STREET FIGHTER ALPHA 3 E. HONDA FAQ FOR ARCADE & PLAYSTATION
Version 0.013
July 28, 1999
By David J. Antoine/$muvMoney <david_j_antoine@msn.com>
http://members.tripod.com/davidja/faqs/sfa3ehonda.txt 

Unpublished Work Trademarked (tm) and copyrighted (c) David Antoine 1999.  All 
Rights Reserved.

IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD TO THIS 
DISCLAIMER.  USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER.

In no event shall this document be reproduced or retransmitted in any way, 
shape, or form (including but not limited to physical, natural, or electronic).  
In no event shall this document be used for HTML, Perl, C++, HTMLScript, Active 
Server Page Files, JavaScript, Java, or any other forms of webmastering that 
exist without e-mailed permission from David Antoine.  In no event shall this 
document be used at a password-protected site where either user accounts are 
utilized and/or money is made through user accounts. Anyone who wishes to mirror 
this document MUST make this document freely accessible (meaning no access 
moderation exist at your site), FREE OF CHARGE (whether if it is through FTP, 
HTTP, Gopher, Finger, LDAP, Mailto, or any other Internet Standards that are 
approved by the World Wide Web Consortium), and in its 100% entirety, bugs 
included.  David Antoine GRANTS NO PERMISSION IF FOR ANY REASON THIS FILE WILL 
BE USED for any profitable (even if you fail to make any money out of it), 
promotional, and/or commercial transactional purposes (including but not limited 
to giving this file as some sort of bonus, gift, or otherwise which constitutes 
making money out of this file which is illegal) whether the content of this 
document is good or bad.  No permission will EVER be granted to any publisher, 
editor, employees and/or associates of any publishing/editing corporation, 
group, and/or business nor can it be used by any gaming guides, game sites, 
magazines, guides, books, or any other profitable and/or promotional media that 
exists IN ANY WAY, shape, form (including reprinting, republishing, OCR'ing, 
etc.), and the like.  Permission is recommended if he/she wants to mirror this 
document on his/her site.

Currently, this document is being maintained and is the sole property of David 
Antoine (david_j_antoine@msn.com).  This document is protected by ALL APPLICABLE 
copyright and trademark laws, patent laws, and international treaties.  YOU MUST 
TREAT THIS DOCUMENT LIKE YOU WOULD WITH ANY OTHER COPYRIGHT MATERIAL SUCH AS 
ADOBE GOLIVE AND ADOBE PHOTOSHOP FROM ADOBE SYSTEMS, INC.  Remember any breach 
of copyright, trademark, and/or patents (which includes but not limited to 
plagiarism, stealing, laming, pirating, or otherwise) and failure to adhere to 
the aforementioned URL and ALL PARTS of this disclaimer counts as unauthorized 
reproduction and/or distribution (partial or full), resulting in severe civil 
and criminal penalties, which is punishable through prosecution under the 
maximum extent possible under the law.

David Antoine acknowledges and respects all copyrights, patents (pending or 
not), and trademarks whether if it's mentioned or not somewhere in this document 
as no copyright infringement was intended.  David Antoine also acknowledges and 
respects all copyrights, patents (pending or not), and trademarks of ALL OTHER 
FAQ AUTHORS (whether if it's Kao Megura, John Culbert, Henry LaPierre, Josh 
Harring, or otherwise) and if for any reason I MUST USE any or all of the 
document, it will be mentioned somewhere in this document, commonly in the 
Acknowledgements section of this document.

If for any reason you must use any or all of this document for your own FAQ, 
please properly give credit where credit is due.

IF FOR ANY REASON YOU DO NOT AGREE TO ALL OF THE TERMS LISTED AT THE URL 
AFOREMENTIONED ABOVE AND/OR IF YOU DO NOT AGREE TO THIS DISCLAIMER, then you 
must destroy this document at all costs.

Street Fighter II, Street Fighter Alpha, E. Honda, and other related events and 
objects are registered trademarks and copyrighted (c) 1991-1999 Capcom.  All 
Rights Reserved. This document was carefully prepared and created by David 
Antoine in respect to all Capcom Properties, as no copyright infringement was 
intended.

I'll make this clear: This document is MINE and there is NO UNAUTHORIZED USE of 
this document at any cost!!!  You are free to mirror this document at your web 
site, but IT MUST BE SHOWN IN ITS ENTIRETY AND IT MUST REMAIN 100% ORIGINAL AND 
UNTOUCHED.  Feel free to distribute this document BUT IT MUST BE DISTRIBUTED 
ELECTRONICALLY AND FREE OF CHARGE.  I didn't create this document so that some 
lamer will come around and steal this work and/or have a Gaming Mag Company 
(namely EGM, who's been making blood money from some Tekken 3 FAQs back in 1997) 
print this document into a magazine.  NO MONETARY COMPENSATION CAN BE MADE FROM 
THIS DOCUMENT AND THAT'S THE BOTTOM LINE.  ONE FINAL FOOD FOR THOUGHT: THE 
DOCUMENT MUST BE FREELY ACCESSIBLE WHICH MEANS NO PASSWORDS, NO USER ACCOUNTS, 
NO CHACHI CAN BLOCK ACCESS TO THIS DOCUMENT!!!

Game Cave: KEEP YOUR HANDS OFF THIS FILE AT ALL COSTS!!!  I'VE HEARD THAT 
YOU'VE BEEN MAKING BLOOD MONEY OUT OF SOME PEOPLE AND WE ARE GETTING SICK AND 
TIRED OF YOUR MISCHIEF.  THIS WORK IS MINE AND IF YOU EVEN DARE USE THIS WORK TO 
MAKE MONEY OUT OF IT, I WILL TELL YOUR PROVIDERS TO SHUT YOU DOWN FOR GOOD.

Note: This copyright is shared with Kao Megura's and Mark Kim's well-placed 
copyright except that Mark decided to make the copyright a little more severe.  
Notice that Mark Kim as well as I acknowledges ALL of Kao Megura's works and 
admires his work and he wanted to imitate his copyright.  This copyright that 
you see is similar to Mark Kim's copyright on his LA Machine Guns Anti-
Terrorist Manual.


================================================================================
TABLE OF CONTENTS
================================================================================

CHAPTER I - INTRODUCTION
- What Is This?
- Where To Find This FAQ
- Special Thanks : Special People, FAQ Writers/Contributors

CHAPTER II - MOVES
- Introduction To Street Fighter Alpha 3
- Introduction to E. Honda 
- Legend : General Notation, Joystick/Button Layout, Button Presses
- Universal Moves : ISMs, Moving & Blocking, Special/Other Universal Moves
- E. Honda Command Attacks : Hiza Geri, Harai Geri, Sumo Splash
- E. Honda Throws : Tawara Nage, Saba Ori, Tsuriyane Nage
- E. Honda Special Moves : Sumo Head Butt, Sumo Smash, Hundred Hand Slap 
- E. Honda Super Combos : Oni Muso, Fuji Drop, Orochi Crush

CHAPTER III - MOVES ANALYSIS & STRATEGY
- Normal Moves : Standing/Crouching/Jumping LP/MP/HP/LK/MK/HK
- Throws : Tawara Nage, Saba Ori, Tsuriyane Nage, Oicho Throw
- Special Moves : Sumo Head Butt, Sumo Smash, Hundred Hand Slap
- Super Combos : Oni Muso, Fuji Drop, Orochi Crush

