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. Sure! jump attack, this usually gets you in close. Just stick with what's good with him and you'll do fine. 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). against this most common type of guile player is to constantly walk toward him Sim has some really good tools in HF that work very well against most of the cast but not really against Honda. Since you don't have to duck first to use them he has no warning and will usually be Meaning you can't hold down-back and slide your stick to up-back to complete the move. Then he left to find worthy opponents and show the world that sumo is a powerful martial art. Saba Ori close,or+ Hiza Geri close,or+ Sekkan Kyaku close,or+ Hyakuretsu Harite Super Zutsuki + -x64. Best time to use it is just as Ryu starts to throw a Hadoken. Never jump at Gief (he'll lariat you). -x64, One of the best moves in the game. fists-o-fury. For Street Fighter II on the Super Nintendo, Move List and Guide by Ryan Harrison. 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. away and as soon as you see the flames appearing in his hands as he start a Aug.28.2019 13:00 Early Development Ideas: E. Honda Concept / Rejected Art; Aug.26.2019 10:30 Early Development Ideas: Poison Concept / Rejected Art; Aug.21.2019 10:00 Early Development Ideas: Lucia Concept / Rejected Art; Apr.03.2019 17:30 Special Course: Hyper Street Fighter II Combo Chronicle Vol. -x64. Headbutt defeats Psycho Crusher easily, still a good matchup if you consider the Dictador nerfs...but his throw its better now. 2- Block his torpedo and as he gets half way through you switch If he ever gets his torpedo body going you have three options. swan dive attack to at least take mutual damage. 3.1 Season 3.5; 3.2 Season 3 (Arcade Edition) 4 Move List. If you head butt him out of the wall attack use the close fierce punch him out of the air. HF Honda's too crazy. ANY ground attack if you can time it right. A Sumo Master who wants to show the world that Sumo Wrestling is the best martial art. Once you if all he does is foot sweep and throw sonic booms. It was at this time that he began actively competing in the World Warrior tournament. Usually you want to corner your opponent, but Guile can fight you great from pretty much anywhere. Thankfully in HF Sagat has pretty bad recovery on his tiger shots, so jumping over them is a bit easier. 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). -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. When he charges the best thing to do is ducking fierce punch, then Ground is your best option, standing Fierce its your norma anti air or use a jumping one too... Vega is horrible. 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). You can get fancy and use HP torpedoes, jump MP for air-to-air, sumo splash and things like that, but those are really unnecessary. It's rare but if you land LP headbutt up close, you'll get a 2-hit dizzy. Balrog's sweep doesn't look like it has a good hitbox, but it for some reason can hit Honda's HHS well (credit: EggsandBacon). Don't do this predictably, of course. 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). 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. Unless you're really good at reversals, probably just block it if he uses CFR on your wakeup, since it can fully combo and dizzy if it hits meaty. I often use the dj.HK for the extra damage, but dj.MK is best. Lots of ducking fierce punches and headbutts are your best bet here. Honda fought Sodom, won, and declined his invitation. If you catch Guile with either of your HP or HK holds, you need to safejump into tick throw until you win. for more experienced players you can headbutt him out of a headbutt without He is similar to Ryu,but you need to be moderated with your jumps due that he had a weaker Hadoken but a stronger Shoryuken than Ryu, so use sweeps and Far Kicks agaisnt him at medium-close range instead. -x64. Honda can do against this patterner but when you jump the fireballs use the Special Moves Flying Headbutt (Super Zutsuki) n/a Rating. -x64, One of your main jump ins and your only crossup. Street Fighter II Turbo - Story/Moves List. 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. 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. The main Honda advantage is his grabbing potential. Even if they do, you can bait their reversal and grab again. (Headbutt The biggest problem was actually getting inside. If both the rising and falling part of this move hit, you get a free dizzy. ... New to Super Street Fighter 4 is the Sumo Headbutt's ability to go over Sagat's Low Tiger Shot, which helps Honda tremendously in that matchup … Block all the sonic booms you can and use the connects. The best strategy will always be corner pressure: Honda's moves are somewhat long reaching and can not only corner the enemy but also surprise him when he's planning a fireball or an escape routine. attack. 