Super Street Fighter 2 Turbo/E. Honda/Strategy

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The Basics

Honda's overall strategy has two main variations. Against non-fireballers, turtling is usually the way to go. Jab headbutt can beat practically every attempt to get into Honda, while Oicho Throw (especially when pianoed) can take care of throw attempts, and you make things even harder to your opponents with HHS pressure (while keeping charge to headbutt / sumo smash and storing an Oicho at the same time!), which gives Honda the upper hand against most characters that lack a fireball.

Against characters with projectiles things become difficult though...

Anti-Projectile Strategy

One of the major hurdles a beginner Honda player will run into is dealing with projectile spam - at the start you'll probably think its a lost cause dealing with the random hits/block damage caused due to his size, but after a while you'll learn how to deal with it.

First thing to know is NEVER EVER use HK Sumo Splash, that thing is serious counter bait, don't use it.

LK Sumo Splash over projectiles from max distance away does very well if you are willing to "creep" towards your opponent - remember that patience will serve you well in the long run as all it takes is to win is 1 mistake or trapping the opponent in the corner and keeping them there.

MK Sumo Splash is very risky, especially against shotos, but if it is used once in a while it may help gain some ground if you have the health to take the risk with.

Straight Up j.HP - this is controllable, so you can move forward slightly while in the air, learning to do this is pretty essential because overuse of any type of Sumo Splash will lead to being countered all the time.

The Super - Don't forget about it and remember to have a back up plan if it doesn't work correctly.

j.LK - this comes in handy since makes Honda a smaller target and seems to have pretty high priority, This move appears to do well against Guile in particular.

MP HHS - this isn't “avoiding” the projectile par say, but if you are willing to be brave (and have the health to back it up), you can at least trade hits from a fair distance away. This can be a psychological advantage knowing you always have a way to at least trade off in the damage department.

It's also a good idea to use the MP (and sometimes HP) HHS after a straight up j.HP. This can be decent pressure against characters with longer projectile recovery time, New Ken and New Sagat being prime targets.

Another method of countering projectile spam is by simply trying to “bulldog” your way to the opponent - walk forward, block, repeat (and perhaps do the occasional poke now and then). You'll slowly but surely back your opponent up into a corner. This is, of course, a very dangerous way of getting in, as proven in one of the A-cho tournaments, it can actually get you completely owned so only use this if you have strong reactions.

As stated earlier, patience is the key against someone who knows how to use their projectiles, take your time with the confidence that you'll eventually get in (even if it takes the whole round and nearly all your health to do it) and you should go far.

--RWD


Sumo Auto mix-up

When using E.Honda you can take advantage of his stored command throw glitch to do a special Sumo Auto Mix-up that can defeat some tick escape attempts.

Here is the command for this trick:

  • Qcfd.pngCdb.png > Ub.png + P.png ++ K.png

In numpad notation, that's:

  • 632[4] > 7 + P + K

In plain English we've got:

  • Half circle back stopping at down-back to store the Oicho command throw
  • Continue to hold down-back for a couple seconds to charge a butt slam
  • Up-back plus Punch and Kick to complete the auto mix-up

You'll want to use this as part of a tick. After you knock your opponent down, make them block a crouching jab as they stand up then finish the above command. If they do nothing you'll snatch them with a command throw. If they try to escape the tick with a special move you'll pass right through it with a butt slam attack. At least, you'll start to go through it -- this trick won't work against all reversal attacks.

Note that in order to have the butt slam charged in time you'll need to do the first part of the command well before you try to tick.

--Nohoho [1]



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