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Tuesday
Jul202010

E.Honda - Intro - Super Street Fighter 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE Charge, Turtle, Zoning.
STRENGTHS Can do big damage in a very short amount of time. Useful Super. High Stun.
WEAKNESSES Can have troubles versus projectile characters.
STAMINA 1,050 - SLIGHTLY ABOVE AVERAGE
STUN 1,100 - ABOVE AVERAGE
CROSS UP  JUMPING MEDIUM KICK
ANTI-AIR LP and EX Sumo Headbutt, Sumo Smash
ARMOR BREAK Sumo Headbutt, Ultra 1
GOOD MATCH UP Viper, El Fuerte, Sakura, Makoto, Hakan, Dan
BAD MATCH UP Ryu, Rufus, Guile, Chun Li, Dhalsim, Seth, Sagat

 

Tuesday
Jul202010

E. HONDA - MATCH VIDEOS - SUPER STREET FIGHTER 4



Monday
Mar152010

E.Honda - Normal Moves - Super Street Fighter 4

JAB (LIGHT) PUNCH

     

Standing Light Punch can be cancelled into Special Moves or Super.

Crouching Light Punch is one of Honda's better pokes as it has pretty good range and, it being a Light Punch, great speed.  It can be cancelled into Special Moves or Super.

Neutral Jump Light Punch is a downward chop.

Diagonal Jump Light Punch

STRONG (MEDIUM) PUNCH

     

Standing Medium Punch at close range does 2 hits (first for 30 Damage/50 Stun and second for 50 Damage/50 Stun) and pushes the opponent back. You can cancel into Special Moves or Super after the first hit.  At far range it does one hit and can be cancelled into Specials and Super as well.  There is a small zone at the maxiumum range of the 2-hit Close version where only the first hit will connect and the second will miss, so be aware of this and don't use this normal at that range.

Crouching Medium Punch doesn't quite have the range of Crouching Light Punch but is useful in that it can tick into Ochio Throw.  It can be cancelled into Super.

Neutral Jump Medium Punch is an air-to-air attack.

Diagonal Jump Medium Punch

FIERCE (HARD) PUNCH

     

(ANTI-AIR) Standing Heavy Punch (Chop) is Honda's anti-air normal, but it isn't a very reliable one as it trades with most jump-in attacks.  For anti-air, Honda pretty much relies on EX Sumo Headbutt. Can be cancelled into Super.

Crouching Heavy Punch is Honda's most damaging normal move. It can be cancelled into Super.

Neutral Jump Heavy Punch is one of Honda's most important tools for avoiding projectiles.  While in the air you can steer yourself forward or backward. It also does great damage.

Diagonal Jump Heavy Punch is probably Honda's best jump-in attack with a good hit-box, allowing it to beat some opponent normals.

SHORT (LIGHT) KICK

     

Standing Light Kick can be cancelled into Special Moves or Super.

Crouching Light Kick can be cancelled into Special Moves or Super.

Neutral Jump Light Kick is an air-to-air attack.

Diagonal jump Light Kick

FORWARD (MEDIUM) KICK

     

Standing Medium Kick at close range knees opponent to the face and pushes him back considerably and can be cancelled into Special Moves and Super. At far range it can be cancelled into Super. Good poke for mid-range but doesn't have the reach of Crouching Light or Medium Punch.

Crouching Medium Kick can be cancelled into Special Moves or Super.

Neutral Jump Medium Kick is an air-to-air attack.

(CROSS-UP) Diagonal Jump Medium Kick is Honda's cross-up attack. It beats a lot of anti-air normals and is an overall great move.

ROUNDHOUSE (HARD) KICK

     

Standing Heavy Kick is a 2-hit atack when close (first hit doing 30 Damage/125 Stun and second doing 100 Damage/75 Stun) and the first hit forces the opponent to stand. You can cancel into Super after the first hit. At far range the Heavy Kick is a single hit and is Honda's farthest reaching normal and is his go-to poke at far range. C

Crouching Heavy Kick is Honda's go-to sweep move.  It results in an untechable knockdown if it connects.

Neutral Jump Heavy Kick is probably Honda's best air-to-air move.

Diagonal Jump Heavy Kick

COMMAND NORMALS

SHIKOFUMI

DOWN-FORWARD + HEAVY KICK

 

Overhead attack that has a great property -- a huge window to be kara canceled into all of his Specials or Super. Only the Headbutt cancel has a strict timing but overall is very useful to bait and throw the opponent off from close range. 

Monday
Mar152010

E.Honda - Special Moves - Super Street Fighter 4

HUNDRED HAND SLAP

TAP PUNCH REPEATEDLY

The Hundred Hand Slap is one of E.Honda's signiture moves.  He unleashes a barrage of palm strikes on his opponent. Honda's Handslap is best used in combos and to chip the opponent.

The strength of the punch button used determines the damage, stun, and the horizontal movement range of the attack.  The Light Punch version does the least damage and stun and can move forward the shortest distance.

You can cancel Hundred Hands Slap into Super but you have to do it early in the attack (within the first 2 hits for the Light Punch and Medium Punch version and 4 hits for the Heavy Punch version).

You need 5 total inputs to activate a Hundred Hands Slap within a short period of time (a few frames). You can use any combination of punches for the first 4 inputs but the 5th and final input determines the version of Hundred Hands Slap that comes out.

With the EX version Honda can be moved forward or back using the joystick, allowing you some control over positioning.

