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melanthius
07-09-2002, 03:32 AM
Hey folks, I want to hear the various strategies and grooves you use honda in... I almost exclusively use him in c-groove, either ratio 1 or 2.


Here's a few things:

Headbutt: as you should all know, the jab version has shoryuken-like invincibility. Some startup causes problems using jab headbutt to counter poking characters. this is his best anti-air, except it doesn't hit crossovers.

flying butt smash: forward and roundhouse versions have a lot of lag, and can be punished like mad... but these versions can also be used for crossing over on your opponent's wakeup, which is what i do sometimes to mix it up. short version is also quite invincible, i've gone through level 3 supers and stuffed dragon punches. fairly safe if blocked, not completely.


his best pokes:
standing or crouching strong punch, don't see a difference between them in terms of priority, but these moves are great pokes.

towards+roundhouse, a cool trip move with good recovery. A great alternative to low-fierce (horrible lag on that move) and good range, I use a meaty one on my opponent's wakeup sometimes, it is very good for mixing things up.

crouching forward (2 hits): high priority, cancellable into super, and like terry's 2-hit fierce, you have a lot of time to cancel it (provided you're charging)

crossover forward: he's flying, this move has great crossover properties, but poor air-air priority. i usually go for a combo:
crossup forward, c.forward (2 hits), XX level 2 super XX fierce headbutt

lets not forget that hundred-hand-slap is a great move to throw out once in a while.

j.roundhouse, also a great move, I usually use it while jumping backwards, it gives a higher probability that your opponent will be in the right spot to be hit. This does tons of damage as far as normal moves go.




I usually wait for an opening, then I fierce-headbutt to get close to the enemy, then I start a poking battle with strong and crossover forward, throwing in hundred-hand-slaps and you can even throw in a level 1 - 2 super for poking, if you guess wrong, you are safe.

Level 3 headbutt super: this crazy crazy super has high (extremely high) invincibility the whole time he's flying. This super EATS FIREBALLS (not like blanka's flying electricity super, which passes through fireballs) HONDA IS SO HUNGRY, he ACTUALLY EATS THE FIREBALLS. they just poof away, which looks very cool.

you can punish any fireball with the exception of probably sonic boom from near-full screen away. you need to anticipate a little, though. if you THINK your opponent will fireball, wait for it, then just forward-back-forward-fierce that shit and super his ass.


I'm interested to hear other honda strategies, especially other than "i wait for my opponent to jump, then I hit jab headbutt!"

thanks guys

puzzlefite
07-16-2002, 11:33 AM
I just went back to Honda recently. I was using Vega but he kept getting rushed down. I couldn't handle it. Do you have any strats on how to Beat Balrog or Hibiki? I think those are his worse matchups! Anyone that turtles give him a hard time too.

His standing fierce is a decent antiair. It can do more damage then his jab headbutt sometimes. Against K or P groove you want to mix up your antiairs so it's harder for them to parry. You didn't mention the Buttslam Toss. It's always good to have a throw that can't be teched out of. His most powerful super in the game is the 720 throw. So I try to get it in every once in awhile.

50mOrEcEnTz
07-16-2002, 12:00 PM
i've heard that honda is good in k groove but he just doesn't seem mobile enough in that groove for me, any pointers?

WYLDFYRE
07-16-2002, 12:27 PM
dont forget his crouching fierce, that move is great, better to use than his crouching roundhouse. a great poking combo that i use is crossover mk, crouching short x2, crouching fierce. the fierce doesnt combo, but most people stop blocking after the two shorts since they get pushed back.
against turtlers, i would suggest you either be in p or k groove. presonally, i think k groove is better for honda since the run will help his slow ass and the short jump is pretty handy to help come in closer.

Ubersaurus
07-16-2002, 01:20 PM
Something I'm meaning to test out is if they are doing meaty attacks as you get up (like shorts, etc.), 360/720 em out of it as you get up. I'm pretty sure it'll beat those out, but I want to try it when I get the chance.