CHAPTER IV - COMBOS
- Basic
- Jump In
- Variable

CHAPTER V - VS STRATEGY
- General : Poking, Jumping, Ticking, Countering, Recovering
- Vs CPU : Ryu, Sodom, M. Bison
- Vs Human : Ryu

CHAPTER VI - MISCELLANY
- Storyline : Opening Storyline (Personal Data, Special Moves, Opening 
Introduction), Vs Ryu, Vs Sodom, Vs M. Bison
- Ending
- Win Quotes
- Animations
- Colors 

CHAPTER VII - BIBLIOGRAPHY
- Acknowledgements : Vesther Fauransy, Kao Megura, Chocobo, Micheal Torres, 
Nedfar, Svenyip & Shred-Man, Kailu Lantis, Robert Iu, ShinJN, Gamefaqs.com, 
Feedback
- What's New In This Version : Version 0.012, Version 0.011, Version 0.010, 
Version 0.009, Version 0.008, Version 0.007, Version 0.006, Version 0.005, 
Version 0.004, Version 0.003, Version 0.002, Version 0.001, Upcoming

CHAPTER VIII - EPILOGUE


================================================================================
CHAPTER I - INTRODUCTION
================================================================================

Before reading this FAQ, make sure that the following carats, hyphens, numbers, 
asterisks, and periods line up.

^^^^^^^^^^
----------
1234567890
**********
..........

If they do not, please switch to a fixed font like Courier or Courier New or 
else certain parts will be unreadable.

=============
What Is This?
=============

This is my first attempt at a FAQ so please be gentle in your inquiries/flames.  
This FAQ is about E. Honda in Street Fighter Alpha 3 (SFA3).  I use him 
decently, but I don't find many others using him.  I thought that getting some 
information and putting it together may give an idea (or even better, get more 
ideas from others) on how to effectively use the Yokozuna.  This FAQ includes or 
will include eventually a move list, combos, move analysis, and strategy for the 
Sumo Stud along with miscellaneous information.  However, it will take many 
versions/revisions to make this a good FAQ.  Now that you know what this is 
supposed to be, let us continue.

======================
Where To Find This FAQ
======================

One of these days, I will submit this FAQ to http://www.gamefaqs.com and 
actually have it posted.  I also plan to put it on my web page as well 
(http://members.tripod.com/davidja/faqs/sfa3ehonda.txt).

==============
Special Thanks
==============

This FAQ would not be possible without the work and efforts of the following 
people.

--------------
Special People
--------------

-God for allowing me to grace this earth
-My parents and family for birthing, raising, loving, and tolerating me
-Myself for finally deciding to be man enough to write a FAQ and face 
criticism on my FAQ and SFA3 techniques

------------------------
FAQ Writers/Contributors
------------------------

-Vesther Fauransy for his help with the copyright information
-Kao Megura, Chocobo, Michael Torres, Nedfar, Svenyip & Shred-Man, Kailu Lantis, 
Robert Iu, and ShinJN for their FAQ's
-Aurore Kham for the feedback on E. Honda
-Capcom for another great albeit flawed in some spots arcade and PSX SFA3 (and 
hopefully DreamCast SFA3)
-a.g.sf2 (alt.games.sf2) for being a good source of info for all SF games
-Gamefaqs.com for having such a huge depository of information on so many 
video games and for posting my FAQ

Full acknowledgements (FAQ titles, etc) are listed at the bottom of this FAQ.


================================================================================
CHAPTER II - MOVES
================================================================================

This is usually the best section to start with.  I first mentioned the universal 
moves available to all SFA3 characters before I talk about moves specific to E. 
Honda.

======================================
Introduction to Street Fighter Alpha 3
======================================

In an effort to make this FAQ a whole lot shorter, I am assuming that you have a 
working knowledge of Street Fighter.  If you are completely new to Street 
Fighter Alpha 3, then I suggest you read the following FAQ's: 

Kao Megura's Street Fighter Alpha 3 FAQ
Nedfar's Street Fighter Alpha 3 Combo System and General FAQ

They are both listed below in the Acknowledgements section and can be found at 
http://www.gamefaqs.com.  If you have a basic understanding of Street Fighter 
and can do without, then read on.

========================
Introduction to E. Honda
========================

Edmond Honda is a Sumo wrestler in the SF/SFA universe.  Although he is 
considered a slow character, he is very powerful with a few good pokes and 
quick attacks.  He does not have the raw strength of Zangief, but he is a little 
faster and hits pretty hard in his own right.  Honda can hold his own against 
most characters and has much potential.  His ISMs do vary, but he does have a 
set of core moves that do not change across ISMs.  Let us begin our lesson in 
the Art of the Sumo. :)

======
Legend
======

The format used in this legend is loosely based on James Chen's X-Men versus 
Street Fighter combo model/format.  

----------------
General Notation
----------------

+ : Perform simultaneously             _ : Or (or simply the word "or")
, : Perform next motion                => : Perform next sequence          
/\ : Leave ground for attack           \/ : Land from a jumping attack
* : Hold direction/button              ^ : Release button(s) held down
X n : Perform n times/repeatedly       XX : Cancel into special move/super combo
J : Jumping                            CU : Cross Up
Close : Standing close                 Far : Standing far
(air) : Move can be performed in air   air : Move can only be performed in air
360 : One full joystick rotation       720 : Two full rotations of the joystick
(XAV) : Available in X, A, or V-ISM

----------------------
Joystick/Button Layout
----------------------

           1P                            2P
            
UB  U  UF                     UF  U  UB
  O O O                         O O O
   \|/    (LP)  (MP)  (HP)       \|/    (LP)  (MP)  (HP)
B O-O-O F                     F O-O-O B
   /|\    (LK)  (MK)  (HK)       /|\    (LK)  (MK)  (HK)
  O O O                         O O O
DB  D  DF                     DF  D  DB

For the purposes of this FAQ, I am assuming that you are facing right, i.e., the 
default 1P side.  If you happen to be on the 2P side, simply switch the left and 
right joystick commands to get the same effect.  I will be using both letter and 
joystick notation to describe each move.

Up/Back(UB)    Up(U)       Up/Forward(UF)    Light     Medium    Hard 
                                             Punch     Punch     Punch
      O             O             O 
       \            |            /           (LP)      (MP)      (HP)         

Back(B)        Neutral(N)  Forward(F)        Jab       Strong    Fierce
 
      O-            O            -O          Short     Forward   Roundhouse
                                             
Down/Back(DB)  Down(D)     Down/Forward(DF)  (LK)      (MK)      (HK)
                                                  
       /            |            \           Light     Medium    Hard 
      O             O             O          Kick      Kick      Kick

--------------
Button Presses
--------------
            
P/K : Any Punch/Kick                PP/KK : Two Punches/Kicks 
3P/3K : All Punches/Kicks           P_K : Any Attack
LL : Light Punch + Kick (LP + LK)   MM : Medium Punch + Kick (MP + MK)
HH : Hard Punch + Kick (HP + HK)    SS : Same Strength Punch + Kick (LL_MM_HH)
START :  Arcade Start button        SELECT : PSX Select button 

===============
Universal Moves
===============

Most of these are self-explanatory, but it is good to mention them since the 
game engine for Street Fighter Alpha 3 had undergone some major changes.

