E. Honda is a poke and throw character based in high damage hits and turtling at the same time.
However, being a heavy char with limited speed and jumping capabilities, Honda suffers from the same problem as some other CE chars: he lacks a zoning move and a proper anti-air attack, which makes him a low-tier. Even if he has a huge amount of moves and grabs, Honda can't survive a long-range assault unless the enemy makes a mistake. In CE, the good Honda player must know how to take advantage of block stunts and whiffed moves in order to do a massive attack and win the match.
The Sumo Headbutt has limited anti-air and anti-fireball properties, so use it carefully, because if you're not 100% sure the move will free your way to the counter attack, then it's better not even try. Punish can be shameful. At close range, it will result most of time in a trade, but to your advantage. And the Hundred Slaps, altough good for normal/chip damage, isn't match for most special (and even some normal) attacks.
The main Honda advantage is his grabbing potential. Every of his throws/grabs have great priority so don't be affraid to use it whenever you can. Throw loops? Sure!
Honda's Sumo Splash is a normal move that is perfect for initiate your run to the victory, since it's almost impossible to avoid it being connected to a throw/grab. Not to mention its amazing crossup capabilities. And the diagonal j. LK (a.k.a. butt slam) is good for this task too, but preferably on corners. As said, throw loops FTW.
Things become complicated if the opponent is successful in gettin' away from you. As said, the lack of a zoning tool and an anti-air makes Honda an easy prey for fireball/anti-air patterns or even chip damage. Jumping fireballs is a pain and even if Honda is sucessful in doing this, he most probably will fall right in the enemy's sweeping leg.
The best strategy will always be corner pressure: Honda's moves are somewhat long reaching and can not only corner the enemy but also surprise him when he's planning a fireball or an escape routine. A right fireball jump can pretty much mean victory if the throw loop succeeds. If it fails, Hundred Slaps for at least some chip damage.
E. Honda's match-ups according the "official" SF2CE Tier List:
- against Ryu: 2
- against Ken: 2
- against Chun Li: 6
- against E. Honda: 5
- against Zangief: 7
- against Blanka: 6
- against Dhalsim: 3
- against Guile: 2
- against Balrog: 8
- against Vega: 6
- against Sagat: 2
- against M. Bison: 4
His strategy will be spamming Hadoken and then foot sweeping you when you land, try getting as close as you can to the spiritball before
jumping and as you land do a fierce punch swat, this should hit the patterning Ryu's body. Don't rely to heavily on this strategy for it doesn't always work.
The best thing to do is try to push your opponent in to the corner with your headbutt and then slap him. A good way to do this is foot sweeps, Honda unlike the other characters does not have to duck before sweeping.
The best one to use is the far short sweep for although it doesn't do much damage it will knock them down and is so fast it is hard to block. Best time to use it is just as Ryu starts to throw a Hadoken.
He is similar to Ryu,but you need to be moderated with your jumps due that he had a weaker Hadoken but a stronger Shoryuken than Ryu, so use sweeps and Far Kicks agaisnt him at medium-close range instead.
Lots of ducking fierce punches and headbutts are your best bet here.
Or jump in roundhouse so just your foot hits them then hit them with a few
fist-o-fury. If you hit them out of the air do not get to close to them as they
stand up for Honda's throw range is very large and you may get grabbed. Finally
for more experienced players you can headbutt him out of a headbutt without
losing any damage yourself. Just as he nears you (about 1 inch) execute your
headbutt. His will stop as you are invincible to front and high attacks and
yours will hit him as he regains his footing.
Vs. Chun Li
Her fast throw and speedy and good range normals will be your main problem at close combat, use your Slaps first as soon as she goes to you,at air vs ground combat she can use her Stomp ,you can use close fierce if you are cornered or block and then sweep her if she is so close to you and at midscreeb, if she goes to corner after the Stomp you can trap her with Slaps or Hold.
