(→Okizeme and Mixups: Added section for no cutscene SA3) |
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** Walk up 2LK 2LP 2LP | ** Walk up 2LK 2LP 2LP | ||
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| '''{{clr|10|SA3}} - 214214P'''<br>(The Final Bout) || HKD +11<br>+19 (2nd hit) || | | '''{{clr|10|SA3}} - 214214P'''<br>(The Final Bout) || HKD +11<br>+19 (2nd hit) || Nothing, you are reset to neutral. See late hit (below) for applications | ||
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| '''{{clr|10|SA3}} - 214214P'''<br>(The Final Bout) (Late hit) || HKD +23~24 || Experimental tech developed in S2.5, this knockdown involves deliberately failing to transition into Super Art 3's cinematic cutscene and avoid resetting to neutral. The main route is to Lift, H headbutt xx SA3 in the corner. +23 gives you the same options as Sumo Slam. | |||
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| '''{{clr|10|CA}} - 214214P'''<br>(The Final Bout) || HKD +34<br>+19 (2nd hit) || ? | | '''{{clr|10|CA}} - 214214P'''<br>(The Final Bout) || HKD +34<br>+19 (2nd hit) || ? |
Revision as of 09:09, 6 January 2025
Neutral
Headbutt and Sumo Slam are the core of Honda's neutral.
Use Headbutt not only to cover horizontal space and check forward walking, but also to anti-air and push the opponent closer to the corner on both hit and block.
Use Sumo Slam to start pressure on block, alter your air trajectory, go over fireballs, perform a cross-up overhead, or to generally confuse the opponent.
Other useful moves: 2LP, 5MP, 2MP, 6HP, 6HK
Situational: 2HP (largely when you have Sumo Spirit active, it's underwhelming otherwise), neutral jump j.HP, forward jump j.2MK
Drive rush into 5MP (+5 oB, +8 oH), 2MK (+2 oB, +9 oH), or 3HK (+1 oB, +6 oH) are the best options in the neutral. Use DR 5MP for the best pressure, and DR 2MK/3HK for a low and overhead, respectively.
Offense
Frame Traps
Light Chains -
Sumo Slam (+1) -> 2LP or 5LP
Sumo Slam (+1) -> Throw (close)
5MP (+1) -> 2LP or 5LP
5MP (+1) -> Throw (close)
DR 3HK (+1) -> 2LP or 5LP
DR 3HK (+1) -> Throw (close)
OD Teppo Triple Slap 1 (+2) -> 2LP or 5LP
OD Teppo Triple Slap 1 (+2) -> 2LK
OD Teppo Tripple Slap 1 (+2) -> Throw (close)
DR 2MK (+2) -> 2LP or 5LP
DR 2MK (+2) -> 2LK
DR 2MK (+2) -> Throw (close)
DR 5MP (+5) -> 2MP
DR 5MP (+5) -> Oicho Throw
DR 5MP 3HK target combo is a frame trap
Okizeme and Mixups
If you are unsure what okizeme means, please follow this link. [1]. He does a much better job explaining than the writer could.
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Sumo Slam | +23 |
|
Forward Throw | +17 |
|
Back Throw | +24 |
|
Drive Impact (No Crumple) |
+35 | when would you want to ever drive impact: Post parry ! Your combo will be heavily scaled anyway, so unless you can guarantee a kill, it may be worth it to attack the opponents drive gauge instead
(corner only)
|
Drive Reversal | +23 |
|
2HK | HKD +30 HKD +45 (CH/PC) |
|
PC 6HK (Harai Kick) |
KD +45 |
|
PC 5LP~MP (Double Slaps) |
KD +34 | ? |
[4]6P (Sumo Headbutt, all strengths) |
+42 (air hit), +40 (ground hit) |
|
236K~P (Teppo Triple Slap) |
+43 (air hit) |
|
63214K (Oicho Throw) |
HKD +7 |
|
SA1 - 236236P (Show of Force) |
+13~38 |
|
SA2 - [4]646K (Ultimate Killer Head Ram) |
HKD +13 |
|
SA3 - 214214P (The Final Bout) |
HKD +11 +19 (2nd hit) |
Nothing, you are reset to neutral. See late hit (below) for applications |
SA3 - 214214P (The Final Bout) (Late hit) |
HKD +23~24 | Experimental tech developed in S2.5, this knockdown involves deliberately failing to transition into Super Art 3's cinematic cutscene and avoid resetting to neutral. The main route is to Lift, H headbutt xx SA3 in the corner. +23 gives you the same options as Sumo Slam. |
CA - 214214P (The Final Bout) |
HKD +34 +19 (2nd hit) |
? |
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 safe jump.
- The most consistent way to achieve +42 is to use 5LP > 5MP target combo. 5LP > 5MP > headbutt is +42 and enables a safe jump.
- Anti-air headbutt can lead to a safe jump if timed correctly, but requires good timing or a quick assessment of whether you hit the opponent at the correct height.
Sumo Smash
With Season 2, your opponent cannot back roll after a hit sumo slam. This opens up a huge world of options for Honda, as you are +23 oB frames and right in their face. Possible options include:
- Drive rush 5MP/2MK for a meaty attack
- Dash 2LK/throw/oichi for an autotimed strike throw
- Immediate stomp (3HK) for an overhead attack, but perfect parry beats it.
- Walk forward 5MP/2MK/throw/oichi will build a little bit of OD bar back but needs manual timing
- Frame kill 2LP for 5MP will perfectly set up a meaty 5MP meterlessly
- Frame kill 2LK sets up 2MK/oichi
- Kara stomp into buttslam to bait reversals (3HK~ [2]8K)
vs. Burnout
Drive Rush
When canceling 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 |
5LK/2LP | 5LP/2LK | 2MP/5HK | 2MK/5HP | 5MP/5MK | 2HP/2HK | 6HK | 3HK | |
---|---|---|---|---|---|---|---|---|
5LP~DRC | 2 | 3 | 6 | 7 | 8 | 9 | 12 | 20 |
5MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 6 | 14 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 1 | 4 | 12 |
5LK~DRC | 4 | 5 | 8 | 9 | 10 | 11 | 14 | 22 |
5HK(1)~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 6 | 14 |
5HK(2)~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 11 |
2LP~DRC | 2 | 3 | 6 | 7 | 8 | 9 | 12 | 20 |
2MP~DRC | 0 | 0 | 1 | 2 | 3 | 4 | 7 | 15 |
5LP~MP~DRC | 0 | 1 | 4 | 5 | 6 | 7 | 10 | 18 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LK~DRC | +6 | Closer Ranges: 2LP, 5HK(1) > 236K~2P ...
Farther Ranges: |
5LP~DRC | +7 | |
2LP~DRC | ||
5MP~DRC | +13 | ? |
2MP~DRC | ||
5HK(2)~DRC | +15 | |
5HP~DRC | +17 | |
5HK(1)~DRC | ||
5LP~MP~DRC | +Free Juggle | ? |
Defense
Reversals
- Blocking. Blocking is the most important option. Loses to throw. Beats attacks, shimmys, the opponent jumping, delayed attacks, drive impact. When you commit to blocking, make sure you look for shimmy attempts and try to catch them with 2MK. Do not underestimate blocking.
- Delay throw tech. The timing has to be done so that Honda will block all moves, and automatically throw tech any throw attempts. Will beat attacks, and throws, but loses to shimmys, delayed attacks, and the opponent simply waiting.
- Drive Reversal. With season 2, Honda has access to Drive Reversal. To perform Drive Reversal, Hold 6+HP+HK. This beats throws and attacks and delayed attacks. This loses to jumping, and shimmying. This is a very good spend of only 2 bars and is an excellent get off me tool, but is less effective for characters with good 6 frame punishes. *CHARACTERS GO HERE.
- Jump forward. Risky, but can get you out of the corner. Loses to immediate attacks, can punish delayed attacks, beats throws.
- Parry, and attempting Perfect Parry. Tapping and releasing parry gives you two opportunities to perfect parry. This loses to the same thing that blocking does, but also loses to the opponent waiting.
- Mash 2LP/2LK. Loses to meaty attacks, meaty throws. Beats delayed attacks, and can beat shimmys, though shimmys are hard to deal with.
- OD Headbutt. Very effective against safe jumps due to armoured hitstop. If you see your opponent go for a safejump, OD headbutt will completely blow it up, as well as going through most projectile Oki situations. In many other situations, this loses to throws entirely, and loses to empty safe jumps or safe jumps done with a light button, as those will cause headbutt to be blocked. Almost entirely replaced by Drive Reversal in Season 2, as that is safer on block, but can be a useful tool to cycle through.
- Level 1. Level 1 super is an excellent excellent tool and is one of the main reasons to pick Honda. It is fast at 7 frames, it goes a long distance, and is completely invulnerable. Using it on wakeup will beat throws and attacks, but it will lose to projectile oki, such as Guiles 214P, and it will lose to the opponent waiting and blocking. Sometimes this move beats opponents jumping but do not trust it to.
- Level 2. Level 2 is projectile invulnerable and will beat your opponent performing projectile Oki, such as a meaty fireball from Ken. In all other situations, commit to level 1, as this beats and loses to the same situations.
- Level 3. Why spend an extra 2 bars to cash out when Level 1 is faster, and level 2 is projectile invulnerable. Use rarely or never. There are some situations when its usable, such as when you are in burnout and you can hold back to block, and you simply buffer SA3 the entire time you're in block stun.
Anti-Airs
- Headbutt
Best for when the opponent is in front of you. Gives you a safe jump if done low to the ground. Be aware of when you do not have charge and adjust your anti airs accordingly.
- 5HP
Very reliable anti-air normal, hits in front, directly above, and even slightly behind you.
- OD Sumo Slam
Invincible to air attacks on the way up. Very good against moves like Akuma's Demon Flip, Cammy's Hooligan Combination, and neutral jumping opponents out of range of 5HP.
- Jump Back j.MP and j.LP
Both of these moves give up screen space, but meeting cross over jumps with air-to-air moves will stop opponents who use late buttons.
- Perfect Parry
Fishing for perfect parry is a useful situational option when you do not have time to attempt 5HP, or the opponent is in a weird position. Can be a good panic option to use, but will lose to empty jump throws and different attack timings
Anti-Projectile
- Level 2 Super
Goes extremely far, invincible on startup. Can be done on reaction.
- OD Headbutt
Has two hits of armor and starts up relatively quickly. Can be done on reaction. Best to use this at around midscreen as if used full screen the opponent may be able to recover in time and block it.
- 22P
Destroys one hit of a projectile if clap's hitbox intersects with it. Generally unreliably, parry is safer and works against multi-hit projectiles as well.
- Sumo Slam
More difficult/impossible to do on reaction given Sumo Slam's long startup, but if used well pre-emptively, Sumo Slam can go over fireballs and punish counter the opponent's recovery into a full juggle combo.
Fighting vs. E. Honda