 

COMMUNITY VIDEOS

Honda Hundred Hands Slap Video 1 by MrSNK and Hundred Hands Slap Video 2 also by MrSNK both give good information on using Hundred Hands Slap. The videos show several methods of pianoing the inputs as well as some applications.

SUMO HEADBUTT *ARMOR BREAKING*

CHARGE BACK, FORWARD + PUNCH

The Sumo Headbutt sends Honda flying forward leading with his head like a torpedo.

The strength of the punch button used determines the damage inflicted as well as the distance traveled.  The Light Punch version inflicts the least damage and has the shortest range while the Hard Punch version travels full-screen.

The Light version of the Sumo Headbutt has invincibility at the beginning of the attack, making it fairly useful as anti-airs or to punish unsafe moves thrown out by the opponent.

New to Super Street Fighter 4 is the Sumo Headbutt's ability to go over Sagat's Low Tiger Shot, which helps Honda tremendously in that matchup as it is now easier to get into close range against Sagat.

The Sumo Headbutt can also be cancelled into Super but it has to be done really early, during the first few frames of animation when Honda is still standing on the ground.  You can also Focus Attack Cancel on the same frames.

The EX version goes even farther than the Medium Punch version, making it hard for opponents to jump out of its range.

 

SUMO SMASH (HYAKKAN OTOSHI)

CHARGE DOWN, UP + KICK

The Sumo Smash sends Honda flying into the air and then rockets him back down the ground, hopefully smashing his opponent at any points during the attack.

The strength of the kick button used determines the damage and the horizontal distance of the attack. The Light Kick version inflicts the least damage and travels the shortest distance. The Medium Kick version has the most invincibility outside of the EX version. 

All variations of the Sumo Smash consist of two hits, one as Honda rockets into the air and one as he smashes down on the opponent.

The Sumo Smash can be used as an anti-air, but it is also useful for establishing cross-up mix-ups if you know how to properly use all of the move's variations. This can lead to "bunny hop" mix-up games where Honda uses multiple Sumo Smashes in quick succession of different types (and ranges) to keep pressure and to confuse the opponent, hopefully causing a knockdown and then either keeping that pressure or getting another knockdown.

The EX version of the Sumo Smash does the same damage as the Light Kick version and travels approximately halfway across the screen.  The EX Sumo Smash can also be used on wake-up if the opponent is pressuring you close while you try to get up.

 

OICHO THROW (OICHO NAGE)

HALF CIRCLE BACK + PUNCH

This is E.Honda's command grab and augments Honda's close range game though it is not as fast on start up compared to say Zangief's SPD. Like all throws, the Oicho Throw results in an untechable knockdown.

The strength of the punch button determines he range and damage of the throw.  The Light Punch version reaches the farthest (has good range!) but inflicts the least amount of damage.

If you are pressuring your opponent with close range attacks and he is blocking, use an Oicho Throw at random points to grab them out of their block. Remember to vary the timing of when you use this attack in this situation so that you don't get predictable. 

 

SUPER  - SUPER KILLER HEAD RAM (ONI MUSOU)


CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

One of the more useful supers in the game, Honda can cancel a Headbutt into this super for big damage. 

Like the Sumo Headbutt, the strength of the punch button used determines the horizontal distance the attack travels.  The Light Punch version travels the shortest distance while the Heavy Punch version travels beyond full-screen. Also worth noting, the Light version has the most total invincibility while the the Heavy version has the least.

All versions of the Super Killer Head Ram have invincibility for the majority of the animation which allows the  Super to go through projectile attacks even with limited timing, making it very useful against those characters. 

 

ULTRA 1 - ULTIMATE KILLER HEAD RAM (SHIN ONI MUSOU) *ARMOR BREAKING*

CHARGE BACK, TOWARDS, BACK, TOWARDS + THREE PUNCHES

This Ultra is an ultimate version of Honda's Super.  Just like his Super, it has invincibility at the beginning of the animation and can thus go through projectile attacks if used properly.

It is also useful as an anti-air due to that invincibility.  Against opponents who like to lead an assault with a jump-in or who like to throw projectiles, this Ultra is a good answer to both.

 

 

 

ULTRA 2 - OROCHI BREAKER

720 + THREE PUNCHES

This is an ultimate version of Honda's Oicho Throw.  Like that move, it is an instant grab, which means that opponents can only avoid the attack if they are already in the process of evading when the Ultra activates.

Like the Oicho Throw, this Ultra makes Honda's close range game more dangerous once he gets enough Ultra Meter filled to make it available. 

A command grab Ultra that can be implemented into Honda's close range game.

Monday
Mar152010

E.Honda - Combos - Super Street Fighter 4

HUNDRED HANDSLAP COMBOS

Crouching Light Kick, Crouching Light Punch cancel into Heavy Hundred Hand Slap, Standing Heavy Kick

Crouching Medium Kick cancel into Heavy Hundred Hand Slap, Standing Heavy Kick

Standing Medium Punch, Crouching Light Punch cancel into Heavy Hundred Handslap

Standing Heavy Punch, Crouching Light Punch cancel into Heavy Hundred Handslap

Crouching Medium Kick cancel into Heavy Hundred Hand Slap, Heavy Hundred Hand Slap

SUMO HEADBUTT COMBOS

Crouching Medium Kick cancel into Heavy Sumo Headbutt

SUPER COMBOS

Crouching Medium Kick cancel into Heavy Sumo Headbutt cancel into Super

Crouching Medium Kick cancel into Heavy Hundred Hand Slap, Heavy Hundred Hand Slap cancel into Super

Sunday
Mar142010

E.Honda - Match ups - Super Street Fighter 4