Rolling Start
07-16-2002, 02:17 PM
Some Honda facts:

IMO, he's better with run than dash. He isn't THAT mobile outside of the headbutt, so run works well for him. Also, he has a neat little trick with running into f+rh. For some odd reason people rarely block low when you run at them...

His mp/c.mp are two FANTASTIC pokes, and should be a large part of your defensive game. IIRC, it beats/trades with blanka low fierce, and other such high-priority moves.

His best jump-ins are mk and rh. mk for combos and cross-overs, rh to hit fireballers long-range.

His fierce porckchop is good as emergency no-charge anti-air, otherwise the obvious jab headbutt. This beats MOST jump-ins, but there are a couple exceptions, most notably Rock's j.rh.

His 360/720 grabs aren't as good as some people are making them out to be. Good because most people forget he has them, but bad because they have horrific range. You have to be RIGHT next to them, and his lv3 headbutt is a much better use of meter.

The hundred hand slap is a very good tool, but it's kind of hard to explain when to use it. Always at the end of blocked poke patterns, sometimes after a blocked/hitting super, the infamous grabby into slappy, or against characters who don't have a good wake-up move.

Overall, I think that Honda is VERY underrated, in fact after Ryo i'd say he is the most underrated in the game. Sure, he has problems (BIG problems agaisnt Hibiki, and shotos kinda), but he does well against ground fireballers, Sagat, and Blanka. My major problem with Honda is i can never really decide if i want to play offensive honda, which is risky, but it works, or turtle honda, which is very effective, especially in my groove of choice S, but it is also risky because you won't be hitting your opponent much, and one fuck up and you will be eating super.

EDIT: My usual blocked poke pattern is jump-in mk, crouching mk, fierce hundred hand slap, fierce headbutt, crouching mp. Obviously, this can be punished at certain stages, but I still like it.

puzzlefite
07-17-2002, 03:11 AM
Crouching fierce has good range but long recovery so it still must be used wisely. My block string now is crossover forward standing jab, HHS (5-6 hits) actually this combos, but my hand starts hurting from pushing the buttons after awhile :bluu:

About his Buttslam Toss stopping meaty attacks. His 360 won't work becuz it has startup animation. The only instant special throw is Zangief's SPD. The 720 will work but it will have to be a reversal and that's very difficult to do. You can theoretically end the motion with down-back. This ensures you will be blocking haha so it's a no lose situation.

His standing roundhouse is decent antiair against people jumping from far away. Honda's standing fierce usually does more damage than his jab headbutt becuz it's usually a counterhit.

His 720 super may have bad range but it does a lot more damage than his headbutt super. The headbutt only does 10 hits for 5800 when you're next to your opponent. If not, it will only hit 8 times for 5000. 720 does 6600 damage and less people expect it.

Oh yea his jab headbutt can do 2 blocked hits up close for about 350 damage. An interesting tidbit. hehe :D

Honda's best combo I think is Jumping fierce, standing fierce Super headbutt (L3). Most practical is replace fierce with ducking forward. Otherwise ducking forward into Super headbutt (L1).

Dasrik
07-17-2002, 12:41 PM
I don't know what people are tripping off of. Standing fierce is bad in CvS. Its priority got KILLED. It's only good on crossups an to throw off the timing of parry whores now.

Honda has to be a little aggressive to get the job done. Sitting and waiting for something to jab headbutt doesn't really work, unless you're already winning and know how to fight on the ground. Jab headbutt still gets beat by low attacks on startup.

OCCASIONAL use of the splashes can help sometimes.

Rolling Start
07-17-2002, 01:08 PM
Bizump.

Honda running.

More honda strats plz!

And i agree with dasrik about the chop not being very effective anymore. What would you recommend for no-charge anti-air? Standing roundhouse? An air-to-air?

