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    E.Honda by Rocky Valkryie

    Updated: 08/31/09 | Search Guide | Bookmark Guide

    ||                            Honda In-Depth Guide                           ||
    ||                             Street Fighter IV                             ||
    Written by: RockytheHercules
    Last updated: 2009-08-29 13:01:28
                                   Table of Contents                               
    - Introduction
    - Key Terms
    - The Moves
    - Strategies
    - Links
    - Contact Me
    As you can probably tell, having clicked on this guide, this is a guide to
    playing Edmond Honda in Street Fighter 4. If you've already chosen to play
    Honda, then great, welcome to the team. If you're looking around for a
    character to play, ask yourself first why you want to play him. 
    Tier-wise, Honda is about mid-tier. He has a couple of relevant favorable
    matchups, but is generally not favored against especially fireball-heavy
    characters. His strengths are his big damage and high stamina. However, these
    qualities are present in other characters who are easier to play, such as Sagat
    and Zangief. In addition to this and his fireball weakness, he is slow, has a
    large hitbox, doesn't have a very good close anti-air move aside from EX
    Headbutt(making him susceptible to cross-ups), and just generally has a hard
    time putting pressure on opponents. If you're looking for an easy character to
    pick up and play, look elsewhere. But, Honda can be a precision tool in the
    right hands, and I'm here to tell you what your options are.
                                       Key Terms                                   
    The first thing you should know are what to call things, meaning what things
    are referred to in the community. Most of these are either common sense or at
    least very common knowledge, so feel free to skip past all these if you're
    already familiar.
    First, the directions and buttons:
    u - Up
    d - Down
    f - Forward, or toward the opponent
    b - Back, or away from the opponent
    P - Punch. In this guide, a capital P will refer to "any punch."
    LP - Light punch. Also referred to as jab. It's the default function of the
    square button on the PS3. 
    MP - Medium punch. Also referred to as strong(STR). It's the default function
    of the triangle button on the PS3.
    HP - Hard punch. Also referred to as fierce(FR). It's the default function of
    the R1 button on the PS3.
    PPP - All punches simultaneously. Normally mapped to L1.
    K - Kick. In this guide, a capital K will refer to "any kick."
    LK - Light kick. Also referred to as short(SH). It's the default function of
    the X button on the PS3.
    MK - Medium kick. Also referred to as forward(FWR). It's the default function
    of the O button on the PS3.
    HK - Hard kick. Also referred to as roundhouse(RH). It's the default function
    of the R2 button on the PS3.
    KKK - All three kicks simultaneously. Normally mapped to L2.
    st. - Standing. Meaning do this action on the ground, while not pressing down.
    cr. - Crouching. Do this action on the ground, while pressing down.
    j. - Jumping. Do this action while jumping, which is done by pressing up.
    Throw - An unblockable attack which is done in a very close range. It can be
    done by pressing LP+LK with any character. Honda, however, has a command throw,
    which is performed with a different input.
    Focus Attack - A new type of attack introduced in SF4. It "absorbs" one hit
    from an opponent, and depending on the length of time the input is held, it has
    varying effects. Performed by pressing and/or holding MP+MK.
    EX - Similar to a special move, but performed with the use of any two versions
    of the buttons instead, for example, LP+MP or MP+HP for a move requiring use of
    any punch.
    qcf - Also known as the "hadouken" or fireball motion. Performed by quickly
    pressing down, down-foward, forward (d, df, f) on the joystick.
    qcb - Similar to the qcf motion, but down, down-back, back (d, db, b) instead.
    hcf - Similar to the qcf motion, but back, down-back, down, down-forward,
    forward instead.
    hcb - Similar to the qcf motion, but forward, down-forward, down, down-back,
    back instead.
    (charge) - Referring to the need to hold a direction for a short period in one
    direction in order to trigger a move. For example, Honda's Headbutt move is
    performed by holding back for a couple of seconds and then pressing forward and
    any punch. Thus, it would be noted as b,(charge),f+P. 
