Last updated on Jan. 4, 2009
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.
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.
(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.
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• 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.
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• 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.
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• 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.
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• Super Flying Headbutt (Onimusou) •
• 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 •
* 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.
Posted by aokay on November 27, 2008 at 1:52 p.m. #1
awesome. but i have a question. like some of zangief's throws.. is the ooichu reversible? or does it only work front to back?
Posted by Catalyst on November 27, 2008 at 6:43 p.m. #2
Only works from front to back unfortunately.
Posted by aokay on November 28, 2008 at 7:33 p.m. #3
lol. i suppose if you're on top of someone's frame you would normally be on the offensive anyway ;). i was just thinking from a turtles point of view. blocking and rolling the stick. i suppose this'll just be great practice.
Posted by johnson on December 5, 2008 at 1:24 a.m. #4
ive been playing street fighter since i was 5 but i still suck pretty bad. can someone explain to me how to do e hondas super special I've been trying the inputs but like i said i suck so any help would be appreciated.
Posted by guy on December 6, 2008 at 3:29 p.m. #5
are you charging it long enuf? and do it really slowly, there's a lot of time to do the inputs so you don't have to rush it. if you do it too fast then you might miss one of the inputs (forward or back)
Posted by yo on January 4, 2009 at 11:51 a.m. #6
E.Honda is the newbie character imo. You see so many crappy players use him and just headbutt + hundred-hand-slap and occasionally splash or throw. They have no idea of any of his other moves and can't play his defense... yet can still be effective with the disparity in a lot of matchups and the priority/damage those moves give.
Probably the character I cringe most at during the character battle screen, because it's usually a noob Honda player.
Posted by TheMan on January 6, 2009 at 9:09 a.m. #7
E Honda isnt a newbie character. I think your upset cause you lost to a newbie playin honda. lol
Posted by [The Ho-Factor] on January 10, 2009 at 2:04 p.m. #8
@ TheMan: I think he's upset because of how much lag E. Honda created back when Hyper Fighting was out on XBL.
Honda's anything but a newbie character, as all charge characters require patience and knowing when to swoop in for punishment. Honda's no exception, seeing as he takes much more patience to master than with someone like say, Ryu or any other Shotokan character.
Posted by yo on January 12, 2009 at 10:55 a.m. #9
Ok, I should be more specific in that I didn't mean he's a newbie character - what I should of said is that newbies love to play him. You rarely see someone who knows so little about their fighter compared to the other side like a Sim user or Cammy user.
E-honda newbies are the majority. Headbutt, thousand hand slap, repeat. If they have a little more bare minimum knowledge, they splash to get closer and throw, but beyond that is a rarity. I can remember encountering one skilled honda player and I've had over a hundred vs. honda fights
Posted by Muckamuck on January 12, 2009 at 2:12 p.m. #10
yo: Honda has an accessible move set (long range, headbutt, rapid P for thousand hand slap) so it's easy for new players to get into it, but that doesn't necessarily mean that they can play him effectively. If anything, a newbie Honda player is very predictable, so once you figure out a pattern, you'll break their game apart. If it works for them, though, then more power to them. You just have to figure out how to adapt.
Dhalsim and Cammy are different characters entirely because they don't have easily accessible strategies and styles. You need to work to learn them, so they have a higher learning curve than Honda.
Posted by Sage on January 19, 2009 at 5:30 p.m. #11
I can't believe it isn't mentioned anywhere on this page! You can store the last direction of Ochio. You can input forward, down-forward, down, back-down and hold on to back-down. Now, whenever you press or release punch while in Ochio range, Honda will perform an Ochio.
This is why it is such a good reversal - you can simply hold the direction and use piano inputs with punch to throw out of any window the opponent gives you. It's also why the crouching jab -> Ochio works so well: you can press on jab after rolling from front to down-back, then release the jab when you want to Ochio. If the opponent is doing a move you can't grab him out of, like a shoryuken, nothing will happen. But if you can grab, you will.
Posted by shinobixtc on January 19, 2009 at 8:33 p.m. #12
Sage... please explain further!!! sounds like very useful info, but i dont understand how to pull it off...
Posted by Telvanni on January 20, 2009 at 3:03 p.m. #13
Once you do a crouching low jab, continue holding the jab while doing the Ochio motion. Then let go of jab and keep holding down back. If your opponent does a move which can't be thrown (like a shoruken) the game doesn't register that as a throwable move and keeps you in crouching block. If the opponent doesn't, when you let go of your low punch, you will throw the opponent.
This is because the game registers both the press and release of a button as a command. It is why Piano inputs work so well.
Posted by Jae Mito on January 22, 2009 at 9:05 a.m. #14
I find that during the Thousand hand slap animation is a truly good time to start charging for other attacks. such as the Headbutt and Sumo splash.
E.Hondas my best tool against worthy Balrog players
Posted by :O on January 24, 2009 at 10:50 a.m. #15
the buffs they gave him now give people that don't have fireballs even harder time fighting him. ~_~ way to "balance"
Posted by randomplayer on January 25, 2009 at 4:59 a.m. #16
The most important normal move worth mentioning is F+Roundhouse. Works as a great meaty and has great range. I abuse this a lot online.
Posted by Silver on January 26, 2009 at 4:07 p.m. #17
Honda is a good character for newbies, if you rush in with hundred hand slap spams and the occasional headbutt rush, you'll beat just about any other newbie out there.
i just tried him out to get the master of all things achievement.. and i've won 5 times in a row with him now, i could never do that with my normal characters, ken or cammy o.o
of course, when you're up against an experienced player, that all changes.. but in the realm of newbies, honda is a pretty good character
Posted by The Everyday Legend on January 29, 2009 at 12:01 a.m. #18
I've found that a well-rounded, patient Honda player is pretty much what the doctor ordered online in HDR. I find a lot of Ryu players that subsist on f+MP on wakeups and jumping MPs as bread n' butter, and I find even more hadou-spam coming out of that particular camp every day. For real.
What better way to punish those little bastards than to throw someone out there who can not only dish out enough damage to make someone think twice about stepping close or even attempting a crossup/tick throw, but now I can use the jab headbutt to intercept a hadou in flight as a means to step a little closer. I've found that releasing a jab headbutt to close the gap shaves a little time off of charging for that super against a hadou-spam-artist, seeing as how all it takes is to break one projectile, block the next and unleash hell upon an unsuspecting chinpiece.
And if all else fails, LK Splash and MP H.Handslap enough to get close for a stored Oichio. It works, kwityerbytchen.
Posted by Honda Player on January 30, 2009 at 11:02 a.m. #19
As a Honda player, I'm happy about the revisions to his arsenal. I'm certainly not a newbie (been playing since I was around 9 or 10 and i'm 29) and my Honda's beaten often enough to make me think that he's not too overpowering. Vega is my worst nightmare thuogh, along with a couple other characters. Can't seem to overcome his speed or range. But a patient use of the hundred hand slap, along with the vertical crush and the short torpedo to move in close is enough to crush the average player! And Honda, though strong, cannot win if played without strategy. I know this becuase I can usually beat another Honda player with ease.
Posted by London Dry on February 1, 2009 at 12:18 p.m. #20
@ O
* 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.
All the these are nerfs that help non-projectile characters. Honda still dominates those characters but it's less hopeless than it was before. The buffs he got don't make much of a difference outside of the easier HHS execution, but that's why the priority and damage on the medium and hard punch versions are taken down. Honda is better overall than he was but he is also more balanced. if you think he's so bad now go play ST.
Posted by John Hopoate on February 2, 2009 at 8:17 p.m. #21
Not sure if this is a bug or not, but I saw Honda's headbutt go past sagats low tiger shot and hit him. If this is in fact the case, Sagat players look out!!
Posted by London Dry on February 4, 2009 at 2:13 a.m. #22
The low tiger shot scenario has always been this way as far as I know. It makes perfect sense considering how low the tiger shots are compared to the height that Honda travels during headbutt. What's interesting is that with certain headbutts, I can't remember if it's fierce or strong, and low tiger shots, the headbutt goes over hits Sagat and then bounces off getting hit by the slow tiger shot on the bounce back.
