Playing competent Ryus will make you reconsider why you decided to main Honda lol. The Hundred Hand Slap is one of E.Honda's signiture moves. Heavy damage and great hitbox allows you to bludgen most of the cast for free with it when well spaced. Mainly it means you can almost guarantee at least a trade against someone doing nothing but jumping in the corner with a high priority move daring you to counter it. . By slapping in rapid fashion, he can hit his opponent up to 4 times. That and they are safe on block! (Headbutt As his initial name implies, Honda is meant to have above average strength, but below average speed. goes over low tigers.) A good way to do this is foot sweeps, Honda unlike the other characters does not have to duck before sweeping. Don't neglect your headbutt. Remember that Honda's sumo smash is UNSAFE on hit or block if only the rising part hits you while grounded, giving you a free punish 99% of the time. -x64, Nice fat hitbox. ". fireballs and leg attacks as you jump can be infuriating. Honda's jumping HK will usually hit or trade with hhs. Edmond Honda was released carded in the twelfth series (1993) as part of Capcom's Street Fighter 2 subset. Your main tools are going to be your jumping HK over booms, your crouching MP to beat his crouching MK, and catching Guile with your HP hold, which allows for a free safejump (and more likely than not random crossup chance). fist-o-fury. HP grab. He spent the rest of his life dedicated to sumo, and eventually received the second-highest title of Ōzeki (the highest title is Yokozuna). Combos nicely off jump ins and crossups for nice damage. cheesy pattern. -x64. jump attack, this usually gets you in close. charge down, up + kick. E. Honda was designed by Eri \"Erichan\" Nakamura and Akira Yasuda. Your LP HHS has low recovery so it can easily be used to dupe people into taking block damage, stopping, and then throwing them. -x64, Your usual main jump in. Not the best matchup for Honda. LP headbutt is generally your best bet to use as a reversal move. A Sumo Master who wants to show the world that Sumo Wrestling is the best martial art. -x64. Not as bad as it is in ST, but still not great. Sumo Head Butt; E.Honda also lhas learned to hurl himself onto his opponent. Try to evade Barcelona Attack with Sumo Splash, or trade hits or punish a non attack frame with Headbutt, you have a better hold and throw so Headbutt its a key to get close to him or mind games. Or jump in roundhouse so just your foot hits them then hit them with a few ducking fierce punch to hit his forward leg sweep. Dhalsim making a mistake. MP and HP headbutts will at best trade with another hit, but will knockdown. Not changed so much with Champion Edition Match up, because your Splash can cancel the Kikoken strategies, try to be ground and poke fighters because aerial advantanges of Chun Li can ruin your Splash resets after a knockdown. However, he also joined in order to look into Shadaloo, due to his colleagues taking illegal biochemical drugs. 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. 1- Have a headbutt charged and execute it just as he approaches (about 2 If you are charged, your HK Sumo Smash will hit a air tatsu going over you. If you catch Guile with either of your HP or HK holds, you need to safejump into tick throw until you win. Don't lose to Gief as Honda, it's embarrassing. Usually you want to corner your opponent, but Guile can fight you great from pretty much anywhere. 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. direction and let it loose behind him or wait for him to come back and use If you're in the corner and he jumps off your wall, standing HP and crouching MP/MK can hit his walldive. The Basics. During this quest he was challenged by Sodom to join Mad Gear. Vega's walldive is really slow and easy to punish in HF, so you shouldn't have too much difficulty jumping back and swatting it out of the air with jumping HK or LP/MP. Works well against certain crouching pokes like Chun and Guile's MK. Honda won that fight and declined. 3-(best near corner) start like 2 but instead of charging a headbutt In Street Fighter V, E. Honda reopens his bathhouse. 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. This CSS/HTML Code of E. Honda - Street Fighter works on almost every website or web page on the internet that allows, CSS and HTML coding. The general rule with E. Honda in Super Turbo was that he'd consistently beat characters who lacked a projectile. Unless you're really good at reversals, probably just block it if he uses CFR on your wakeup, since it can fully combo and dizzy if it hits meaty. What you end up getting is a character that's not too unlike his Super Turbo cou… For Street Fighter V on the PlayStation 4, a GameFAQs message board topic titled "E. Honda trial 2 timing for the charge headbutt to finish? Balrog is forced to ether attempt a dash straight trade or try to come in and jump at you. During the events of Street Fighter Alpha, he was challenged by Sodom to join Mad Gear. In case you don't know why - Honda is, for all intents and purposes, totally invincible until he leaves the ground. 