vs E.Honda


Statistics:
Stamina: 1,050
Stun: 1,100
Fighting Style: Sumo Wrestling
Fighter Type: Grappler

vs Honda: 4.5 - 5.5
Pros: Headbutts weak to Breathless
Cons: High stamina, good reversals, high damage output

Move List:
fwd cr.HK - Slow overhead but can be canceled to a special for a mix-up.
nj.HP - Controllable in the air, very good poke.

100 Hand Slap (HHS) - BnB, FADC-able.
Oicho Throw (OT) - Standard command throw.
Sumo Buttslam (BS) - Reversal and mix-up move. Good recovery on block.
Sumo Headbutt (HB) - Armor breaks, does high damage. EX and LP used often for reversals.

Super Killer Head Ram (S) - Goes through projectiles.
Ultimate Killer Head Ram (U1) - AA, reversal, punish ultra.
Orochi Kudaki (Ultra 2) - 720-motion command grab ultra.

Preferred Ultra: Breathless
Breathless punishes all headbutts (reversal timing) and makes it easier to shut down nj.HP. Even with the changes in AE, Breathless as the technical counter ultra doesn't change its role in this match-up.

Character Videos:
Link to Option Select's In the Lab: Abel vs Honda from Option Select
Osare (ABE) vs tokozan (HON)
Pikagoma (ABE) vs sekainomaruta (HON)

Strategy:
A good range to start the fight is from far. If Honda spams HP Headbutt then punish with LP CoD. Mid-range, see how Honda reacts. Nj.HP is his go to tool at this range. Down back charge is another favourite. Buttslam pressure should be focused, block Headbutts and if he's hesitant get some pressure in.

Once Abel gets in, Honda's doesn't have many options but the ones he has are effective. Auto-correct HB (EX or LP) can shut down cross-ups and pressure. BS is another worry as it works as an OK reversal and can be a free escape for Honda. Roll through on knockdown gets rid of that back charge so you only need to worry about the BS. Focus those or avoid with roll. Mis-spaced nj.HP into st.HP xx HHS at that range is also going to come out pretty often cause it beats TT all day. Once you get your ultra, you pretty much shut down his game a bit. Its pretty much free 300-400 damage as long as you're prepared for it.

Flipside:
- Roll>>Tornado throw is a popular scrub tactic. Unfortunately tornado>ochio, so you either have to throw him mid-roll, or if you KNOW he is going for it, jump up and hit him as he is whiffing it on the way down.
- Rekka combo (the 3 hit mixup thing) is punishable by ex-headbutt after you block the 2nd hit, and by ultra if you block the 3rd.
- Careful about blocking down on wakeup, Abel's flip kick is an overhead, and a meaty one will get you a lot of the time. Note that any headbutt can beat the flip kick once it's started, but the headbutt is damn slow and a meaty flip will catch you unless you do EX-HB.
- You can meaty Abel to death on wakeup because he doesn't have any good reversals. All he can do is roll. Once you train him to roll, then watch for it and punish accordingly.
- Don't abuse nj.HP too much here, if he clips you with the end of his elbow (cr.HP) you're eating ultra or falling sky.

Notes:
- Good way to land a meaty combo off a Honda Headbutt (I've done this before heh) is to put your back into the corner. If he Headbutts, jump backwards and land a jp.MK. I actually don't recommend this too much cause putting yourself in a corner is usually a bad thing but it is something useful and it does catch some Hondas off guard.
- EX HB is Honda's quickest move and has hit invulnerability. Used as an AA, it can auto-correct and if whiffed, he moves the full length of the screen so he can escape.
- HP HB is not safe on block. You can punish with LP COD or with raw Ultra on reversal. Breathless can be used to punish all headbutts on block (standing, reversal)
- BS is safe on block. It is possible for Honda to mix-up with OT or another BS after block.
- Honda's njp.HP can be controlled in the air, making this a slightly tricky move. Cr.MK below can counter neutral jp.HP, or Breathless.
- His Super has very fast recovery speeds, watch out for follow up Ultra after Super.

No comments:

Post a Comment