----
ISMs
----

The ISM chart below is courtesy of Kao Megura's FAQ on SFA3.

-------------------------------------------------------------------------------- 
ABILITIES               X-ISM               A-ISM               V-ISM
--------------------------------------------------------------------------------
Air Blocking            No                  Yes                 Yes
Air Recovery            Yes                 Yes                 Yes
Ground Recovery         No                  Yes                 Yes
Taunts                  Only Dan            Yes                 Yes
Guard Power Rating      High                Varies              Varies
SC/OC Gauge Speed       Slow                Normal              Fast
Levels Available        1                   3                   2 (50% / 100%)
Alpha Counter Cost      n/a                 1 SC + 1 GP         50% OC + 1 GP
Damage Rating           x1.2*               x1.0                x0.8
Defense Rating          x0.8                x1.0                x1.0

(OC = Original Combo aka Variable Combo)
(GP = Guard Meter Point)
(SC = Super Combo Level)

I further break down what these ISMs mean to E. Honda in the MOVES ANALYSIS & 
STRATEGY section.

-----------------
Moving & Blocking
-----------------

You have to move your character around somehow.  Second to importance to moving 
is blocking.  Without blocking, you will eventually die from a dizzy or an empty 
life bar.  However, too much blocking/defending and you will also die thanks to 
the guard meter and guard crushing.  To reduce your guard meter, you can use 
guard protection, which is blocking right when the attack strikes you.

(XAV) Move Forward: F 

-O

(XAV) Move Backwards: B

O-

(XAV) Crouch: DB_D_DF

 / or | or \
O     O     O
 
(XAV) Jump: UB_U_UF

O     O     O
 \ or | or / 

(XAV) High Block: B

O- 

(XAV) Low Block: DB 

 /
O
 
(AV) Air Block: air B_DB

O     O     O
 \ or | or /  O- or  /
                    O

-----------------------------
Special/Other Universal Moves
-----------------------------

These are moves that every character unless the ISM dictates otherwise.  
Remember that (SS) means Same Strength Punch and Kick.

(XAV) Guard Protection: B_DB

O- or  /
      O

(AV) Damage/Dizzy Reduction: B, F X n + Any X n

O- -O X n + Any X n
								
(XAV) Air Recovery: air B_N_F + PP

O- or O or -O + PP

(AV) Ground Recovery: N_F + KK

O or -O + KK

(AV) Alpha Counter: F + SS

-O + SS

(V) Variable Combo: (air) SS

(air) SS

(XAV) Throw: B_F + PP_KK 

O- or -O + PP or KK 
 
(XAV) Air Throw: air B_F + PP_KK  

O     O     O
 \ or | or /  O- or -O + PP or KK 

(XAV) Tech Hit: B_F + PP

O- or -O + PP

(AV) Taunt: B_N_F + START_SELECT

O- or O or -O + START_SELECT

========================
E. Honda Command Attacks
========================

Command attacks are not necessarily special moves; they are moves based on 
joystick position and button press.  Unlike special moves, they do not do take 
life if blocked. The (XAV) at the beginning of each move represents what ISMs 
the move can be performed in.

(AV) Hiza Geri (2-Hit Knee): F + MK

-O + MK

(X) Hiza Geri (2-Hit Knee): B_F + MK

O- or -O + MK

(AV) Harai Geri (Low Standing Kick): F + HK

-O + HK

(X) Harai Geri (Low Standing Kick): B_F + HK

O- or -O + HK

(X) Sumo Splash (AV - air MK): air D + MK 

 O    O
/  or  \ | + MK
         O

===============
E. Honda Throws
===============

(XAV) Tawara Nage: B_F + PP

O- or -O + PP

(XAV) Saba Ori: B_F + KK

O- or -O + KK

(XAV) Tsuriyane Nage: air B_F + PP

O     O     O
 \ or | or /  O- or -O + PP 

Note the multiple methods for the Oicho Throw.  I put the three best ways to 
perform it on the ground.  I will explain the motions further in analysis.

(XAV) Oicho Throw: 360 + P                 

               O O                                 
O-  / | \  -O /  | + P 
   O  O  O

              O  O
-O \  |  / O-  \ | + P 
    O O O

            O O O
 / | \  -O /  |  \ O- + P 
O  O  O

               O O O
O-  / | \  -O /  |  \ O- + P 
   O  O  O 

              O  O  O
-O \  |  / O-  \ | /  -O + P 
    O O O

======================
E. Honda Special Moves
======================

Remember that an asterisk (*) represents a charge while "X n" means repeatedly.

(XAV) Sumo Head Butt: *B, F + P

*O- -O + P

(XAV) Sumo Smash: *D, U + K

   O
 | | + K
*O

(XAV) Hundred Hand Slap: P X n

P X n

=====================
E. Honda Super Combos
=====================

E. Honda has three super combos in A-ISM but only one in X-ISM.  I will explain 
the many motions for the final super in analysis.

(XA) Oni Muso: *B, F, B, F + P

*O- -O O- -O + P

(A) Fuji Drop: *B, F, B, F + K

*O- -O O- -O + K

(A) Orochi Crush (Level 3): 720 + P

               O O O                 O O 
O-  / | \  -O /  |  \ O-  / | \  -O /  | + P
   O  O  O               O  O  O

              O  O  O               O  O  
-O \  |  / O-  \ | /  -O \  |  / O-  \ | + P
    O O O                 O O O

            O O O                 O O O
 / | \  -O /  |  \ O-  / | \  -O /  |  \ O- + P
O  O  O               O  O  O

               O O O                 O O O
O-  / | \  -O /  |  \ O-  / | \  -O /  |  \ O- + P
   O  O  O               O  O  O

              O  O  O               O  O  O 
-O \  |  / O-  \ | /  -O \  |  / O-  \ | /  -O + P
    O O O                 O O O


================================================================================
CHAPTER III - MOVES ANALYSIS & STRATEGY
================================================================================

This section describes E. Honda's moves and discusses their usefulness.   I 
start with his normal moves, then I move onto special moves, and end with his 
super combos.

============
Normal Moves
============

E. Honda has a vast array of normal moves that do change somewhat across 
ISMs/fighting styles.  

---------------
Light Punch/Jab
---------------

Standing
--------

E. Honda's standing jab is a palm thrust with his front hand. The standing jab 
always looks the same; he has no standing close/far jab.  This move hits pretty 
high but can not be ducked under.  It doesn't have as much range as the 
crouching jab.  His jab is quick but not fast enough to be chained repeatedly.

Crouching
---------

E. Honda's crouching jab is a low palm thrust with his front hand.  It hits 
lower and sticks out further than his standing jab.  This is a useful poke as it 
has very good range for a jab.  It is also good for ticking into normal throws 
or the Oicho Throw.

Jumping
-------

E. Honda's jumping jab is a diagonally downward palm thrust that sticks out 
briefly in A-ISM and V-ISM.  It can hit crouching opponents deep enough to start 
a combo.  In X-ISM, jumping jab is actually a horizontal chop.  This is more 
useful in air-to-air wars and hitting standing characters.

-------------------
Medium Punch/Strong
-------------------

Standing
--------

E. Honda standing strong is a reverse palm thrust.  It has about the same range 
of his standing jab but stays out longer.  It hits relatively high but can not 
be ducked under.