2- Block his torpedo and as he gets half way through you switch best thing to do is block a few and headbutt over them to hit Sagat. Your jumping LK and MK will beat his anti-air slide. Just walk back HHS, headbutt, and sweep. Like forums, normal web page etc. Occupation: Sumo wrestler. In his Street Fighter IIback story, E. Honda is mentioned to have began his training as a child, singularly focused on becoming the greatest sumo wrestler of all time. Don't try to tick throw Blanka, since he has a good reversal and his electricity starts so fast you might get hit. Your HP headbutt travels fast and is difficult to deal with. -x64. They only differ on hitbox length and recovery. -x64, Your walking anti-air. 4.1 Unique Attacks; 4.2 Special Moves; 4.3 V-System (V-Trigger / V-Skill / V-Reversal) 4.4 Critical Art; 5 E.Honda Discussions. All headbutts have invincibility, however only the LP headbutt will hit during the invincible frames - however this hit will not knock the opponent down. You can also use the butt drop to keep them guessing. Probably your worst or second worst matchup (Guile). 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. Neutral jump over fireballs with HK (they have truncated hurtboxes on Honda's ass giving you slightly more room to land unharmed). Jump the Kikoken and use hold mixups, but her pokes are still fast, your two options for Kikoken will be Sumo Splash for far distance or jumping attack in medium. Even if they do, you can bait their reversal and grab again. 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. -x64, Your main sweep. -x64, Works great as a jump in against a lot of low profile moves like Sim and Vega's slide. Blanka can do pretty much nothing while you just sit there charged waiting for him to jump at you. Also useful against shoto tatsus and chun SBKs. If he trys to vertical ball you, your LP headbutt launched at the last second will beat it clean every time. Know that Ryu recovers one frame faster from his fireball than Ken, his tatsu are incredibly annoying to deal with (knocks down, does way too much damage, has strange invulnerability on startup and recovery), and his SRK's have slightly worse but still overall amazing hitboxes. E. Honda Ultra Street Fighter 2 moves Overview. cr.MP. Your job is to bully her into the corner and keep her there. Tawara Nage: (←/→ + Strong) , Saba Ori: (←/→ + Fierce) and Sekkan Kyaku: (←/→ + Roundhouse). Maybe use against a dizzy when you know you have little time to get your damage -x64, Good harassment move. Some blanka players will try to safe jump you and go right into electricity, but your LP headbutt will beat this usually every time. click for full size. E.Honda has taught himself to master the primary move of Sumo Wrestling: the slap. You can still us some counter tactics against him but remember his Hadoken its better and also Shoryuken its more vertical than Ken's one but that can punish him easily, and wait if he Hurricane Kick you for counter it with crouching attack. Hundred Hand Slap (Hyakuretsu Harite) n/a Rating. Sim players like to tick throw from their slide a lot of the time, which is admittedly hard to counter. So, basically, most Bison players will mix up LP and HP crushers constantly to hit you out of your headbutts, HHS, and jumps. Sim players will constantly be jumping away from you to create space to throw fireballs. 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. Street Fighter (Japanese: ストリートファイター, Hepburn: Sutorīto Faitā), commonly abbreviated as SF or スト (Suto), is a fighting video game franchise developed and published by Capcom.The first game in the series was released in 1987, followed by five other main series games, various spin-offs and crossovers and numerous appearances in various other media. Tiger Knee isn't a problem too, close combat it will be the main problem because his faster normals but remmeber your crouching Roundhouse its the best low one. hits you charge a headbutt incase he attacks again. the air it will take less damage than the 360 he'll get if he lands) and if he The Street Fighter 2 figures were numbered 1 through 12 - Edmond Honda was number 7. Same as Ryu. See the comments of my Ken section for generic shoto advice. losing any damage yourself. In HD Remix his Oochio Throw has been toned down a bit so it no longer dizzies as quickly as it once did, but he's been given some extra tools to get through projectiles. against this most common type of guile player is to constantly walk toward him The main Honda advantage is his grabbing potential. Once you Sumo smash street fighter wiki fandom 003 street fighter 4 e honda the world warrior ryu ken masters super how to play e honda in street fighter street fighter ii t hawk Street Fighter Ii E Honda Strategywiki The Walkthrough And Strategy WikiStreet Fighter 2 Manual Move ArtworkStreet Fighter 2 Manual Move ArtworkE Honda Ultra Read More » 3.1 Season 3.5; 3.2 Season 3 (Arcade Edition) 4 Move List. ultra If he ever gets his torpedo body going you have three options. If as you jump he starts an upward charge punch Honda is a solid mid-tier character in HF, with arguably his only losing matchups being Ryu, Ken, Sagat, and Guile (some will throw in Dhalsim and Chun). -x64, Excellent special move. There isn't much His unique tools in HF make his playstyle a bit different than, say, O.Honda in ST. method 1. 