GemInite
07-18-2002, 06:30 AM
air to air i use j. strong cuz it is the most horizontal air in the move he has. It's priority is ass but its better than getting slapped down everytime you jump/

Honda Mid Screen CC

c. Rh, s fierce, medium butt drop, hand slaps (1 iht), fierce head butt, s. fierce X 3, s. rh (2hits), super.

handslaps have to be done VERY fast, so in other words start mashing punch as soon as you are airborn from the butt drop.

a regular combo for honda is

j. mk (crossover or not) then handslaps, does BIG damage, or chip damage if they block.

JS Master
07-18-2002, 07:09 AM
i think my honda just got better with the new CC

Angel of Rage/ Juggernaut
07-25-2002, 08:55 PM
my strag with honda
i rush them down.
just keep on headbutting. mk butt slam. roll throw, roll hundred hand slap. cross over.
that the last thing ppl expect you to do. rush down with honda.

Cantrip
07-26-2002, 12:02 PM
Personally the only honda i do consistantly good with is K (i think N is good too but only if u can RC)honda. The reason why is honda abuses every aspect of K grooves systems. For one he needs run and small jump if your going to try to be offensive at all. Run and small jump are also great ways to trick into his command/super throw. JD is great for him, or at least better than his roll. After a JD u can command throw there your opponet ths will make him seize up almost like u had a parry n make him stop throw predictable pokes out. JD into command throw also stops the tick into throw that people do to mess with your JDs since his command throw is faster than other peoples throws. Honda can actaully get a jumping game going with JD. The beauty is that since hes so big u have better chance of recovering from an air JD and landing a feirce. Also, no ones mentioned his J.FP, its slow but is u set it up right it has HUGE priority!!! Then of course if u cant JDxxthrow a move a person puts out u might be able to headbut him before he recovers. Super bar wise i dont think hondas super/CC are helpful enough to justify using C or A...P how ever has merit but is very risky n gets trapped alot. However getting 2-3 of his supers is great for him. The headbutt one is good chipping/GC and sets up a JD for one of the above mentioned tricks. The super throw becomes your AA super with JD and u wont beleive how often i trick people into super just cause im raged. Speaking of being raged honda doesnt really combo all that much but he does land a lot of throws n meaty moves so being raged is too good. The last thing to note is honda does get a bit more life just for beinf in K nothing special but nice since he already has more than most.

Gah...im tired of typing now so ill get into his actaul gameplan later.

b0kch0yb0y
08-25-2002, 03:59 AM
First of all, his anti-air is LP Torpedo, everybody knows that.

I use LK Sumo Splash as wakeup.

I find Honda best in a groove where he can Roll, but I think that's obvious too. He makes very good use of Roll Cancels, and even though this might sound scrubby, Roll -> 360/720 works very well.

Anyways, provided that the opponent doesn't have an instant super, HP Torpedos are safe when blocked. However, they are vulnerable on the way to the opponent. The opponent can just poke you out of it, jump backwards and kick you, or if you're too predictable, he can DP or super you. If you can get the opponent to block HP Torpedos, you can shred his guard meter, giving you an opening for some damage. Also, if you can, RC those HP Torpedos. In my opinion, Back-Forward motions are the second easiest motions to RC consistently (What's the easiest?? Read on and find out). They're definitely worth it for the Torpedo.

Now, for the interesting stuff; here's the fancy shit. I don't know if anyone else does this, but there's a LOT of shit you can do once you knock the opponent down (and close to you). First of all, suppose you hit the opponent with a roll -> 360. From here, you can:
1. RC Slaps on the opponent's wakeup. (In my opinion, moves like Slaps is the easiest moves to RC consistently) There is no escape from this. All the opponent can do is block (or TacRec if you're playing vs C-Groove). Use this one the most, seeing as it's virtually 100% safe, and if your opponent gets used to this, you'll be landing #2 and 3 like crazy afterwards.
2. Since my RC Slaps is preceeded by a s.MP, I can fake an RC Slaps, and just do a s.MP that just whiffs as the opponent is getting up. If he's expecting Slaps, he'll block, and you 360 him again. This one works like a charm, believe it or not.
3. Mash on MP and do a non-RC'ed Slaps before the opponent gets up. Stop mashing right when the Slaps starts, and Honda won't even touch the opponent. The opponent will likely be blocking, so give him a 360.