Crouching
---------

E. Honda's crouching strong is low reverse palm thrust.  Like its jab 
counterpart, it is a good poke with decent priority.  It is a little slower than 
jab, but it is pretty quick for E. Honda.  

Jumping
-------

E. Honda's jumping strong is horizontal chop that covers the front of E. Honda.  
It is very useful in air-to-air, but not very good in air-to-ground combat since 
it doesn't hit crouching opponents very well.

------------------
Heavy Punch/Fierce
------------------

Standing
--------

E. Honda standing fierce is a powerful horizontal chop in A-ISM and V-ISM.  In 
X-ISM, this chop is his standing close fierce.  The fierce chop covers his head 
area before it sticks out in front of him.  It is decent air defense for an 
opponent in the air very close to you if you do not have a special move charged.  
However, it is distance/range dependent.  If an opponent jumps in from far away, 
you may get hit trying to use the chop.  In X-ISM, his far standing fierce looks 
like his crouching fierce from A-ISM & V-ISM (a low hook punch), but it doesn't 
knock down.  Otherwise, you can use it as you would the crouching fierce.

Crouching
---------

E. Honda's crouching fierce in A-ISM & V-ISM is a low hook punch that knocks 
down and has very good range.  Its only weakness is that it is a little slow 
to come out at close range.  This is best used towards its maximum range.  Its 
range is longer than his crouching roundhouse.  He is one of the few characters 
that have a normal move besides crouching roundhouse as a knockdown.  In X-ISM, 
crouching fierce is actually a 2-hit low double palm thrust.  It is a very fast 
move and will hit twice at close range.

Jumping
-------

E. Honda's jumping fierce is a large slap in front of him that is good for 
air-to-air and air-to-ground.  I believe it is most powerful jumping attack.  
IMHO It is also one of his best all around air attacks.

----------------
Light Kick/Short
----------------

Standing
--------

E. Honda's standing short in A-ISM and V-ISM is a quick standing low kick that 
doesn't do much damage.  In X-ISM, he has a standing close short, which is a 
knee thrust.  Standing far short is a mid level kick that hits once.  I tend not 
to use this move that much.

Crouching
---------

E. Honda's crouching short is a quick foot sweep.  In all ISMs, crouching short 
is E. Honda's only bufferable move AFAIK.  However, it is easily buffered into 
the HP Sumo Head Butt, Level 3/X-ISM Oni Muso, and his Fuji Drop.  It is also 
good for ticking into the Oicho Throw or his normal throws.

Jumping
-------

E. Honda's jumping short is a butt drop - he lands butt first on the opponent.  
In X-ISM, jumping straight up with short will result in a jump kick rather than 
the butt drop.  He still uses the butt drop on forward or backward jumps.  The 
butt drop can be used as a cross-up attack, but the Sumo Splash is MUCH better 
for this purpose.

-------------------
Medium Kick/Forward
-------------------

Standing
--------

E. Honda's forward kick in A-ISM and V-ISM is a two-hit mid-level kick that hits 
with the knee and then the foot.  In X-ISM, his standing close forward kick is a 
one-hit knee thrust that is more powerful than the standing close short.  The X-
ISM standing far medium kick looks like the A-ISM and V-ISM mid-level kick but 
hits lower.  It is also a two-hit move.  In all three ISMs, he has a two-hit 
knee thrust that is performed with forward and medium kick.  This is the Hiza 
Geri.  In X-ISM, you can also hit back and medium kick to do the Hiza Geri.

Crouching
---------

E. Honda's crouching forward kick in A-ISM & V-ISM is another 2-hit mid-level 
kick.  In X-ISM, it is a foot sweep that looks like his crouching short but is 
NOT bufferable.

Jumping
-------

E. Honda's jumping forward in A-ISM and V-ISM is a jumping splash similar to 
Zangief's fierce splash (referred to as the Sumo Splash).  However, I don't 
think its priority is as good - then again, what is?  In X-ISM, you have to hold 
down to get the Sumo Splash.  Otherwise you get a jump kick that is similar to 
the jumping roundhouse.  The Sumo Splash in any ISM is by far his best cross up 
attack.  It is also a good jump in.

---------------------
Heavy Kick/Roundhouse
---------------------

Standing
--------

E. Honda's standing roundhouse is a high round kick.  I don't use it much so 
I can't even tell you if it is good anti-air or not.  If you press towards (or 
back in X-ISM) and roundhouse, you perform a far-reaching standing kick that 
must be blocked low.  This is the Harai Geri, his farthest-reaching normal move.

Crouching
---------

Crouching roundhouse is a 360-degree foot sweep.  It has a small lag after it.  
However, you can perform a Hundred Hand Slap off of the lag to protect yourself 
if need be.  This will work for crouching fierce as well.

Jumping
-------

Jumping roundhouse is a long jump kick that reaches pretty far.  It is a very 
good air-to-ground jump-in attack.  It is his farthest-reaching air-to-ground 
attack.

======
Throws
======

E. Honda has good throw range and decent priority on his ground throws.  They 
are also pretty damaging, but you almost expect that from a Sumo.

----------------------------
Tawara Nage (XAV) [B_F + PP]
----------------------------

E. Honda grabs his opponent and violently throws him or her away from himself 
with one arm.  Since throw ranges have been reduced, it is harder for E. Honda 
to tick off his jab and short like in SSF2T.  However, it isn't impossible.  For 
X-ISM Honda, this may be an important practice since all moves including throws 
do more damage.  The only bad side to this throw is that there are no follow-ups 
like with the Saba Ori (Bear Hug).  E. Honda simply throws his opponent who 
skids along the ground and is left far away unless in a corner.

-------------------------
Saba Ori (XAV) [B_F + KK]
-------------------------

E. Honda wraps his arms around the opponent's torso and squeezes repeatedly as 
the opponent writhes in pain.  The Saba Ori is a bear hug hold.  Its usefulness 
is in its potential follow-ups.  An unsuspecting enemy can be hit by a Hundred 
Hand Slap or Sumo Head Butt or worse if they flip out/air recover.  The follow-
ups vary depending on how close you are to the corner and whether your opponent 
flips out or not.  Whether or not the opponent flips out, you should be able to 
tack on an extra hit in most cases.  If the opponent is close enough to the 
corner, you can use a HP Sumo Head Butt to juggle them.  In this scenario, the 
opponent can not flip out at all.

-----------------------------------
Tsuriyane Nage (XAV) [air B_F + PP]
-----------------------------------

E. Honda meets the opponent in the air and tosses them down to the ground with 
one arm.  This is basically an air version of his PP throw.  If you are able to 
pull this off in a battle, then do it.

---------------------------
Oicho Throw (XAV) [360 + P]
---------------------------

E. Honda throws his opponent over his shoulder and slams him/her down.  Then he 
jumps up and sits down on his prone opponent before bouncing back to his feet.
This move, as does most throws nowadays, has a lot less range than in SSF2T; in 
fact, I think the range is the same as his normal throws.  It is a very painful 
throw, but in most cases you're better off attempting a normal throw.  This 
throw does leave you very close to your opponent.  However, you can not really 
follow up since you leave you opponent on the ground flattened after sitting on 
them.

