Lol, that was me who was writing that ST Honda guide - it actually got about 95% finished, the only section I never completed was the character specific options after both types of grab because there is hella amount of stuff to cover.
I have no idea when it will get released as I don’t have my own PC hooked up atm, I might allow r3ko to release the ghetto version of the guide (which has a lot done except match-up coverage iirc) if people are interested in seeing it but it probably sucks and has a few errors compared to the version I have done now.
Just to clear it up, the minimum button presses for the HHS is 4 on ST.
Not really, you can use HP Headbutt which will sometimes trade hits with her, but the chances of that happening are really small and is pretty much a desperation technique. You can use jump HK and aim for her head which is a clean hit everytime, but I suspect whoever is using Chun against you isn’t using lightning legs when you can actually do that.
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.
Do you guys know if Honda’s headbutt can counter Claw’s super wall dive grab?
A friend of mine was playing Honda vs Claw in the finals of a mini-tournament and
it came as a surprise when Claw just grabbed Honda out of his headbutt.
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.
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?
First thing you have to consider is what version you are playing. I think its already active in the CCC2 version. If you’re playing Anniversary Edition, what you do is hold down the start button, then while holding the start button down, select the SUPER TURBO version of Honda. You should hear a light tone if you did it correctly.
The stored Oicho Throw glitch is just like what it sounds. Go into practice mode, stand right next to a guy and perform the following: Do the motion for the Oicho throw (forward to down back + fierce) but dont press a punch button. Instead when you get to the “down-back” part of the motion, you hold the joystick in the “down-back” position. This “stores” the command for the throw (unless you stop holding down-back) Now, while holding the joystick in this position, press Fierce or Medium punch. If done correctly, Honda will perform the stored Oicho throw. So learn that first.
Once you get the hang of that, try applying what has already been said in this forum, such as:
One question I have now that I think about it, is when you do the spash (d+mk), when do you do the motion to store the throw? (as in, do you do the motion to store the throw while youre in the air crossing up with d+ mk, or when you turn around after the cross up, but before c.jab?) Similarly, if you store the throw while crossing up, when you land and turn around, is the store on the throw gone?
@ r3ko & RWD: Hows the guide coming along? Ive been dying to read this for forever it seems… :wonder:
EDIT. Crap, You must pick the SUPER TURBO version of Honda, and not the super version
unfortunately i play this match too often as honda. i don’t think there is another match in st where the strategy for a char (honda in this case) is “do nothing” more than this one.
honda anywhere other than the corner while claw is off he wall is just bad for honda; all the options listed above are desperation moves.
if honda is in the corner and vega goes off the wall, same side, standing fierce will knock claw out of his wall dive clean.
if honda is in the corner and vega goes off the wall, opposite side, a headbutt should knock claw out of the dive clean.
i prefer to just headbutt claw out of dives when i’m midscreen and he’s coming from the opposite wall; i’m unsure what happens if honda attempts to headbutt claw midscreen from the same side. that’s prolly the wierd looking grab claw gets grabbing honda when he’s horizontal.
This post is old and this may have already been typed, but…hey…read my signature…read my FAQ…it’s obvious why I’m replying.
While comboing may not be as important with Honda, should you get the opportunity, here are two combos to try…
Crossup d+forward (or even fierce or roundhouse if they crossup, too, but those aren’t easy to crossup with), close standing jab, close standing strong, standing fierce.
Crossup d+forward, Knee Butt (back or forward + forward kick while close), standing strong, jab 100 Hand Slap.
Note that both combos are all links. The first one is based on a combo I saw on the TZW Combo FAQ. You must land the splash deep because the key to the combo is getting the close strong to come out. The second…is one that I experimented with once I wrote my Link FAQ. I know it works on SSF2, but I haven’t actually tested it out on Super Turbo.
You can also try…
Crossup d+forward, Knee Butt (back or forward + forward kick while close), crouch jab or close short XX Super.