Well, that's it for my ghetto tactics. I hope this helps someone. Peace.

cruelfist
10-16-2002, 10:02 PM
i found somethiing about hondas standing fierce(that overhead chop), i was playing against yamazaki recently and as usual he had a lvl 3 super at his disposal and tried the AA super move, i think its called gulloitine. anyway as soon as he jumped up at that strange arc to hit me , i just pressed FP as a reflex and it knocked him right out of it. I think the only catch is that you have to be close in order for that to happen.

Gethy
10-16-2002, 11:06 PM
Well, yeah... you could probably pretty much use any well-timed poke to knock him out of the air from the ground. If he isn't comboing into it or using it for AA, it can easily be punished.

Dasrik
10-17-2002, 12:25 PM
I use E.Honda mostly in N-Groove because of low jump and stockbreak mindfuck. LJ.roundhouse and strong adds an extra dimension to Honda's attacks, and you can usually follow them up with a fierce headbutt.

2 cents.

Eternal Blue
10-17-2002, 12:49 PM
advanced honda tactics is oxymoron.

Ubersaurus
10-17-2002, 11:35 PM
Is it possible to land a headbutt or his super after his Alpha Counter? I been trying, but I can't even do Bison's Super PC after his AC, so somehow I don't think I could pull this off without knowing its possible.

cheese_master
10-18-2002, 09:32 AM
WTF...

I have seen like no difference between good and bad Hondas... they all just sit on their ass...

Honda Tactics 101... sit

sit

sit

sit

they jump jab Headbutt/ st FP/short belly smash

sit some more

sit some more

f RH to trip

wow... you hit them twice and did 40% of their life bar...

now you can move onto phase two sit and hit cr Strong cuz you have made they realize not to attempt jumps.

This is the most effective Honda... the more you try to do with him... the less chances of winning... so just sit and shit.

DarkPrince
10-18-2002, 10:21 AM
:D :D

Renegade
10-18-2002, 10:28 AM
Roll->Super

Roll cancel Headbutt and Slaps


That's about as advanced as honda gets

Honky Tonk
01-15-2003, 05:52 AM
Hmm - well, as with ALL characters, 'advanced tactics' doesn't refer to advanced joystick input, but advanced thought. Once you have the simple tactics (and by that I mean the joystick input stuff, the general reactionary stuff, combos, aa, blah), you fight on a higher level of guess and counter-guess. Anybody who sees how much damage and range a short jump rh with broken stock (I'm in N groove, breaking stock puts his damage up nicely) has will want to hit with it as much as possible. The advanced part is when you trick your opponent into letting you manage it.

Running Honda is about as funny as it gets. Just making him run will amuse your opponent into distraction, then c.mp gives you high priority (more range when crouching), or f.rh gives you range and damage, and a low hit, or small jump rh will make him stand to block. Mixing them up will generally make your opponent think twice (seeing Honda being so forwardly aggressive is surely a bizzarre moment).

The wake up tricks mentioned earlier are nice - if only I could roll cancel even his HHS on my DC pad.

One day I will perform like the Lord High Above with Honda, and sit on my meaty slab of thigh throne. Until then, I must continue to learn my opponents rather than my character in the hope of smacking them with my ridiculously damaging jumping fp. Use the force.

RagingStormX
01-15-2003, 08:12 AM
Hahaha!!!!!:lol: You guys have got to be kidding me. Advanced tactics for Honda?! Everyone just roll cancels his fat ass now, and if in a non-roll groove they just turtle. Advance tactics, thats hilarious.:lol:

kcxj
02-21-2003, 10:51 PM
plz teech me how 2 do teh slappy slappy!