    DP - "Dragon Punch," referring to the motion for "shoryuken," performed
    forward, down, down-forward (f, d, df) on the joystick. Also used to refer to
    moves with similar properties, even though the motion may be different, such as
    Fei-Long's Flame Kick or Balrog's(Boxer's) Headbutt.
    FADC - Focus Attack Dash Cancel. To do this, first start a Focus Attack(MP+MK),
    then quickly cancel out of it by dashing forward(f,f) or dashing backward(b,b).
    These are some common slang words used by Street Fighter players:
    Poke - Usually, an attack with good range and priority which is done at about a
    medium distance.
    Priority - Based on the properties of the moves, if two moves are used at
    roughly the same time, the likelyhood that one move will come out and the other
    player will be hit.
    Footsies - Carefully gauging distance based on the range of pokes, usually done
    on the ground by walking back and forth to reach optimal poking distance.
    Stuff - Used as a verb, this means for a move of higher priority to hit the
    other player, causing their attack animation to be skipped. For example, if a
    player tries to use a normal attack against a player using a shoryuken, the
    normal attack will not be shown, and that player will get hit instead.
    Tech Jump - Certain moves, such as throws and some lows, have the property that
    if the opponent is off the ground, such as due to jumping or being juggled in
    the air, they will miss unconditionally. A tech jump is a move that invalidates
    those moves without having to jump first.
    Tech Crouch - A move which tech crouches evades moves that do not normally hit
    crouching opponents, without necessarily being done from a crouch.
    Tick Throw - As I understand it, it is the combination of a quick move which is
    supposed to hit or be blocked, and a throw which is performed right as the
    opponent is coming out of hitstun or blockstun, so there is no opportunity to
    counterattack in the interim.
                                       The Moves                                   
    Alright, so here we go. The meat of the guide is here. Obviously, I'm not the
    be-all, end-all expert on the subject, but I can comment on what I know, so
    I'll try to give you the best opinion I can on each move.
    Let's start off with the normal moves.
    st.LP - A very quick move, can be used to interrupt. Obviously doesn't do very
    much damage, but if you end up close, you can use it to start an offense. Gives
    you a little advantage on hit and block.
    cr.LP - A very quick poke. Its range is very useful, and you can pretty much
    stick it out at footsie range with little concern, as it's very fast. You can
    also combo into HHS.
    jump up LP - Not really all that useful. You can use it if you jumped up
    anticipating a jump at you, but they just move forward on the ground instead.
    j.LP - Against taller opponents, like Sagat or Gief, you can use it to escape
    by jumping back and hitting LP early. You'll catch them if they're just
    standing there, and if they jump at you. Careful with it, though, as you might
    catch a punish if they're ready for it.
    st.MP - Not great, but has decent range. In close, it does two hits and you can
    combo after it, which is handy. A little slow to start, though.
    cr. MP - A bit slow. You can combo HHS off of it, but cr.LP is so much safer,
    and the difference in range is negligible. I don't use it very often.
    jump up MP - If you jump up early enough against an oncoming jump-in, it will
    stuff a lot. It's slightly slow, but when it comes out, it's got pretty good
    priority. I have to emphasize that you have to have jumped up before your
    opponent, though, or you'll eat the hit. Its main disadvantage compared to jump
    up HP is you can't change the angle of the jump like you can with HP.
    j.MP - A good air-to-air move if your opponent is higher or about the same
    level as you. It'll hit grounded opponents from a sort of weird angle as well,
    and has decent range, so use it if you think your opponent might jump at you,
    but not from too close.
    st.HP - It has respectable range, good priority and excellent damage. It stuffs
    a lot of moves and is a passable anti-air against some. I mainly use it against
    opponents who use moves that tend to tech jump st.RH. The close version is a
    reasonable anti-air, but I haven't had much success with it against cross-ups.
    cr.HP - It does considerable damage, but the range isn't great, and it's quite
    slow. It does kind of tech crouch, though.
