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View Full Version : E. Honda Strategies and Matchups


eightysix
11-04-2004, 05:55 PM
Since most strategies and tricks are matchup-dependent, it makes sense to group the two together. Discuss anything useful in actual matches here, from specific tactics, to character-dependent move counters, to overall gameplans. The more specific you get, the better. It would be greatly appreciated if you took the time to test out everything you plan on saying in training mode to make sure that it works and to provide some numbers for stuff like damage and dizzy amount.

Other than that, try not to piss anyone off or start any flame wars.

eightysix
11-04-2004, 06:11 PM
How to RC a 360

Why do you want to know this? Because it's dirty as hell and hard to get out of. Don't expect a handshake after the match at a tournament. :rofl:

Since Honda has no HCF or QCF moves, you won't have to worry about any other moves coming out when you try to RC. Okay, this is the way I do it. Start off by putting the stick at either forward or back and as you get to HCF/HCB and press roll. Then finish up the rest of the motion by pressing MP or HP. It's one swift motion. Uh, make sure you can do a standing 360 before even trying to attempt this because it will just make it harder to learn. As the saying goes, "Learn how to walk before you run".

popoblo
11-04-2004, 09:15 PM
people think C-honda is the best, but i think any groove that has a roll is equal for honda. so i'd say the groove rankings go C/A/N (3 way tie), P/K (2 way tie), S.

thanks for the RC 360 help, i'll try that out tomorrow.

DON'T FORGET ABOUT STANDING FIERCE AS AA. if you don't have your charge, standing fierce is just as effective if not better at certain angles. and stupid attempts to crossup honda get your opponent slapped out of the air real quick.

peace

eightysix
11-04-2004, 10:24 PM
people think C-honda is the best, but i think any groove that has a roll is equal for honda. so i'd say the groove rankings go C/A/N (3 way tie), P/K (2 way tie), S.

thanks for the RC 360 help, i'll try that out tomorrow.

DON'T FORGET ABOUT STANDING FIERCE AS AA. if you don't have your charge, standing fierce is just as effective if not better at certain angles. and stupid attempts to crossup honda get your opponent slapped out of the air real quick.

peace

I actually think C-Honda is the best because of the 5% power boost in C and uber fast meter building to get easy access to his 720 super. The 720 super is probably the only super that's a guaranteed hit unless you get lucky and actually get to use the headbutt super. And another thing C has that N doesn't is dash. You can mix Honda's dash up with either RC hands or RC throw.

About the s.HP as an AA, it's really good when you don't have charge and you're getting rushed. Another use for it is when you whiff an RC throw and your oppenent jumps straight up, you'll recover fast enough that you can smack them with a s.HP as they come down.

Tick s.LP into 720 super is too good. You gotta give a sadistic laugh if you ever land it. It's not too hard once you get used to the motion. Reset, and RC throw them some more. Honda is so evil. :rofl:

popoblo
11-05-2004, 05:20 PM
RC 360 could very well be THE gayest thing in cvs2. too broken.

eightysix
11-05-2004, 06:05 PM
RC 360 could very well be THE gayest thing in cvs2. too broken.

Oh, and it is! I'll post more crap after NCR3. I got a BUNCH of setups for 360/720 cheapness. I want to test it out in real tourney play first. :karate:

Let's just say I got tired of getting shosho'ed to death in K-Groove and P-Groove. :tdown:

popoblo
11-11-2004, 12:09 PM
i look forward to your tick setups. see if there are any that i don't use already........

and i think C/A/N honda's all have their own perks that make them each equal. you noted C-honda's (don't forget about roll super!) attributes, and A has guaranteed CC setups after you hit RC hands in the corner if they tried to jump away, roll CC, and other stupid stuff. N has run (which is surprisingly effective considering you can run up and do the standing jab, 50/50 mixup after a knockdown) and low jump RH. counter roll also helps more than you'd think. N-groove honda is fucking beastly:clap:

eightysix
11-11-2004, 12:36 PM
SNIP

Thank you for being one of the only other people on this board I can rely on that don't use theory fighter as a substitute for real strategy. :clap:

RagingStorm101
12-09-2004, 10:52 PM
I actually used K Honda before and he wasn't bad. He's nothing like C Honda but still good. JD helps sometimes. Raged 720 = badass. Here're the ways I like to get my 720s in. Empty jump works but your opponent will smarten up. Wake up 720s are good too. I wonder if cross up -> 720 works...probably not. I bet it pushes you away or something gay like that =(. Oh and if your raged, just handslap and GC those bitches =)! Cr.fierce is a good normal and s.fierce is nice anti air. charge down up is a good overhead (I think lk version is best right?).

