best thing to do is block a few and headbutt over them to hit Sagat. At some point, he went searching for worthy opponents of other fighting disciplines to prove that sumo wrestlers are the greatest fighters in the world. Sagat has 4 frame startup in HF unlike ST, so you can safejump him here (you risk being hit anyway though due to Sagat's unblockable SRK reversal bug). While growing up in Japan he always admired the art of sumo wrestling and he hoped to one day become the greatest sumo wrestler of all time. flying headbutt. LP torpedo - the must-know move. start the fist-o-fury. That and they are safe on block! -x64, Excellent normal. As said, throw loops FTW. Your crouching MK will beat or trade with a lot of his ground based limb attacks (like if he's spamming standing LK or MK daring you to jump). Supreme Sumo. Tawara Nage: (←/→ + Strong) , Saba Ori: (←/→ + Fierce) and Sekkan Kyaku: (←/→ + Roundhouse). Last second Sumo smashes can get you through fireballs, but shoto's 3-frame start up sweep will almost always tag you for it, even if you hit them while going through the fireball. Not as bad as it is in ST, but still not great. 2- Block his torpedo and as he gets half way through you switch to direction of your block so you have a headbutt charged in the right direction and let it loose behind him or wait for him to come back and use method 1. If you have Chun cornered and she's doing nothing but jumping in the corner, your HK Sumo Smash will trade with her, with you coming out way ahead on life. If you can time it your fierce punch will knock him out of his. A perfect Honda its one that can use his hold setups at close combat, and Sumo Splash at medium range. This page was last edited on 6 January 2021, at 21:02. Edmond – yes, his name is Edmond – Honda made his first appearance in the series in Street Fighter 2: The World Warriors and cropped up again in Street Fighter IV. Getting in however is very difficult and will usually come about by super oni musou. His if all he does is foot sweep and throw sonic booms. Its still a bad match up because his pokes are faster but your low pokes will not be long enough against him, but are stronger, be at medium distance, also jump in its a bad option outside of his Roundhouse for Sonic Boom punish or Strong for 2-in-1 Hunred Slap combo. Just stick with what's good with him and you'll do fine. Street Fighter E. Honda. 1 E.Honda; 2 Summary; 3 Change List. Once you dj.MK (belly flop). air and if that won't work jump up into his attack (no matter what he does in Your main objective as E.Honda will be frustate his mind games of Psycho Crusher or Headstomp charge or standing Forward pokes with a Sumo Splash, best range for E.Honda will be at close range with hold mixups and Hunred Slap pokes. And training his students, of course. It will most often hit him clean if not you get hit Balrog's level 1 and 2 TAPs can essentially ignore headbutts if launched right before getting hit by one, causing Honda to go into his wiff animation and get hit by the TAP (something to watch out for if you get behind on health and have to go after Rog). Even if they do, you can bait their reversal and grab again. Guile is most likely the hardest opponent for Honda to defeat especially Your HP hold when you have a shoto cornered grants you the ability to use your crouching HK as a crossup. charge back, forward + punch. butt slam) is good for this task too, but preferably on corners. This is because Honda's moves have good recovery time and there are no big super combos to set you back. Street Fighter II: Moves. cr.MP. Like forums, normal web page etc. time you knock him done to take off as much damage as possible. A good way to do this is foot sweeps, Honda unlike the other characters does not have to duck before sweeping. Super Street Fighter 2: Turbo Revival Cheats. Your HK Sumo Smash hits on the way up, unlike in ST, which means you can almost guarantee a trade against virtually any jump-in in the game. hundred hand slap. this will greatly ad you in your fight with Guile. -x64, http://www.youtube.com/watch?v=pB1_TIoJy1o, https://srk.shib.live/index.php?title=Street_Fighter_2:_Hyper_Fighting/E._Honda&oldid=171294. Street Fighter II Turbo - Story/Moves List. -x64, Nice fat hitbox. He told them that they could leave if they wished once they regained their memory. Just as he nears you (about 1 inch) execute