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E. Honda Street Fighter 4 Moves, Combos, Strategy Guide

Last updated on Nov. 13, 2009

118 Comments

E. Honda: Street Fighter 4 Character Guide


Character Overview

Honda is most like his Super Turbo counterpart. He does a lot of damage in this version, and you can kill your opponents quickly if they let their guard down, unfortunately it seems like his Hundred Hand Slap range has been decreased quite a bit, but the trade off is you can combo into a Standing Hard Kick after wards.

His mobility and speed — like always — leave a lot to be desired though.

His Oicho (Command) throws are exceptional though, and Honda can get quite a few wins when he can set these up consistently.

Strengths
+ Very powerful character. He does a ton of damage.
+ Oicho throw is one of the best command grabs in the game.
+ Some very effective chip damage moves.
+ His stamina (defense) is excellent, meaning he doesn't take a lot of damage when hit.
+ Ultra attack is a good anti-air option.

Weaknesses
- Still has a difficult time getting through fireball traps.
- He's slow.
- Outside of a few moves, he doesn't offer much in the way of mobility.
- Lacks consistent viable anti-air options.
- Has a difficult time beating turtling (defensive) characters.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Light
80
Medium
80
Hard
140
EX
140

Joystick Joystick Joystick (Press Punch Button Rapidly)
Hundred Hand Slap (Hyakuretsu Harite)
The punch button pressed determines the speed and power of this move, and the number of hits. Light is the slowest and does the least damage, while Hard does the most damage and is faster.

It doesn't quite have the range it once did, which is really unfortunate. It still does good block (chip) damage though and Honda can Link into a Standing Hard Kick after this connects to score extra damage.

Light
130
Medium
140
Hard
160
EX
160

Joystick Joystick Joystick Joystick
Flying Headbutt (Super Zutsuki)
*Armor Breaking*
Honda's Headbutt is back, and it's still pretty effective. It will beat out most other character's body moves like Blanka's Beast Roll, M. Bison's Psycho Crusher and the like. Also useful for chip damage.

This attack is mostly safe when blocked, so use it often to frustrate your opponent.

Light
100
Medium
110
Hard
120
EX
180

Joystick Joystick Joystick Joystick
Super Hyakkan Otoshi (Sumo Splash)

Light
180
Medium
190
Hard
200
EX
190

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Oicho Nage (Throw and Butt Smash)
Still a dirty move, and something you want to use all of the time. This is one of the best command throws in the game, and one of Honda's best attacks.

You can set up this tick throw with the following:

  • Crouching Light Punch
  • Crouching Light Kick
  • Standing Light Punch
  • Standing Light Kick
  • Two Crouching Light Punchs
  • Cross up Splash (Down + Medium Kick in the air)

When you start Oicho throwing your opponent a lot, they're probably going to try jumping to escape. When this happens, charge up for an EX-Sumo Splash to knock them out of the air and set them up for the throw again.

If you don't have meter, use a Jumping Hard Punch attack.

EX Moves

Light
80
Medium
80
Hard
140
EX
140

Joystick Joystick Joystick (Press Two Punch Buttons Rapidly)
EX-Hundred Hand Slap (Hyakuretsu Harite)
You can hold left or right on the joystick while doing this to move forward or backwards, like Honda could in Super Street Fighter 2.

Light
130
Medium
140
Hard
160
EX
160

Joystick Joystick Joystick Joystick
EX-Flying Headbutt (Super Zutsuki)
*Armor Breaking*
A pretty good anti-air attack. You have to time it so that Honda's head hits the fighter on the way down though.

This move has higher priority than the normal version.

You can also use this against people who like to cross up attack. Simply hold back on the joystick and when they cross you up, press two punch buttons, it will make this move come out and likely surprise your opponent.

Light
100
Medium
110
Hard
120
EX
180

Joystick Joystick Joystick Joystick
EX-Super Hyakkan Otoshi (Sumo Splash)
The EX version of this attack hits on the way up and on the way down. It's a pretty effective anti-air attack.

Light
180
Medium
190
Hard
200
EX
190

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
EX-Oicho Nage (Throw and Butt Smash)

Super and Ultra Moves

Super
400
Ultra
348-510

Joystick Joystick Joystick Joystick Joystick Joystick
Onimusou (Super Flying Headbutt)
This Super travels through projectiles, although you may not use it very often considering how good Honda's EX moves are.

Joystick Joystick Joystick Joystick Joystick Joystick
Super onimusou (Ultra Flying Headbutt)
*Armor Breaking*
Like Honda's Super, his Ultra is also very effective against opponents who jump in, and it goes through projectiles as well, but the window for invulnerability is much smaller than your Super.

Combos

This is not a complete list of combos, just some effective ones.

Jumping Hard Punch, Crouching Medium Kick, Cancel into Hard Punch Headbutt
Use the EX-Headbutt for more damage if you know you're going to land your attacks. Also you can add your Super on to the end of this combo by Canceling out of your Headbutt.

Cross up with Down + Jumping Medium Kick, Crouching Medium Kick, Cancel into EX-Sumo Splash

Focus Attack, Ultra or Super
Simple combo, but really effective. Hit them with a crumpling Focus Attack and then go right into your Ultra or Super.

Jumping Hard Punch, Standing Medium Punch, Cancel into Hundred Hand Slap
You need to Cancel the first hit of Standing Medium Punch to make this combo work. You'll want to use the Headbutt combo above to take off more power, but this works well for block (chip) damage situations.

Jumping Hard Kick, Standing Hard Kick
Hits three times, does good damage and it's fairly handy if you're not charged up.

Normal Moves

Note this is not a complete list of all of E. Honda's normal moves, just the ones we think are noteworthy.

Joystick Joystick Joystick
Overhead Attack
This move is a little funky, but it's one of the few ways Honda can play a mix up game.

Joystick Joystick Joystick
Jump Straight Up with Hard Punch
A great attack for jumping over fireballs because you can steer yourself forwards or backwards to advance or increase the distance between you and your enemy.

Joystick Joystick Joystick (In the air)
Jumping Splash
Still an effective cross up move, although it may take you awhile to get used to the new range on this.