Mickey D'
12-10-2004, 04:17 PM
Do you guys know how fast 720 super comes out? I heard that Zangief's 720 come's out at 0 frames...literally after the super screen is seen, there's no way getting out of it if your close.

Is Honda like this, immediate super?

taesty
12-13-2004, 11:59 PM
yes... u cant see it and then jump out of it if you're close... just like zangief and just like raging demon, etc etc...

Dasrik
12-23-2004, 02:38 PM
N-groove is best. Lowjump roundhouse makes up for unsafe splash.

Mickey D'
12-23-2004, 09:40 PM
yes... u cant see it and then jump out of it if you're close... just like zangief and just like raging demon, etc etc...

I don't know about that. Zangief's I agree. However Raging demon is not the same unless you are in closest possible throw range. Most people can see the demon coming AFTER the super flash. Just curius.

RagingStorm101
12-28-2004, 11:05 PM
most ppl that use Akuma can use activate -> raging demon. I'm not one of them but i'm close haha. I'm not as fast as those pros with the RD but I'm alright.

noodleman
12-30-2004, 08:55 AM
you can't jump out of gief's 720 after the flash started, so if you were grounded when the super started, you're going to eat it.

one thing i really don't like about N-Honda is the inability to dash, rc hands. That thing zones like mad! i could be almost full screen away, dash forward, rc hands to hit you out of something, or at worse, rc hands AGAIN after the first one to cover the entire screen.

I dunno if this has been noted, but you should always RC the :mp: version of hands, since if you get 4 hits, you can link cr.FP for good damage, and mixups on wake up.

popoblo
01-03-2005, 04:48 PM
one thing i really don't like about N-Honda is the inability to dash, rc hands. That thing zones like mad! i could be almost full screen away, dash forward, rc hands to hit you out of something, or at worse, rc hands AGAIN after the first one to cover the entire screen.

I dunno if this has been noted, but you should always RC the :mp: version of hands, since if you get 4 hits, you can link cr.FP for good damage, and mixups on wake up.

-to solve the inability to dash into RC hands, i just do crouching short, RC hands. takes some practice and quick fingers, but it makes honda that more broken (and blanka too). then the crazy mind game of just doing a crouching short come in, then you bait their roll, jump in, etc., and punish accordingly. honda gayness.

-RC fierce hands have more range but less hits. RC mp hands can only link into the crouching fierce if you're at point blank range, and it's a 1 frame link. RC mp hands are also good if you're playing a P-groover. once you see their jump-in, whiff a crouching short, and go buck wild with RC mp hands and mash. good luck parrying all that and then punishing. but don't ONLY use RC mp hands, mix it up depending on the situation.

peace

Chris F
01-04-2005, 01:36 AM
Hondas best move is the roll. You'll roll more than anything else. Other than sitting in crouch block. Crouching forward can supercancel on the 2nd hit and it sets up RC really easy.

Standing fierce is so good. One of the best antiairs in the game.

Superjump RH is really nice. Honda could never move like this before. jumping strong can hit at an angle above him in the air. jumping short dropkick can crossup, not just the forward splash. Anyways, I notice that RC 360 or the 720 super is great after just a plain crossup.

In close Honda is a Zangief character. Make them fear the grab, then sweep the (*&% out of them when you know they're scared. Then when they fear that, back to grabbing, and the 720 is most available at this time.

Honda is ridiculously easy.

ponti
02-02-2005, 07:08 PM
does zangie's "you-can't-escap-after-the-flash-started" apply to all variants of the super (i.e. lvl 1, 2 and 3)

hypergoku
02-03-2005, 10:43 AM
I'm new to using E Honda and am having lots of trouble pulling off his 360 special move and the 720 super move.

I either end up jumping backwards instead of doing the special/super. And the only way I can pull off the super is by doing it in the air and landing/finishing.

Can someone tell me how to perform these the right way?

Thanks!

300 lb Eugene
03-17-2005, 08:35 AM
(off topic)I say this,Turbo E.honda Owns A.E. Especially with autofire:devil:
Or jump in splash, Grab, I forgot its not even a 360 in turbo
its a half circle, and it has the Zangief P.D. range at that.I wonder why they would make the grab difficult to do in later games when it loses the P.D. range?

In CvS2/Alpha 3 Jump in with late {down Fk}, do the 360/720 when you land. thats how I usually do it.

CB
05-16-2005, 06:59 PM
Just realize after all is said here, honda is still a turtle, just a really good one, he isn't kyo.
Nestor has the nastiest Honda I ever saw besides Mago, and he beat BAS so...
Don't ever jump with honda, he has no early attacks like kyo jumping down+feirce, you always get smacked.
You must understand that Hondas ground game is so fast that people will do everything they can to escape it.

