< Street Fighter 6 | E.Honda
m (→Ken: added a line break) |
(→Zangief: Adding of matchup tools and knowledghe) |
||
Line 199: | Line 199: | ||
| icon = Zangief | | icon = Zangief | ||
| favorability = {{sf6-adv|VM|44.80%}} | | favorability = {{sf6-adv|VM|44.80%}} | ||
| data = | | data = * Go after his feet with {{clr|H|2HP}} and {{clr|H|6HK}} every now and then. This keeps him from mindlessly throwing out charge punch(5[HP] to beat your {{clr|M|5MP}}. If you don’t show you’re willing and able to stop charge punch, you will struggle to play neutral. | ||
* Try to headbutt on block as little as possible as Honda puts himself into a mixup every time he does. Try to headbutt only if he’s walking forward a lot, whiffs charge punch or he’s just hitting a lot of buttons. | |||
* Having sumo spirit stocked every possibility will help. Landing a headbutt gives you an opportunity for sumo spirit. {{clr|H|2HP}} is a really solid punish for Zangief's sweep(2HK) and with sumo spirit Honda gets a full combo to push him to the corner. You can even buffer OD hands from 2hp in hopes it connects when in a pinch. | |||
* Gief players love to hold up forward or drive reversal when you corner them to escape. After buttslam on hit, dash up 2lp, delay 2lp is a good drive reversal bait giving you a punish on block and it beats jump. The delay 2lp is to bait the drive reversal, but also gives you time to confirm to loop back into buttslam or combo of your choosing. | |||
* Once you’ve established that you’re capable of locking him down on his wake-up start mixing in throws. When he’s cornered use normal throw more than command grab because the risk of him making the read and jumping out is too great. You can at least anti air him if you whiff throw. | |||
*Bait Gief into doing charge punch by neutral jumping at max {{clr|H|j.HP}} range. He will try to charge punch your {{clr|H|j.HP}} so empty jump and punish with DI. Sometimes he will lariat, so much easier to react and punish with DI. | |||
}} | }} | ||
Revision as of 12:03, 5 December 2024
![]() |
Matchup Favorability
Favorability ratings are based on data collected by @CatCammy6 on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play. |
Click the character's portrait to open their Wiki page.
A.K.I.
Akuma
Blanka
Cammy
Chun-Li

Serenity Stream stance will low-profile the following moves:
- nj.HP, j.2MK (same-side), 22P (Clap)
Dee Jay
Dhalsim
Ed
E.Honda
Guile
Jamie
JP
Juri
Ken

You can always SA1 when Ken does LK/MK Jinrai Kick for a guaranteed punish.
Headbutt is a consistent answer to Dragonlash on reaction but can lose if done too late.Kimberly
Lily
Luke
M.Bison
Manon
Marisa
Rashid
Ryu
Terry
Zangief

- Go after his feet with 2HP and 6HK every now and then. This keeps him from mindlessly throwing out charge punch(5[HP] to beat your 5MP. If you don’t show you’re willing and able to stop charge punch, you will struggle to play neutral.
- Try to headbutt on block as little as possible as Honda puts himself into a mixup every time he does. Try to headbutt only if he’s walking forward a lot, whiffs charge punch or he’s just hitting a lot of buttons.
- Having sumo spirit stocked every possibility will help. Landing a headbutt gives you an opportunity for sumo spirit. 2HP is a really solid punish for Zangief's sweep(2HK) and with sumo spirit Honda gets a full combo to push him to the corner. You can even buffer OD hands from 2hp in hopes it connects when in a pinch.
- Gief players love to hold up forward or drive reversal when you corner them to escape. After buttslam on hit, dash up 2lp, delay 2lp is a good drive reversal bait giving you a punish on block and it beats jump. The delay 2lp is to bait the drive reversal, but also gives you time to confirm to loop back into buttslam or combo of your choosing.
- Once you’ve established that you’re capable of locking him down on his wake-up start mixing in throws. When he’s cornered use normal throw more than command grab because the risk of him making the read and jumping out is too great. You can at least anti air him if you whiff throw.
- Bait Gief into doing charge punch by neutral jumping at max j.HP range. He will try to charge punch your j.HP so empty jump and punish with DI. Sometimes he will lariat, so much easier to react and punish with DI.