RWD, post: 1302359 wrote:
Sure thing, it would be nice to finally release something from it since a lot of love went into that guide. What i'll do is get the copy I sent to r3ko and do a quick clean up making the thing at least respectable for a first public release, then we'll take it from there depending on the feedback.
Nickoten, post: 1302369 wrote:
I love using Honda but don't know much about him in reality other than that his lp headbutt is good anti air and to slap for chip. Can someone explain this stored Oicho glitch and how to properly use this move?
UltraDavid, post: 1302335 wrote:
If you're going for tick into command throw, mixing it up with a jumping short butt every once in a while isn't a bad idea. The best ticks into command grab are crossup roundhouse/forward splash into low jab, negative edge grab, but like with any ticking in this game, you need to mix it up. There are no real negative consequences to getting reversaled out of the grab because you'll just block and be able to go for headbutt/hands/grab/whatever, but still, you'd rather get command grab than not, so mix up your ticking by adding a crouching short or standing jab or whatever, you know, just to keep the opponent on his toes in terms of when he should try to reversal.
r3ko, post: 1302329 wrote:
err, secrets of Honda your asking there. jumping d.mk(splash) is nearly always preferrable over j.lk. With j.lk you have to be a spot otherwise you'll get thrown for your trouble. As with the splash its easier to connect your stored oochio. If not you can just tap out a MP HHS for chip. j.lk can be quite usefull against guile's sonic boom cause its so thin.
UltraDavid, post: 1302366 wrote:
The headbutt is partially throwable at its back and at the very start. Unless you're in the corner (not a bad idea against Claw), you should be escaping wall dives with butt drops, jumping strongs, and/or standing fierce.
Nickoten, post: 1302371 wrote:
I play the arcade version. Would it work on there without picking the old version of him?
UltraDavid, post: 1302338 wrote:
I didn't mean to imply that pianoing worked; it doesn't. I only meant that pressing a different button immediately before (almost simultaneously with) the punch button you want to tap seems to help get the hands out. And you only need to press whatever punch button strength you want 5 times.
For combos, Honda doesn't really depend on comboing. Jumping fierce, close standing jab xx headbutt isn't really that hard. Honda's headbutt requires very little actual charge time, so you can just jump and start holding back and you'll be good. That said, it's easier to do jumping fierce, crouching short xx headbutt, just because it's easier to link and then cancel into and from crouching short. Other cool combos include crossup forward splash, standing jab, crouching short xx headbutt and after fierce grab, walk forward, crouching short xx headbutt. But again, comboing isn't real important for Honda.
Ehonda, post: 1302377 wrote:
I have been using Honda since his first appearance in sf2. I can talk for hours about his matchups, but i do not have the time here to do so. By far we all know his tough matchups are Ken and Ryu. Chun is a tough matchup as well. but it is winnable. You need to get a big lead early on her and keep it. Just NEVER attack once you have it. DEFEND, DEFEND, DEFEND. Head butt any jumpins. Also his jumping jab works very well vs her air moves.
Ehonda, post: 1302395 wrote:
Yes ive seen this before, but very rarely. Bob Painter used a similar strategy with Honda. This works great until your opponent adjusts like all top level players will do. This will work great on high level players but not for very long, and low level players why bother. Another strategy is to bear hug then walk under neath as they land and play some games that way as well. much like the Balrog thingee.
subt-L, post: 1302396 wrote:
well, damn... sorry i posted.
FreshOJ, post: 1302401 wrote:
Wow...Bob Painter. I wish I had played his Honda more. I'm guessing he "retired" from the SF scene much like Milo did. I knew those cats personally, BTW. You got me reminiscin' about the old days.
Anyway, I would think that if you're bear hugging with Honda, you probably got it by accident and any shenanigans you pull after that should be geared toward landing the Ouchio Throw. Am I crazy?
Ehonda, post: 1302392 wrote:
Sumo Splash Stuff...
Don Calzone, post: 1302403 wrote:
1. Is Hondas jab headbutt ALWAYS safe to use as an anti-air? Is there stuff that beats it?
2. Does O.Honda have a different throw range than N.Honda? I remember watching a vid where an O.Honda tor up a couple of guys using alot of kneebashing (RH right?) throws, one of the guys played Boxer and almost never threw the Honda back.