Honda thread


Actually, and I’m pretty sure about this, piano-ing doesn’t help in ST at all. If you tap alternating Fierce and Strong, you’ll get the Hand Slap out simply because you pressed ONE of those button enough times for it to register. And I think it’s 6 presses of one button within a certain time frame (later games would reduce it to 5, and then they would introduce the piano-ing possibilities even later).

If you are playing on a joystick, oftentimes I use two fingers (index and middle) for tapping one button, alternating. But if you are on a pad, I’m not really sure of any good techniques outside of just mashing like there is no tomorrow.


Anybody got some b’n’bs?
I saw some vids of the best Honda in Japan, Kunimondo or what he is called. And after a dizzy he would do j.fierce, st. jab, headbutt for sickening damage! I’ve tried to do it myself lots of times, but can’t get it down. Has this something to do with arcade - console ports, or is it just me being to slow?


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.


Did he ever finish this?? Where is it?? :slight_smile:


I usually just go up and Oicho Throw people when they are dizzy (unless I dizzied him WITH the Oicho Throw… then you can’t throw them when they get up). :slight_smile: You can probably do a better Combo (I use Jump Fierce, Crouch SHORT, into Headbutt), but the Oicho Throw does good damage and sets the enemy up for some fun mind games afterwards, especially in the corner.


He has lots of options after a fierce grab, it sets up for just about everything Honda got. If you do fierce throw in the corner you can walk under your opponent and do c. rh and it will hit your opponent from behind. It’s nice because it really doesn’t look that the move will do that.


That’s what I usually do too. I only combo into headbutt if I want to end up at a distance from the opponent, which is obviously matchup-dependent.

You can walk under after a fierce grab against most characters mid-screen too, although the crouching roundhouse trick doesn’t work there.


Oh, so you can’t oicho them if they’re being dizzied BY an ochio? Didn’t know that, but it explains some thing i belive, haha.

One more question, does Honda have any tools against Chuns lightning legs?


^ if you dizzy with a throw, the dizzied opponent is immune to throws.


Only for Ochio or standard throws as well, even for other chars? What about other command grabs?


ALL throws. Regular or command throws, all characters. Probably a programming oversight.


ST advice: Honda vs Shotos and Chun

Trying to see what I should be doing in those matchups, versus what I do.

Vs Chun I try to guess the fireball and jump in with forward, if I knock her down go for oichios. I try to jump strong/fierce the neutral jump short.

Vs shotos I play more passively, I do look to jump the fireballs, or butt squash them, use more headbutts when they jump, which good ones rarely do (no reason to jump on Honda with Shotos.

These are the only matchups I really have trouble with- everything else I feel my Honda can handle. Just curious what you guys would suggest. Trying to get Honda to the level where I can fight bad matchups and win.


its hard, watch some vids


Try zoning the shotos so that if they fireball you trade with forward hk sweep. It’s fast and long, scores a knockdown. After that you can play your wakeup games.


Check the Honda thread. There is some good stuff in there.


Did check that thread- some good stuff in there, but not everything I wanted.

Looking for stuff like which is better vs Chun’s vertical jump fwd- strong or fierce? I know the positioning is the important thing.

The other projectile matchups I don’t have trouble with.


Let me check the YBH for hit box stuff. I’ll be able to give you an answer. I’ll get back to you!


Chun vs Honda is a really difficult fight for Honda. It’s tough for him to deal with something as simple as jab FB followed by low roundhouse. He also has a really tough time with her jump back forward kick, and once she has her super charged, his options are even more limited.

Good luck :frowning:


Getting around Chun’s fireballs is really your biggest hurdle. If you can manage to accomplish that, the match isn’t so hard.

Hundred Hand Slap is really good against Chun, 'cause she doesn’t have anything solid to beat it consistently. So say you j.Forward over a fireball, hit or blocked, you’re guaranteed some free chip damage with hands unless she has super.

She also has a tough time with the butt slam in the corner. If she doesn’t predict it, the only thing she can really do is Short upkicks, but that’s kinda hard to time.

Also, just his regular punches (st.Jab and st.Strong especially) are great pokes. If you’re in close, but not close enough for an Ochio, you can do a st.Jab or st.Strong and keep mashing on punch to get free block damage. Charge down while you’re doing this, so that if she throws a fireball, you can butt slam.

That’s my random advice for now.


i have been playin honda for about a year now and against chun best thing i saw is just jumpin hard punch if she throws a fireball its prol the safest thing u can do