Character Overview
E.Honda is a deadly powerhouse character with a great defensive and offensive game. His Super is incredibly damaging and his Hundred-Hand Slap is extremely difficult to counter. He also has a great damaging anti-air game, an above-average reversal game with autocorrecting Headbutts and a really powerful command grab to open up the opponent’s defense with.
Projectile characters give Honda tons of trouble though, especially when used by players who have mastered fireball zoning. They force Honda to abandon the charge for his powerful Headbutts and stop the advancing charge of the Hundred Hand Slap. Characters with great special moves and Ultras that can punish Honda’s Headbutt can give Honda a huge amount of trouble as his offense becomes incredibly limited.
• Strengths •
+ Quick forward dash.
+ Extremely strong normal and special moves.
+ Has a great set of normals for poking and jumping in.
+ Great reversal game along with solid defense.
+ HHS is one of the best approach moves in the game.
+ Shorter than average jump, which makes him tougher to anti-air.
+ Incredible range and damage on his armor breaking move.
+ Command grab with superb range and damage.
• Weaknesses •
- Useless Ultras that don't add much to his gameplay.
- No special move EX or otherwise is invulnerable to projectiles.
- Pokes have slow startup.
- No combos into untechable knockdown.
- Requires technical mastery of piano inputs.
Special Moves
Damage
Light
130
Medium
140
Hard
160
EX
160
Properties
Honda's signature torpedo attack. Against certain characters this move can be their worst nightmare, but against other characters you'll want to sparingly use this move. Most Honda players try to avoid just throwing out raw Headbutts from mid range or farther because there are many characters that can respond with an Ultra, jump, or invincible reversal.
Each version of the Headbutt has its own uses. The Light version has the complete lower-body invincibility on startup, so it works well as a counter. It's also the hardest Headbutt to punish because it has the fastest recovery. On the downside, the startup of the Light Sumo Headbutt has the slowest startup of the three and it travels a very short distance.
The Medium and Hard versions are the ones you use to punish the opponent's mistakes, as they do the big damage Honda is so feared for. Don't use the Medium or Hard version as an anti-air as they have zero invincibility.
EX Version: EX Sumo Headbutt has invincibility that covers Honda's entire body during the beginning of the move. It also has much faster startup, is as safe on block as the Light version and has a huge amount of active frames. These properties make it popular to use as a sudden surprise attack or reversal.
In order to use this as an anti-air properly, try to wait as long as possible so that the invincible frames overlap the opponent's jumping attack frames.
Damage
Light
80
Medium
80
Hard
140
EX
140
Properties
You need to input at least five punch buttons in order for Honda to start striking the opponent. It doesn't matter which buttons you press until you get to the fifth one because that one determines the strength and speed of the move. In order to get this move out consistently from something simple like a crouching Light Punch, follow
this tutorial by Mr. SNK.
Most players try to stick with the Hard version as much as possible since Honda steps forward the farthest when slapping the opponent. If your opponent has a really strong defense going against Honda, try to FADC the Hundred Hand Slap to surprise them with a quick Oicho Throw. This is an entirely optional strategy as the HHS does plenty of chip damage on its own and builds a lot of meter at the same time.
Whiffing with this move opens you up to jumping attacks from the opponent which is why it's best to always stick with the Hard HHS. The Light and Medium versions are almost completely ignored because of the whiffing problem. Hard HHS also gives you the most frame advantage on hit making followup combos possible.
All versions of this move are safe on block provided that you make contact with the opponent in some way. HHS also starts up reasonably fast so it's hard to counter on reaction.
EX Version: EX Hundred Hand Slap gives Honda a huge amount of mobility with joystick control, but it doesn't offer nearly as much frame advantage as the regular HHS. It also forces you to lose your back charge in order for the move to hit, so it's not very useful at all.
Damage
U. Light
80
U. Med
90
U. Hard
100
U. EX
100
D. Light
100
D. Med
110
D. Hard
120
D. EX
80
Properties
Honda flies up with his stomach outstretched and down for a buttslam, barging through anything in his way. All of the regular versions of this move have a huge amount of invincibility to throws, attacks and projectiles but the invincibility wears off before the move gets to a hitting state.
Because of the lack of invincibility air-to-air, you cannot use this move as an anti-air effectively. Using this move as a reversal is also risky due to how slow it is not to mention it lacks armor breaking properties on the descending portion. It's still possible to use it as a desperado reversal since it's hard to interrupt Honda out of the move, but anyone moderately experienced will be able to counter you out of this every time.
For reversal purposes, you'll want to be using the Light version. It's the hardest to counter with a Focus Attack and gives the opponent the least amount of time to anti-air you if they block the initial attack. The Light Sumo Splash is also the safest on block.
The Medium and Hard versions can cross the opponent up, and can be a real nightmare against characters with bad reversal options. If you want to cross up with this move you should wait until the opponent has been knocked down first to make your crossup more ambiguous. The Hard Sumo Splash is unsafe and can be thrown on block, so be careful.
EX Version: EX Sumo Splash starts up way faster than the other Sumo Splashes, and it's the only version of the move where the invincible startup overlaps the hitting state of the move. In other words, this is a great anti-air option that is also very damaging in combos. EX Headbutt tends to be a bit more reliable as an anti-air due to its speed though, so there's not much use for this move.
Damage
Light
180
Medium
190
Hard
200
EX
190
Properties
Honda's command grab. It's reasonably good because Honda has good tick throw setups, most starting from crouching Light Punches or Kicks. None of the Oicho throws are invincible in any way, but the startup for each is pretty fast.
Light Oicho Throw has the most range but the least damage, and Hard is vice versa. This throw is Honda's answer to characters who are good at defending against his high damage offense and forces them to think twice about just holding down-back the entire match against him.
EX Version: The EX Oicho Throw has the same range as the Light version while having the damage properties of the Medium version. There are very few uses for this, given how valuable EX meter is to Honda and the damage difference being so little compared to the Light version (not to mention it doesn't have any invincibility).
Super and Ultra Moves
Properties
Honda does two heavy-hitting headbutts for a huge amount of damage. If you've been successfully defeating your opponent without the use of EX make sure you can put this Super to use as the crazy damage it inflicts will psychologically overwhelm the opponent.
You can cancel into this Super from Hundred Hand Slap or an up-close Headbutt which makes it easy to tack on huge damage within your combos. There are several normals that will allow you to cancel as well such as crouching Medium Kick but most of those don't have good range.
This Super can go straight through projectiles and it's actually more reliable (and faster) than Honda's Ultimate Killer Head Ram for doing so. It also recovers really fast for a blocked Super Combo, making it difficult to punish.
Properties
Honda goes for a Sumo Headbutt and if it lands he slams the opponent and beats them up. This attack goes through projectiles on startup, but it travels and starts up so slowly that even if you manage to go through a projectile there's no guarantee you'll punish in time.
There is no way of comboing into this Ultra other than a Focus Attack or a heavy jumping attack. The startup is kind of slow so you can't use it as an anti-air. As an upside, this move is completely invulnerable to projectiles until Honda hits the opponent or lands (which is unlike other anti-projectile Ultras that tend to run out of the invincibility).
Honda's strengths don't lie too heavily in his Ultra Combos and it's unlikely you will find use for this particular one except as a direct punisher.
Properties
A command grab Ultra where Honda buttslams the opponent hard. This Ultra is a zero-frame grab, meaning that if the opponent is in range of this Ultra upon activation there is no way for them to escape unless they performed a throw-invincible move before the cinematic began.
The only downside to this Ultra is that the range is roughly the same as a normal throw meaning that you have to pull off some tricky shenanigans in order to get into range to land it. Still, since you don't have a high probability of landing either Ultra you might as well have one that gives you a slightly less improbable chance of being used.
Notable Normal Moves
An overhead attack that knocks the opponent down. The range is kind of bad and it forces you to surrender your back charge to use it, not to mention most players will just hit you out of it since the startup is kind of telegraphed too.
Some players like to cancel out of this to extend the range of their Oicho Throw. This is a bit risky since you're broadcasting your intention rather obviously by whiffing this move.
Far Standing Hard Punch
A normal anti-air from Honda. Has to be done a little pre-emptively to work most of the time.
Far Standing Hard Kick
One of Honda's best pokes as it has great range and must be blocked low. If you're running into a bunch of limbs trying to get in for Hundred Hand Slap or Oicho pressure, use this to smack the opponent.
A really great approach move for avoiding fireballs and low normal attacks and attacking the opponent. When Honda is in the air with this move you can hold the joystick left and right to change Honda's trajectory slightly.
Try to activate this normal just as Honda starts to descend. This will make it harder for the opponent to dodge the attack.
Honda's crossup isn't very ambiguous, but with the right spacing you can trick your opponent.
The priority on this jumping move is crazy. It will beat out quite a lot of anti-air normals. If you need to ensure that your jump-in is not interrupted, then this is the move to use.
The hitbox on this move is absolutely amazing, making it one of the best Light Attacks in the game. The range is great and it can stuff a huge amount of offensive approaches. Try to poke with this move while walking forward to keep the opponent from interrupting your offense.
If you are proficient enough with Honda's Hundred-Hand Slap, then you can buffer it while performing this move to really threaten the opponent with big damage.
Honda General Strategy
Honda is one of the few charge characters that can lose his charge and still really be a threat both defensively and offensively. You'll want to be anti-airing with Honda's Light Headbutt and his standing Hard Punch while switching it up on offense and defense. If neither of those options work, just use a pre-emptive neutral jumping Hard Punch to smack people out of the air. This technique also helps build both a down and back charge.
Knowing how to buffer the Hundred Hand Slap off a normal move is an absolute must to be a proficient Honda player. The threat of chip damage and meter building it provides can really make the match painful for your opponent. Without it, you'll only be able to rely on your Headbutts for damage, which is a risky strategy. This rule especially applies against characters that can easily punish your Headbutts.