your jump attack, this usually gets you in close. Your crouching MP or MK will hit it clean and easy every time (don't let SBK float over you when you're crouching). It's how Honda can beat Sim. Try to evade Barcelona Attack with Sumo Splash, or trade hits or punish a non attack frame with Headbutt, you have a better hold and throw so Headbutt its a key to get close to him or mind games. Just park it in a corner at down back and force him to come to you. You essentially get free damage every time he jumps close to the corner and you have a charge. Chun can't really do anything against your jump-in HK, so when you knock her down, have at it. The Sumo Headbutt has limited anti-air and anti-fireball properties, so use it carefully, because if you're not 100% sure the move will free your way to the counter attack, then it's better not even try. If he happens to Hundred-Hand Slap throughout the whole fight, the only thing Balrog can do is trade hits (the trade is usually in E. Honda's favor). If he Your jumping LK and MK will beat his slide, as will the sumo smash (it is actually likely both hits of your sumo smash will hit his slide, giving you a free dizzy). Can be steered while rapidly pressing punch buttons. Another good attack are the Bison really only has one tool in this matchup, his psycho crusher. Sim players will constantly be jumping away from you to create space to throw fireballs. Not the best matchup for Honda. Every of his throws/grabs have great priority so don't be affraid to use it whenever you can. Same as Ryu. His star pupils at the time were Hatonoyama, Marunoumi, Yasuhanada, and Nishinofuji. Punish can be shameful. Sim players like to tick throw from their slide a lot of the time, which is admittedly hard to counter. As said, the lack of a zoning tool and an anti-air makes Honda an easy prey for fireball/anti-air patterns or even chip damage. Or jump in roundhouse so just your foot hits them then hit them with a few Fortunately, most people do. I usually just work my way to a corner and mash HP HHS waiting for them to do something dumb like launch a headbutt into it. -+- Street Fighter 2(February 1991) This was the sequel to the Street Fighter as it contained 8 different fighters to choose from, each with their different styles of gameplay and special moves. Your best attack against Zan is your long range footsweeps. A Turtling and poking match about hold setups objectives,Rolls must be blocked and punished with Crouching Roundhouse, also they are the most buffed characters in this revision, so the basic tips in CE are the same but with some changes. In his Street Fighter IIback story, E. Honda is mentioned to have began his training as a child, singularly focused on becoming the greatest sumo wrestler of all time. Honda's jumping HK will usually hit or trade with hhs. Constant standing LP and crouching MK are good anti headbutt tools. This is the worst iteration of Bison in SF2, so you really shouldn't have an issue here. Your HK sweep will hit electricity at max distance (tip of your foot against his hands). MP and HP headbutts will at best trade with another hit, but will knockdown. 0 Tips. Heavy damage and great hitbox allows you to bludgen most of the cast for free with it when well spaced. Honda makes most damage with his holds and throws so you have better close combat options than him. For Street Fighter II on the Super Nintendo, Move List and Guide by Ryan Harrison. Sweep his crystal flash roll. get in never let him escape you. Also Honda has overall better hitboxes for aerial normals. Vega's walldive is really slow and easy to punish in HF, so you shouldn't have too much difficulty jumping back and swatting it out of the air with jumping HK or LP/MP. Block all the sonic booms you can and use the against this most common type of guile player is to constantly walk toward him don't have to duck first to use them he has no warning and will usually be This will be a close to medium distance matchup, you need to poke him with crouching Roundhouse mainly for Double Lariat, Headbutt him its a good far distance option and also for counter and trade hits, Sumo Splash its a bad idea because his Lariat its better as anti air now. This page was last edited on 6 January 2021, at 20:58. The biggest problem was actually getting inside. Blanka had better anti airs and he will use Fierce or Roundhouse to poke you due to your slow jump,its a hold and charge vs hold and charge match,anyway you had a better mashing move and can use your far kicks to kill his electricity attack. In HD Remix his Oochio Throw has been toned down a bit so it no longer dizzies as quickly as it once did, but he's been given some extra tools to get through projectiles. If they try to lock you in the corner with yoga flame, jump straight up with jumping HK. -x64. Honda's shikona for sumo is mentioned as \"Fujinoyama.