Before I forget, let me briefly explain the principles behind 360-degree throws.  
In actuality, you only need to do a 270-degree motion on the joystick to execute 
a 360-degree throw.  A 270-degree motion is simply 6 consecutive points on a 
joystick, i.e., F, DF, D, DB, B, UB, U.  However, for some people (like myself), 
it is easier for me to do a 360 than a 270 even though the motion is longer.  I 
also use Zangief and I tend to use a 360-degree motion starting from F, B, or DB 
(actually 315 from DB to B) for all my 360-degree throws.  If you have never 
done 360 motion throws consistently, I suggest you practice before using this in 
your repertoire.  Once you're able to do them from a standing position (F or B) 
and from DB, then feel free to use this move.

Even though the range is small on the Oicho Throw, you can still tick off of 
it using a jab or short.  In fact, using a cross-up medium kick, you can set 
up good ticks like the following (initially starting from 1P side):

(AV) Cross Up Sumo Splash \/ Low Short => Oicho Throw : CU MK \/ DB + LK => 360 
+ P

 O                          O  O  O
/  MK \/ \  + LK => |  / O-  \ | /  -O + P
          O         O O

(X) Cross Up Sumo Splash \/ Low Short => Oicho Throw : CU D + MK \/ DB + LK => 
360 + P

 O                            O  O  O
/  | MK \/ \  + LK => |  / O-  \ | /  -O + P
   O        O         O O 

You have to enter the 360 during the light kick, but you do not buffer it into 
the light kick as you would a Sumo Head Butt.  That will cause a "missed throw" 
animation to occur.  You can use a standing short or a jab as well to set up the 
tick.  You perform the motion while the light kick is thrown, but you time the 
button press so that you grab them at the end of hit/block stun.  You can also 
use the Oicho Throw instead of/without a jump-in.  Simply do the motion in the 
air and press any punch when you touch the ground.  This also works for a Orochi 
Crush as well.

=============
Special Moves
=============

E. Honda's special moves are quite powerful when correctly used.  Even though 
most of them don't combo very well, using the move correctly will result in 
large amounts of damage.

--------------------------------
Sumo Head Butt (XAV) [*B, F + P]
--------------------------------

E. Honda performs a lunging headbutt that flies horizontally across the screen.
The age-old Sumo Head Butt still has its huge priority against jump-ins.  The LP 
version is nigh invulnerable to jump-ins.  I think only dive kicks can beat 
it (this is untested heresy for the record).  The MP and HP are easier for 
your opponent to hit on startup.  The Sumo Head Butt can take out of a lot of 
normal and even some special moves.  However, be careful of abusing this move as 
a means of transport.  Many opponents wait for you to do the HP Sumo Head Butt 
from far away so they can jump back and nail you in your recovery.  If you think 
that is the case, use the LP or MP Sumo Head Butt to move forward or simply jump 
forward if the opponent is far away.  The HP Sumo Head Butt is used best in 
combos, as a quick counter, or off of an opponent's air recovery, i.e., after a 
Saba Ori.

----------------------------
Sumo Smash (XAV) [*D, U + K]
----------------------------

E. Honda leaps in the air in an upward splash followed by a downward sit down 
splash.  The animation for the Sumo Smash looks like his jumping forward on the 
way up and his jumping short on the way down.  This, along with the LP Sumo Head 
Butt and Oni Muso, makes up most of E. Honda anti-air special moves.  This move 
still goes through fireballs on startup, but the window is not very large.  The 
LK version doesn't go very far at all.  I use this one for anti-air since the 
horizontal range isn't that far.  It will go through fireballs, but it won't 
nail the attacker unless they were at almost point blank range.  Use the 
MK/forward one for nailing fireballs about 1/3 or the screen away.  The 
HK/roundhouse doesn't hit on the way up, but is still invincible to fireballs on 
start up. It also goes the furthest.  Do not use the HK version for anti-air.  
All Sumo Smashes end in a sit down splash that is also an overhead that must be 
blocked standing.  If the opponent blocks the sit-down splash, E. Honda has some 
lag but can input a Hundred Hand Slap during his recovery to prevent some forms 
of retaliation.  A few quick super combos may be able to hit him if done 
immediately out of block stun.  If he misses the sit-down completely, he is 
usually combo fodder unless the opponent was too far away.

Here is another strategy from Aurore Kham on the Roundhouse Sumo Smash:

"well one e-honda strategy that I like to use is a roundhouse kick sumo smash 
(charge down, up and heavy kick) and when your opponent blocks it that usually 
think they can get away with a sweep or a super but they are wrong. As soon as 
you execute the sumo smash (sorry i forgot its real name) charge back so when 
you land you can actually instantly execute the sumo headbutt (charge back 
and then forward any punch). Its great cause everyone thinks that honda has 
recovery time after the sumo smash but if you instantly execute the headbutt 
after landing you will hit any opponent that tries to trip you. ITS GREAT!!"

Maybe the roundhouse sumo smash recovers better than the other ones since it 
doesn’t hit on the way up.  This is something to check out.  Then again the 
above is dependent on whether or not you hit your opponent with the Sumo Smash 
as well.

-------------------------------------
Hundred Hand Slap (HHS) (XAV) [P X n]
-------------------------------------

E. Honda moves his hands in a blur faster than the eye can see.  He is able to 
hit multiple times before the opponent is knocked out of range or before the 
Hand Slap finishes.  If LP is used, then E. Honda stands still while his hands 
move in a blur.  The other punches make Honda move while performing the slap, HP 
moving further than MP.  After a few seconds, the Hundred Hand Slap will cease – 
continue pressing any punch to start it again.  The delay is short between 
HHS's, but a careful opponent may be able to punish you.  One important use of 
the HHS is in punishing air recovery.  If your counter hit strikes your opponent 
near the corner, you can usually sneak in a HHS or a normal move followed by the 
HHS.  It is also a very good way to start a Variable Combo as you will see 
later.

============
Super Combos
============

E. Honda can do tremendous damage with his Super Combos as well as create 
comeback victories for himself.

-------------------------------
Oni Muso (XA) [*B, F, B, F + P]
-------------------------------

E. Honda performs a Sumo Head Butt, lands, and quickly performs another one at 
close range.  If he does a Level 3/X-ISM Oni Muso, the second Sumo Head Butt is 
immediately followed by a Fierce Hundred Hand Slap.  At higher levels, you can 
pass through fireballs with the first Sumo Head Butt as long as your feet aren't 
touching the ground.  Only Level 2 & 3 Oni Muso can be used at full screen.  
Level 1 only goes about 3/4 of the screen with the first Sumo Head Butt before 
Honda does the second one.  In combos, use the Level 3 Oni Muso since the others 
do not combo off of a crouching short even at point blank range.  If you want to 
combo a Level 1 Super Combo, use the Fuji Drop.  All three levels make for 
excellent air defense if you are desperate.  They prevent corner fireball traps 
as well.  The Level 1 is great for air defense and will usually juggle the 
opponent several times in the air.

-------------------------------
Fuji Drop (A) [*B, F, B, F + K]
-------------------------------

E. Honda performs what looks like an upward version of his Sumo Head Butt 
followed by a double-handed uppercut.  If the uppercut hits the opponent, E. 
Honda goes into a multi-hitting Sumo Smash. If the uppercut does not hit, 
then E. Honda stops the Super Combo.  This super combo is his most damaging 
super combo if you get all the hits.  Even a level 1 used in a jump-in combo 
does about 35-40% damage.  A level 3 used in a jump-in combo will take up to 2/3 
of the lifebar.  This is best used on a grounded opponent because the double-
handed uppercut will sometimes miss if the opponent was already airborne at the 
start of the super combo.  I am not sure how well this super goes through 
projectiles, but I believe the "upward" Sumo Head Butt is somewhat invincible to 
projectiles.

