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E. Honda Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix

Guide last updated on
January 4, 2009 at 9:47 a.m. PST


E. Honda Character Guide: Super Street Fighter 2 Turbo HD Remix

Character Overview

The general rule with E. Honda in Super Turbo was that he'd consistently beat characters who lacked a projectile. His Oicho Throw traps and high damage meant he was a force to be reckoned with when he got inside.

The biggest problem was actually getting inside. In HD Remix his Oochio Throw has been toned down a bit so it no longer dizzies as quickly as it once did, but he's been given some extra tools to get through projectiles.

What you end up getting is a character that's not too unlike his Super Turbo counterpart. Fireball characters still give him trouble, but he's better equipped to deal with those situations now.

He also still gives the non-projectile characters fits. His Special Moves moves are all high priority attacks and even when they trade hits he's going to do more damage the other fighter in many cases.

A well played E. Honda can be an extremely good character.

Strengths
+ Great stamina (defense) ranking, meaning he doesn't take as much damage as other characters.
+ Pretty strong, takes off a good amount of power when he hits.
+ His Oicho Throw set ups are excellent.
+ Light Punch Torpedo destroys projectiles which improves his ability to get through fireball traps.
+ Still very effective against characters without a fireball.
+ Oicho Throw is one of the best reversal moves in the game.

Weaknesses
- Characters with projectiles still cause him problems.
- Weaker Hundred Hand Slap hurts him a bit.

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.

Joystick Joystick Joystick (Press Punch Button Rapidly)
Hundred Hand Slap (Hyakuretsu Harite)
Honda's Hundred Hand Slap has been knocked down quite a bit in HD Remix. It no longer has high priority and the damage when it hits or blocked has been reduced.

What you're left with is a move that can still be effective, but you have to pick and choose your places with it a lot more.

It's not terribly useful against characters with projectiles outside of doing chip (block) damage, because they can usually just chuck a fireball at you to knock you out of it.

On the other hand, against characters who don't have that option, the Slap can be a good way to counter a variety of moves, just don't use it too often because it's a lot easier to counter it than it was before.

The Light Punch version of this move fires at the slowest rate, while the Medium and Hard versions make Honda hop forwards a bit and Slaps come out much faster.

Joystick Joystick Joystick Joystick
Flying Headbutt (Super Zutsuki)
The Light Punch version of Honda's Flying Headbutt negates projectiles now, and it makes a world of difference in his matches against fireball throwers.

No longer can they resort to easy patterns which are difficult for Honda to get around. While he still can have trouble in these matches, he now has a low risk option to destroy projectiles.

Also the Light Headbutt is a great getting up move. It has several frames of invincibility, really high priority and does decent damage. So after you've been knocked down, if you're opponent is close to you and either jumping in or just doing something dumb, hit them with this. They'll start backing off when you're knocked down really quickly.

The Medium and Hard Punch versions of the Flying Headbutt go further and do more damage, but they do not negate fireballs.

The Hard Punch version is a great tool to chip away the life of your opponent. It does good damage if it hits, and it comes out quickly and flies fast which doesn't give the other fighter much time to react to it unless they know it's coming.

You should use this to badger your opponent into making mistakes and taking lots of block damage, and mixing it up with the Light Punch version and Sumo Splashes to counter the various attacks they throw out there. All the time trying to work your way inside to set up an Oicho Throw.

The Hard Punch Flying Headbutt also works as a decent anti air tool, although you will trade hits often enough, but depending on who you're fighting, this trade will often be in your favor. And if your opponent jumps back while you're charged, hit them with this as they're coming down.

Joystick Joystick Joystick Joystick
Sumo Splash (Super Hyakkan Otoshi)
This used to be Honda's main tool for getting around fireballs. Although its still useful in that regard, you're going to want to mix it up with Light Punch Flying Headbutts so you don't put yourself in predictable and easy to counter situations.

You'll be using the Sumo Splash when you want to advance some distance on screen, and also to reverse some attacks.

Plus it works well as a mix up tool after you do an Oicho Throw. Depending on the strength of the button pressed, you can cross up your opponent with a Sumo Splash.

Joystick Joystick Joystick Joystick Joystick Joystick
Oicho Nage (Throw and Butt Smash)
This... move... is... awesome! Arguably the best reversal attack in the game, and when Honda is in close he wrecks all sorts of havoc with the Oicho.

Although his corner throw loops have been removed, you can still set it up with jump ins and scoring knock downs.

To Tick Throw your opponent when close simply doing a Crouching Light Punch and immediately go into the Oicho Throw when it ends. Repeat whenever possible, because it's REALLY difficult to counter when executed properly.

Super Move

Joystick Joystick Joystick Joystick Joystick Joystick
Super Flying Headbutt (Onimusou)

Combos

Jumping Hard Punch, Crouching Light Kick, Cancel into Hard Punch Headbutt
You need to start charging for Honda's Headbutt the moment you jump to execute it.

Cross up with Jumping Medium Kick, Standing Light Punch, Link into Standing Medium Punch, Link into Standing Hard Punch

Cross up with Jumping Medium Kick, Crouching Light Kick 2x, Cancel into Hard Punch Headbutt

Changes from Super Street Fighter 2 Turbo

* Jumping Light Kick has higher priority, can hit sweep attacks.

* Floating Hard Punch move (jump straight up + Hard Punch) can be steered farther left or right.

* Hundred Hand Slap is easier to execute.

* Medium and Hard Punch versions of the Hundred Hand Slap have lower priority and all versions do a little less damage.

* Oicho Throw now bounces off the other way, preventing Honda from repeating it when he's in the corner.

* Oicho Throw now deals the same dizzy points as other throws rather than twice as much.

* Light Punch Flying Headbutt can destroy Fireballs, but travels a shorter distance.

* Super travels slower before first hit, but travels faster after first hit, and also knocks down and can juggle.

Contributions to this guide by FireInTheRain.


Comments

d3f1anc3 said on September 22, 2010 at 6:40 p.m.

Honda4Life

#1
DtothaRob said on November 8, 2011 at 11:36 p.m.

Honda dominates! I love givin people fits when I use him lol

#2
Super1NYC said on December 25, 2011 at 9:30 a.m.

For those seeking a real challenge, send me a message on Xbox live to Super1NYC and my Honda will beat the !@#&%(*! out of you. Merry Christmas and a Happy New Year to all! youtube.com/super1nyc

#3


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