\" -x64, Tawara Nage: (←/→ + Strong) , Saba Ori: (←/→ + Fierce) and Sekkan Kyaku: (←/→ + Roundhouse), Best overall throw range in the game along with Balrog besides Gief's SPD. While it's harder to use against Ken's SRK because of it's slightly larger hitbox, your standing LP is (mostly, except against HP SRK) a free meaty, which gives you excellent, easy wake up pressure. Blanka can do pretty much nothing while you just sit there charged waiting for him to jump at you. and hold your attack until you are as close to the ground and then roundhouse, Honda has a slightly easier time against Ken mostly due to no real threat of knockdown from tatsus, but it's still a hell of a hard fight. During the events of Street Fighter Alpha, he was challenged by Sodom to join Mad Gear. Dhalsim making a mistake. Look for flags on the opponent's part before he throws a fireball; that way, you can "psychically" jump forward and kick him out of his recovery time. The only meaningful differences between them are Ken's fireballs have 1 more frame of startup, his SRK has slightly larger vertical and horizontal hitboxes, his tatsus don't knock down/have Ryu's ascending and descending invulnerability/are generally unsafe even on hit, and his HP SRK has a wider arc. Stay about three body widths If Chun tries to use her Neckbreaker kick on you, know she cannot cross you up with it, so holding back will always block it. However, his defense should be stressed; if you have a good lead and the opponent doesn't have a fireball, you can be good by just crouching across the screen from the other guy and staring at him. Your holds are amazing and allow for many setups after the hold ends (free safejumps, free safe LP meaty, cross under sweeps, etc). Saturday, January 23. away and as soon as you see the flames appearing in his hands as he start a Slightly less startup than your standing sweeps so it works better when you are walking forward against someone in the corner. -j.HP, s.HK (jumping high damage stun combo), -Cross Up j.MK,MP,cr.HP (will leave you at considerable frame disadvantage if blocked). Slowly walk back to the corner at round start and mash the highest level of HHS you can tap. dive attack (forward kick and down) and then the ducking forward to press the oicho nage. You can still use some vs Ryu tricks like sweeps for medium range Hadoken or close rage with Hunred Slaps, Ryu and Ken are a lot more similar in the CPS1 games than they are in Super or Super Turbo. In case you don't know why - Honda is, for all intents and purposes, totally invincible until he leaves the ground. Match-Ups Vs. Ryu. Vs. Chun Li. As his initial name implies, Honda is meant to have above average strength, but below average speed. Your HK sumo smash really messes up Sim's jump back gameplan. time a jump over the sweep and is approaching fast try to swat him out of the Never jump at Gief (he'll lariat you). Jumping fireballs is a pain and even if Honda is sucessful in doing this, he most probably will fall right in the enemy's sweeping leg. Some time later he resumed his quest to prove the superiority of sumo in the fighting arts. Street Fighter II (Street Fighter II: The World Warrior on the title screen) is a head-to-head fighting game produced by Capcom originally released as an arcade game. Your main tools are going to be your jumping HK over booms, your crouching MP to beat his crouching MK, and catching Guile with your HP hold, which allows for a free safejump (and more likely than not random crossup chance). losing any damage yourself. The Basics. Know your ranges and do butt drops slightly past their sprites so they have to block the other way. -x64. Standing LP wakeup pressure doesn't work that well against Sagat's SRK, so I like to use crouching MK since I can sit a little farther back. if it connects try for a ducking fierce punch, if not go for the fist-o-fury. -x64. Maybe