I noticed there was a few posts about the guide I wrote so I figured i’d just clear things up. The last version of the guide I spoke of was totally lost due to the PC it was wrote on having a complete HD failure, so all was left was a very rough version of the guide I had saved on my e-mail.
I’m due to become a father in a few weeks so I don’t have time to re-write what was lost and finish the thing (also whenever I play ST these days, I use Boxer), but I figured i’d post the most interesting parts from the “ghetto guide” and hopefully it will get people started on racking up the wins with Honda.
One of the major hurdles a beginner Honda player will run into is dealing with projectile spam - at the start you’ll probably think its a lost cause dealing with the random hits/block damage caused due to his size, but after a while you’ll learn how to deal with it.
First thing to know is NEVER EVER use HK Sumo Splash, that thing is serious counter bait, don’t use it.
LK Sumo Splash over projectiles from max distance away does very well if you are willing to “creep” towards your opponent - remember that patience will serve you well in the long run as all it takes is to win is 1 mistake or trapping the opponent in the corner and keeping them there.
MK Sumo Splash is very risky, especially against shotos, but if it is used once in a while it may help gain some ground if you have the health to take the risk with.
Straight Up j.HP - this is controllable, so you can move forward slightly while in the air, learning to do this is pretty essential because overuse of any type of Sumo Splash will lead to being countered all the time.
The Super - text removed due to reference to points later in the guide don’t forget about it and remember to have a back up plan if it doesn’t work correctly.
j.LK - this comes in handy since makes Honda a smaller target and seems to have pretty high priority, i’ve seen this do pretty really well against Guile in particular.
MP HHS - this isn’t avoiding the projectile par say, but if you are willing to be a man (and have the health to back it up), you can at least trade hits from a fair distance away, this can be a psychological advantage knowing you always have a way to at least trade off in the damage department.
Ill also use the MP (and sometimes HP) HHS after a straight up j.HP, this can be decent pressure against characters with longer projectile recovery time, New Ken and New Sagat being prime targets.
Another method of countering projectile spam is by simply trying to bulldog your way to the opponent - walk forward, block, repeat (and perhaps do the occastional poke now and then)… you’ll slowly but surely back your opponent up into a corner. This is, of course, a very dangerous way of getting in, as proven in one of the A-cho tournaments, it can actually get you completely owned so only use this if you have strong reactions.
As stated earlier, patience is the key against someone who knows how to use their projectiles, take your time with the confidence that you’ll eventually get in (even if it takes the whole round and nearly all your health to do it) and you should go far.
Hundred Hand Slap - which one to use?
HHS is mainly a chipper - if you go into a match thinking of using it as a primary way of dealing direct damage, your thinking the wrong strategy with Honda.
General, point blank on wider characters, chip damage is as follows:
Weak: 3 max
Medium: 5 max
Fierce: 7 max
(those numbers could be wrong - I just wrote them off the top of my head but it seems about right)
The general usage of each version is as follows:
Weak: This HHS actually has pretty good priority all round, will snuff out a decent number of moves and can be good to use randomly at the start of the round if someone gets fresh with you and attempts to jump-in (which would be suicide really, but whatever…). This can also be used as a method of fast meter building since Honda’s super is an important psychological key to winning the vs. projectile character match ups. This is also very good at point blank range on a knockdowned opponent in the corner.
Medium: This is the one I use the most, it moves Honda forward pretty fast at a reasonable distance, is very easy to learn to get the minimum 4 button press activation and does an excellent job at putting pressure on the opponent. Superb meter builder also so learn how to do this at will and watch your Honda game sky rocket. Another thing to learn is blocked c.MK into MP slaps and blocked b/f + HK into MP (or HP) slaps - this is purely pressure/chip related but a lot of people won’t have a clue how to deal with the constant barrage of low hitting normals and forward moving slaps, and since you can charge for Sumo Headbutts during the slaps, they can’t really jump forward at you either.
Fierce: Personally, I don’t use this very often - it moves Honda VERY quickly and quite far across the screen, but it always seems to put me in danger more than anything, generally i’ll use this when I want that extra couple of hits in block damage or really need to cover some ground after a knockdown, but other than that, I stick to MP slaps.
The Secrets of Mashing
Ahh, the hidden art of mashing for those Hundred Hand Slaps - what most people don’t know is there is a rule for mashing where you can actually get the move to come out in a minimum of 4 button presses.
Another rumour, which i’ll kill now is; no - you can’t piano tap for HHS - piano tapping only works with Deejay’s Machine Gun Upper.
Anyway, use this ghetto chart to see how get the minimum 4 button press HHS:
Weak: LP… LP… LP… LP
Medium: MP… MP… MP… MP
What it quite interesting is the drastic change in tempo between the MP and HP versions of HHS - you can actually do the MP version pretty darn slow and it’ll still come out while the HP version needs to be done very fast and there doesn’t seem to be any exception except “mash fast”. If anyone can give a different view on the HP version, post it.
The nightmare move of ST… this makes Honda an iron fortress and is arguable the most broken thing in the game - learning to use and abuse this is completely essential for high level play.
Oochio is performed with a HCB + P movement right? Well, a glitch in ST makes it so Honda can store the move and use it at will - this is done by doing the HCB movement then holding onto either Back, Up-Back or Down-Back and not letting go.
Why is this technique so good? Oochio is a zero frame command throw (with no whiff animation, unlike Gief’s SPD) with decent range, which means under reversal circumstances it will beat every ground based attack in the game… period. This also means when Honda is knockdowned, he can store Oochio and basically be impossible to meaty attack.
Other plus points is the fact when your holding onto Back/Down-Back so you are essentially charging up for Sumo Headbutt and Sumo Splash while having a perfect reversal waiting. In other words, everything you want for the “tank-like” defensive is covered, if you wanted, you could also use MP and HP slaps as a way of moving forward while keeping all 3 attacks ready.
One last point; when the opponent isn’t in range for an Oochio, you can use any normal attack you wish and not lose the store.
Whenever you land an Oochio (stored or not) you have a whole host of options to play with, here we go:
c.MK - this doesn’t work on all characters and i’ll update this with a list at a later date, but because Oochio does a HUGE amount of stun damage, generally, the next hit will probably dizzy the opponent.
MP HHS - this is a no brainer, the lunging slaps get chip damage for free… unless your opponent is a reversal demon they’ll most likely do the safe option and block.
c.MK > MP HHS - an extention of the above, if the c.MK doesn’t get them… the chip damage from the HHS will…
HK Sumo Splash - this will cross the opponent over and probably dizzy them if it connects.
MK Sumo Splash - just to mix up paranoia about the crossover HK Sumo Splash with a non-crossover Sumo Splash.
j-d.MK (the splash) > Oochio - this is risky but is worth it if you connect with another Oochio afterwards.
(in the corner) c.LK xx Sumo Splash - the c.LK is cancellable so it should flow like a thing of beauty for a high/low block string, can also lead to another Oochio.
(in the corner) LP HHS - like the MP HHS, chip damage for all, just watch out for those reversal throws.
(in the corner) Oochio Loop - see the next section…
B/F+HK - the sweep of doom, use if you forget the above follow ups… >_>
c.LP > Oochio - this can be done when you land an Oochio close to the corner but you still switch sides with the opponent, this is done the same way as the Oochio Loop (talked about in the next section) only you cant carry with the loop after the second Oochio hits.
Oochio Corner Loop
This is Hondas fast route to 100% victory, here is how to do it:
Step 1) Get opponent into the corner and knock them down.
Step 2) Do a point blank meaty c.LP (stand LP and c.LK are also options, but c.LP is by far the better attack).
Step 3) Oochio them when they recover from block/hit stun - this can be done by 3 methods;
By quick storing then piano tapping the Oochio - this gives 6 chances for the Oochio to connect with the opponent but also runs the risk of being reversaled by a special move easier if a normal comes out during a mistime.
By quick storing, holding down the 3 punches when the c.LP is still out, and releasing them one after the other piano style - this method cuts the number of chances for the Oochio to come out by 3, but also removes the risk of being reversaled by a special move since Honda will always block it instead.
Or by doing it normally with a brief pause between the c.LP and Oochio (like you would when doing something like Gief’s LK > SPD) - I seriously recommend not using this method at all.
Step 4) Repeat Steps 2 and 3 - the Oochio in the corner puts the opponent into perfect position for another meaty c.LP, so this is a pretty easy loop to learn.
While this trick is pretty nasty, it can (like anything else) be escaped by reversals - I generally don’t recommend using this against characters with access to a hold rather than a throw since at least if you get reversal thrown while attempting this, odds are you can tech out of it for minimal damage… unlike most holds while lead to a whole load of pain even if you escape quickly.
To make things easier, here is a list of characters that you should not attempt the Oochio Loop on unless you are feeling brave and have the health to spare:
Dhalsim, Boxer, Blanka, T-Hawk and (New) Ken
T-Hawk, Gief and Honda (obviously) can also use their own command grabs to get out the loop
When doing the loop, I recommend mixing it up with LP slaps, Sumo Splashes and LP Sumo Headbutts to keep the opponent from thinking twice when trying to reversal throw you - of course, this is still open to something like a reversal DP, but mixing up your options even when it might not be needed will keep your Honda from being predictable.
That’s all i’m posting up for now, if you guys enjoyed these bits of the guide I might clean up other sections and post them up in time - feedback and criticism is welcome, thanks for taking the time to read all that.