Video: E. Honda Trial Challenge: Street Fighter 4

Video walkthrough of E. Honda's Trial Challenges in Street Fighter 4. Watch ►

Movie courtesy of Kalelulen4

Walkthrough: How to complete E. Honda's Trials in Challenge Mode

Going through all 10 of E. Honda's Trials will give you a pretty good idea what his core combos are and how to use most of the moves.

While some of the Links and Cancels are difficult to pull off, getting through these will really help you improve your execution, so try your best and keep practicing.

If you're struggling with understanding any of these notes, make sure you check out the video over on the right so you can see the moves being executed.

Normal: Trial 1 • Jumping Medium Kick.
• Hard Kick.
• Towards + Light Punch and Light Kick (Throw).
• Back + Light Punch and Light Kick (Throw).
• Down-forward + Hard Kick (Overhead).
• (Target Combo) Towards + Medium Punch, Cancel into down-forward + Hard Kick.
Normal: Trial 2 • Hundred Hand Slap.
• Flying Headbutt.
• Sumo Splash.
• Ochio Throw.
• Onimusou (Super Flying Headbutt).
• Super Onimusou (Ultra Flying Headbutt).
Normal: Trial 3 • Crouching Light Punch, Cancel into Flying Headbutt.
• Crouching Medium Kick, Cancel into Flying Headbutt.
• Standing Medium Punch, Cancel into Hundred Hand Slap.
• Standing Hard Punch, Cancel into EX-Focus Attack.
• Crouching Light Kick, Cancel into EX-Sumo Splash.
Normal: Trial 4 • Focus Attack, Ochio Throw.
• Jumping Hard Kick, Standing Medium Punch, Cancel into EX-Hundred Hand Slap.
• Jumping Hard Punch, Standing Medium Kick, Cancel into Hard Punch Flying Headbutt.
• Jumping Hard Kick, Crouching Medium Kick, Flying Headbutt, Cancel into Onimusou (Super Flying Headbutt).
Normal: Trial 5 • Standing Light Punch, Link into standing Medium Kick.
• Crouching Light Kick, Link into Crouching Light Punch.
Hard: Trial 1 • Jumping Hard Punch, Hundred Hand Slap, Cancel into Onimusou (Super Flying Headbutt).
Hard: Trial 2 • EX-Hundred Hand Slap, Link into Crouching Light Punch, Cancel into EX-Sumo Splash. Hard: Trial 3 • Sumo Splash (Hit your opponent while you're on the way down, range on this is tricky), juggle with Onimusou (Super Flying Headbutt).
Hard: Trial 4 • Crouching Light Punch, Cancel into Hundred Hand Slap, Link into Standing Hard Kick. Hard: Trial 5 • Jumping Hard Kick, Crouching Light Kick 3x, Cancel into Flying Headbutt.

Contributions to this guide by The Mullah, Rojo, JoeMasters, CoolWater, Dime_x, Gerjay_2001 and CoMeBaCk386.

Posted by blackpoewr on October 12, 2008 at 12:56 a.m. #1

ehhhhe

 

Posted by kenji on January 2, 2009 at 9:06 p.m. #2

what does it mean by E.honda's flying headbutt (2)< > + P ?? wats with da (2)???

 

Posted by Goonst on January 3, 2009 at 3:14 p.m. #3

Means you hold the first direction for 2 seconds before doing the rest of the move.

 

Posted by kenji on January 5, 2009 at 5:13 p.m. #4

ohhh...thanks mate :D

 

Posted by BK on January 6, 2009 at 8:17 a.m. #5

Anyone know if you can still store the ooichou throw like you can in ST and HD Remix? It's a big part of how his game (and consequently how my game with him) is played and that might affect my decision to try and use him.

 

Posted by Mahou on January 9, 2009 at 4:04 p.m. #6

Yea, you still can... It's really nice too because when you switch directions to block a cross up, alot of time it auto inputs the command (well, not really auto, but pretty much you enter the command by accident, so you can punish the hell out of crossup bastards.... I havent tested if short punch head torpedo still goes through projectials like in HD remix though...anyone know?

 

Posted by [The Ho-Factor] on January 9, 2009 at 8:18 p.m. #7

@ Mahou: I've been playing Honda since it was released back in late August. Honda lacks a lot of priorities in terms of the other characters (i.e.: Sagat, Zangief, Ryu, etc.).

But what Honda lacks in priority, he definitely makes up for in really good damage, seeing as he's best utilized in the way that you have to bait out your opponent into doing moves randomly and then land in a punish (ex: Ken players getting Shoryuken-happy; it's an Ooichou Throw bonanza each time they miss one. The chip damage from a single Sumo Headbutt is ridiculous, but lovely.

His Jab Sumo Headbutt won't go past projectiles, I'm afraid. If you're at point-blank range, I'm pretty sure a Strong/Fierce Sumo Headbutt will most likely trade hits with him.

Regardless of where he stands tier-wise, he can still hold his own against anyone very well.

 

Posted by BK aka London Dry on January 11, 2009 at 3:55 a.m. #8

Thanks Mahou good to know that still stores, never can really tell that from videos. What I did notice though is his bounce off from the Ooichou is the same as ST not the reversed HD Remix version; meaning, Ooichou throw loops in the corner perhaps?

@ [The Ho-Factor] I will agree punishing those DP happy shotos with a well timed Ooichou is a delight of mine in HD Remix. From what Mahou has said it seems like if they cross you up on a blocked DP the stored Ooichou will carry over with the cross-up, is that true? In HD Remix you have to go back to neutral and re-input on cross-ups, not having to in IV would up the shenanigans factor for sure.

 

Posted by [The Ho-Factor] on January 11, 2009 at 4:10 p.m. #9

@ BK: I'm not too sure about stored Ooichou Throws being carried over with the cross-up; it's kinda spotty in SFIV with it, seeing as how you have to think on whim when your opponent is gonna jump back and forth to bait out a missed Ooichou Throw since it has frames when you don't connect it.

Though, I haven't tried it and/or don't fully remember if its safe to do so. Though, the "throw loop" can be achieved if they are in a corner, since Honda tends to shine in the corner, sumo style. You just have to be careful and anticipate an Ultra, Super, etc.

In HD Remix, I've been able to pull off reversal Ooichou's simply by baiting a cross-up and then inputting the half-circle backwards motion as they're coming towards me.

So far, HD Remix Honda is far more superior than the SFIV incarnation (Arcade version). All in all, just try to land an Ooichou if you know you'll land it; if you throw too many, you'll be predictable, kinda like how I was when I started using Honda back in August.