I basically do slappy hands, wait, headbutt, slappy hands, wait, and if nothing has happened yet, patiently try to sweep them then go for wake up game. You can't really hit honda, so i wait for random rolls or jumps.

Sometimes Nestor did 2 rc 360s in a row on wake up. It's really scary when combined with meaty jab. :badboy:

Honda=advanced turtle

TIP of the DAY: feirce slappy hands beat RC electricity. Nestor would own my random rc electricity all day with slappy hands. OUch, bye bye blanka :sad: ...even BAS switched to A-honda on point...he knows what's up

RagingStorm101
06-14-2005, 07:13 PM
dash 720! it just looks so cool. I think you can use that after a blocked cr.jab or short maybe?

PiMacleod
08-03-2005, 04:01 AM
without a reply here in a while, I'll see if I can wake it up a bit.

::ahem:: N-Honda. One thing nobody's mentioned, and I'm sure everyone realizes it (just not spoken out loud here yet) is powering up. Use a dot, and slap someone silly. So much damage done from Honda already, and you're incresing it?! It's kinda crazy, IMO.

...especially if you power-up into a 360. ouch.

My only bad match-up I've had with my Honda is against Joe players....I hate those f-ing tornados. grr. Just makes me feel all the better when I pull off a 720 on him, though. :pleased:

...anyways, capcom better put Honda in the next SF game. I demand it! :tup:

Philth
08-05-2005, 08:27 PM
Ive never met a Joe I couldnt whoop up with Honda.

Tornados are weeaaaak, super headbutt eats them for freeeee.

Ben Lee
10-15-2005, 02:02 PM
whats the buttons for rc hands slap

Hail And Kill
12-29-2005, 10:37 PM
Alright, Im reviving this thread because i've decided to use Honda on my casual team. Maybe even in the next tournament. What's my inspiration? To be honest, i got jealous when i saw mago Reversal RC 360 on wake up, so i said "Shit, i have to do that."

So the next thing i do is go to training mode and master the RC 360. I got it down pretty well but i still cant do it on reversal wake up. But oh well. I admire the way Mago plays his honda, sit there all day and piss the hell out of everyone. That's my goal for this year. Piss hella people off with turtle Honda. Also i saw matches of BAS just OCV people with A-Honda...A HONDA. no bar needed. God damn, what a beast.

So i wanna know a few things, should i ever need to be aggressive with honda? Or should i just be a turtle all day? It sucks sometimes cuz they will take advantage of youre bar and throw hella fireballs at you(RC fierce headbutt is way too slow to pass any fireball and hit).
It's like they get a free rush down on you if they are safe enough. should i try to jump and hit them? They might be able to recover on time and Anti air me, and just repeat till honda is dead.

I also noticed that to get his reversals, its way different timing than blankas RC electricity(if you're trying to get reversal slappy hands) its also way different timing for the reversal d,u+K move than other characters like blanka or bison... Wierd, maybe its just me... Someone clarify for me?

I already got that 50/50 mix up, are there any throw set ups i need? Like... blocked s.lp, 360? I unno, i just started using him today. I'll probably stay up tonight to watch honda vids and learn there.

EDIT:

Oh yeah, here's another question. Is it hella scrubby to do lots of random headbutts at close range? I mean it does chip damage and its almost unpunishable by a handful of characters. I know i shouldn't do them on full meter rock,guile,bison, etc.

For anti air:

should i do lp headbutt or should i be extra safe and do RC HP Headbutt? i noticed that when i try to RC headbutt with honda, i feel really "heavy" and have do the motion faster and more accurate than if i were to RC psycho crusher with bison or something...maybe its just me or is everyone doing this too O_o?

is s.hp REALLY that good? Saks cross over mk beats it for free everytime. Maybe im just not timing it right?

Should i always RC mp hand slaps since its got the most frame advantage? Or should i rc hp slaps??


Eightysix, where are those tick 360 set ups???

kcxj
01-06-2006, 03:29 AM
I also noticed that to get his reversals, its way different timing than blankas RC electricity(if you're trying to get reversal slappy hands) its also way different timing for the reversal d,u+K move than other characters like blanka or bison... Wierd, maybe its just me... Someone clarify for me?
Buk says Honda gets up off the ground faster than Chun, Cammy, Blanka, and Benimaru do if that helps.

Dasrik
01-06-2006, 10:58 PM
I'm going to give all you guys a tip.

Before you learn how to RC, you might want to learn how to play E.Honda. And I don't mean just crouching back and hoping the opponent won't know how to attack you from any other way but a jump-in.

Just a thought.