Smellfinger
02-25-2003, 12:32 AM
Originally posted by RagingStormX
Hahaha!!!!!:lol: You guys have got to be kidding me. Advanced tactics for Honda?! Everyone just roll cancels his fat ass now, and if in a non-roll groove they just turtle. Advance tactics, thats hilarious.:lol:

One thing I can say about people who play Honda is that at least they're not stuck in Ryu/Sagat/Ken mode. It takes a hell of a lot more skill to play Honda effectively than it does to play Ryu or (on the non-shoto side) Blanka.

Oh, and good Honda players don't turtle; they rush. If you're playing turtling Hondas, then they don't know how to play him properly. He's slow, but his moves have rush written all over them.

Rog the Ripper
03-19-2003, 10:38 AM
i dont turtle with honda....thats a bitch move...

Laotian-Emotion
03-19-2003, 02:02 PM
Originally posted by Rog the Ripper
i dont turtle with honda....thats a bitch move...

What are some good moves/tactics to use when advancing an opponent.

I use N groove Honda. I fairly more aggressive with him in this groove rather than using him in my Turtle Honda (pgroove)

What kinds of pokes are great to use?

combos with Edmond.

j. roundhouse > roundhouse xx Headbutt super
c. strong xx headbutt super
jab > headbutt

not sure, I doubt he has any linkers though but sometimes accidentally I do it.. Still not sure, i've tested and still none.. :(

Rog the Ripper
03-19-2003, 02:22 PM
^^^laotion-emotion:

i usually jump in with med kick(splash), then c.strong-kick...then either 100 slap, or headbutt....its not a combo but people do fall for it sometimes, then after that i usually roll....

after rolls do his 360 throw...or 100hand slap...but the throw is better...

like others have said, strong punch is a good poker...its fast and has a decent reach...

also when ur oppenent is on the ground, from a distance u can do standing forward f.kick...it has a long reach and is very effective...or when theyre on the ground, do the buttsmash...this works if ur within a certain reach, cuz if u do it at the certain spot, u fly behind him and buttsmash him and the opponent wont block cuz he'll be blocking the wrong way...

on the defense, likke everyone said, when someone jumps at u, use LP headbutt, that always works...
or i use FP and/or FK...they both work well...

also use the c.strong punch when u can...

rolling is key with honda, especially on defense, cuz if they keep comin at u just roll then 360 throw...usually works

honda isnt really about combos, hes more strategic...he can outsmart his opponents a lot... and hes pretty strong...

Laotian-Emotion
03-19-2003, 03:05 PM
Rog the ripper:

:cool: thanx for info man :D

Yea, I knew bout the crossups, anti-airs, etc. :)
but I didn't know what to poke with to provide pressure. I'll keep c. strong and strong punch in mind.

what's good to use with small jump?

I often use small jump roundhouse or small jump foward(body splash) then follow up with either:
360 grab
c. foward
100 hand slap
s. fierce.

does rolling with 360 grab have priority? or does it depend on spacing? I use it but dunno if I should use it with right spacing or not.

Btw, I know E.honda isn't based fully on his supers... when or how can I use it effectively?

I usually do it after a Charge cancel. head butt super that is. I wonder if rolling to 360 super is any good.

Thanx.
L.E. out :)

EDIT:

Do you have any tips when fighting SAGAT?
I have the most trouble against him.

Rog the Ripper
03-21-2003, 11:20 AM
L.E.:

turtling against sagat would be the best strategy cuz jumping at him he will always catch u...so turtling and rolling also works...and also strong punch is key against him...

but he is still tough to beat with honda...

what i like to do with hondas supers is charge back then roll into his headbutt super.....a lot of people try to attack u as soon as u get out of the roll but if u time the super perfectly, right after the roll, u will get them instead...

Laotian-Emotion
03-21-2003, 01:52 PM
I see, so don't jump in but turtle against him.

What if they abuse cr. fierce with him?
Just roll when he does that right?
Thanx for the tips man :D

How about Vega though?
He jumps all crazy and shit, I don't play too many vega players but when I go against one. I get so rocked because I dunno which anti airs to use.