--------------------------
Orochi Crush (A) [720 + P]
--------------------------

E. Honda grabs his opponent/victim, throws him/her over his shoulder and slams 
him/her down twice and then finally sits down while screaming "DUSOKOI!".  This 
is a Level 3 only Super Combo in A-ISM.  The range is quite small, but the 
psychological damage of landing this super combo is well worth it.  It is best 
used in a tick or instead of a jump-in attack.  Since the move requires a 720-
degree motion, it is almost impossible to do on the ground unless you jump first 
or perform it while another move is stuck out.  The best way to tick using this 
throw is a cross up:

(A) Cross Up Sumo Splash \/ Low Short => Orochi Crush : CU MK \/ DB + LK => 720 
+ P

 O                           O  O  O                O  O  O
/  MK \/ \  + LK =>  |  / O-  \ | /  -O  \  |  / O-  \ | /  -O + P
          O          O O                  O O O

What this is saying is that as soon as you hit light kick/short, spin the 
joystick twice rapidly ending at back and hit any punch.  Since the motion is so 
long, it is almost impossible to completely buffer the super combo off of the 
light kick and get a "missed throw" animation.  You can also do this tick (in 
fact, all his ticks) off of a standing or crouching jab at point blank range.  
If you can do his ticks well, then maybe you should be using Zangief (then again 
I do use him).  This can also be used instead of a jump-in attack - simply do 
the motion in the air and press punch when you land.


================================================================================
CHAPTER IV - COMBOS
================================================================================

Now that we have analyzed the moves, what can we do with them?  Let's try to use 
them in combos and see what happens.

===============
Basic (3+ hits)
===============

E. Honda is not a combo maniac like other characters.  His strength lies in the 
power of the hits he dishes out.  However, there are a couple of good jump-in 
basic combos that do pretty good damage.  These are mostly based on the 2-hit 
medium kick variants.  Most of his non-special move combos use his medium kick 
since it hits twice for decent damage.  The first two combos are identical, but 
they are listed separately because of the ISM differences in Honda's jumping 
splash.

(AV) Cross Up Sumo Splash \/ Hiza Geri: CU MK \/ F + MK

 O
/  MK \/ -O + MK
       
(X) Cross Up Sumo Splash \/ Hiza Geri: CU D + MK \/ B_F + MK

 O
/  | + MK \/ O- or -O + MK
   O

The three nearly identical combos listed below work in all ISMs.  If done 
correctly, you will do a jumping attack followed by a standing/crouching 2-hit 
mid level kick.  In X-ISM, you usually have to hit a little farther away to get 
the far standing MK to come out.
 
(AV) Jumping/Cross Up Sumo Splash \/ Medium Kick: J_CU MK \/ MK 

 O
/  MK \/ MK

(X) Jumping/Cross Up Sumo Splash \/ Far Medium Kick: J_CU D + MK \/ Far MK

 O
/  | + MK \/ Far MK
   O

(AV) Jumping Attack \/ Crouching Forward: J P_K \/ D + MK

 O
/  P_K \/ | + MK
          O

Since his X-ISM crouching fierce is also a two-hitter, he also has this basic 3-
hit combo that does a lot of damage:

(X) Jumping/Cross Up Sumo Splash \/ Crouching Fierce: J_CU D + MK \/ D + HP 

 O
/  | + MK \/ | + HP
   O         O

======
2-In-1
======

E. Honda has the following bufferable moves:

Crouching Short/Light Kick

If you're going to jump-in and you want to do major damage, these are his power  
2-in-1 combos.  They are based on a medium or hard jump-in, followed by a low 
short into a special/super move. Remember to charge during the jump-in, which is 
noted in the joystick notation.  The low short is E. Honda's only bufferable 
move AFAIK (if there are others, EMAIL ME MAN!).  Even though any deep jumping 
attack will work, I prefer the Sumo Splash, Roundhouse, or Fierce.

(XAV) Jumping Attack \/ Crouching Short XX Sumo Head Butt: J P_K \/ *DB + LK XX 
F + HP

 O
/  P_K \/   / + LK XX -O HP 
          *O  

This is your bread & butter jump-in combo.  It does good damage in all ISMs and 
is relatively easy to do.  Only the Fierce Sumo Head Butt will combo by the way.  
Just make sure you start your charge as soon as you jump and you will be OK.

(A) Jumping Attack \/ Crouching Short XX Fuji Drop: J P_K \/ *DB + LK XX DF, DB, 
F + K

 O
/  P_K \/   / + LK XX \   / -O + K
          *O           O O

(XA) Jumping Attack \/ Crouching Short XX Oni Muso: J P_K \/ *DB + LK XX DF, DB, 
F + HP

 O
/  P_K \/   / + LK XX \   / -O HP
          *O           O O

These are similar to the first combo, but they involve E. Honda's Super Combos.  
Only the Level 3 Oni Muso will combo in A-ISM.

Even though it is not obvious, there is a slight difference in how I do the 
joystick motions for the super combos in the last two combos than listed in the 
MOVES section.  Rather than use the standard *B, F, B, F motion, I am using the 
diagonals (*DB, DF, DB, F) to perform the super.  The reason for this especially 
in the third combo is to prevent from performing a normal Sumo Head Butt instead 
than a Oni Muso.  In case I just confused you, here is a better explanation.  
Since the Sumo Head Butt and the Oni Muso share a common B, F motion, I can 
accidentally initiate the Sumo Head Butt if I press the punch button too early 
while doing the combo.  In order to prevent this, I move from DB to DF.  This 
does count as a forward motion for the super.  As a matter of fact, all super 
combos requiring a back change can be done from DB, DF, DB instead of B, F, B 
before the final forward.  In fact, it is much better to perform your super 
combos this way because you don't do that super wiggle/shimmy to give yourself 
away if you do a super out of the blue.  You just suddenly stand up during the 
super animation and do the super.  If I choose to, I can do the Fuji Drop combo 
with B, F, B motion because Honda has no move involving a back charge and a kick 
outside of the Fuji Drop.  A single *B, F motion and kick is not an official 
move for E. Honda so he doesn't do anything in case I press the kick button too 
early.  Remember that I can not do a Sumo Head Butt if I go from DB to DF.  I 
simply lose my back charge but keep my down charge.

========
Variable
========

E. Honda has some really simple Variable Combos that do a butt-load of damage; 
some even compare damagewise to a Level 3 A-ISM Fuji Drop.  To start a variable 
combo, simply press any two same strength buttons: LP + LK (LL) or MP + MK (MM) 
or HP + HK (HH).  In my shorthand, these are known as LL, MM, and HH 
respectively (Light, Medium, and Hard Strength).  At the beginning of a Variable 
Combo, you are somewhat invincible to most normal and special moves.  In other 
words, you can blow through someone's attack and launch a counterattack that can 
lead to a large combo.  The only thing you need to watch out for is that you 
still have to charge during Variable Combos, which was not the case for Custom 
Combos in SFA2.  If you do not charge quickly in a VC, you will mess up the VC 
if a charge move is involved.  For some reason, I can not start a VC with a 
charge move with E. Honda even if I had a charge before I started a VC.  Maybe 
I'm a scrub or something.  I have to throw at least one move (usually two) and 
buffer into the Sumo Head Butt for my VCs.

