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.