 

Posted by JSABB on January 20, 2009 at 3:38 p.m. #10

what does 3x (punch) mean, for the ultra?

 

Posted by selfisch on January 29, 2009 at 4:32 a.m. #11

the 3 different punches at the same time

 

Posted by Chipter on February 4, 2009 at 6:43 a.m. #12

Does Honda's light-punch flying headbutt go through fireballs like in HD remix?

 

Posted by Ichorid on February 4, 2009 at 12:58 p.m. #13

Chipter: No it doesn't :/.

 

Posted by Thermatico on February 5, 2009 at 7:34 a.m. #14

That's a bummer about the light-punch flying headbutt. I love opening against most online shoto's with that on HD. They always open with fireball, and I fly right through it and pop them in the face.

 

Posted by Chipter on February 5, 2009 at 8:13 a.m. #15

Hope they fix that. That's so fun in HD, and so much easier to pull off then his flying butt-stomp move, which is the only other alternative to fireballs. I don't really like doing the butt-stomp because then you're likely to get a shoryuken to the face.

 

Posted by berwyn on February 5, 2009 at 11:04 p.m. #16

correction, shoryuken up the ass. lol.

 

Posted by ehonda.. on February 18, 2009 at 4:38 p.m. #17

mp-> hundred hand slap

does anyone have tips for this combo?

 

Posted by ehonda... on February 18, 2009 at 5:09 p.m. #18

just did it after jumping and spamming middle punch

 

Posted by ayembee on February 22, 2009 at 12:18 a.m. #19

is it just me, or does his oicho have f*ck-all range anymore?! i have been standing so close to some people i can count their nose hairs and still watch him whiff it, even if they're standing still! it's kinda frustrating :-\

 

Posted by miggy11 on February 22, 2009 at 12:19 p.m. #20

try the ex one it has a lot more range.

 

Posted by jamai on February 24, 2009 at 12:12 p.m. #21

I've gotten to 1800 battle points playing Honda solely, and I must say that while I love Honda, he really didn't need to have his hand slap nerfed, as it's hardly useful anymore and he really lacks tools that most other characters have.

Also - Sagat is a nightmare matchup for Honda, while I find Zangiefs to be easier as Honda, as head butt > lariat as a defense. Just some initial observations with him. Ochio throws are definitely key to getting above 2000 BP though.

 

Posted by pony on February 25, 2009 at 10:59 a.m. #22

What can Honda do as an anti-air measure when he doesn't have charge? If someone jumps in on you and you don't have charge (and preferrably some meter), Honda gets outclassed by pretty much everyones mix-up and crossups.

I've seen Mike Ross doing a lot of straight up HP's when he is just outside footsie range when chasing the opponent... I assume that's to stop random jump-in's and regain charge?

Oh, and is there any reason to use EX Oicho? He does less damage than the HP version, the start-up is the same in all versions, and after a bit of testing in training mode against the LP version (which commonly offers the most range for less damage in other command throws), doesn't appear to have any extra range either.

 

Posted by Alex F. on February 26, 2009 at 11:20 a.m. #23

It pisses me off that Flying Headbutt doesn`t destroy fire like it Does in HD Remix it`s like they went backwards back to super Turbo. |(

 

Posted by Edmund on February 27, 2009 at 5:01 a.m. #24

I don't care about tier rankings. I'm far better with Honda than I am with any other character for some reason. They did nerf him a bit this time around. But he's still deceptively fast and just as powerful as always. The short torpedo has gone from his strongest priority move to one that is almost never useful, but oh well. I like to just play aggressive as hell with him and trade alot of hits with people. If I'm playing against a highly skilled apponent, it's much more important to be more patient of course. I got rocked by a skilled Gen player yesterday who just poked and comboed me like crazy before I could get my 100 hand slap out at close range! His 100 hand slap is still effective, even though it's range was cut. The best use for it is jumping in with HP and comboing into the slaps for around 7 or 8 hits. That's money for Honda because even the chip damage will get on your apponents nerves. His ex torpedo is also a bread and butter move. I use it just about every time I have ex meter. Even fireball users get caught by it because it's so fast. My strategy for Honda...aggressive, but not reckless.

 

Posted by Pyth on February 27, 2009 at 4:25 p.m. #25

Can you please mention that the ultra will only go thru projectiles early in the animation. Also be nice to mention that jab ochio has the most range and is the one to use for reversals.

A really good and simple anti air if you have super charged is headbutt cancel into super, does nuts damage.

Thanks.

 

Posted by Murpheus on February 27, 2009 at 6:53 p.m. #26

I cannot seem to pull off the combo in Normal Trial #4. Jumping H Punch -> M Kick -> H Sumo Headbutt. I jump forward, and immediately start charging back, I land the two hits, and then I do the H Sumo Headbutt off of my charge, but it never counts as a combo, so I must be hitting it to late. I can't think of a way I can do it any faster. Any suggestions on how I can accomplish this combo?

 

Posted by streetfighter4kumadori on March 1, 2009 at 12:15 p.m. #27

honda is my best character! oichi throw is amazing and hundred hand slap EX is awesome. i also like sagat, akuma, and cammy

 

Posted by JD on March 1, 2009 at 7:06 p.m. #28

Is it still possible to store E.Honda's Ochio throw like in SF2:HDR?

 

Posted by JD on March 1, 2009 at 7:10 p.m. #29

Nvm just read a comment saying you can.

 

Posted by Pow on March 2, 2009 at 11:59 p.m. #30

can u explain alittle how to store the Ochio plz. I tried but no success, thx

 

Posted by mk sucks on March 3, 2009 at 2:04 p.m. #31

Honda is awesome well I think all the characters are awesome except for viper I used her and I'm not feeling her she's kinda crap to me idk maybe ill learn her

 

Posted by Boris on March 8, 2009 at 10:49 a.m. #32

I think those challenges are too freakin' hard. Especially for people who are new to the game, like me. Some are just too hard.

 

Posted by breeze503 on March 9, 2009 at 7:44 a.m. #33

On his 4th hard trial I switched my medium punch to hard punch and my medium kick to hard kick made things easier just trying to do his last hard trial.