    jump up HP - Also known as the "floating fierce," it's a very good move which
    has a lot of applications. You can wiggle slightly forward and backward after
    hitting the fierce button, and because of that, you can slightly alter your
    trajectory. This is useful in getting past fireballs(float forward) relatively
    safely, as an air-to-air against high jump-ins(float backward), and even
    against grounded opponents(float forward). The weakness is that the distance
    you can travel is very little, so your mobility is hindered. After landing,
    sticking out st.HK if you're mid-range or so is usually a good follow-up, as it
    creates a block high->block low condition, and if you hit with the floating
    fierce, st.HK combos.
    j.HP - Not a bad jump-in, but somewhat lacking in range. The angle is a lot
    more vertical than his other jump-ins, and you can combo st.HK or HHS after.
    Basically, if you're coming down a bit deep, j.HP is your best choice. If
    you're coming down from far, probably go with j.HK.
    st.LK - A quick move, not really that great. In close, it hits low and is
    decent for a tick throw.
    cr.LK - A quick low, good for mixups and to start a HHS or Ochio tick throw.
    Fast enough to use to interrupt as well.
    jump up LK - Kind of an awkward knee kick thing. I'd imagine if you jumped up
    and they came up real close, you could hit with this.
    j.LK - It's a decent move to use to jump away from someone by hitting LK early,
    it can stuff poorly-timed jumps at you. 
    st.MK - Kind of awkward, doesn't really have enough range to use over your
    other options.
    cr.MK - A reasonable low. After a jump-in, you can combo into this into
    headbutt for more damage than cr.LK. It doesn't generally have enough
    reliability to useĀ  over cr.LK, though.
    jump up MK - It's very awkward, as it's angled upward. Possibly, you could use
    it as an alternative to jump up MP if your opponent jumps earlier.
    j.MK - It's your go-to cross up jump-in. You can do it high in the jump as an
    air-to-air, and it's pretty decent unless they're doing something with better
    range, but it's best done a bit later for the cross-up. If you're aiming to
    jump over, you can often catch opponents trying to jump away, as well. Follow
    up with cr.LK->HHS or headbutt.
    st.HK - An excellent poke. Great range, fast, good damage, and it's a low. It
    combos after some mid-range jump-ins like j.FR and after fierce HHS as well.
    Basically, when trying to do footsies, this and cr.LP are your best options.
    Some characters tend to tech jump it, though, and in those cases, use st.HP
    cr.HK - I'm not a huge fan, but it is a reasonable sweep with good range. It's
    quite slow though. I guess it'd be a reasonable mixup considering the range,
    but I feel like there are better options.
    jump up HK - It's a decent air-to-air against oncoming attacks, seems to have
    pretty good priority, but the range is pretty small.
    j.HK - Has probably the best range of your jump-in options, and it's one I use
    often. It's also actually a good air-to-air option, if your opponent is lower
    to the ground than you. Still, good damage and range, so a good move overall.
    Also, you can jump away with it to catch overeager opponents jumping in on you
    after a knockdown.
    df+HK - Honda's overhead. It's not really great for much, because it's super
    slow. The only use it has so far is to threaten an overhead and cancel into
    something else.
    Focus Attack (MP+MK)
    Honda's focus isn't really that great. The range is a bit short, and the hit
    comes out a bit slow. Honda does sort of crouch when he does it, but aside from
    that, I can't say much good about it.
    Hundred Hand Slap (Press P rapidly)
    The hundred hand slap, abbreviated HHS, is one of Honda's signature moves. It's
    also very good, and therefore you should learn to do it without fail. You can
    easily go into HHS from cr.LK or cr.LP, so it's easy to set up. The actual
    input requires you to input any punch 5 times within 3 frames, with the last
    input hit determining which version comes out. The LP version has the longest
    recovery and doesn't move you forward, and the MP version is only slightly less
    recovery than that, but inches you forward. For all intents and purposes, you
    should just learn the HP version, as it has the least recovery and does the
    most damage. The EX version is actually slower than the LP version, and it can
    actually move you backwards, so when players do it by accident, they tend to
    move backwards, because most Honda players will maintain a down-back charge
    while doing HHS. So, that out of the way, what's so good about HHS? Well, first
    of all, it does good damage and if blocked, good chip damage. It also builds
    meter very well. In addition, you can maintain a charge while performing HHS.
