MIMIC said:
Honda: Sagat for charge players. So much friggin damage done.
I actually have to TURTLE if I want to win with Fuerte. It's kinda hard getting into Honda. After they whiff the headbutt, 99% of the time it's " ub + HP". You kinda have to wait until after they land if you want to get in something. And the time between his Sumo Smash and Oicho Throw is ridiculous. Reminds me of how you gotta handle Zangief: "JUST PRESS UP"
Treat Honda like a much more mobile and faster Zangief with crappy AA options.
You never ever want to be in a close quarter battle with Honda - his c.LP, ochio throw, headbutt, j.HP, s.HK will finish half of Fuerte's life in almost an instant.
Run away as soon as possible.
If the Honda player sucks and thinks he can just get you with headbutt since Fuerte can't really punish blocked headbutts (except with ultra and only on normal headbutts not the EX one), you can just jump neutral and jump back and punish him on the way down with j.HP and then continue with your mix-ups since you have a huge frame advantage here).
If he's smart and goes forward slowly with neutral j.HP, this is where the problematic guessing game starts.
I'd say start with fake wall-jumps first, land close to the wall and see his reaction - does he FA, block high, or down back(keep a charge)?
Once you've decided what he likes to do:
1) FA: from wall-jumps you can do deep j.HP and then another s.HP to a combo or just do throw right away.
You can also just do fajita buster
2) Block high: fajita buster or j.HP to throw/cr.MK
3) Keep a charge: splash or j.HP
Once you've knocked him down, this is where the fun starts - since Honda has crappy AA, cross up j.HP is a very good move to use here - it beats both headbutt and butt slam, and if he decides to block, you have the frame advantage for mix-ups here.
Other than that, if he starts to avoid cross-ups (by FA to backdashing), use f+MK to corpse hop him so he loses headbutt charge.
From corpse hop, your best options are (from best to worst):
1) c.HK: beats back dash, butt slam, jumps and if blocked/FAed, you have some frame advantage
2) tortilla propeller (on top of Honda): beats low block, safe if Honda backdashes, beaten by butt slam and jumps
3) tostada splash cross-ups: beats a lot of blocks and jumps, beaten by FA and EX butt slam
Once you have a life lead and he's not knocked down, run away like you would with Gief.
Conversely, he can do the same thing to you as well (whereas Gief cannot really run away from you).
Basically, whoever holds the life lead and turtles effectively wins.