 

Posted by mellowsawng on March 10, 2009 at 1:11 a.m. #34

Here's my take on Honda. His jump in HK, followed by MK, then flying headbutt does 348 damage, its the easiest most powerful combo of his, its even better if you can cancel into a super flying head butt, but I can only pull that off sometimes.

The only move that seems useful against people that jump into you is the EX Sumo Smash.

And why does the diagonally foward/down HK exist for?

Yeah, they beefed up his strength and chip damage, but his overall effectiveness against good players is shot. His Oicho throw has less range, his LP flying headbutt doesn't have any priority or go through fireballs, and his hand slap lost range, and he seems to have low priority against almost everything.

They pissed me off with him.

 

Posted by Duelle on March 10, 2009 at 11:29 a.m. #35

Honda's df.HK is an overhead, like Ryu's f.MP. However, it can also be canceled into an Oichou.

 

Posted by russelbutt on March 10, 2009 at 2:09 p.m. #36

sumo slammer. that's my title after beating his hard challenges XD

with the lvl 3, it's easier if you knock down the jumping character with honda's sweeping roundhouse kick, then catch the waking up character with the sumo splash on the way down, then juggle with the super flying headbutt.

the thing about hard lvl 4, is that you have to "charge" the fierce hundred hand slam as you're jumping in (meaning you start tapping fierce punch while in the air). when you land, you hit the crouching jab, then finish mashing the fierce into the hundred hand slap. the standing roundhouse kick afterwards is all about timing.

 

Posted by trainstationken on March 10, 2009 at 8:34 p.m. #37

I am around 4000points right now just using E.Honda. His combo is super easy to put off if you us the turbo button. jump hk or hp or mk > lp > 100 hands > hk is butter. and if you go ex you can chain it all up ex 100 hands > lp >ex 100 hands > lp > ex 100 hands > lp hands > hk. for 700+ damage. after his ultra you can charge up full focus and do a combo again. so it only take 4 combos or so to kill. Love E.Honda. find my psn "TrainStationKen" and lets get a bit to eat! jumping up straight hp and move forward on back great anit air combo set up.

 

Posted by mellowsawng on March 15, 2009 at 1:35 p.m. #38

His EX Oicho throw has slightly more range than the regular, and has some priority on wake up.

Thanks #35, that stomp IS good for baiting into the Oicho.

#37, I find using a turbo controller kind of cheap and dishonorable, like using steroids. No offence, but I would never use that.

His EX Sumo smash is by far his best anti-air, his Ex headbutt is perfect for fireballers and to just catch people off-guard.

Its just better to sumo headbutt away from cross-upper, he has no consistant way to counter that, you have a much better chance of resetting your offense.

 

Posted by Duelle on March 17, 2009 at 1:40 p.m. #39

@trainstationken:
Real fighters never use turbo in a match. I am disappointed in you and you sully the name of The Great E. Honda.

If you really can't mash out a Hyakuretsu Harite, then just play Ken or Sagat like everyone else.

 

Posted by X on March 23, 2009 at 9:33 p.m. #40

Another poster asked this, but no one answered, so I thought I'd ask as well

How exactly do you store the Ochio Throw?
Can it be stored indefinitely (as long as you keep holding back), or do you have to do it within a certain amount of time?

I don't have HD-Remix, but I do have the Anniversary edition of SSF2T, and I've never been able to store the ochio throw on that for more than a second.

Thanks

 

Posted by London Dry on March 24, 2009 at 3:24 a.m. #41

I asked about the ochio being stored in SFIV before the console version came out and was told it works, it certainly doesn't in SFIV and I was about 500 miles from the nearest arcade version so I didn't have a chance to test it out. In HD Remix and ST all you have to do is do the motion and stop at either downback or back and it can be held indefinitely 'til you hit punch or if you get crossed up. Generally you want to hold the down back version so you have charge for both butt slam and headbutt while you wait to see how your opponent reacts while setting up a tick throw. Post number 11 on the HD Remix thread for honda does a good job of explaining it in detail so take a look there.

 

Posted by pony on March 28, 2009 at 8:43 a.m. #42

Man, Honda got the shaft with his EX Oicho, seriously, it sucks. Unlike Abel and Zangief EX command grabs, it has nothing extra added to it except the fact you get a little bit more damage while keeping the LP range... if you ever think of using EX Oicho, don't, that meter is far better used for other things. =/

 

Posted by Shinotsukai on March 30, 2009 at 10:24 p.m. #43

Ultimate through fireballs? sorry dudes.. you might aswell change that.. cause thats no longer true sadly.. and ive been playing a friend yesterday.. and his Soul shot or w/e (rose's "normal fireball" not an ex or anythin ) hit me while doing the ultimate (or beeing in flight as it is).

 

Posted by pony on March 31, 2009 at 5:49 a.m. #44

Ultra goes through fireballs during the start and a very short distance afterwards.

 

Posted by [The Ho-Factor] on April 1, 2009 at 6:10 a.m. #45

@ pony: Yeah, the Oichou Nage did get nerfed. It works wonders against everyone when using it against everyone BUT Abel and Gief.

With Abel, its sick because he gets invincibility frames on start-up, regardless if its EX or not.

With Gief, he's got a single frame of start-up, but hell, his 360 throws might as well as be zero frame, seeing as how overly dirty he is, lol.

With those two guys, you really have to turtle, especially against a good Zangief player.

 

Posted by honda lover on April 1, 2009 at 7:04 a.m. #46

I keep reading about the effectiveness of the ochio throw. when should you use it? When you are getting up from a knock down?

 

Posted by pony on April 1, 2009 at 10:03 a.m. #47

@ [The Ho-Factor]: Abel's non command throw has invincible frames? I thought it was just the EX version, ouch, that's just wrong on so many levels.

@ honda lover: never ever use Oicho when getting up, it has 5 frame start-up time and pretty much loses to everything, the only time you should use it is when countering something like a whiffed DP, or ticked into from time to time.

Should be noted to not tick into Oicho too much as it is pure reversal bait, that and the fact you can just jump out of all the set-ups.

Oicho's effectiveness comes from his options after landing one - you can:
Crossover MK into combo/Oicho
Overhead
Overhead cancel into Oicho
Buttsmash (not really advised but it beats a suprising amount of reversals in your favour)
c.MK > Headbutt
EX Headbutt (which again beats a lot of stuff and does good chip on block)
LP > Oicho
Do nothing, see if they do a reversal then counter
or you can simply do another Oicho when they get up

Probably missed something but mixing all that up will definatly make your Honda more dangerous.