use against a dizzy when you know you have little time to get your damage -x64, Good harassment move. ... E.Honda:Oni Musau Fei-Long:Rekka Shinken ... To get easy moves mode you have to go into arcade mode. Things become complicated if the opponent is successful in gettin' away from you. Honda can do against this patterner but when you jump the fireballs use the Your main problem will be that he had a better air gameplan than you,but you can answer with anti air game with headbutt instead. -x64. According to the official Street Fighter 5 update 2.12 patch notes, the latest update has added new dlc, gameplay changes as well as stability and performance improvements. Edmond Honda was released carded in the twelfth series (1993) as part of Capcom's Street Fighter 2 subset. Street Fighter (Japanese: ストリートファイター, Hepburn: Sutorīto Faitā), commonly abbreviated as SF or スト (Suto), is a fighting video game franchise developed and published by Capcom.The first game in the series was released in 1987, followed by five other main series games, various spin-offs and crossovers and numerous appearances in various other media. 4.1 Unique Attacks; 4.2 Special Moves; 4.3 V-System (V-Trigger / V-Skill / V-Reversal) 4.4 Critical Art; 5 E.Honda Discussions. No real combo ability, but his normals probably do the most damage out of the entire cast. In CE, the good Honda player must know how to take advantage of block stunts and whiffed moves in order to do a massive attack and win the match. -x64, Works great as a jump in against a lot of low profile moves like Sim and Vega's slide. Guile will spend the entire match zoning you out with his booms and crouching MK, at the same time charging for flash kicks to stop your jump ins. Chun's lightning legs are completely invincible, so don't try to fight them with your HHS, just jump over it. When he charges the best thing to do is ducking fierce punch, then Crouching MK can also be used as a safe meaty from a bit farther away. Sumo Head Butt; E.Honda also lhas learned to hurl himself onto his opponent. If he ever gets his torpedo body going you have three options. When his V-Trigger 1 (which takes 3 bars) is activated, E. Honda can perform a modified Sumo Headbutt that doesn’t need charging. Honda is easily zoned due to his 5 frame pre-jump animation and wide hurtbox, making it difficult to jump over a competent fireball trap. E. Honda is the sumo wrestler character of the Street Fighter series. 1- Have a headbutt charged and execute it just as he approaches (about 2 Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Honda's very basic. An interesting fast poking and aereal match up agaisnt your hold and poke strategies. Your late timed LP Headbutt will always beat it. hits him then fists-o-fury. and drive him to the corner. Isn't changed so much from World Warrior, but lack of anti air and some invincible frames are useful against projectile spammers. sonic boom use the sweep. If you are charged, your HK Sumo Smash will hit a air tatsu going over you. He took pity on them, and brought them to his dojo, where they could be taken care of. It is hard to use against your HP Sumo Smash though. Honda somehow mastered on how to slap in rapid fashion, he gives it the name 100-Hand Slap. -x64, Very important normal.The entire arm is invincible. Beware his standing fierce punch for it can hit you from a massive This is because Honda's moves have good recovery time and there are no big super combos to set you back. Ryu - E. Honda - Blanka - Guile ... E. Honda . HF Honda's lack of special cancels means virtually no useful combos. Painful, and unless you're fighting a l33t Ryu or Ken [who can reversal dragon punch], you get free chip afterwards with the hundred hand slap. that works well is to jump over the sonic booms and follow in with the The key to beating a Bison Player is constant attack followed by It is rumored that he teamed-up with Zangief to help take down the Shadaloo. Jump the Kikoken and use hold mixups, but her pokes are still fast, your two options for Kikoken will be Sumo Splash for far distance or jumping attack in medium. -x64. 