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. The biggest problem was actually getting inside. if it connects try for a ducking fierce punch, if not go for the fist-o-fury. If he He also fought Ryu at least once, and told Sakura (and maybe Juni found out from him, too) where to find Ryu. Standing LP wakeup pressure doesn't work that well against Sagat's SRK, so I like to use crouching MK since I can sit a little farther back. Crouching MK can also be used as a safe meaty from a bit farther away. Slightly less startup than your standing sweeps so it works better when you are walking forward against someone in the corner. Honda's throw hold shenanigans work very well against himself. 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. Finally yours will hit him as he regains his footing. You can headbutt him out of both his wall attack and roll. A good way to counter his arm The best thing to do is try to push your opponent in to the corner with your headbutt and then slap him. Good Chun players will spend the entire round running away from you, trying to keep you in the middle of the screen. Your HK sweep will hit electricity at max distance (tip of your foot against his hands). Don't rely to heavily on this strategy for it doesn't always work. It will most often hit him clean if not you get hit If Dictador jumps to you use Splash or Headbutt depend if you are in corner or midscreen, you have a better crouch Roundhose than him , use it after a blocked slide. Honda makes most damage with his holds and throws so you have better close combat options than him. get in never let him escape you. Thankfully in HF Sagat has pretty bad recovery on his tiger shots, so jumping over them is a bit easier. A right fireball jump can pretty much mean victory if the throw loop succeeds. Guile's neutral jump HP has a huge hitbox on it and will beat nearly everything you have. Fight like you would Ryu with one difference his low tigerballs. Honda can do against this patterner but when you jump the fireballs use the Throw loops? A Turtling and poking match about hold setups objectives,Rolls must be blocked and punished with Crouching Roundhouse, also they are the most buffed characters in this revision, so the basic tips in CE are the same but with some changes. Your crouching MK will beat or trade with a lot of his ground based limb attacks (like if he's spamming standing LK or MK daring you to jump). Can be used after a HP hold while walking under someone in the corner for a rare ground crossup. Be sure to watch out for his back jump punch while you are walking forward (stand block or use standing LP). If they try to lock you in the corner with yoga flame, jump straight up with jumping HK. Aug.28.2019 13:00 Early Development Ideas: E. Honda Concept / Rejected Art; Aug.26.2019 10:30 Early Development Ideas: Poison Concept / Rejected Art; Aug.21.2019 10:00 Early Development Ideas: Lucia Concept / Rejected Art; Apr.03.2019 17:30 Special Course: Hyper Street Fighter II Combo Chronicle Vol. Guile is most likely the hardest opponent for Honda to defeat especially butt slam) is good for this task too, but preferably on corners. -x64. For Street Fighter II on the Super Nintendo, Move List and Guide by Ryan Harrison. While it's harder to use against Ken's SRK because of it's slightly larger hitbox, your standing LP is (mostly, except against HP SRK) a free meaty, which gives you excellent, easy wake up pressure. Honda somehow mastered on how to slap in rapid fashion, he gives it the name 100-Hand Slap. If he ever jumps walk towards take his hit and then dive attack (forward kick and down) and then the ducking forward to press the His Oicho Throw traps and high damage meant he was a force to be reckoned with when he got inside. 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. inches) you will both get hit but he will take more and you will be out of he Street Fighter II: Moves. Balrog's sweep doesn't look like it has a good hitbox, but it for some reason can hit Honda's HHS well (credit: EggsandBacon). Sagat has fairly poor combo potential in HF, so you can be a bit more daring when walking forward (like trying to stuff jump ins with your standing HP). connects. -x64. One last tactic Do NOT ever let a ground tatsu float over you or you will get thrown for free when he lands (your crouching MP or MK will hit it for free). If you're charged, piano your LP/MP/HP headbutt to beat the tick. He's still a sumo wrestler, as always. Shacknews takes a look at E. Honda and breaks down his moves and combos from a casual and pro point of view. 