 

Posted by Mark Alby on April 2, 2009 at 3:41 a.m. #48

On Normal Trial 4 I am kind of stuck on

Jumping Hard Punch, Standing Medium Kick, Cancel into Hard Punch Flying Headbutt.

I jump and hold back straight away to do the charge part of the sumo headbutt. Then I easily get the hard punch and medium kick in, but when ever i complete the sumo headbutt im either to slow or the sumo headbutt is blocked. My guess is im not cancelling the move, I dont really know how to cancel. If anybody could give me some help I would be very grateful.

 

Posted by mengl on April 9, 2009 at 3:49 p.m. #49

The jab headbutt is his best anti-air answer against jumpins, except for ex headbutt.

 

Posted by [The Ho-Factor] on April 14, 2009 at 11:45 p.m. #50

@ pony: From playing SFIV in the arcade mode for way too long, I've realized how easily beat the Oichou Throw is from Abel and Gief.

I'm not 100% sure if the normal Tornado Throw has frame invincibility, but I'm pretty sure if it doesn't, it still out-prioritizes other command throws, EX or not. Well, at least from my observation it is.

@ Mark Alby: While you're jumping in mid-air to do the Jumping Hard Punch, hold back on the joystick the whole time, even when doing the Standing Medium Kick, as it'll buffer the charge for the Hard Punch Sumo Headbutt.

The timing on it is somewhat strict, as you leave a small gap in-between the each of the moves, but not too much of one that it'll let the CPU block each hit, or what not.

 

Posted by pony on April 15, 2009 at 9:49 a.m. #51

Abel's command throw has 5 frame start-up also, so it should be in the same boat as Honda's, only difference is, Abel's EX version is actually useful and seriously punishes people who can't block string/link properly.

 

Posted by mr Tone on April 21, 2009 at 12:23 p.m. #52

Hey i'm still having trouble on trial 4 hard. its killing me I know i'm suppose to charge to Fierce thousand hand slap but the crouching jab kick wont connect, any advice?

 

Posted by CodeThief on April 22, 2009 at 11:59 p.m. #53

@#53

When jumping in it's easiest to hit LP x4 then HP to initiate the HHS when you land, if you time it right you'll only get 2xLP come out and the first will miss as you jump in meaning only a single LP will hit before you link into HHS, the HK is then just timing at the end of the HHS.

Hope that helps

 

Posted by blindpanzer on April 24, 2009 at 3:01 a.m. #54

OK. Got it working on xbox live.

FROM SHORYUKEN FORUMS

Originally Posted by Harkonis View Post
Clearing the cache on the Xbox 360 is a fairly simple process, and can be useful if the system seems sluggish, unresponsive, or you just need to get rid of a game update (for whatever reason).

The most important part of clearing the cache is knowing what to expect. All downloaded game updates will be removed. So if you have downloaded an auto-update for a game, in order to play it on Xbox Live you will need to re-download it.

User game saves, profiles, demos, videos, etc. are not deleted during the process.

Clear the Cache on the Xbox 360
To clear the cache on the Xbox 360 do the following:

Go to the Xbox Dashboard, select the System Blade, and select Memory.
Highlight the HD symbol and press Y.
Press X, X, Left Bumper, Right Bumper, X, X.
You will see a confirmation message to confirm system maintenance, proceed.

 

Posted by Sumo Splash on April 24, 2009 at 8:32 p.m. #55

I feel the sumo splash is the most under rated thing on this guide. Sumo splash gives actually ok Anti Air priorities, knocks jump noobs right out the air and helps set you your Oicho pretty well. If you can predict the other players jumps you can keep them on the ground frequently also. Whats also nice is that you can confuse the hell out of some people because this cannot be blocked low so you can smash peoples face constantly if they dont know what their doing. This can also work as a cross over if you do the mid at a certain distance which is also really nice

 

Posted by king on April 26, 2009 at 10:53 a.m. #56

u guys r awesome

 

Posted by quick question on April 29, 2009 at 2:41 p.m. #57

Im kinda new to streetfighter, palyed SF2 on the snes a short time but not realy hardcore.
Got my copie of SF4 2 days ago and started playing woth honda ( like i used to do on the snes version ).
But the problem is, i cant get all of his moves /combos out at the time i want them to come out.
I play on the xbox360 controllers, so maybe thats the problem??

Please help me.

Thanx.

 

Posted by .clipse on April 30, 2009 at 8:04 a.m. #58

^ sigh. eventscrubs lol.

 

Posted by Power By Honda on April 30, 2009 at 9:45 a.m. #59

Has anyone successfully used the standing LP, Standing LK Combo vice versa CR.LP, CR.LK Combo? Still trying to understand why its useful

 

Posted by [The Ho-Factor] on April 30, 2009 at 8:02 p.m. #60

@ Power By Honda: All of the pokes are useful because its a solid setup for the Ooichou Throw.

If your timing's right, stand. LP/LK or cr. LP/LK will give you what you need to throw the opponent down.

 

Posted by Power By Honda on May 5, 2009 at 12:15 p.m. #61

I've noticed also, when executing the EX Ooichou Throw, I accidently or just by luck executed it to the point where someone was executing their ultra combo right before they hit me. Was this just luck or does his EX throw override any other super/ultra combos? I can understand right before they execute them, but how about when they execute it when they are about to touch your character

 

Posted by [The Ho-Factor] on May 8, 2009 at 12:08 a.m. #62

From my knowledge, Ryu's the only character that I've thrown out of his Shinkuu Hadouken (Super) and Dhalsim's Yoga Catastrophe (Ultra). I remember it being just a regular Ooichou Throw. An EX version just adds more devastation, lol.

Since Honda lacks a lot of priority in a lot of his moves in general, I'm pretty sure he'll get beat out and the other person will get their Super/Ultra, unless it's a projectile Super/Ultra, which few are.

Though, a well-timed Ooichou Throw can surely get a Hadouken, Yoga Fire, Sonic Boom, Tiger Shot, etc. if you're able to land the throw on their start-up frames for the respective projectile move.

