Super Street Fighter 2 Turbo/E. Honda/Introduction

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Story

Date of Birth: 11/3/1960
Height: 6'2"
Weight: 304lbs
Measurements: B83", W 70", H 82"
Blood Type: A
Likes: Tiramisu, Chankonabe (A traditional Japanese stew)
Dislikes: Indecision, Chocolate cookies

Edmond Honda always loved sumo wrestling. From childhood, he would train single-mindedly with the end goal of becoming the greatest sumo wrestler of all time. As he grew up, so did his skills, landing Honda the title of Ōzeki. But the rest of the world didn't see sumo the same way as him. Not helping matters are recent cases of sumo wrestlers taking biochemical drugs in an attempt to strengthen themselves, placing doubt on the competitors. After capturing some dealers and learning of Shadaloo's involvment, he joins the World Warrior tournament, wishing to spread his love of sumo worldwide, use his dual-nationality name and face paint to remain covert as he investigates Shadaloo's dealings, and maybe even attain the coveted title of Yokozuna.


Overview

E. Honda is a character that alternates between rushdown, mixups, and extreme turtling to play him effectively. While he is nigh unbeatable when he's up close and personal, he has a hard time getting in from a distance, and lacks the tools to play from afar. This leads to Honda typically performing very well against characters without fireballs, but as soon as fireballs come into play the game turns into a test of patience where you will likely spend the entire match looking for a single opportunity to get in, and end the round right then and there once you do. He is generally considered a high-mid tier character.


Strengths Weaknesses
  • Massive Damage: Honda's abilities tend to let him deal incredible amounts of non-combo damage and dizzy very quickly.
  • Untouchable Hands: Hundred Hand Slap deals great damage on hit or block, and is very difficult for most of the cast to deal with.
  • Good Reversals: Jab Headbutt and Short/Forward Sumo Smash are good reversals with invincible startup.
  • Oicho Throw Opression: Being able to store Oicho Throw makes it one of the most oppressive moves in the game. Being only outranged by T.Hawk's Typhoon, his Super, and Zangief's SPDs makes you nigh immune to tick throws.
  • Easy to Learn: An assortment of safe-on-block moves and Hundred Hand Slap being so spammable makes Honda a good character for beginners.
  • Great Crossup: Aerial 2MK is a huge move that nigh guarantees a hit when attempting a crossup.
  • Allergic to Fireballs: Honda's size, combined with his slow jump arc makes it very difficult to navigate competent zoning.
  • Air Vulnerable: Honda's anti-airs either require charge or need specific spacing to pull them off.
  • Super Bad: Super Killer Head Ram might be one of the worst Super Combos in the game, being extremely unsafe on block and having a second hit that has a chance to miss completely.
  • Major Mashing: MP and HP Hundred Hand Slaps require very quick button mashing, to the point where it becomes an undesirable variable when playing Honda.


New & Old Versions Comparison

To select Old E.Honda, choose E.Honda and then press ↑ ↑ ↑ ↓ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • System Changes: O.E.Honda can not tech throws, does not have the Oicho Throw and Super;
  • O.E.Honda has some differences in some of his normals:
    • Close Standing Jab is exactly like the Far version. N.E.Honda received a new Close punch that combos into itself;
    • Far Standing Jab has faster startup/recovery and can be special canceled;
    • Crouching Jab can be special canceled;
    • Close Standing Strong is exactly like the Far version. N.E.Honda received a new Close punch that can be used in ticking;
    • Far Standing Strong has faster recovery;
    • Crouching Strong has better range and priority and can be used as anti air;
    • Close Standing Fierce first active part has less active frames and the other active part has more active frames and better priority/range. The total of active frames is the same though;
    • Far Standing Fierce is exactly like the Far version. N.E.Honda has a different version of O.E.Honda's Crouching Fierce with worse priority, worse startup, no knockdown, less damage potential, and no special cancel, but with a lot better recovery;
    • Crouching Fierce is his classic sweep punch. N.E.Honda received a new Crouching punch that hits twice;
    • Close Standing Short is a low hitting kick. N.E.Honda received a new Close knee that can be used in ticking;
    • Far Standing Short is a fast hitting sweep. N.E.Honda has a different version of O.E.Honda's Crouching Short with bigger hurtbox and worse priority;
    • Crouching Short is his classic spear kick. N.E.Honda received a near identical version of O.E.Honda Close Standing Short instead;
    • Close Standing Forward is a low hitting kick. N.E.Honda received a new Close knee that can be used in ticking;
    • Far Standing Forward is a fast hitting sweep. N.E.Honda has a different version of O.E.Honda's Crouching Forward with bigger hurtbox, less damage on the first hit and worse priority;
    • Crouching Forward is his classic 2-hit spear kick. N.E.Honda received a near identical version of O.E.Honda Close Standing Forward;
    • Far Standing Roundhouse is his classic long range sweep. For N.E.Honda it's the same as the Close version and that long range sweep became a Command Normal;
    • Neutral Jumping Jab is basically the same but with bigger hurtbox during the active frames. The horizontal priority is the same though;
    • Diagonal Jumping Jab has faster startup and a lot more active frames but with bigger hurtbox during the active frames. The horizontal priority is the same though;
    • Neutral Jumping Strong second active part has bigger hurtbox. The horizontal priority is the same though;
    • Diagonal Jumping Strong has 2 active parts and more active frames, but the first hitting part has less active frames if compared with N.E.Honda's version;
    • Neutral Jumping Fierce can not be steered and has bigger hurtbox during the active frames and some frames later. The horizontal priority is the same though;
    • Diagonal Jumping Fierce has bigger hurtbox during the active frames and some frames later. The horizontal priority is the same though;
    • Neutral Jumping Short has better horizontal priority;
    • Both Jumping Forwards have better horizontal priority but worse vertical priority. Overall N.E.Honda's version is better;
    • Neutral Jumping Roundhouse has a lot better priority and twice as many active frames;
    • Diagonal Jumping Roundhouse has a lot better priority but can not be used as a crossup attack;
  • O.E.Honda's HHS behaves differently: has a little faster startup, a lot faster recovery, less minimal attacking duration and steerable properties. N.E.Honda's version is slower and cannot be steered but Strong and Fierce versions create a fast impulse once activated;
  • O.E.Honda's Headbutts do less knockback on block/hit;
  • O.E.Honda's Jab Headbutt has slower startup and Strong headbutt has twice as much active frames;
  • O.E.Honda's Butt Drop has smaller hitbox on the second active part (when he's falling) which gives him worse crossup ability;

In general, O.E.Honda has a better normal set (has a awesome Standing Jab, can use his Fierce Chop from any range, has all his knockdown normals from HF and most of his other normals have little benefits). But because his HHS is so different he is played in a different way (like HF Honda). Both versions have pretty much the same strength though, they are just played differently. Choose whichever version suits your style better.

Color Options

Jab Strong Fierce Start Old
Ehonda-lp.gif Ehonda-mp.gif Ehonda-hp.gif Ehonda-start.gif Ehonda-old1.gif
Ehonda-lk.gif Ehonda-mk.gif Ehonda-hk.gif Ehonda-hold.gif Ehonda-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD