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=== Okizeme and Mixups === | === Okizeme and Mixups === | ||
====Basic sequences==== | |||
Sumo headbutt and sumo smash create two of Honda's fundamental offensive scenarios. | |||
=====Headbutt===== | |||
Against a grounded opponent, headbutt is +40 on hit. | |||
* Midscreen, you can forward dash then drive rush to hit the opponent on wakeup. Drive rush 5MP is Honda's major threat in this scenario, as it leads to large frame advantage and continued pressure on either hit or block. | |||
* In the corner, you can press 5MK (as a frame kill) then 5MP, which will hit the opponent meaty. If done properly, you will hit the opponent on a late frame of 5MP, generating additional frame advantage (+3 on block and +6 on hit). | |||
As an example sequence, you can do the following against a cornered opponent: headbutt knockdown, 5MK (frame kill), 5MP, 2P, 2P, medium headbutt. | |||
If they wake up by pressing a button or jumping, 5MP will combo into 2P, letting you combo into headbutt. If they wake up with DI, you can cancel 5MP or 2P into your own DI. If they block the entire sequence, you will have dealt approximately 2 drive bars of damage. | |||
Against an airborne or juggled opponent, headbutt is +41 or higher on hit. When the opponent is +42, +43, or +44, Honda gets a safejump. | |||
* The most consistent way to achieve +42 is to use 5LP > 5MP target combo. 5LP > 5MP > headbutt is +42 and enables a safejump. | |||
* Anti-air headbutt can lead to a safejump if timed correctly, but requires good timing or a quick assessment of whether you hit the opponent at the correct height. | |||
=====Sumo smash===== | |||
After hitting with sumo smash, Honda is +23 and next to the opponent. If you forward dash, you will still be next to the opponent even if they backroll and you will be +4. | |||
When Honda is +4, the main mixup is a light button, regular throw, or oicho throw. You can hit confirm with a light sequence (such as 2LK > 2LP) or the 5LP > 5MP target combo. | |||
Revision as of 10:57, 20 June 2023
Neutral
TO-DO
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
Basic sequences
Sumo headbutt and sumo smash create two of Honda's fundamental offensive scenarios.
Headbutt
Against a grounded opponent, headbutt is +40 on hit.
- Midscreen, you can forward dash then drive rush to hit the opponent on wakeup. Drive rush 5MP is Honda's major threat in this scenario, as it leads to large frame advantage and continued pressure on either hit or block.
- In the corner, you can press 5MK (as a frame kill) then 5MP, which will hit the opponent meaty. If done properly, you will hit the opponent on a late frame of 5MP, generating additional frame advantage (+3 on block and +6 on hit).
As an example sequence, you can do the following against a cornered opponent: headbutt knockdown, 5MK (frame kill), 5MP, 2P, 2P, medium headbutt.
If they wake up by pressing a button or jumping, 5MP will combo into 2P, letting you combo into headbutt. If they wake up with DI, you can cancel 5MP or 2P into your own DI. If they block the entire sequence, you will have dealt approximately 2 drive bars of damage.
Against an airborne or juggled opponent, headbutt is +41 or higher on hit. When the opponent is +42, +43, or +44, Honda gets a safejump.
- The most consistent way to achieve +42 is to use 5LP > 5MP target combo. 5LP > 5MP > headbutt is +42 and enables a safejump.
- Anti-air headbutt can lead to a safejump if timed correctly, but requires good timing or a quick assessment of whether you hit the opponent at the correct height.
Sumo smash
After hitting with sumo smash, Honda is +23 and next to the opponent. If you forward dash, you will still be next to the opponent even if they backroll and you will be +4.
When Honda is +4, the main mixup is a light button, regular throw, or oicho throw. You can hit confirm with a light sequence (such as 2LK > 2LP) or the 5LP > 5MP target combo.
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +? | ? |
Back Throw | +? | ? |
2HK | HKD +? HKD +? (Punish) |
? |
[4]6MP | +42 (air hit) | Autotimed safejump with immediate j.HK, easily done after enhanced 236K~2P, 5LP~MP, and Enhanced 214P in juggles |
236K~P | +43 (air hit) | Autotimed safejump with immediate j.HK, easily done after 236K~2P or 5LP~MP. Works midscreen. |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. E. Honda