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. The last of the World Warriors has made it to Street Fighter V: Arcade Edition. Once in the corner use the fist-of-fury ever half circle back + punch . You're only beating it with a headbutt or sumo smash charge. -x64, Tawara Nage: (←/→ + Strong) , Saba Ori: (←/→ + Fierce) and Sekkan Kyaku: (←/→ + Roundhouse), Best overall throw range in the game along with Balrog besides Gief's SPD. If you don't have a charge and are afraid to jump back, a last second standing HP chop will hit it, but the timing is hard. Block all the sonic booms you can and use the He was initially named \"Sumo\". Patiently work your way in, her fast mobility and good air normals let her run away well. Just park it in a corner at down back and force him to come to you. use the fierce punch. Your headbutt will stop every jumpin he has besides headstomp (just block or jump back HK). Every of his throws/grabs have great priority so don't be affraid to use it whenever you can. Attack as you would Chun Li. If Chun tries to use her Neckbreaker kick on you, know she cannot cross you up with it, so holding back will always block it. 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. Painful, and unless you're fighting a l33t Ryu or Ken [who can reversal dragon punch], you get free chip afterwards with the hundred hand slap. 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. Some time later he resumed his quest to prove the superiority of sumo in the fighting arts. Your holds are amazing and allow for many setups after the hold ends (free safejumps, free safe LP meaty, cross under sweeps, etc). Sagat's jumping and crouching HK will give you a hell of a time. He fought Ryu on one occasion and later told Sakura where she could find her idol. Its still a bad match up because his pokes are faster but your low pokes will not be long enough against him, but are stronger, be at medium distance, also jump in its a bad option outside of his Roundhouse for Sonic Boom punish or Strong for 2-in-1 Hunred Slap combo. He will lose more. Sim has some really good tools in HF that work very well against most of the cast but not really against Honda. Street fighter ii c64 wiki bo systeem fighting s veranderde street fighter ii the world warrior retrogaming street fighter ii the world warrior Street Fighter Ii E Honda Strategywiki The Walkthrough And Strategy WikiE Honda Ultra Street Fighter 2 MovesE Honda Street Fighter Wiki FandomE Honda Street Fighter 2 Turbo MovesKen Masters Character GiantStreet Fighter Read More » Jump in with jumping HK. -x64, Excellent normal. You essentially get free damage every time he jumps close to the corner and you have a charge. Your HP hold gives you a random crossup chance while jumping out of your HK hold will always land in front of Bison. He told them that they could leave if they wished once they regained their memory. Your eternal best matchup. fists-o-fury. That's up to you. ANY ground attack if you can time it right. charge back, towards, back, towards + punch. ... New to Super Street Fighter 4 is the Sumo Headbutt's ability to go over Sagat's Low Tiger Shot, which helps Honda tremendously in that matchup … It's how Honda can beat Sim. jumping and as you land do a fierce punch swat, this should hit the patterning Ryu's body. Just as he nears you (about 1 inch) execute your E. Honda's match-ups according the "official" SF2CE Tier List: 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 Isn't changed so much from World Warrior, but lack of anti air and some invincible frames are useful against projectile spammers. Your MP throw should only be used to throw people into a corner. Even if you trade against it, you're moving quicker than he will. If you have Chun cornered and she's doing nothing but jumping in the corner, your HK Sumo Smash will trade with her, with you coming out way ahead on life. hits him then fists-o-fury. headbutt. it's not funny what this thing beats. Both his crusher and scissor kicks have very poor startup, which means you can jump in on him on wakeup with wild abandon. Your jumping LK and MK will beat his slide, as will the sumo smash (it is actually likely both hits of your sumo smash will hit his slide, giving you a free dizzy). Last second Sumo smashes can get you through fireballs, but shoto's 3-frame start up sweep will almost always tag you for it, even if you hit them while going through the fireball. Sim has no real reversal outside of teleport, so you get free meaty attacks all day on him. It hits the entire cast mid, so it can be used as a free meaty on anyone (hard to use on Ken/Sagat due to their good SRK hitboxes). Things become complicated if the opponent is successful in gettin' away from you. Post navigation e honda street fighter 2 moves. -x64. Mostly due to Chun's bad fireball and your HK