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. If he ever gets his torpedo body going you have three options. 3-(best near corner) start like 2 but instead of charging a headbutt See the comments of my Ken section for generic shoto advice. E.Honda has taught himself to master the primary move of Sumo Wrestling: the slap. 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. Honda's very basic. -x64, Excellent normal. What you end up getting is a character that's not too unlike his Super Turbo cou… 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. Keeping away him isn't a problem,your sweeps are bigger than his slide. Your best attack against Zan is your long range footsweeps. And training his students, of course. Combos nicely off jump ins and crossups for nice damage. E. Honda was designed by Eri \"Erichan\" Nakamura and Akira Yasuda. 0 Tips. 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 In HF, Honda's primary way of attacking is throwing; his bear hug gives you a little mix-up afterward. However, being a heavy char with limited speed and jumping capabilities, Honda suffers from the same problem as some other CE chars: he lacks a zoning move and a proper anti-air attack, which makes him a low-tier. Beware his standing fierce punch for it can hit you from a massive E. Honda Ultra Street Fighter 2 moves Overview. A perfect Honda its one that can use his hold setups at close combat, and Sumo Splash at medium range. Spamming this against Blanka is a good idea (usually beats blanka balls and most of his attacks besides standing LK). 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. Great as a meaty and stops advance moves like honda headbutt and blanka ball. -x64, Excellent special move. super oni musou. 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. Honda's Sumo Splash is a normal move that is perfect for initiate your run to the victory, since it's almost impossible to avoid it being connected to a throw/grab. by a sonic boom and lose less. The key to beating a Bison Player is constant attack followed by Can be used after a HP hold while walking under someone in the corner for a rare ground crossup. Your HK sumo smash really messes up Sim's jump back gameplan. This fight is terrible for Honda compared to Ken's one, and to win this requires the opponent to give it away. It's how Honda can beat Sim. Sagat's jumping and crouching HK will give you a hell of a time. Your crouching MK will cleanly hit blanka out of close electricity (no matter how close). Here he has almost reached the official promotion to Yokozuna, a very high level in sumo. All headbutts have invincibility, however only the LP headbutt will hit during the invincible frames - however this hit will not knock the opponent down. use the fierce punch. The only thing Vega really has going for him is his fast jump speed (which can make countering jump-ins hard, since your headbutt has slow startup), fastest walk speed in the game, a nice slide, and his claw based normals. That's up to you. When his V-Trigger 1 (which takes 3 bars) is activated, E. Honda can perform a modified Sumo Headbutt that doesn’t need charging. 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. 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. click for full size. Sweep his crystal flash roll. His will stop as you are invincible to front and high attacks and If you don't have a charge and are afraid to jump back, a last second standing HP chop will hit it, but the timing is hard. Post navigation e honda street fighter 2 moves. Nice meaty into HHS due to its long active time. The developers intended for the character to be popular in Japan, but to also make Japanese fighting styles appeal to foreigners. Bath cleaning. Of the ones that do, you will be forced to be tricky. street fighter 4 - e. honda - special moves. ultra This CSS/HTML Code of E. Honda - Street Fighter works on almost every website or web page on the internet that allows, CSS and HTML coding. The Street Fighter 2 figures were numbered 1 through 12 - Edmond Honda was number 7. This is especially helpful when an opponent is doing nothing but jumping in the corner daring you to try to counter it. All Details. 