SaBrE - thanks for the kind words. Too bad we didn’t get to play. :sad: Next time, eh. :tup:
This is not true. I tested it, and Deejay can not duck Boxer’s st.Fierce in the PSX version, just like he can’t in the arcade version.
Whether or not it exists, I dunno, but I’ve never heard of that before.
Anytime you do point-blank scissor kicks, the opponent gets a free throw on you. The only time you get to throw them is if they mess up. You can do it safely (so that you can’t be thrown) by doing it from max range, and the Short version works best.
The only anti-Chun trick with Sim that I know of is the one Cole mentioned (cross-up Forward slide after noogie). O.Sim can’t do it because the slide is counted as a far move, and because you can’t control O.Sim’s normals, he automatically does the close cr.Forward (N.Sim’s D/B+Forward kick). I really see absolutely no reason to ever play O.Sim, because as far as I know, he has no advantages over N.Sim, only disadvantages.
This may not be the answer you want to hear, but to beat Honda, you just have to turtle that ass. Guile is tailor made to beat Honda…that’s probably one of Honda’s worst fights (if not the worst). Honda has no effective way to get around Guile’s Sonic Booms without being countered. All Honda’s jump-ins and butt slams will lose cleanly to Guile’s j.RH.
With Guile, you should never put forth any offense at all against Honda. Claw actually has a hard time with Honda because Honda can out-turtle you by a lot. Honestly, I don’t even know how Claw is supposed to win that match, other than wall dive shenanigans. If you can’t get that started, you pretty much lose.
You can Flash Kick the hands, but if he sees that coming and fakes, then you will be giving him another throw if you whiff the Flash Kick.
Just use cr.Jab to beat his headbutts. That way you can keep your charge, and you don’t take any risks. (Note: not sure if this works for CE/HF Guile, but it works for ST Guile.)