 

Posted by Everyday Legend on May 12, 2009 at 9:36 a.m. #63

Honda only has a few things at his disposal:

Headbutt: go after jumpers, or best when timed to hit at the VERY beginning of projectile throw animation - also, great wakeup attack as EX.

Splash: LK version is a frustration-fest for flustered opponents when precharged properly at close range and on opponent wakeup. Up and down (and a little bit over, timed right it offsets aggressive shoryuken-esque moves)! EX for anti-crossup on wakeup. MK/FK for anti-air and re-spacing, just be sure to precharge the next attack while on the way up!

Oicho: The only thing you need to know. Use it often, LP for close range and wakeup throws, MP/FP for punishing whiffed/blocked anti-air and laterals (Sagat's Tiger Knee, Shotos' Tatsumaki and Shoryuken, Guile's Flash Kick...even projectiles when caught in throw animation...and Blanka's dreaded electricity when timed at the very beginning of elecrticity execution). Use it EXTREMELY liberally, it's the only way to win with Honda consistently. EX is brutal.

Hundred Hand: Slow to execute, no decent range and almost completely useless, except in EX w/options to advance/retreat. Thanks a bunch, Capcom - you took his staple and made us sacrifice 1/4 of the super bar for it to be of ANY good whatsoever.

Super/Ultra: Only use is for punishing wild-mid-range projectile spam. On execution, you are invincible to projectiles, use this to get the drop on someone who thinks that a FP Hadou/S.Boom will help their chances, ESPECIALLY on wakeup from knockdown!

Honda's not meant for combo possibilities. He's meant for one thing only - to punish mistakes made by your opponent, and punish them severely. If you play with that mindset and nothing else, you make miracles happen. Just remember to space yourself from your opponent accurately and consistently.

 

Posted by [The Ho-Factor] on May 12, 2009 at 11:59 a.m. #64

@ Everyday Legend: You just answered everyone's questions about Honda and/or players wanting to know what Honda has going for him.

Yeah, Honda's all about his normal moves, let alone most charge characters in general. The damage output on his normals is the same, if not more, than solid combo setups from other characters.

 

Posted by random on May 12, 2009 at 9:31 p.m. #65

anyone got tips on doing the Hyakuretsu Harite without throwing a punch or using turbo?

 

Posted by [The Ho-Factor] on May 13, 2009 at 2:05 a.m. #66

@ random: It's gonna take 6 button presses for the Hyakurestu Harite to come out, so no.

Besides, the only effective one is the EX version, which helps build pressure and doubles as a free Ooichou Throw if its blocked.

 

Posted by @ the ho factor on May 14, 2009 at 9:10 p.m. #67

@ the ho factor - you are wrong about hyakuretsu harite ex being the only good version

 

Posted by E.Honda on May 17, 2009 at 6:55 p.m. #68

@Everyday Legend

Honda's Hyakuretsu Harite isn't all that bad. Namameso puts it to use pretty well if you check out the Honda videos on the main page. Also Honda doesn't always have to punish people, he can go on the offensive if you know how and if you do go on the offensive you can TONS of damage in a second. I have gone offensive Honda, its fun, but its no good against shoryukens, uppercuts, ect.

 

Posted by Power By Honda on May 21, 2009 at 1:27 p.m. #69

@ random: I believe you can try executing Hyakuretsu Harite after your aerial attack. For instance, after performing a aerial HK, quickly hit your 6 button attack and it might execute once you've landed. I'm going to have to try this when i get home from work. I'll let you kno.

 

Posted by Power By Honda on May 21, 2009 at 7:01 p.m. #70

@ random: Yeah, I tried it. When in the air, after your aerial attack you can actually hit your 3 punch button rapidly and when you hit the ground it will execute the hundred hand slap.

 

Posted by Power By Honda on May 22, 2009 at 7:55 a.m. #71

@ The Ho Factor: I've performed the EX Ooichou Throw on Balrog's Super Combo (after the first punch blow miss) and M.Bison's Psycho Crusher Attack

 

Posted by The american postiute on May 24, 2009 at 2:33 p.m. #72

I KNOW HE HAS A GIG MEATY PENIUS

 

Posted by New Combo on May 26, 2009 at 11:18 p.m. #73

Heres an Awesome combo for Honda that takes about 25-30 percent around there. Cross over with medium kick, Crouching low punch, cancel to fierce hundred hits, link into standing fierce kick. Not exactly sure if its a cancel to hundred hits but to do this you can press square a few times before you mash fierce punch to pull out the hundred hits. You can just press kick after the hits to get that last kick in easily.

 

Posted by BlindPanzer on June 12, 2009 at 3:20 p.m. #74

When I cross up I usually end up doing: cross over medium kick, crouching medium to Fierce Oicho.

 

Posted by JD on June 13, 2009 at 7:49 a.m. #75

Yeah thats a pretty good combo too but i usually use Jab Oicho now as it has more range and does about the same amount.

 

Posted by Honda player on June 14, 2009 at 4:21 p.m. #76

I find it easier to do Hard 4: Put Dan in the corner jump with Lp (while in the air do crouch) and LP quick to HP (once HHS is in process,just keep pressing HK),I did this and got it 3 times in my 2'nd try

 

Posted by Ezekiel on June 26, 2009 at 2:01 p.m. #77

believe in mike ross

 

Posted by Mike Ross on July 1, 2009 at 1:02 p.m. #78

Believe in me. I am the ONE. I am Mike Ross.

 

Posted by MisterB on July 3, 2009 at 4:46 a.m. #79

Not a lot of Talk of Honda's Super Combo here...

Should i not be saving up for it? Is that why i cant break 1600 BP?
I find it effective and punishing.

4 Well placed EX sumo headbutts vs a Super combo?

....wow i come off noobish =(

 

Posted by cpt on July 16, 2009 at 10:01 p.m. #80

his super is good, so r his ex's. but ya, honda needs to use his bar i think to do well i think so u dont really hav super all the time, ex headbutt is godly.

 

Posted by Merkmerk on July 24, 2009 at 12:53 p.m. #81

^
Honda needs his EX bar bigtime - his super is only good when comboed into and I'd rather have 4 ex headbuts, handslaps or buttstomps than one shot at a super combo.

Also, EX Oichio is useless, don't waste meter on it.