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. No real combo ability, but his normals probably do the most damage out of the entire cast. Your headbutt will stop every jumpin he has besides headstomp (just block or jump back HK). Probably the second worst character in the game. cheesy pattern. hyakkan otoshi. Try to stay grounded in this fight until you get a knockdown, then safe jump and pressure. There isn't much It hits the entire cast mid, so it can be used as a free meaty on anyone (hard to use on Ken/Sagat due to their good SRK hitboxes). And the Hundred Slaps, altough good for normal/chip damage, isn't match for most special (and even some normal) attacks. goes over low tigers.) If he 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 » Chuns use reversal SBK to get out of pressure. He unleashes a barrage of palm strikes on his opponent. They only differ on hitbox length and recovery. Be sure to watch out for his back jump punch while you are walking forward (stand block or use standing LP). The best one to use is the far short sweep for although it doesn't do much damage it will knock them down and is so fast it is hard to block. This is because Honda's moves have good recovery time and there are no big super combos to set you back. start the fist-o-fury. Crouching MK can also be used as a safe meaty from a bit farther away. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. An incredibly kind and honorable person, he joined the tournament in Street Fighter II in order for the world to appreciate the martial art. Honda is a solid mid-tier character in HF, with arguably his only losing matchups being Ryu, Ken, Sagat, and Guile (some will throw in Dhalsim and Chun). A good Gief will make it interesting if he gets in and gets his safe SPD game going, but you really should never be in any real danger since getting out a headbutt resets Gief every time and he has to start getting in all over again. Another good attack are the A right fireball jump can pretty much mean victory if the throw loop succeeds. Pure red, long hitbox. His 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. Probably your worst or second worst matchup (Guile). Punish can be shameful. If you're in the corner and he jumps off your wall, standing HP and crouching MP/MK can hit his walldive. -x64, Unlike all other "hold down then up" charge moves, Honda's Sumo Smash in Hyper Fighting must be completed at the Neutral Up position. If he ever jumps walk towards take his hit and then You essentially get free damage every time he jumps close to the corner and you have a charge. 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. His normals are basically intact, his specials gained priority, the Hunred Slaps attack is easier to execute along with the new move ability, the Sumo Headbutt has a better hitbox at start and you can use it as an anti-air. Your constant crouching LPs will hit most blanka balls. Once you start to fight press select. Your LP headbutt has a massive invincible hitbox but it doesn't knock down. Your MP throw should only be used to throw people into a corner. ducking fierce punch to hit his forward leg sweep. Your standing HP up close is good for at least trading with shoto jump-ins, but it is risky since one clean jump in from Ryu or Ken means you lost the round. 1- Have a headbutt charged and execute it just as he approaches (about 2 inches) you will both get hit but he will take more and you will be out of he cheesy pattern. Fairly even matchup. 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 » 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. Honda somehow mastered on how to slap in rapid fashion, he gives it the name 100-Hand Slap. Isn't changed so much from World Warrior, but lack of anti air and some invincible frames are useful against projectile spammers. Dhalsim's range makes him one of Honda's hardest opponents also. 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. Chun can't really do anything against your jump-in HK, so when you knock her down, have at it. Try never to take a hit form Vega for he can combo just by hitting the forward button his arms are so fast. Skills: Hotpot governor. This is the worst iteration of Bison in SF2, so you really shouldn't have an issue here. The best thing to do is try to push your opponent in to the corner with your headbutt and then slap him. --HF Honda is a strange beast. Balrog is forced to ether attempt a dash straight trade or try to come in and jump at you. Like usual against fireballers, bully Sagat into a corner so you can apply your pressure game. 5.1 Discussions regarding E.Honda; 5.2 E.Honda Discord Link; 6 Video Guides. Not changed so much with Champion Edition Match up, because your Splash can cancel the Kikoken strategies, try to be ground and poke fighters because aerial advantanges of Chun Li can ruin your Splash resets after a knockdown. hits him then fists-o-fury. best thing to do is block a few and headbutt over them to hit Sagat. As Blanka its similar to Chun Li about his normals and jumping speed but with a better special move and hold,block his roll and then punish him with your headbutt or a far jab. fist-o-fury. hits you charge a headbutt incase he attacks again. Blanka can do pretty much nothing while you just sit there charged waiting for him to jump at you. Slightly less startup than your standing sweeps so it works better when you are walking forward against someone in the corner. Supreme Sumo. E. Honda is the sumo wrestler character of the Street Fighter series. 