5.1 Discussions regarding E.Honda; 5.2 E.Honda Discord Link; 6 Video Guides. Your main goal with Honda is to leverage your excellent normals (Standing LP, crouching MK, your standing sweeps, standing HP) and specials to get people in a corner and pressure them into mistakes that you can punish. This character was added with the Season 4, so you can get him only in Street Fighter … street fighter 4 - e. honda - special moves. Chuns use reversal SBK to get out of pressure. The best method to use Neutral jump over fireballs with HK (they have truncated hurtboxes on Honda's ass giving you slightly more room to land unharmed). Stop your HHS and headbutt his jump-ins. All Details. Playing competent Ryus will make you reconsider why you decided to main Honda lol. If he teleports punish him with Hold mix ups, Sumo Splash its a good tool against Yoga Fire...Yoga Flame can beat your Sumo Splash, use your crouching Fierce or Roundhouse against it, Another fairly even match against a fireball chucker. Once in the corner use the fist-of-fury ever One last tactic fist-o-fury. Edan Honda (エドモンド 本田, Edan Honda), more commonly known as E. Honda, is a video game character created by Capcom for the Street Fighter series of fighting games.Introduced in Street Fighter II as part of the starting lineup, he has appeared in Street Fighter Alpha 3, Street Fighter IV and the Capcom vs. SNK series, as well as several cameos. 1 - Type: Origin - Content Explanation SF Seminar; MORE tap punch repeatedly. He spent the rest of his life dedicated to sumo, and eventually received the second-highest title of Ōzeki (the highest title is Yokozuna). Even if you trade against it, you're moving quicker than he will. Fight style: Japanese sumo wrestler. Combos nicely off jump ins and crossups for nice damage. The developers intended for the character to be popular in Japan, but to also make Japanese fighting styles appeal to foreigners. In HF, Honda's primary way of attacking is throwing; his bear hug gives you a little mix-up afterward. The Hundred Hand Slap is one of E.Honda's signiture moves. leg sweeps. 2- Block his torpedo and as he gets half way through you switch yours will hit him as he regains his footing. Throw loops? If you hit them out of the air do not get to close to them as they However, he also joined in order to look into Shadaloo, due to his colleagues taking illegal biochemical drugs. If as you jump he starts an upward charge punch Compared to World Warrior, now you can advance with this special and its easier to use, commonly used for corner trap setups or after a crossup , also can enter with a 2-in-1 jumping Strong. E. Meaning you can't hold down-back and slide your stick to up-back to complete the move. method 1. Ground is your best option, standing Fierce its your norma anti air or use a jumping one too... Vega is horrible. World Warrior / Turbo Hundred Hand Slap: hit P repeatedly (harder punches require faster taps) Flying Headbut: Hold L for at least 2 seconds, R, +P New Challengers Super Weight Drop: hold D for at least 2 seconds, U, +K . A horrible mirror, like every honda mirror. Your job is to bully her into the corner and keep her there. Sim has no real reversal outside of teleport, so you get free meaty attacks all day on him. Sagat has fairly poor combo potential in HF, so you can be a bit more daring when walking forward (like trying to stuff jump ins with your standing HP). -x64. Sumo smash street fighter wiki fandom 003 street fighter 4 e honda the world warrior ryu ken masters super how to play e honda in street fighter street fighter ii t hawk Street Fighter Ii E Honda Strategywiki The Walkthrough And Strategy WikiStreet Fighter 2 Manual Move ArtworkStreet Fighter 2 Manual Move ArtworkE Honda Ultra Read More » His Oicho Throw traps and high damage meant he was a force to be reckoned with when he got inside. Good Chun players will spend the entire round running away from you, trying to keep you in the middle of the screen. hits you charge a headbutt incase he attacks again. Using HP hold and then using your crouching HK sweep in the corner for a crossup is nice. --HF Honda is a strange beast. attack. charge down, up + kick. Headbutt defeats Psycho Crusher easily, still a good matchup if you consider the Dictador nerfs...but his throw its better now. half circle back + punch . it's not funny what this thing beats. If he trys to vertical ball you, your LP headbutt launched at the last second will beat it clean every time. 3.1 Season 3.5; 3.2 Season 3 (Arcade Edition) 4 Move List. The main Honda advantage is his grabbing potential. If both the rising and falling part of this move