Since there are two V-ISM FAQs out as I write this, I will defer to those 
FAQs by Chocobo (JVP) and Michael Torres (MT) for the first sets of V-ISM 
combos.

(JVP) Opponent near corner - Start VC w/ HH => Fierce Hundred Hand Slap => 
Fierce Hundred Hand Slap => Fierce Sumo Head Butt => Roundhouse Sumo Smash => 
Oicho Throw: HH => *B + HP X n => HP X n => F + HP => *D, U + HK => 360 + P

                                              O                   O O O
HH => *O- + HP X n => HP X n => -O + HP =>  | | HK =>  / | \  -O /  |  \ O- + P                                                  
                                           *O         O  O  O

The hardest part of this VC is getting the Sumo Head Butt to hit after the 
second HHS. Once you do that, the rest is straightforward. As with all VCs, it 
helps to be as close as possible.  Even if the opponent is in the air, you can 
use a special move throw in a VC to pick the opponent off the ground and throw 
them.  Zangief can to this with his Running Bear Grab/Flying Power Bomb.

(JVP) Opponent in corner - Start VC w/ LL => Crouching Short => Crouching Strong 
XX Fierce Sumo Head Butt => Forward Sumo Smash => Strong Hundred Hand Slap => 
Jab Sumo Head Butt => Repeat From Forward Sumo Smash: LL => *DB + LK => *DB + MP 
XX F + HP => *D, U + MK => *B + MP X n => F + LP ... *D

                                            O
LL =>   / + LK =>   / + MP XX -O + HP =>  | | + MK => *O- + MP X n => -O + LP =>
      *O          *O                     *O                                      


... | 
   *O

The Sumo Head Butt is a little easier to hit in this VC, but you have to be at 
almost point blank range to pull it off.  Once you hit the Fierce Sumo Head Butt 
in any VC, the key is to keep them juggled without any way for them to flip out.  
There are many ways to do this.

(JVP) Opponent Not In Corner - Start VC w/ LL => Repeated Fierce Sumo Head 
Butts: LL => *B, F + HP ... *B

LL => *O- -O + HP ... *O-

This is his most basic and easiest VC.  In fact, once you get to the corner, you 
have to use Strong Sumo Head Butts rather than fierce or any other corner VC 
juggle.  However, for some reason, I can't seem to start a VC with a Sumo Head 
Butt.  I have to charge and then buffer it off of another move.

(JVP) Opponent Not In Corner - Start VC w/ LL => Repeated Forward Sumo Smashes: 
LL => *D, U + MK ... *D

        O
LL => | | + MK ...  |
     *O            *O

Since the Sumo Smash hits on the way up and on the way down, there should be no 
way your opponent can flip out of this.  Once you get to the corner, juggle with 
Strong Sumo Head Butts or any other VC juggle listed here.

(MT) Opponent In Corner - Start VC w/ LL => Crouching Jab X 2 XX Fierce Sumo 
Head Butt => Short Sumo Smash => Jab Sumo Head Butt => Repeat from Short Sumo 
Smash: LL => *DB + LP X 2 XX F + HP => *D, U + LK => *B, F + LP ... *D

                                    O
LL =>   / + LP X 2 XX -O + HP =>  | | + LK => *O- -O + LP ...  |
      *O                         *O                           *O

Note how evil some of these combos are starting to get.  I like it. =) As you 
can see, you can mix a lot of stuff in a VC, but the key is to get them in the 
air for some evil juggling.

(MT) Opponent Anywhere - Start VC with LL => Crouching Jab 2x XX Fierce Sumo 
Head Butt => Strong Sumo Head Butt => Repeated Fierce Sumo Head Butts - Once in 
corner do repeated Strong Sumo Head Butts: LL => *DB + LP X 2 XX F + HP => *B, F 
+ MP => *B, F + HP X n => *B, F + MP X n

LL =>   / + LP X 2 XX -O + HP => *O- -O + MP => *O- -O HP X n => *O- -O + MP X n         
      *O              

In this variable combo, you can buffer any normal move into any special move as 
you have charged beforehand.  Once juggled, you can alternate MP and HP Sumo 
Head Butts or perform HP Sumo Head Butts until the corner.  Once you hit the 
corner, do MP Sumo Head Butts or your favorite VC corner juggle. You can replace 
the second jab/LP with a standing forward/MK.

(DJA) Opponent Anywhere - Start VC w/ MM => Jump In Attack \/ Crouching Short XX 
Fierce Sumo Head Butt => Repeated Fierce Sumo Head Butts until Corner => 
Repeated Strong Sumo Head Butts: MM => J P_K \/ *DB + LK XX F + HP => *B, F + HP 
X n => *B, F + MP X n

       O
MM => /  P_K \/   / + LK XX -O + HP => *O- -O + HP X n => *O- -O + MP X n
                *O

This one is very straightforward.  You can either start the VC and then do the 
jump in or do the jump in and then start the VC in the air.  However, the latter 
is better in case you need to blow through an attack.  Simply perform the 
initial part of the variable combo as if you were doing the standard Sumo Head 
Butt 2-in-1 combo; the timing is similar to that.

(DJA) Opponent Anywhere - Start VC w/ MM /\ Cross Up Sumo Splash => Strong => 
Fierce XX Fierce Sumo Head Butt => Repeat Fierce Sumo Head Butts until Corner => 
Repeated Strong Sumo Head Butts: MM /\ CU MK \/ *B + MP => *B + HP XX F + HP => 
*B, F + HP X n => *B, F + MP X n

       O
MM => /  MK => -O* + MP => -O* + HP XX O- + HP => -O* O- + HP X n => -O* O- + MP 

X n 

This is probably the best cross up variable combo I could perform on my 
Playstation with E. Honda.  The timing is actually kind of difficult but 
worthwhile.  Note that in the combo description, I had to switch directions upon 
landing due to the cross up Sumo Splash.  You can either start the VC and then 
jump or jump and then do the VC.  The latter is usually better so you can blow 
through counterattacks.


================================================================================
CHAPTER V - VS STRATEGY
================================================================================

Now that you have all this information, what are you going to do with?  Oh yeah, 
play against an opponent - training mode gets boring after a while.  Before I go 
into specific character strategies, let me discuss general strategy with E. 
Honda.  This is a synopsis of some of the analysis performed earlier.

=======
General
=======

There are versus strategies and tips that are useful against all opponents.  I 
list these first before I go into character specific strategy.

------
Poking
------

I tend to use crouching jab and strong inside.  Also, any of his double-hit 
forward attacks are good up when up close.  You can use his crouching short if 
you want to buffer a Sumo Head Butt as well if you wish.  Once they are out of 
range of those attacks, either a low fierce or roundhouse will work.  A HHS is 
also good after leaving jab or strong range to surprise the opponent and hit 
most potential counterattacks on the ground. 

-------
Ticking
-------

Any jab or short can be used to tick easily on the ground into either normal 
throw or the 360/720 throws.  Remember that almost all ticks can be jumped out 
of so use ticks as a surprise to keep your opponent guessing or else you may be 
looking at a counter throw or super combo.