    Best of all, though, are the follow-ups. If you hit close, you can go fierce
    HHS, inch forward, then fierce HHS again. Or, fierce HHS->cr.LP->fierce HHS.
    You can cancel HHS into super, as well, so that gives you a good way to get big
    super damage. Another good trick is on hit or block, you can FADC into Ochio
    for even more damage.
    Headbutt (b,(charge),f+P)
    A very good move. The punch button pressed determines the speed, power and
    distance Honda travels when performing the move. The EX version is of note
    because its speed and priority are very high, beating out moves the normal
    versions would not. It deals good chip damage, but be careful especially when
    the stronger versions are blocked, because it can leave you open to
    counterattacks. EX headbutt is also your best option against crossups. Just
    hold back, and when the opponent goes over, hit the punch buttons, and it'll
    come out. Also, be careful against opponents with DPs, because you'll lose out
    against those. For the most part, other characters with torpedo-like moves,
    such as Blanka's roll or Bison's(Dictator's) psycho crusher, will be beaten if
    you start at about the same time. Headbutt also breaks armor.
    Splash (d,(charge)u+K)
    A decent move. The kick button determines the distance you travel, the angle of
    the move and the damage. This move only hits on the way down, and it seems to
    have fairly low priority, so it's not really an ideal anti-air. It is useful to
    do things like tech jump against a throw or low, cross someone up, and other
    tricks. If you're expecting your opponent to throw out a low poke, the LK or MK
    versions could be used as a kind of overhead. The MK version is generally the
    most useful to cross up. The EX version does seem to have higher priority, and
    seems to have hit on the way up, so it's a decent move to throw out if you're
    knocked down and being pressured, but like the other versions, it's got
    terrible recovery, so be careful with it.
    Ochio (f, df, d, db, b+P)
    A very good move. It does a very good amount of damage and it leaves you right
    on top of them for wakeup shenanigans. You can tick into it, basically with LK
    or LP, standing or crouching, and it has pretty good range. It is just a smidge
    slower than a normal throw, so keep that in mind. The EX version has longer
    range. Also, keep in mind that you can whiff it to build meter, such as when
    fullscreen and idling against a non-fireball character, or immediately after
    hitting an EX headbutt.
    Super (b,(charge),f,b,f+P)
    It's really a shame that this isn't Honda's ultra instead. It does very good
    damage, goes through fireballs, has two opportunities to hit, and can be
    combo'd into from HHS. However, Honda relies relatively heavily on EX headbutt
    and EX splash, so it's hard to get the balance between those and the super.
    There are some character matchups where the super is much more useful, though.
    Ultra (b,(charge),f,b,f+PPP)
    Honda's ultra isn't really that great. Sure, it does an absolutely absurd
    amount of damage, especially with a full bar, but it's quite hard to stick.
    It's a good anti-air, in the same vein as EX headbutt is, but it is
    considerably more punishable. The beginning of the move has some frames that go
    through fireballs, but it's very limited, so you have to use it at a very
    strict range or you'll get hit. Also, since the motion requires you to break
    the charge to do, you're sort of committed to it as soon as you start, so it's
    somewhat hard to time.
    First off, Honda is not really a footsie character. He's got some pretty good
    pokes, from st.HK and cr.LP to st.HP. But, being a charge character, you often
    have to maintain a back charge for the Headbutt. His foot speed isn't very
    impressive, either, however his floating fierce can be somewhat unpredictable.
    Basically, as far as footsies go, it's hard for Honda to outmaneuver, but you
    can get some unexpected hits in, especially with floating fierce and st.HK. 