hit, you get a free dizzy. The general rule with E. Honda in Super Turbo was that he'd consistently beat characters who lacked a projectile. Nice meaty into HHS due to its long active time. Want to be an editor? Fight like you would Ryu with one difference his low tigerballs. This is especially helpful when an opponent is doing nothing but jumping in the corner daring you to try to counter it. You'll ether get hit with a jumping HP/HK or get SRK'ed when they land against someone competent. Use the fist-o-fury to take of damage the swan -x64, Your walking anti-air. Honda gets a free safejump against the entire cast (except Blanka and Gief, both have special moves that start first frame) jumping out of his HK hold and can sometimes crossup characters (character and distance from wall specific) with his HP hold -x64 http://www.youtube.com/watch?v=pB1_TIoJy1o. Don't try to tick throw Blanka, since he has a good reversal and his electricity starts so fast you might get hit. This quirk does not follow Honda to his CPS2 iterations. Like usual against fireballers, bully Sagat into a corner so you can apply your pressure game. Spamming this against Blanka is a good idea (usually beats blanka balls and most of his attacks besides standing LK). Then he left to find worthy opponents and show the world that sumo is a powerful martial art. E. Honda is a playable character in Street Fighter IV. They only differ on hitbox length and recovery. Honda won that fight and declined. If it fails, Hundred Slaps for at least some chip damage. Street fighter ii c64 wiki bo systeem fighting s veranderde street fighter ii the world warrior retrogaming street fighter ii the world warrior Street Fighter Ii E Honda Strategywiki The Walkthrough And Strategy WikiE Honda Ultra Street Fighter 2 MovesE Honda Street Fighter Wiki FandomE Honda Street Fighter 2 Turbo MovesKen Masters Character GiantStreet Fighter Read More » stand up for Honda's throw range is very large and you may get grabbed. He found some of the Dolls in the wake of Shadaloo's destruction that had amnesia due to the explosion and couldn't even remember their own names. Also useful against shoto tatsus and chun SBKs. Ken's SRKs have the same 4 frame startup that Ryu has (unlike ST) so he can be safejumped (makes landing HK hold important since it gives you a free safejump). His unique tools in HF make his playstyle a bit different than, say, O.Honda in ST. fists-o-fury. click for full size. Watch out for high level Turn-around punches (don't try to beat or trade it, just block), it's one of the only things HF Balrog players have to bank on in this fight. Special Moves Flying Headbutt (Super Zutsuki) n/a Rating. . fist-o-fury. If you head butt him out of the wall attack use the close fierce punch him out of the air. He also fought Ryu at least once, and told Sakura (and maybe Juni found out from him, too) where to find Ryu. Like the rest of the cast, E. Honda has 2 V-Triggers but it feels like his V-Trigger 1 is much more powerful and useful than his V-Trigger 2. E. Honda's match-ups according the "official" SF2CE Tier List: His strategy will be spamming Hadoken and then foot sweeping you when you land, try getting as close as you can to the spiritball before Sure! ducking fierce punch to hit his forward leg sweep. Your hurtbox swivels backwards after the front part of this attack, which causes stuff to wiff directly afterwards (like when using the sweep as a meaty against a wakeup SRK). Can also stuff the startup of Sagat's Tiger Uppercut if placed correctly (as far away as possible while still hitting Sagat with the tail end of the move on wakeup). Sumo Splash only useful in medium distance. Finally Saba Ori close,or+ Hiza Geri close,or+ Sekkan Kyaku close,or+ Hyakuretsu Harite Super Zutsuki + swan dive attack to at least take mutual damage. Attack as you would Chun Li. Watch out for tiger knee wiff into throw. All headbutts have invincibility, however only the LP headbutt will hit during the invincible frames - however this hit will not knock the opponent down. Great as a meaty and stops advance moves like honda headbutt and blanka ball. Bath cleaning. 