Street Fighter Alpha 3/E. Honda/Introduction

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Introduction

While growing up in Japan he always admired the art of sumo wrestling and he hoped to one day become the greatest sumo wrestler of all time. He spent the rest of his life dedicated to sumo, and eventually received the second-highest title of Ōzeki (the highest title is Yokozuna). He also acquires his own dojo where he teaches his students about discipline and respect for your opponent, which Honda believes are the marks of a true sumo wrestler. At some point, he went searching for worthy opponents of other fighting disciplines to prove that sumo wrestlers are the greatest fighters in the world. During this quest he was challenged by Sodom to join Mad Gear. Honda fought Sodom, won, and declined his invitation. He also fought Ryu at least once, and told Sakura (and maybe Juni found out from him, too) where to find Ryu. It is rumored that he teamed-up with Zangief to help take down the Shadaloo. He found some of the Dolls in the wake of Shadaloo's destruction that had amnesia due to the explosion and couldn't even remember their own names. He took pity on them, and brought them to his dojo, where they could be taken care of. He told them that they could leave if they wished once they regained their memory. Some time later he resumed his quest to prove the superiority of sumo in the fighting arts. It was at this time that he began actively competing in the World Warrior tournament. His star pupils at the time were Hatonoyama, Marunoumi, Yasuhanada, and Nishinofuji. He's still a sumo wrestler, as always. And training his students, of course.

Pros Cons
  • Fierce headbutt is safe on block and can be very annoying in neutral
  • Jab headbutt is a great anti-air
  • Good range on air grab
  • s. fierce is one of the best pre-emptive anti-air normals
  • Many of his normals have decent priority
  • Butt slam has a ton of start-up invincibility
  • Decent cross-up with splash
  • Strong set of custom combos with high damage if finished with OTG command grab
  • Fierce hands combo off c. LK if buffered fast enough
  • j. LK has very good priority.
  • Great meter build with one of the fastest whiff grabs. Is unique in that it can be done while crouching and holding charge
  • Deceptively short hurtbox and can walk under many attacks
  • Most of his normals are either stubby or slow
  • Very wide hurtbox that makes it difficult to get around certain things and opens him up to char-specific combos. One of the fattest characters in the air.
  • Slow movement speed
  • Headbutt is very easily interrupted by jab spam
  • Headbutt can be air-blocked and must be mixed in with other anti-air options
  • Headbutt takes a while to get OTG and can be interrupted by lows
  • Fierce headbutt does mediocre damage and doesn't knock down if done point blank
  • Butt slam is punishable on block depending on when it hits. Always punishable against tall characters.
  • Command grab lacks any sort of range
  • Struggles if he can't sit on down-back with a lead
  • Unique tech roll that is invincible to lows but vulnerable to mids. This is generally a bad thing, as cancellable mids can lead to more damage
  • Very meter dependent character