    Since his footsie game isn't really that great, you have to focus on other ways
    of getting in with Honda. Splash is an option, but if you whiff, you'll almost
    definitely eat punishment. On block, it's not so bad, but if you get the
    distance wrong, it's pretty unforgiving. LP and MP headbutts can be useful
    against non-fireball characters. If you're careful, jumping in is feasible
    against some opponents, and you can bait out anti-airs with his floating
    fierce. Speaking of his floating fierce, it is a very good way to get in
    against fireball characters. At poke range, you can space with st.HK and cr.LP,
    then possibly MK splash or dash up throw, or maybe move in for cr.LP->fierce
    Getting out of the corner or from a knockdown setup is pretty important. If you
    have room to get away, you can use j.LK or j.HK while jumping away to get away
    from many opponents if they're trying to pressure you with a hit after the
    knockdown. These are relatively safe, but if you guess wrong, you could eat
    another hit into another knockdown. You could try blocking, but then you're
    susceptible to a throw mixup and then another knockdown. Backdash is another
    good option. If facing an aggressive opponent without a DP(or who doesn't tend
    to DP you on wakeup), EX headbutt or EX splash are really good options because
    of their high priority. If you're in the corner, though, things get a little
    tougher. First off, you're pretty susceptible to cross-ups. EX headbutt is
    pretty much your only good option against those. The bigger issue is against
    50/50 mixups like Zangief. If he gets you in the corner, most of your choices
    to get out are invalidated by either his SPD or his lariat. So, you can't jump
    out, and you can't really afford to block, either. Your best option in this
    case is to reversal EX splash out of there to escape, which will beat either of
    those options, though it will go too far and whiff if he stands there and
    blocks, but at least you'll be out of the corner by that point.
    Honda's jump-ins lead to a lot of damage, and they can be put to good use. His
    j.HP and j.HK have good range, pretty good priority, good damage, and can lead
    to more damage. His j.MK can be used to cross-up, and sets him up nicely to
    combo for more damage. However, he can be anti-aired fairly easily because of
    his jump arc and his large hitbox, so the trick is to time them correctly, mix
    in neutral jumps, floating fierces and empty jumps to bait out your opponents'
    anti-airs and get the damage in when you know you can.
    This is certainly a big part of Honda's game. Getting a knockdown, usually with
    a splash or an Ochio, can lead to a great deal more damage. At base, after an
    Ochio or splash(basically, standing over your opponent, who is knocked down),
    you have a few options. You can cr.LK into a HHS or headbutt, you can Ochio,
    you can tick throw or you can cross up. In addition, your opponent could
    reversal or attempt to jump away. If your opponent tries to jump away, you
    could splash or j.HP them out of the air. If they reversal, you have to block
    and punish. Basically, you have a lot of options, and if you guess correctly,
    it should lead to another knockdown mixup, for more shenanigans, and especially
    against opponents without DPs(and, I suppose, teleports) you can really deal a
    lot of damage even from just one knockdown. 
    Block Strings
    Honda doesn't really have great block strings. cr.LK->cr.LK->cr.LP is pretty
    much the only effective one I know of.
    Honda isn't a very combo-reliant character, and if you're curious about combos,
    just try the Trial mode. Basically, his combos can mostly be summed up as
    jump-in->LP or LK->headbutt or HHS. It's not all that interesting.
    >   * www.Shoryuken.com - The foremost website, at least for 2D fighting games
    like Street Fighter.
    >   * http://www.youtube.com/user/lordaborigine - Lots of videos of Japanese
    players, search for Akimo specifically for a good Honda, and look for other
    great Japanese players as well.
    >   * http://www.youtube.com/user/ArcadeInfinity - You can watch the SoCal
    players here, specifically Mike Ross's Honda, but there are plenty of other
    good players as well.
                                       Contact Me                                  
    If you have questions, comments, corrections or suggestions, you can contact me
    at RockytheHercules@yahoo.com and I'll try my best to address them. That's it
    for now, but if I come up with anything else, I'll try and update this guide.
    This guide was created at http://www.playhaven.com/
    For a complete version, go here:

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