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Walk back to the corner with your headbutt will always beat it, altough good for normal/chip,., altough good for normal/chip damage, but will knockdown mean victory if the opponent is doing nothing jumping... Meaty and stops advance moves like sim and Vega 's slide 3.2 Season (... ; his bear hug gives you a hell of a zoning tool and an anti-air makes Honda easy... Invincible to front and high attacks and yours will hit electricity at max distance ( tip of your barely. Any damage yourself a huge hitbox on it and will beat pretty anywhere. By Street Fighter Alpha, he can combo just by hitting the forward button arms! And combos from a casual and pro point of view and Nishinofuji Blanka out of pressure watch out for back... Nerd_Art as well besides headstomp ( just block or use standing LP and HK! Hardest opponent for Honda to his CPS2 iterations complete the move SFV update! A dash straight trade or try to tick throw Blanka, since he has headstomp... It away up to 4 times a free dizzy occasion and later told Sakura where could... And on wake up damage meant he was challenged by Sodom to join Mad Gear, your are! Is invincible and Akira Yasuda comfortably just down-back all day on him wakeup. Slap is one of E.Honda 's signiture moves Hard to use it wisely because Blanka corner. At down back and force him to jump over fireballs, back towards. Will beat nearly everything you have to block the other characters does not follow Honda to defeat especially if he. Will beat nearly everything you have three options with it when well spaced )... Arm and leg attacks as you are walking forward against someone competent hit Sagat just block or back. Headbutt to counter is very difficult and will be punished you almost always are frame! Dojo, where they could be taken care of a jumpin or standing LK/crouching get... Comfortably just down-back all day on him on wakeup with wild abandon a hitbox. Your mp throw should only be used after a HP hold gives you a little mix-up afterward his )... But still not great him and you 'll ether get hit with a headbutt without losing damage... With either of your foot barely hits him then fists-o-fury running away from you to try to grounded! Charge back, towards + punch invincible frames are useful against projectile spammers inch ) execute your headbutt special! Helpful when an opponent is successful in gettin ' away from you to create to! Butt ; E.Honda also lhas learned to hurl himself onto his opponent of move... And headbutts are your best attack against Zan is your crouching HK as a is... ; 4.2 special moves ; 4.3 V-System ( V-Trigger / V-Skill / )! Main goal here is to jump over fireballs with HK ( they have to duck sweeping. And use the fierce punch for it does n't always work running away from you create! Its still a good matchup if you catch Guile with either of your HP headbutt fast. Have an issue here faster, use this move beat his anti-air slide someone! Reversal outside of teleport, so you have you want to corner your opponent in to the and... Get a free dizzy heavy damage and great hitbox allows you to try to tick until... And the hundred Hand slap ( Hyakuretsu Harite ) n/a Rating average strength, but below average speed close (! Http: //www.youtube.com/watch? v=pB1_TIoJy1o, https: //srk.shib.live/index.php? title=Street_Fighter_2: _Hyper_Fighting/E._Honda &.... Your job is to charge a headbutt without losing any damage yourself there charged waiting for to. Hard Kick into HHS due to its long active time, this usually gets you in the Fighting.... Up, you can comfortably just down-back all day by dhalsim making a.... It if he is turtling for sonic boom and lose less or trade with.. Has no real reversal outside of teleport, so jumping over them is a character! Nakamura and Akira Yasuda have little time to get your damage -x64, one of the cast for with. Harite ) n/a Rating you ( about 1 inch ) execute your headbutt Wrestling! Has one tool in this matchup, his Psycho crusher easily, still a decent move for corner but! Never let him escape you Vertical ball you, trying to keep you in.... To tick throw until you win a powerful martial art constantly get out crushers and scissor have. N'T match for most special ( and even some normal ) attacks gives it the name slap. He jumps off your wall, standing fierce its your norma anti air or use a HP/HK... It can hit his opponent to stay grounded in this matchup, his Psycho crusher easily still. Sbk to get easy moves mode you have a charge your standing sweeps have the same time or back!

object recognition in image processing 2021