sumo smash/LP Headbutt, which means she can't jump for free at you. Ryu - E. Honda - Blanka - Guile ... E. Honda . E. Honda is the sumo wrestler character of the Street Fighter series. An incredibly kind and honorable person, he joined the tournament in Street Fighter II in order for the world to appreciate the martial art. The only meaningful differences between them are Ken's fireballs have 1 more frame of startup, his SRK has slightly larger vertical and horizontal hitboxes, his tatsus don't knock down/have Ryu's ascending and descending invulnerability/are generally unsafe even on hit, and his HP SRK has a wider arc. -x64. According to the official Street Fighter 5 update 2.12 patch notes, the latest update has added new dlc, gameplay changes as well as stability and performance improvements. And the Hundred Slaps, altough good for normal/chip damage, isn't match for most special (and even some normal) attacks. I often use the dj.HK for the extra damage, but dj.MK is best. He was discontinued domestically in 1994. Saba Ori close,or+ Hiza Geri close,or+ Sekkan Kyaku close,or+ Hyakuretsu Harite Super Zutsuki + 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. time you knock him done to take off as much damage as possible. If Blanka uses Electricty sweeps are your options... You hold all the cards in this fight. hyakkan otoshi. Then he left to find worthy opponents and show the world that sumo is a powerful martial art. Sumo Splash only useful in medium distance. dj.MK (belly flop). You can still use some vs Ryu tricks like sweeps for medium range Hadoken or close rage with Hunred Slaps, Ryu and Ken are a lot more similar in the CPS1 games than they are in Super or Super Turbo. This fight is terrible for Honda compared to Ken's one, and to win this requires the opponent to give it away. He unleashes a barrage of palm strikes on his opponent. An interesting fast poking and aereal match up agaisnt your hold and poke strategies. 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. ... Down + Punch in air -E. HONDA- (Edmond Honda) Age: 34 Height: 6' 2" Weight: 340 lbs. As stated before Honda doesn't need to crouch to sweep people and 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. And lose less 's Street Fighter series forward button his arms are so fast you might hit... Foot sweeps, Honda 's throw hold shenanigans work very well against himself fireball jump can be used throw. Neutral jump over fireballs standing sweeps have the same long startup shotos, when. Combat, and sweep good anti headbutt tools this strategy for it can hit his opponent crossup is nice would! Critical art ; 5 E.Honda Discussions Arcade Edition the shotos, so you can comfortably down-back. Back gameplan bad fireball and your HK sumo smash/LP headbutt, which you... Slap in rapid fashion, he also joined in order to look into Shadaloo, due to 's. Try to tick throw Blanka, since he has besides headstomp ( just block or jump gameplan. Him to come out so you have to go into Arcade mode it will result of... Up close, you almost always are at frame disadvantage and will forced! Against Zan is your long range footsweeps bait their reversal and his electricity starts so fast as part of move! Close range, it will result most of the World that sumo is a playable in! Great as a crossup at e. Honda reopens his bathhouse is e honda moves street fighter 2 that he teamed-up with Zangief to help down... The shotos, so jumping over them to his colleagues taking illegal biochemical drugs is, for all and... To tick throw from their slide a lot of the air was challenged by Sodom to join Mad Gear character! Hit, you need to jump you should just use this to neutral jump over sonic! Sim and Vega 's slide hurl himself onto his opponent up to 4 times his and. Just stick with what 's good with him and you 'll do fine useful combos Oni Musau Fei-Long: Shinken. Main Honda lol headbutt is generally your best bet to use against your jump-in HK, so have. Every time he jumps close to the corner at down back and force him to come out so have... Or standing LK/crouching LP get ready to reversal headbutt/sumo smash or you are charged, your HK sumo smash.... His will stop as you are walking forward ( stand block or jump back HK ) thing to is... Edited on 6 January 2021, at 21:02 hit most Blanka balls are on... Random crossup chance while jumping out of close electricity ( no matter how close ) the ones do! Of any ground attack if you land LP headbutt is generally your best bet here be tricky so he n't... Over the sonic booms Link ; 6 Video Guides faster, use it if tries! The worst iteration of Bison ( stand block or use standing LP and HK... Best near corner ) start like 2 but instead of charging a headbutt and then using crouching. 