 

Posted by bob on July 24, 2009 at 1:36 p.m. #82

Well for the person who asked how to do Trial Normal 4 (a bit late but for future player).The thing you're doing wrong , you need to cancel the Mp into a Sumo flying head thing.Just hold back while you jump , Hit with Hk .. punch with Mp and just when Mp hit ... tap the forward input and press again MP .. WHich will make your mp cancel into a flying headbut.

 

Posted by Corwin on July 28, 2009 at 1:05 p.m. #83

Im new to SF, but i love it, im addicted. But i have a very hard time playing as any character who charges their moves. I dont understand how long to charge it for, and i can never seem to pull off the ultra or super combos. What am i missing, i feel like its very simple but i cant seem to get it. Any advice for noobs? how long do i have to charge when it says charge, do i have to charge forwards and back? thanks guys! Corwin Ftw, 814 bp... .:(

 

Posted by artifacts on July 28, 2009 at 3:48 p.m. #84

@Corwin: Hey dude you charge for ~2 secs back or down or down back, then press forward and p/k. You can just count 1,2 or hit jab twice to get the timing down. After you get consistent you'll be able to minimize the charging as you get a feel for the time. Also learn to "pre-charge" by holding back, then forward, then back, then press punch or kick. You do this fairly fast but hitting back before the p/k will give you that extra fraction of time to keep up the charge. I find that charge characters are a little easier since you only need 2 inputs as opposed to 3 for other special moves like dragon punches.

 

Posted by J on July 29, 2009 at 1:10 a.m. #85

@merkmerk said: "Also, EX Oichio is useless, don't waste meter on it."

Doesn't it do more damage than the regular version? Considering it's also safer, I think it has some utility now and then. I use this whenever I feel only partially certain that I will be able to grab an opponent out of an attack as it happens, or when the extra damage is worth the EX (such as when the opponent is nearly KOed and I want to be certain to finish them).

 

Posted by adrian on July 29, 2009 at 12:59 p.m. #86

i like street fighter very much !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

Posted by adrian on July 29, 2009 at 1:04 p.m. #87

ilike ken and i wish that i had street fighter for ps3 for christmas

 

Posted by JD on August 14, 2009 at 8:27 a.m. #88

@J

 

Posted by JD on August 14, 2009 at 8:39 a.m. #89

@J
(Oops I accidentally hit post)
I wonder what you mean by regular. Ex Oicho doesn't actually do more damage than damage of HP oicho. I would say the only real benefit of doing EX Oicho is doing equivalent damage of MP Oicho while having the range of LP oicho. Not too good of a way to spend a bar is it? LP oicho =greatest range Damage = 180, MP= Middle range Damage = 190, HP= Worst range Damage = 200

 

Posted by [The Ho-Factor] on August 15, 2009 at 5:19 p.m. #90

@ JD: I'm glad I'm not the only one that figured out the EX Oichou Throw isn't as worth it as say, an EX Headbutt or even a Butt Splash.

The only times I ever actually bother doing an EX Oichou is when I manage to throw off the opponent with a jump-in RH or jump-in Fierce -> EX Hundred Hands -> EX Oichou Throw.

Other than that, I'd even save the meter for his Super or something.

 

Posted by yes4me on August 19, 2009 at 7:07 p.m. #91

For a while I didn't believe Honda was good but after reaching the final round more often than Ryu/Ken/Cammy/CViper/Dhalsim/Guile/Zangief, he is a very good ONLINE. His gameplay is so simple too. From the look of it, I am going to reach the G2-A grade very soon. I just need 1k, and as usual after 1 k, I will try some other character.

 

Posted by BurnYourEgo on August 22, 2009 at 12:23 p.m. #92

No need to do EX Oichou after EX hundred hands, you can straight up do fierce oichou if you steer hands into people.

 

Posted by [The Ho-Factor] on August 23, 2009 at 2:48 p.m. #93

@ BurnYourEgo: Yeah, you don't have to, but I like being flashy. Literally. :P

 

Posted by Monkey on September 4, 2009 at 4:43 p.m. #94

Honda will be trash until his EX moves go through projectiles.

 

Posted by hondito on September 11, 2009 at 8:25 a.m. #95

question for honda experts: what are the quickest button presses on a stick to get out a hundred hand slap?

 

Posted by [The Ho-Factor] on September 12, 2009 at 4:54 p.m. #96

@ hondito: jab, fierce, strong, jab, fierce (when pianoing) will make it come out as fierce HHSs every time (once you get the hang of it, of course).

There was a vid about it on SRK awhile back that showed how to do it if I'm not mistaken.

 

Posted by Einon on September 17, 2009 at 7:33 p.m. #97

Can someone please explain how to do a hundred hand slap to a super?

 

Posted by [The Ho-Factor] on September 21, 2009 at 1:31 a.m. #98

@ Einon: Depending on the strength you used (Jab, Strong, Fierce), there's a general timing range on how early/late you can cancel the Hundred Hand Slap into his Super.

Jab HHS - 1st hit > Super Cancel
Strong HHS - 1st - 2nd hit > Super Cancel
Fierce HHS - 1st - 3rd hit > Super Cancel

You can combo into this by doing a jump-in Fierce/Roundhouse and start performing the HHS button presses and finally canceling the HHSs into his Super.

The key to doing all of this is buffering the joystick motion (holding back on the joystick the whole duration) for the Super as your doing the jump-in Fierce/Roundhouse as well as the HHSs which is where you'll want to quickly whip out the motion for Honda's Super in the middle of doing the HHS on the opponent.

There should be a YouTube video on how to do it if I've totally confused you, lol.

 

Posted by Einon on September 22, 2009 at 6:17 p.m. #99

Thank you so much, TH-F. I haven't tried it, but I appreciate you taking the time to tech me this. =)

 

Posted by [The Ho-Factor] on September 24, 2009 at 3:04 a.m. #100

It's nothing really.

I'm more than confident that's how one would go about doing Honda's Super Cancels from HHSs in SFIV. It's a bit tricky at first, but I'm sure you'll get the hang of it soon enough.

To be honest, I'm still partial to the following combo:

Jump-in Roundhouse > standing short or jab (close) > Shumo Headbutt > Cancel into Super.

Very totally impractical, but if you can ever pull it off, you'll make Seth and other low stamina characters look bad, lol.

 

Posted by Einon on September 25, 2009 at 6:02 p.m. #101

Yeah. I got it with hardly any practice at all. All I do is throw out the super right after the HHS register and it goes through 100%.