Posted by Chipter on February 4, 2009 at 6:37 a.m. #23
Honda's flying headbutt will always go over Sagat's low Tigershot, but not Sagat's high Tigershot.
Neat little trick to use against Sagat.
Posted by SFIV CHUN LI on February 11, 2009 at 10:14 p.m. #24
Hi everyone, I am a big Street Fighter Fan & can't wait for Street Fighter IV, I loved the Alpha Series & 3rd Strike.
I play HD Remix but have never liked Street Fighter II.
I just never understood it like I did in the other Street Fighter games.
I find alot of characters way overpowered & Unbalanced, E.Honda, Balrog's head butt grab & Zangief's spinning move to me just feel really cheap & lame. I am sorry for the bad comments about HD Remix, I understand there are alot of fans here who dissagree with me which is fine, but other Street Fighter games I really enjoyed. Just want to say that Street Fighter IV is amazing & really looking forward to it on 360, Even though Chun-Li's Kikouken has gone back to her charge input instead of the half circle input, she will always be my favourite character.
Posted by siperian suplex on February 22, 2009 at 1:32 a.m. #25
how to do super special!?!? im charging long enough but i dont know what is wrong!? HELP ME!
Posted by Super1NYC on June 28, 2009 at 11:41 a.m. #26
I destroyed EA Megaman's ehonda. That guy sucks.
Posted by phillai on August 2, 2009 at 2:51 a.m. #27
all you guys suck
me and my mate dave11674 from england will bust you all
add us on XBL
we will crush your asses
lol
phil
Posted by daWANGBU on October 28, 2009 at 3:59 p.m. #28
ehonda is weak i have never had problems with this fat guy!!!! im calling out all "masters" of e honda to xbox live and fight ME!!!
Posted by hut hoi on November 14, 2009 at 11:50 a.m. #29
question about the oicho throw. i seem to this move a fair amount.. and usually by accident. im a pretty good (or at least decent) player with honda, and i just for the first time found this page. and my first thought was, how the hell do i keep doing that throw and buttslam?
so now i see the motion (a reverse flaming fireball or old-school yoga flame) and then punch. and i also see that the move can be stored, so that you can use a jab, perform the motion as the jab is going off, and then keep tapping to hopefully land the throw.
however, can this be executed with lp mp and hp all? does the motion have to be smooth or can you just go from forward/down to down/back?
any help appreciated...
Posted by Anonymous on December 19, 2009 at 8:40 p.m. #30
@hut hoi
You can ochio with any punch. As long as you go from f, df, d, db, you can activate with the press or release of any punch while holding any back input, provided that you're in range. Be careful if you tap punch as you may get handslaps. I usually piano when I want ochio.
An extremely dirty trick is to tick into ochio with handslaps. You can do this by mp or hp slaps up close, stop tapping, then piano for ochio. It's crazy hard to escape.
Posted by Nergalars on January 30, 2010 at 4:17 p.m. #31
Sometime I perform a 2 hit super, and others, it was a 3 hit, and I'm not sure how I was doing it. Any ideas ?
And semms like his super can be buffered like chun li (go to options, then look inside the switch parameters...)
Posted by Mad King on February 12, 2010 at 5:20 p.m. #32
His super can't be stored in Remixed mode, but it can be in Classic Arcade.
If you hit with the first active hitting frames of his super, it'll juggle into two more. Hitting anytime else will only give you one extra hit.
Posted by bunny on February 13, 2010 at 11:26 p.m. #33
chunli was my noob phase char now 20 years down the road i believe her honda and blanka to be some of the most unfriendly char a new player can use much better cutting your teeth with ryu or ken
Posted by d3f1anc3 on September 22, 2010 at 6:40 p.m. #34
Honda4Life
Posted by DtothaRob on November 8, 2011 at 11:36 p.m. #35
Honda dominates! I love givin people fits when I use him lol
Posted by Super1NYC on December 25, 2011 at 9:30 a.m. #36
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
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