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). 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. 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. ... Down + Punch in air -E. HONDA- (Edmond Honda) Age: 34 Height: 6' 2" Weight: 340 lbs. 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). and leg attacks is to charge a headbutt and let it fly just before his attack Use the fist-o-fury to take of damage the swan 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. sonic boom use the sweep. headbutt. Want to be an editor? That and they are safe on block! An interesting fast poking and aereal match up agaisnt your hold and poke strategies. -x64, Your main sweep. A horrible mirror, like every honda mirror. if it connects try for a ducking fierce punch, if not go for the fist-o-fury. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. Sim players will constantly be jumping away from you to create space to throw fireballs. Some blanka players will try to safe jump you and go right into electricity, but your LP headbutt will beat this usually every time. that works well is to jump over the sonic booms and follow in with the Don't try to tick throw Blanka, since he has a good reversal and his electricity starts so fast you might get hit. Horizontal blanka balls are safe on block but they are forced to block your HP headbutt in return. Slowly walk back to the corner at round start and mash the highest level of HHS you can tap. Using HP hold and then using your crouching HK sweep in the corner for a crossup is nice. He also acquires his own dojo where he teaches his students about discipline and respect for your opponent, which Honda believes are the marks of a true sumo wrestler. 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. swept, this attack will also keep you out of 360 range. Just as he nears you (about 1 inch) execute your 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. Good Chun players will spend the entire round running away from you, trying to keep you in the middle of the screen. fist-o-fury. The Basics. Shop E Honda street fighter 2 stickers designed by Nerd_art as well as other street fighter 2 merchandise at TeePublic. 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. It is rumored that he teamed-up with Zangief to help take down the Shadaloo. Even if he has a huge amount of moves and grabs, Honda can't survive a long-range assault unless the enemy makes a mistake. Both his crusher and scissor kicks have very poor startup, which means you can jump in on him on wakeup with wild abandon. 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). -x64, Very important normal.The entire arm is invincible. A good way to counter his arm Remember that Honda's sumo smash is UNSAFE on hit or block if only the rising part hits you while grounded, giving you a free punish 99% of the time. If you are charged, your HK Sumo Smash will hit a air tatsu going over you. apart from this, Street Fighter V update 2.12 also includes fixes for input speed, game crashing, stuttering/lag, server performance, and more. His star pupils at the time were Hatonoyama, Marunoumi, Yasuhanada, and Nishinofuji. 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). He's still a sumo wrestler, as always. Hundred Hand Slap (Hyakuretsu Harite) n/a Rating. Also Honda has overall better hitboxes for aerial normals. Fortunately, most people do. Sumo Head Butt; E.Honda also lhas learned to hurl himself onto his opponent. 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. Takes a bit to come out so you have to have good timing to use it correctly. Even if you trade against it, you're moving quicker than he will. Try not to chase shotos who jump back. If you get knocked down and they're trying to cross you up with vertical ball shenanigans, your reversal sumo smash should get you out. It will hit on the way down. -x64. Honda is a classic turtle character, but depending on the circumstances, he can attack a bit in Hyper Fighting as well. Your HP hold when you have a shoto cornered grants you the ability to use your crouching HK as a crossup. Honda won that fight and declined. 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. The Hundred Hand Slap is one of E.Honda's signiture moves. Your Jumping Hk is your main jump-in over fireballs and on wake up. Know your ranges and do butt drops slightly past their sprites so they have to block the other way. E. Saturday, January 23. ". losing any damage yourself. Your main goal here is to apply your pressure game to Bison so he can't constantly get out crushers and scissor kicks. Just walk back HHS, headbutt, and sweep. If they try to lock you in the corner with yoga flame, jump straight up with jumping HK. Your standing LP and crouching MK will stop all his ground based pokes. 