Seems like Jab headbutt misses.

Any tips against vega (claw) ?

Thanx :)

Dasrik
03-23-2003, 03:18 PM
Honda vs. Sagat is not an overly difficult fight. You're already pretty well equipped, your c.strong beats and is quicker than Sagat low fierce, and it's hard for him to do much about low jump roundhouse.

That in mind, you should focus on trying to keep Sagat on the ground. In the air, his jumping roundhouse is kind of dumb since apparently you can't hit at least part of his kick so jab headbutts tend to trade if not lose outright. Keep CLOSING distance, but not too much (you want to stay about outside stand fierce range). If you can RC the 360 slam on command, you can use the whiff grab as a sort of dodge, which helps you get closer if you need to.

Oh, if he EVER throws a high fireball, just headbutt that shit. Preferably headbutt super, to ensure he never fucking throws another one :D

Laotian-Emotion
03-25-2003, 03:57 PM
Thanx for replying dasrik :D

what should I do against rolento. Seems like he's jumping all over the place with his keep-away. I rarely hit him with the headbutt.

Any tips when fighting Rolento?

thanx. L.E. out

Dasrik
03-26-2003, 01:15 AM
Originally posted by Laotian-Emotion
what should I do against rolento. Seems like he's jumping all over the place with his keep-away. I rarely hit him with the headbutt.Corner yourself. With the exception of Chun-Li, Honda's best place in fights against jumpy mobile people is in the corner. There, you force Rolento to bring the fight to you, and Honda's low strong and jab headbutt make you a fortress.

50mOrEcEnTz
05-29-2003, 10:13 PM
any help with a k-honda? I haven't picked him up yet but I "heard" he is good in k-groove so I was just wondering about some regular k groove strats.

what i know-
-c.mp is real good
-small jump rh is good
-jp headbutt is a really good anti air
-s.fp can be used as an anti air
-c.mk into super

what i don't know-
-his main block string
-use for the "sit on you" move
-how good his 360 is
-when to use the hands
-style of play (agressive, turtle, or turtle agressively)

oh...im going to keep bumpin this until i get some answers

50mOrEcEnTz
05-30-2003, 08:51 PM
Originally posted by 50mOrEcEnTz
any help with a k-honda? I haven't picked him up yet but I "heard" he is good in k-groove so I was just wondering about some regular k groove strats.

what i know-
-c.mp is real good
-small jump rh is good
-jp headbutt is a really good anti air
-s.fp can be used as an anti air
-c.mk into super

what i don't know-
-his main block string
-use for the "sit on you" move
-how good his 360 is
-when to use the hands
-style of play (agressive, turtle, or turtle agressively)

oh...im going to keep bumpin this until i get some answers

nonsenx88
06-02-2003, 02:48 AM
NOthing too difficult about what honda is supposed to do? Whats difficult is getting them done.

1. He doesnt really have a block string but a good thing to do is come in with body splash (mk) and do a crouching mk and work from their. Some people do 100hand slap. Some people do crouching fierce. Do what feels comfortable and works most of the time for you.

2. The buttslam is extremely useful. Ive seen a guy just keep doing the buttslam over and over and it couldnt be punished with certain charectors. It keeps getting closer and you cant touch it. WHen you do try to touch it invincibility takes over. If you dont hit him out of it and let him get close you get crossed up. Dont do RH buttslam thouhg. Mix up mk and wk buttslams and you might be able to get alittle invincibility of your own.

3. Honda's 360 is good for people who are able to do 360 extremely well on command. I use honda in P groove but i try to turtle as little as possible. But in P groove you might as well forget he has a 360. Its really hard to pull off. But in K or Rolling grooves. Basically just roll and 360 or 720 your whole night away. Its fun.

4. Hard to say when to use the hands. Use them when you know your opponent will block. Use them when your opponent thinks you cant attack and your open. Thats the best i can give you.

