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E. Honda Super Street Fighter 4 Arcade Edition Moves, Combos, Strategy Guide

Guide last updated on
May 1, 2010 at 11:15 a.m. PDT


E. Honda: Super Street Fighter 4 Character Guide


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
or
Sumo Headbutt
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.

 or
(Piano Rapidly)
Hundred-Hand Slap (HHS)
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.

or
Sumo Splash
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.

or
Oicho Throw
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

Super — Super Killer Head Ram
Damage
Super
400

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.


Ultra 1 — Ultimate Killer Head Ram
Damage
Ultra 1
510

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.


Ultra 2 — Orochi Breaker
Damage
Ultra 2
450

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.

Combos
Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Crouching Medium Kick Cancel into Hard Sumo Headbutt
2 Hits
240 Damage
A short-range punish combo.


Hard HHS
9 Hits
260 Damage
A really damaging combo. Make sure you have the method down for getting Hundred Hand Slap cancels consistently.


Jump

Cancel into Hard Sumo Headbutt
5 Hits
366 Damage
Jump-in combo using no meter.


Cancel into Hard HHS Cancel into Super Killer Head Ram
5 Hits
400 Damage
You have to cancel the HHS early, usually before the fourth hit.


Focus Attack Level 2, Dash Forward
Cancel into Hard Sumo Headbutt
4 Hits
264 Damage
This Focus Attack combo allows you enough time to charge a Sumo Headbutt for another knockdown.
Notable Normal Moves
Shikofumi (Overhead)
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.

Neutral Jumping Hard Punch
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.

Jumping Medium Kick
Honda's crossup isn't very ambiguous, but with the right spacing you can trick your opponent.

Jumping Medium Punch
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.
Crouching Light Punch
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.

Other Resources and Credit
You can find more information about playing E.Honda on the Central Character Discussion Thread on the EventHubs.com forums.
Contributions to this guide by Nyoronoru and OffDaCh3n3y.


Comments

TheDancingPoet said on April 29, 2010 at 9:30 a.m.

It's been confirmed. Honda's Jab Headbutt can go through fast moving fireballs.

http://www.youtube.com/watch?v=Gogk-y...

#1
irrenmann said on May 12, 2010 at 9:51 a.m.

Playing as E. Honda, I am having a lot of trouble against Dee Jay. Can anyone offer any useful advice specific to this matchup?

#2
manboy said on May 22, 2010 at 7:27 p.m.

i have been playing as honda since vanilla and i feel like he's gotten a lot better - or everyone else has gotten worse, either way i have been destroying people with this guy as of late. orochi breaker is WAY easier to land than UKHR imo.

#3
SF4junkie said on September 21, 2010 at 10:55 p.m.

E. Honda is a beast in the right hands, and oichi throw is great for turtlers...wish they would improve its range though....

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

#4
d3f1anc3 said on September 22, 2010 at 4:54 p.m.

I main E.Honda... I just don't understand how he is tied for 1st on the current tier list along /w Chun.

#5
Legendarysumo said on September 27, 2010 at 8:48 a.m.

I've been using E.Honda for a long time now, and i Mastered all of his combos accept his new ultra 2 set up combo. After a 100xslap its hard to cancel then do the second ultra. So so difficult.

#6
rossmike said on October 22, 2010 at 8:34 p.m.

In new arcade mode,
1. I hope the ex orchit throw can be added with invincible time.
2. Ultra 2 catching distance can be same as zangief. It is diffcult to catch.
3. There will be comobo like hit in the air and then combo with ultra 1.
4. I hope ex headbutt can be passed through all kinds of fireball.

#7
Devilman said on November 1, 2010 at 6:36 p.m.

I main Honda (in fact, since SF4, it's almost the only character I play lol), I think he's good against almost every character.

The most annoying characters, as always, are Ryu and Sagat, because, they can play a great zoning game, and when you close-up the distance, they have many high-priority moves that break almost anything you try.

I'd say Ryu is the hardest... Sagat is quite easy to kill once you reach him, but reaching him is the hard part.

Whatever, it will be always easier for a low-level player to be annoying with Ryu and Sagat that with any other character lol

Beside these two, I'd say the hardest match-ups are against high-level crazy combo maniacs with high-priority moves, like Gen or Ibuki, difficult to touch them, and most of their strikes can break the headbutt... but it's quite rare to see them online, (especially Gen), but they're often controlled by top-players.

I'd say the most difficult match-up is against a top-player Dhalsim...

I just don't figure how to beat his cat & mouse game, I have a good ratio against him this last times, but that's because the ones I've beaten made lots of mistakes, but when I fight against a top player who masters perfectly the cat & mouse game, it's juste impossible, you can't reach him, and when you can, he teleports to the other side... and most of the times you hit him from a distance, he hits you too, although the damage Honda does is much higher, but he still damages you too... yes, a top Dhalsim is a very hard time for Honda.

Overall, I'd say Honda is the best non-projectile character, in fact, I have the feeling that his main objective is to beat the other non-projectile character, he has everything for that, the headbutt allows him to attack from a distance, and is still safe when blocked, with the sumo smash, you can attack from an unexpected angle (it also can pass through projectiles at the very begining), and well timed, it can even beat Zangief's lariat (but if he blocks, prepare to be punished by a 360 lol), and I think one of his highest strenght is that there's not so many (good) players that pick him, so, most of the players you fight don't really know how to deal with Honda, what are the angles and priorities of his attacks (it's always fun to see a shoto trying to catch you with a fireball at mid-range while you wake up, ignoring that your Ultra will pass through his ball lol) :)

#8
honda123 said on August 12, 2011 at 8 p.m.

The ultra 2 is useless, there is the 0+1 is useless. all can jump away. rubbish

#9
pnoyphenom said on November 29, 2011 at 12:40 a.m.

@honda 123 well not really man....for me it has more use than ultra 1 u can use it by baiting your opponents from a flying sumo or hhs dash cancel then ultra 2

#10
jkuc316 said on April 8, 2012 at 1:31 p.m.

Why does it say 260 damage for the HHS combo while I only get 225?

#11
ZidaneTribal said on May 19, 2012 at 7:52 a.m.

This really needs an update.

#12
FighterX4 said on July 26, 2013 at 6:50 a.m.

To me they really need to fix hundred hands because the input for it sucks, its a mash type input and the game is not based around mashing. I know how to get Hundred hands out on the controller consistently but it won't cancel right. please Capcom for ultra change the input for hundred hands please.

#13
SennenGenjin said on October 11, 2013 at 9:31 a.m.

Any tips for Honda? I've started using him recently and I lose most matches as of yet. I can pull of his moves easy but its getting them into combos that I find hard. Especially playing against Ken players who jab you 2 times then shoryuken. Then if they miss they throw you. Any advice? I can see Hondas potential but cant get up close and deliver huge amounts of damage.

#14
FighterX4 said on October 26, 2013 at 12:06 p.m.

PLEASE CAPCOM CHANGE E.HONDA HHS INPUT OR MAKE THE TIMING LESS STRICT. PLEASE. EVEN JUST HOLD DOWN THE BUTTON THEN RELEASE TO GET IT OUT

#15
FighterX4 said on October 26, 2013 at 12:18 p.m.

@SennenGenjin, in my opinion when it comes to going up against ryu and ken players use your ochio throw a lot more and back dashand forward dash for the poking.

#16


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