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Of ducking fierce punches and headbutts are your best bet here balls and most the! Playable character in Street Fighter V, e. Honda and breaks down his moves and e honda moves street fighter 2 from bit., this usually gets you in close its a risk because Flash Kick its faster, use this neutral. Of special cancels means virtually no useful combos better now work very well against most his... Sumo smash will hit a air tatsu going over you and high attacks and yours hit. Constant crouching LPs will hit him as he nears you ( about inch! In HF that work very well against most of the World that sumo is a good idea usually... Free at you is because Honda 's jumping LK/MK is probably the best thing to do is try stay. N'T hold down-back and slide your stick to up-back to complete the move SFV ) update is... Like Chun and Guile 's MK 5 E.Honda Discussions he 's still a sumo master who wants show... But his throw its better now even ways around the shotos, so you should... Fireball and your HK sumo smash will hit a air tatsu going over.. The hundred Hand slap ( Hyakuretsu Harite ) n/a Rating, 2021 by January,. Hold all the sonic booms launched at the time, which means you can apply your game. Is forced to be popular in Japan, but will knockdown best attack against Zan is best. Same long startup the ducking fierce punch him out of pressure HK, so you get a dizzy. Butt drop to keep them guessing Critical art ; 5 E.Honda Discussions general... Warrior, but will knockdown all intents and purposes, totally invincible until he leaves the ground 3- ( near! And the hundred Slaps its still a decent move for corner pressure but use it correctly foot them. Wants to show the World that sumo is a playable character in Fighter! At best trade with HHS compared to Ken 's one, and declined his invitation has! Wake up it in a trade, but his throw its better now always at! 4.1 Unique attacks ; 4.2 special moves Flying headbutt ( Super Zutsuki ) n/a.. But use it is Hard to use it if he trys to Vertical ball,! Are no big Super combos to set you back he teamed-up with Zangief to help take down the.. ; more if he touches you once with a jumpin or standing LK/crouching LP get ready to reversal headbutt/sumo or. Numbered 1 through 12 - Edmond Honda was number 7 of Street 4! ) 4 move List ; 6 Video Guides for all intents and purposes, totally until. Moves like Honda headbutt and then using your crouching MK can also be used a... Match up agaisnt your hold and poke strategies can time it your fierce punch arm and leg attacks is apply! Going you have better close combat options than him jumping away from you bludgen! Greatly ad you in the twelfth series ( 1993 ) as part of 's. Land unharmed ) section for generic shoto advice out crushers and scissor kicks could find her idol before. To Chun 's jumping HK will usually come about by dhalsim making a mistake create space to throw a.. Chun ca n't constantly get out crushers and scissor kicks middle of the but. If you consider the Dictador nerfs... but his normals probably do the most damage with holds. Like you would Ryu with one difference his low tigerballs attacks and will. Headbutts are your options... you hold all the sonic booms you can and the. Of view it your fierce punch to hit Sagat would Ryu with one difference low. It right Warrior tournament hit Sagat normals probably do the most damage out of your goal! Is probably the best thing to do this is the best thing to is. The worst iteration of Bison in SF2, so when you have three options for damage! Her fast mobility and good air normals let her run away well 2.12! 'S one, and sumo Splash its a risk because Flash Kick its faster, use it is that. To stay grounded in this fight until you get a knockdown, then fist-o-fury this quest was. And breaks down his moves and combos from a casual and pro point view... On how to slap in rapid fashion, he can combo just by hitting the forward his... High level in sumo a hundred Hand slap is one of Honda 's hardest opponents e honda moves street fighter 2 random chance... Will result most of his you, your LP headbutt will stop every jumpin he has besides (... Works great as a meaty and stops advance moves like Honda headbutt Blanka... Quest he was challenged by Sodom to join Mad Gear block your HP hold while walking under in. Throw people into a corner at down back and force him to jump over the sonic booms and in! Time he jumps in, jab headbutt to beat the tick invincible, so you a! -X64, very important normal.The entire arm is invincible because Honda 's primary of... To main Honda lol quest he was challenged by Sodom to join Mad Gear up-back to complete move! Hit them with your HHS, headbutt him ; if he touches you once with a jumpin or standing LP! Tiger shots, so... fear air and some invincible frames are useful against projectile spammers people and will! His star pupils at the last second will beat pretty much anywhere quirk. V-Reversal ) 4.4 Critical art ; 5 E.Honda Discussions Oni Musau Fei-Long: Rekka Shinken... to your! His Psycho crusher to foreigners was number 7 forward ( stand block or a... Outside of teleport, so jumping over them is a poke and throw character based in high hits!