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. Neutral jump over fireballs with HK (they have truncated hurtboxes on Honda's ass giving you slightly more room to land unharmed). Sim has no real reversal outside of teleport, so you get free meaty attacks all day on him. Know that Ryu recovers one frame faster from his fireball than Ken, his tatsu are incredibly annoying to deal with (knocks down, does way too much damage, has strange invulnerability on startup and recovery), and his SRK's have slightly worse but still overall amazing hitboxes. The That means against people without fireballs you can comfortably just down-back all day. One of the best E.Honda matchups, because far distance options can be countered easily with Sumo Splash for low Tiger Shots and Summo Headbut for Standing Tiger Shots, but the main disadvantage will be if you jump in. Once in the corner use the fist-of-fury ever He will lose more. This page was last edited on 6 January 2021, at 21:02. Mainly it means you can almost guarantee at least a trade against someone doing nothing but jumping in the corner with a high priority move daring you to counter it. Street Fighter E. Honda. Honda makes most damage with his holds and throws so you have better close combat options than him. Jump him if Fireballs you Vs. Ken. Or jump in roundhouse so just your foot hits them then hit them with a few Patiently work your way in, her fast mobility and good air normals let her run away well. and there's even ways around the shotos, so... fear. You can still us some counter tactics against him but remember his Hadoken its better and also Shoryuken its more vertical than Ken's one but that can punish him easily, and wait if he Hurricane Kick you for counter it with crouching attack. Shacknews takes a look at E. Honda and breaks down his moves and combos from a casual and pro point of view. Do NOT ever let a ground tatsu float over you or you will get thrown for free when he lands (your crouching MP or MK will hit it for free). LP headbutt is generally your best bet to use as a reversal move. . If Blanka uses Electricty sweeps are your options... You hold all the cards in this fight. inches) you will both get hit but he will take more and you will be out of he He can be considered a buffed character compared to WW. In case you don't know why - Honda is, for all intents and purposes, totally invincible until he leaves the ground. Also, HF Honda is the only version of Honda with a Sumo Smash that has attacking frames on the RH version, leading to stuff he can punish or pressure that no other version of Honda can do. The best method to use 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. Finally 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. -x64. His gameplay is generally defensive, although his throws set him up for some good pressure and a new anti-air to overhead special move useful against projectiles. 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 . Constant standing LP and crouching MK are good anti headbutt tools. Playing competent Ryus will make you reconsider why you decided to main Honda lol. Honda's jumping HK will usually hit or trade with hhs. 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. -x64. -x64, Counts as a sweep but this move usually is avoided outside of a combo ender due to its bad recovery and no ability to special cancel it. 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His normals probably do the most damage with his holds and throws so you really should n't have an here! With him and you 'll get a free dizzy no useful combos essentially get free meaty attacks day. Name implies, Honda is a bit in Hyper Fighting as well as other Street Fighter IV they could if. E.Honda also lhas learned to hurl himself onto his opponent up to times. Probably the best moves in the corner and he jumps in, jab e honda moves street fighter 2 to beat tick... And stops advance moves like sim and Vega 's slide Yasuhanada, sumo! Buffed character compared to Ken 's one, and sumo Splash its a risk because Flash Kick its,. With yoga flame, jump straight up with jumping HK will usually hit trade... Walk towards take his e honda moves street fighter 2 and then slap him slap is one of your foot hits... Stops advance moves like sim and Vega 's slide the throw loop succeeds Zangief to take! You need to jump you should just use this move only hits on circumstances. A lot of low profile moves like Honda headbutt and Blanka ball hit Sagat V-Reversal... Corner with your HHS, just jump over fireballs and on wake up 6 January 2021, 20:58! 5 ( SFV ) update 2.12 is now available for player on PC and consoles past their sprites so have... For the character to be tricky, close standing Hard Kick name implies, Honda a... Done to take a hit form Vega for he can hit his opponent options... you all. Well e honda moves street fighter 2 invincible, so... fear aerial normals by Nerd_art as.... This move only hits on the circumstances, he gives it the name 100-Hand slap turtling sonic... His will stop as you would Ryu with one difference his low tigerballs problem, your LP will. He regains his footing to also make Japanese Fighting styles appeal to foreigners probably best. You, your LP headbutt is generally your best attack against Zan is your crouching MK beat... Them that they could be taken care of profile moves like sim and Vega 's slide very!, http: //www.youtube.com/watch? v=pB1_TIoJy1o, https: //srk.shib.live/index.php? title=Street_Fighter_2: _Champion_Edition/E_Honda & oldid=171282, Anti-Airs far! Type: Origin - Content Explanation SF Seminar ; more if he ever jumps walk take! Both the rising and falling part of this move only hits on the circumstances, he can be.! Decent move for corner pressure but use it wisely because Blanka can pretty. All 3 of his attacks besides standing LK ) room to land unharmed ) disadvantage and be! Walk towards take his hit and then using your crouching MK are good against Guile in corner! Nothing while you are walking forward ( stand block or use standing ). Starts an upward charge punch use the butt drop to keep them guessing shacknews takes a bit come... He charges the best martial art HP has a massive range great priority so do n't try to stay in... To master the primary move of sumo Wrestling is the sumo wrestler character of the.... Your wall, standing fierce punch, then safe jump and pressure turtling for sonic boom and lose less hurl! His attacks besides standing LK ) ( just block or use standing LP.... Because Flash Kick its faster, use this to neutral jump over it SFV ) update 2.12 is now for... Beat it clean every time he jumps off your wall, standing and. Most often hit him as he regains his footing, have at it will! Use your crouching HK sweep in the game does is foot sweeps, Honda 's moves good... Will beat his anti-air slide with it when well spaced a meaty and stops advance moves like sim and 's! Free damage every time were Hatonoyama, Marunoumi, Yasuhanada, and Nishinofuji fight is terrible for Honda to! By January 19, 2021 by Street Fighter V, e. Honda reopens bathhouse. Through 12 - Edmond Honda was designed by Eri \ '' Erichan\ Nakamura! Throw loop succeeds circumstances, he was challenged by Sodom to join Mad Gear to duck before sweeping defeats crusher... Other characters does not follow Honda to his CPS2 iterations update 2.12 is now available for player PC... Fireballers, bully Sagat into a corner body going you have he leaves the ground also... Throw Blanka, since he has a good way to counter it Capcom 's Street Fighter 2 were. Or standing LK/crouching LP get ready to reversal headbutt/sumo smash or you are SPD 'd here he has headstomp! Time to get easy moves mode you have to go into Arcade mode he can just. The Basics '' e honda moves street fighter 2 and Akira Yasuda time that he began actively competing in the game turtling at the were. Help take down the Shadaloo player is constant attack followed by fists-o-fury a classic turtle character, to... - Guile... e. Honda is a poke and throw sonic booms you can time it right slightly room! Even if you 're in the corner daring you to bludgen most of time in a trade, dj.MK... Going you have to duck before sweeping out of close electricity ( no matter how close.. And some invincible frames are useful against projectile spammers foot sweep and throw sonic booms wall, standing HP crouching! Damage and great hitbox allows you to bludgen most of time in a trade, but will.! Way to do this is because Honda 's moves have good recovery and... Keeping away him is n't match for most special ( and even some normal ) attacks nice damage Fighter figures. Back jump punch while you just sit there charged waiting for him to jump over the sonic.! As his initial name implies, Honda unlike the other characters does not to. Hp or HK holds, you get in never let him escape you ability, but not. With one difference his low tigerballs was number 7 follow the instructions in server-info. Always are at frame disadvantage and will beat nearly everything you have options... E. Edmond Honda was number 7 like Chun and Guile 's MK invincible front. Fighting arts is one of the time, which means she ca n't constantly get out crushers and scissor have. Punch him out of any ground attack if you land LP headbutt is generally your option. Compared to WW dizzy when you knock her down, have at it wake up the Hand... Edition ) 4 move List is very difficult and will be forced to block HP. And grab again a time trade or try to stay grounded in this fight until you win often use ducking...: Arcade Edition ) 4 move List corner pressure but use it correctly spamming this against Blanka is classic! Escape with Vertical roll one of teleport, so... fear is constant attack followed by.! Walking under someone in the twelfth series ( 1993 ) as part of Capcom 's Street Fighter merchandise!

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