Dasrik
01-11-2006, 11:38 PM
Alright, Im reviving this thread because i've decided to use Honda on my casual team. Maybe even in the next tournament. What's my inspiration? To be honest, i got jealous when i saw mago Reversal RC 360 on wake up, so i said "Shit, i have to do that."
To be honest, an RC 360 is good for little else than a pseudo-dodge. If you want to play Honda with a dodge, play S-groove. You get follow-up options.

So the next thing i do is go to training mode and master the RC 360. I got it down pretty well but i still cant do it on reversal wake up. But oh well. I admire the way Mago plays his honda, sit there all day and piss the hell out of everyone. That's my goal for this year. Piss hella people off with turtle Honda. Also i saw matches of BAS just OCV people with A-Honda...A HONDA. no bar needed. God damn, what a beast.
I could beat Mago at perversion, if not the "piss you off" game.

So i wanna know a few things, should i ever need to be aggressive with honda? Or should i just be a turtle all day? It sucks sometimes cuz they will take advantage of youre bar and throw hella fireballs at you(RC fierce headbutt is way too slow to pass any fireball and hit).
In the past, Honda had safe aggressive tactics, but in CvS2 it seems his only safe aggression is lowjump roundhouse, which only works in a groove with lowjump, of course.

It's like they get a free rush down on you if they are safe enough. should i try to jump and hit them? They might be able to recover on time and Anti air me, and just repeat till honda is dead.
I'm not sure what you're trying to ask here, but it looks like you're getting ahead of yourself. Honda has to be played from meleé to meleé.

I also noticed that to get his reversals, its way different timing than blankas RC electricity(if you're trying to get reversal slappy hands) its also way different timing for the reversal d,u+K move than other characters like blanka or bison... Wierd, maybe its just me... Someone clarify for me?
I suspect that Honda might have always had different charge timings. There's no way the designers didn't see his potential as a turtle early on.

I already got that 50/50 mix up, are there any throw set ups i need? Like... blocked s.lp, 360? I unno, i just started using him today. I'll probably stay up tonight to watch honda vids and learn there.
Honda has no throw range, stick to playing sumo style.

Oh yeah, here's another question. Is it hella scrubby to do lots of random headbutts at close range? I mean it does chip damage and its almost unpunishable by a handful of characters. I know i shouldn't do them on full meter rock,guile,bison, etc.
It's only "scrubby" because it encourages a pattern that is bound to backfire later on in your Honda life.

should i do lp headbutt or should i be extra safe and do RC HP Headbutt? i noticed that when i try to RC headbutt with honda, i feel really "heavy" and have do the motion faster and more accurate than if i were to RC psycho crusher with bison or something...maybe its just me or is everyone doing this too O_o?
Don't be a hero, do jab headbutt. RC headbutts, given that you can do them 100%, are only good if you're fighting someone who mixes up their jump-ins. Jab headbutt is predicated on the idea that they'll land on your foot, but it's possible to whiff an air attack so that the jab headbutt misses entirely, then take advantage of that as Honda recovers on the other side.

Even then, I wouldn't do it.

is s.hp REALLY that good? Saks cross over mk beats it for free everytime. Maybe im just not timing it right?
The chop's priority is toned down severely from previous games.

Should i always RC mp hand slaps since its got the most frame advantage? Or should i rc hp slaps??
You should play Honda, and leave the crappy little set-ups for later.

Hail And Kill
01-17-2006, 07:48 PM
thank you sir.

melvox
03-06-2006, 09:58 AM
I'm new to using E Honda and am having lots of trouble pulling off his 360 special move and the 720 super move.

I either end up jumping backwards instead of doing the special/super. And the only way I can pull off the super is by doing it in the air and landing/finishing.

Can someone tell me how to perform these the right way?

Thanks!

well, the way I do, is buffering with s.LP or s.LK and begining the 360 motion up. I never fail that....

my trouble with honda begin against K groove.

J-ride
04-28-2006, 10:26 AM
I just picked up honda recently, and I think he is pretty fun to play. My problem is with his 720 super, half the time when i do it his headbut super comes out, and I don't get why that is. I am ending the 720 with forward, is this bad? Should I be doing the motion in the other direction?

starkilled
06-05-2006, 01:17 AM
It's just the damn rc hand slaps, I don't understand it. Can anyone give me any idea of how to pull this off? * goes back to training mode*

popoblo
01-16-2007, 01:40 PM
N-honda is an absolute monster.

do work.

Tempest253
02-10-2007, 05:39 AM
It's just the damn rc hand slaps, I don't understand it. Can anyone give me any idea of how to pull this off? * goes back to training mode*

Read The first page of the thread. I think.

FSgamer
01-23-2008, 07:39 PM
Could anybody shed some light on Honda's good & bad match-ups?

Ouroborus
02-14-2008, 03:20 AM
good: sakura, kyo, iori
bad: guile, hibiki, k blanka