time :tup:

Thanks for the info guys.


#148

uhh what


#149

It is easy if you have a square gate. Hold DB, go from DB to DF punch (for sonic boom). At this point you still have a down charge, so you are free to go for a flash kick after you recover from a sonic boom.


#150

yeah that doesnt work dude