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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. 

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    E.Honda - Normal Moves - Super Street Fighter 4 - E. HONDA - SUPER STREET FIGHTER 4 MOVES COMBOS - FIGHTING GAME NEWS STRATEGY & MEDIA
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