5. Unfortunately in CVS2 depending on yoru groove. The less you do the better you do. IF you try to do too much with honda you will die. If you dont do enough you will die. Try not to turtle too much. BUt dont start playing him like he is a shoto. Cuz he is not. Use your range the best you can and milk his headbutts when you have the chance. As easy as that. A good honda should be able to consistantly take out at least a charector and a half. He is that good. Very underrated.

nonsenx88
06-02-2003, 02:57 AM
Just wanted to make a few comments.

1. I notice no one in here really uses Honda in P groove. It really is hard not to turtle in P groove. BUt the small jump makes most of it worth it. Their are alot of things that P groove makes honda immune to. For instance when working with P groove meter honda should be nearly invincible. People cant throw projectiles at you. They cant jump. And if you are charging right if they throw out anything low they get a parry into super in the face. Secondly if people are overrly rushing you and you dont have charge. P groove makes it convenient cuz even without charge all you had to do is push forward when the opponent hits. This parrys whatever they do and then press fierce. If you had more charge then you though it will fierce headbutt. if you had no charge it will do a fierce and your safe.

2. Small jump helps you move around. All i do is small jump wherever i need to go. Basically if you are gonna pick honda in P groove never ever ever ever ever...well almost never regular jump. Its too predictable especially in higher levels of play and you get hit with all kinds of anti airs. BUT!!!!!!...if you small jump that makes jumping quite abuseable. Honda goes foot first into his opponent...i think he can even go over fireballs with this....and it makes anti airs very hard to use. especially one button anti airs like ryu roundhouse or something. Completly turns the game into yoru favor. Now you can jump almost whenever you want. its very difficult for a shoto or sagat or whoever to anti air you if you mix up your jumping and poking especially with the f.rounhouse sweep in your repetua. They have to do a dp almost right upon reaction and if they mess it up at all..too fast or too slow you kick them out of it or it whiffs and you have them at your mercy. I just started small jumping and i have completely done a 180 turn around in my game. I couldnt do it before but i just got a joystick so now i can do it on command. If you are too used to jumping but you get hit by every anti air in the world. Small jumping is the answer. Especially for Honda.

50mOrEcEnTz
06-02-2003, 11:10 AM
foward +rh hits low right...im wondering how reliable this is, like should it ever be used, cuz i run then do this sometimes in k-groove...just wondering if it is stupid somehow.

LiSyaoran3063
08-15-2003, 08:46 AM
Heres a good combo, I don't know if any one said it yet or not, but here

N/S-Groove Only.
Full Gauge Only

"Break a Stock", J, A:h:, J.Fierce, C.Foward (after second hit), A:/h/: T, A, T.AP, A:h: (After Supers finished they most be in corner), A:/h/:, T, A, T.AP

:h: = hold
:/h/: = unhold and go to next command
AP = Any Punch
A = Away
T = Toward

I use away and toward and not forward and back cause "forward" to me is mk. :D

DVD:madZ
08-20-2003, 09:13 PM
I cant RC...anyway to use him without RCing?

Laotian-Emotion
09-03-2003, 10:40 AM
well, the only thing i rc wit honda is just the headbutt. but i haven't picked up rc his other things yet... i still need to practice =/

Imma post things i do wit honda if they are a block whore.

f.HK then after they block hundred handslap.

f.HK then if they jump in air towards yoo.. wait and do lp Headbutt, s.HP, or s.HK.

I had an idea for... butt slam and if they block.. will i have enough time for 360 throw? or will they beat me to it? juss wondering.

ThisGuileKillYa
09-05-2003, 12:41 AM
Honda is great in K. I like to use the ass-slam move at varying heights. When the opponent decides he can block it and retaliate is when I empty small jump(looks similar) into throw or low shot.

Empty small jump into 720 is also pretty good, but i have trouble executing it consistantly on a pad.

I also find if you run at them on wake up, stop at max f+HK range for a sec, then f+HK, people will let it hit a lot.