Spinning Bird Kick at long range combat it can be stopped with a ducking punch attack easily,Headbutt will be your main anti air at midscreen if she doesn't use Stomp or when she learned your Corner Slap Trap at midscreen,jumping against her isn't necessary due that her only anti air is a slow startup move,but a good option after block Hyakuretsu Kyaku and punish her with a jumping roundhouse.
As Blanka its similar to Chun Li about his normals and jumping speed but with a better special move and hold,block his roll and then punish him with your headbutt or a far jab.
Blanka had better anti airs and he will use Fierce or Roundhouse to poke you due to your slow jump,its a hold and charge vs hold and charge match,anyway you had a better mashing move and can use your far kicks to kill his electricity attack.
Your best attack against Zan is your long range footsweeps. Since you
don't have to duck first to use them he has no warning and will usually be
swept, this attack will also keep you out of 360 range. If he happens to
time a jump over the sweep and is approaching fast try to swat him out of the
air and if that won't work jump up into his attack (no matter what he does in
the air it will take less damage than the 360 he'll get if he lands) and if he
hits you charge a headbutt incase he attacks again.
Guile is most likely the hardest opponent for Honda to defeat especially
if all he does is foot sweep and throw sonic booms. The best method to use
against this most common type of guile player is to constantly walk toward him
and drive him to the corner. Block all the sonic booms you can and use the
ducking fierce punch to hit his forward leg sweep. Another good attack are the
leg sweeps. As stated before Honda doesn't need to crouch to sweep people and
this will greatly ad you in your fight with Guile. Stay about three body widths
away and as soon as you see the flames appearing in his hands as he start a
sonic boom use the sweep. It will most often hit him clean if not you get hit
by a sonic boom and lose less. Once in the corner use the fist-of-fury ever
time you knock him done to take off as much damage as possible. One last tactic
that works well is to jump over the sonic booms and follow in with the
Dhalsim's range makes him one of Honda's hardest opponents also. His
fireballs and leg attacks as you jump can be infuriating. There isn't much
Honda can do against this patterner but when you jump the fireballs use the
swan dive attack to at least take mutual damage. He will lose more. Once you
get in never let him escape you. Use the fist-o-fury to take of damage the swan
dive attack (forward kick and down) and then the ducking forward to press the
attack. Getting in however is very difficult and will usually come about by
Dhalsim making a mistake. If he ever jumps walk towards take his hit and then
jump attack, this usually gets you in close. A good way to counter his arm
and leg attacks is to charge a headbutt and let it fly just before his attack
When he charges the best thing to do is ducking fierce punch, then
fist-o-fury. Beware his standing fierce punch for it can hit you from a massive
range. If you can time it your fierce punch will knock him out of his. If he
continues to play defensively jump in as you would on Blanka so your foot barely
hits him then fists-o-fury. If as you jump he starts an upward charge punch
use the fierce punch. Don't neglect your headbutt. This will knock him out of
ANY ground attack if you can time it right.
Attack as you would Chun Li. You can headbutt him out of both his wall attack and roll. If you head butt him out of the wall attack use the close fierce punch him out of the air. Try never to take a hit form Vega for he can combo just by hitting the forward button his arms are so fast. Your main problem will be that he had a better air gameplan than you,but you can answer with anti air game with headbutt instead.
Keeping away him isn't a problem,your sweeps are bigger than his slide.
Fight like you would Ryu with one difference his low tigerballs. The
best thing to do is block a few and headbutt over them to hit Sagat.(Headbutt
goes over low tigers.) Another good way to counter his low tigers is to jump
and hold your attack until you are as close to the ground and then roundhouse,
if it connects try for a ducking fierce punch, if not go for the fist-o-fury.
The key to beating a Bison Player is constant attack followed by
fists-o-fury. If he ever gets his torpedo body going you have three options.
1- Have a headbutt charged and execute it just as he approaches (about 2
inches) you will both get hit but he will take more and you will be out of he
cheesy pattern. 2- Block his torpedo and as he gets half way through you switch
to direction of your block so you have a headbutt charged in the right
direction and let it loose behind him or wait for him to come back and use
method 1. 3-(best near corner) start like 2 but instead of charging a headbutt
start the fist-o-fury.