Also, Im not sure if its in these comments, but one can do Foot Stomp to Flying Headbutt. I was amazed at it when I first did it accidentally.

I charge back then in a quick motion roll down, forard HK to HP

 

Posted by Baato on September 27, 2009 at 4:47 p.m. #102

E. Honda rules. I'm wondering how to cancel Sumo Headbutt into Super Sumo Headbutt. I did it by accident but doing regular headbutt then repeating this same motion quickly. Is this the right way? I notice that Ultra only goes through when the fireball is close to E. Honda. What's an effective way to go through Fireballs?

 

Posted by [The Ho-Factor] on September 30, 2009 at 1:30 a.m. #103

@ Einon: Are you talking about Honda's funky overhead attack? I usually do that to mess around with people, only to cancel it into an Oichou Throw or Sumo Splash. Though, I need to try what you did in a few moments.

@ Baato: Of course he rules. For the Sumo Headbutt > Super Sumo Headbutt, you've got the correct motions for it. Like you said, you do the motion for a normal Sumo Headbutt, but quickly do the motions for it again to get the Super to come out.

Honda's Ultra and Super only go through fireballs on his start-up frames for either one. At near mid-range to close, Honda's Ultra should punish a projectile throwing character lobbing fireballs carelessly. The same basically applies for his Super, except it comes out a bit faster, due to the amount of frames and etc.

An effective way to get through fireballs is to simply do neutral jump + HP and steer yourself inward to avoid getting hit by the fireball.

You can mix that up with focus attack cancels to move him forward. I don't recommend doing the second too often or you'll die quicker than you anticipated.

Until Super Street Fighter IV comes out and if Honda hopefully gets HD Remix buffs, these are the two safest ways to get in on projectile attacks.

 

Posted by hobbs on September 30, 2009 at 5:38 p.m. #104

anyone who thinks this game is balanced, try playing a good Dhalsim player with Honda. there's no way to hurt him.

 

Posted by [The Ho-Factor] on September 30, 2009 at 8:14 p.m. #105

@ hobbs: It's near impossible. You literally have to outthink the other guy and/or hope he isn't as good as you are.

If you can manage to close in on a good Dhalsim player, you can build pressure on him, but that's if and ONLY if you can get past his "keep away" moves, which will beat a majority of Honda's moves, lol.

Honda definitely got the short end of the stick in character-specific matchups, primarily against Sagat and Dhalsim.

 

Posted by hobbs on October 1, 2009 at 5:50 p.m. #106

if they tweak the balance in this game in Super SFIV, they've got to give Honda an EX headbutt that goes through projectiles (like blanka); I don't even care if the damage sucks. Or give him something like Blanka's beast slide that moves forward and goes underneath projectiles. or even a lariat type of move. They have to give Honda an option to close the distance. Give him an EX headbutt that goes through projectiles, and he becomes one of the best characters in the game.

 

Posted by @104 and 105 on October 1, 2009 at 6:43 p.m. #107

I might be wrong since I don't use honda much, but isn't trading with yoga sniper and running away pretty effective?

 

Posted by Einon on October 2, 2009 at 10:38 p.m. #108

@TH-F Yes. His over head stomp. I usually do it then cancel to Ochio as well, but I was really surprised when I found that I could cancel it into other special moves as well.

@ hobbs. an EX headbutt that goes through projectiles? Do not toy with my emotions please. ^^

 

Posted by ^^^ on October 2, 2009 at 11:56 p.m. #109

Ex hb going thru fbs? Probably just better to let it absorb one.

 

Posted by [The Ho-Factor] on October 3, 2009 at 1:49 p.m. #110

@ hobbs: If they tweaked his EX Headbutt to go through fireballs, he'd be handling people and making Honda players rejoice. Though, with the damage output he gives out on most of the cast (sans Zangief, Sagat, and Rufus), he'd wreck a good majority of the cast.

If Capcom would just give him his HD Remix properties for just his Headbutt, he'd be fine.

 

Posted by chickenwings on October 20, 2009 at 10:37 p.m. #111

@ the ho factor

It doesnt need to go through or destroy them like in hdr. Just give the ex headbutt armor like balrogs ex punchs so he can absorb a hit. Outside of that what he needs is ex ochio improved, ex hands to always move forward.

 

Posted by [The Ho-Factor] on October 22, 2009 at 2:42 p.m. #112

Yeah, that's ideally what I want, but Capcom's probably gonna overlook it, being the way they usually are about that kinda stuff. It'll be a godsend if they buff him up in the EX Headbutt department.

 

Posted by tadaa on October 26, 2009 at 2:32 p.m. #113

can anyone please help me with his hard punch hundred hand slap. it seems impossible to be that fast.middle,low and ex come out easly. but hard punch? same on blanka's hard punch electric thunder. does someone know any tricks to do these two? my thumb is numb!!!

 

Posted by Kexx on October 26, 2009 at 6:49 p.m. #114

for the hundred hand slap, and the other commands, all you have to do is press 5 punch buttons in a very small time frame, it doesn't matter what those first 4 buttons are and the 5th buttons determines what version you get.

so you don't have to press the fierce punch 5 times you can press, lp,hp,mp,lp,hp and you will get the fierce punch version. you can either piano press them or slide across the buttons

 

Posted by JJOR64 on November 10, 2009 at 1:24 p.m. #115

I wish this page would get updated more often. :(

 

Posted by Shikamda on November 16, 2009 at 10:30 a.m. #116

Im going to start playing honda on SF4, Cuz im an old honda player since SF Turbo, but im a pad player since I started playing SF. Ive heard a lot of pad players complaining about how difficult is to pull out the HHS. I never had any problems doing it on the other versions of SF. My question is: Is there any shortcut or way to pull it out on a pad?? Do you guys have any recomendation besides switching to an arcade stick??

 

Posted by honda on November 17, 2009 at 3:07 p.m. #117

if you're going to seriously play honda, you NEED a stick. impossible to do walking jab-hands pressure on a pad.

 

Posted by ehonda fds on November 18, 2009 at 7:47 p.m. #118

Can HHS connect with croach weak punch or croach medium kick
what i means is HHS=>croach weak punch=>HHS=>croach weak punch?
Does it ok for all characters or just for few characters to do this consecutive combos

 

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