I play on Xbox, tho, so to the arcade vets into the RC thing.. my strats probably dont mean shit :) Man RCs are dumb

otaris2099
02-22-2004, 09:32 AM
"Eat chanko to build your body. Push your opponent out of the Dobyo. DOSUKOI!!!!"

Dasrik
02-22-2004, 01:40 PM
Honda doesn't need RC to be an asshole. But it helps. Learn to RC command grab and slaps. RC torpedo is barely necessary, and RC buttsplash is more trouble than it's worth.

RC ochio = dodge and close range "RC throw mixup". Of course it's only a mixup if you go between that and RC slaps.

RC slaps = finest poke.

Still, I play N-Groove Honda and don't RC, so whatever.

otaris2099
03-22-2004, 06:57 AM
Honda is probably one of my favorite characters in this game and has been one of my favorites since the beginning of street fighter. The problem with playing Honda in the arcade is that most people already know how to beat him, so adapting him to your own style is key.

The main thing I would stress about honda is that you have to keep your opponent guessing. Honda doesnt have too many options and if you keep doing the same thing over and over, you will die.

Basics:

LP headbutt is awesome, use it as much as you can against jumpins or pretty much anything else, its a great move.

Hundred hand slap them in the corner.

Use HP headbutt to move around, its a pretty safe move if blocked, unless it is parryed or just defended and if it hits it does a lot of good damage. It can also go under sagat's standing tiger shot.

Mixups:

The buttsmash charge move is great for mixups since it has such wierd priority and most people dont see it coming. End your block strings with this and you will see that poeple will often get caught by it when he goes up. It combos really well of his 2 hit cr.mk.

Honda can freak people out when he runs. If you've knocked your opponent out of the air and you want to get close to them fast, run at them. Honda looks like hes a good 7 feet tall when he stands and his goofy looking run can scare people. Most characters with a dp (ie, sagat, shotos) will try to use it as a wakeup so cr.mp works good against those. But Honda can punish people that dont have really good wake ups by either command forward roundhouse which hits down or standing fierce which hits standing and has pretty good priority.

If you're jumping in and using block strings a lot and you're opponent is turtling, jump in and 360 in the air so it finishes as you land and you will catch them in the buttslam toss which makes people feel like shit. His 720 super is also good for this.

His lvl 3 headbutt super goes through fireballs so use it wisely against Sagat and shotos.

IMO his best groove is N because it give him short jump which is good for combo starters, run to help out his mobility issues and roll for a bunch of reasons we all know, mainly his kick throw which is awesome. It also gives him the ability to use lvl 1 and lvl 3 supers, something K groove cant give him.

Mr. Sparkle
04-03-2004, 08:37 PM
In another thread (the General Strategy Match Analysis Thread, last page), it was mentioned that honda can link of his strong HHS.

I guess this information was lost when the forums were cleaned up recently.

Anyone know of the info and would be kind enough to post it?

Thank you very much ahead of time.

halcyonryu
04-08-2004, 12:23 PM
Originally posted by Mr. Sparkle
In another thread (the General Strategy Match Analysis Thread, last page), it was mentioned that honda can link of his strong HHS.

I guess this information was lost when the forums were cleaned up recently.

Anyone know of the info and would be kind enough to post it?

Thank you very much ahead of time.

Yeah you can link low fierce off of the 4 hit(unmashed) version of strong handslaps. Basic combo is rc handslaps, low fierce lv1 super. does as much damage as chunli level 1 combo IIRC and starts from a pretty long range rc move. The link really isnt even hard if you practice it for a second i think you have tons of frames after the 4th hit of the slaps.

kcxj
04-08-2004, 04:03 PM
Originally posted by halcyonryu


Yeah you can link low fierce off of the 4 hit(unmashed) version of strong handslaps. Basic combo is rc handslaps, low fierce lv1 super. does as much damage as chunli level 1 combo IIRC and starts from a pretty long range rc move. The link really isnt even hard if you practice it for a second i think you have tons of frames after the 4th hit of the slaps.
You have +7 after strong slaps. Honda low fierce hits in 6.