-------
Jumping
-------

If I want to jump in and hit really deep, I tend to use the Sumo Splash.  The 
jumping fierce or roundhouse can also be used for this purpose.  If timed well, 
any one of these attacks can hit out an anti-air normal attack.  If I need to 
attack an airborne opponent, strong is good because it covers E. Honda's whole 
front with a chop.  Fierce is usually good in the air since almost his whole arm 
covers him.  Strong is better if the opponent is or jumps higher than you.

----------
Countering
----------

His most obvious anti-air moves are the Jab Sumo Head Butt and Short/Forward 
Sumo Smash.  However, you can use his standing fierce chop if you are not 
charged.  Even standing strong or forwards will work for characters with low 
jumps who jump in from further away, but this is more risky. The Fierce Sumo 
Head Butt can be used for countering missed moves because of its speed.

E. Honda has several wake-up attacks including the Sumo Head Butt and Sumo Smash 
as well as either the Oni Muso or the Fuji Drop.  The Fuji Drop should only be 
used to counter a ground opponent.  The other three can be used for reversals 
and wake-up attacks on airborne or ground opponents.  They all have very good 
priority.

----------
Recovering
----------

Remember that you can air recover or ground recover unless you're in X-ISM.  
Know when to use each one.  Sometimes it is better to not recover to avoid 
damage.  If you do recover, make sure you can hit the opponent to get some 
breathing room or else they can get more hits and continue to pressure you after 
that.  If you do choose to air recover, recover using B_DB_D_DF so you can at 
least have a back and/or down charge in case you make it to the ground intact 
and need to perform a reversal.

In case you need hit an opponent who is recovering, a HHS or a Sumo Head Butt is 
good for this based on distance.  In the corner, either one will hit for good 
damage as well as most of his normal moves.

======
Vs CPU
======

I will start with E. Honda's CPU bosses since you always have to fight them in a 
1P CPU battle.

--------------------
Vs CPU Ryu (Stage 5)
--------------------

On easier levels, you can usually jump fireballs and attack since he gets 
predictable.  If you can't jump in for a combo, at least hit him with a Firece 
or Roundhouse so that you hit his hands while he is stuck.  If you choose to use 
the Sumo Smash evade fireballs, make sure that you hit Ryu or you are far enough 
away to avoid punishment for missing.  The maximum distance you can use a 
Roundhouse Sumo Smash is about the distance between E. Honda and Ryu at the 
start of the round.  I know this is kind of generic, but I will have to play 
this some more to give better details.  If you get caught in a corner, you will 
need to use quick pokes to interrupt his Hadoken, or you can use a Sumo Smash.  
Don't underestimate him; he can beat you if you get sloppy enough.  If he does a 
Hurricane Kick, either block and counter with a HHS or crouch and hit medium 
kick.  I think you can hit him out with that.  As you can see, I need to do more 
reesarch on this.

On harder levels, Ryu can be a freaking terror.  Don't poke too much since he 
will throw a Shinku Hadoken at you for this and you will lose about 60% of your 
life bar for one mistake.  Do not constantly Sumo Head Butt - he is notorious 
for jumping and evading this and usually punishing you.

----------------------
Vs CPU Sodom (Stage 9)
----------------------

His Jitte strikes will give you the most problems, followed by his slide.  If 
you block a slide at close range, hit him with a crouching fierce/roundhouse.  
If you block a Jitte strike, you may be able to hit him with a low slap (LP or 
MP).  If he uses a Strong or Fierce Jitte strike while you're crouching, punish 
him.  If you see a Power Bomb coming (the hop), jumping is the best escape.  You 
can also super or hit him while he's in the air, but if he did a tick, this is a 
little harder to perform.  Use the Sumo Smash to counter any close Jitte 
strikes.  If he does a handstand with his Jitte, jump over him to avoid damage.

--------------------------
Vs CPU M. Bison (Stage 10)
--------------------------

He is most dangerous when he has full super meter.  Otherwise, he is difficult 
but not impossible.  At times, he will not block so you can perform Sumo Head 
Butts on him.  His Somersault Skull Diver is hard to take out.  If he touches 
you with this when his meter is full, block in anticipation of a Psycho Drive 
Crusher.  Otherwise, Sumo Head Butt him once he lands.  After blocking the 
Crusher, walk to the corner and give him a HHS or a low fierce for his efforts.  
Do not try to throw him - he will either throw you or hit you with a Double Knee 
Press.  If you're far away and he throws a Psycho Shot, use a Roundhouse Sumo 
Smash to punish.  Beware of his standing medium kick - it is his best poke and 
he does use it.  Try not to jump in haphazardly as he uses his Standing 
Roundhouse to knock you back down.  Last but not least, watch out for that Air 
Throw.  It is almost instantaneous and does a lot of damage.  You can try to 
jump his Psycho Shots, but you have to anticipate the projectile since it flies 
as high as Sagat's Tiger Shot.  

========
Vs Human
========

-------
Vs. Ryu
-------

If Ryu attempts to jump in, please take him out with a Jab Headbutt or Sumo 
Smash.  You can also take out ground and air Hurricane Kicks as well with these 
moves.  You can also use a standing fierce chop if you are not charged.  
However, this is not advised against Hurricane Kicks.  Use a crouching jab, 
strong, or forward against ground Hurricane Kicks.  This may still work from 
previous SF games.

Your crouching jab and strong will match up decently in footsie games against 
him.  However, if you miss, you may catch a Hadoken or worse.  If he does throw 
a Hadoken, a Forward or Roundhouse Sumo Smash will go through it.  If he is 
close enough, the Sumo Smash may actually hit him.  Your Oni Muso does go 
through Hadokens, but only after Honda's feet have left the ground I believe.    

If anyone has any good E. Honda strategies against any character (CPU or human), 
feel free to email me.  This also holds for criticism/critiques of the 
strategies presented here.  


================================================================================
CHAPTER VI - MISCELLANY
================================================================================

This chapter goes through E. Honda's SFA3 storyline, win poses, taunts, win 
quotes, and colors.

=========
Storyline
=========

The storyline is courtesy of the "PLOT FAQ" written by "Svenyip" & "Shred-Man".  

-----------------
Opening Storyline
-----------------

When you start a game of Street Fighter Alpha 3 and choose E. Honda, here is the 
information that comes up on the screen.

Personal Data
-------------

Height: 6.1 Feet
Weight: 302 lbs
Blood Type: A

Special Moves
-------------

Hundred Hand Slap
Press P Rapidly
Flying Headbutt
O-CHARGE-O P
Oitchou-Nage
               O O     
O-  / | \  -O /  | P
   O  O  O

Opening Introduction
--------------------

Edmond Honda is the strongest Sumo Grandmaster, or "Rikishi".
He is so powerful, that no other Rikishi can compete with him.
"I'll find worthy opponents and show them the strength of Sumo!"
In the hopes of finding stronger opponents, he begins a journey.

-------------------------------
Stage 5 Mid-Boss Storyline: Ryu
-------------------------------

E. Honda: Hey, you look strong! I've never seen such a devoted fighter!
Ryu: It's a rare honor to meet a Rikishi here. How about a fight?
E. Honda: Ga ha ha! That's what I'd expect a fellow countryman to say!
E. Honda: One cannot comprehend a Sumo's greatness, until he fights one!
...
E. Honda: Ga ha ha! That was a nice fight! I feel refreshed!
E. Honda: Your Hado energy... is most impressive...!
Ryu: Your wrestling power is superb! Fight me again someday!
E. Honda: This feeling is new to me! The world sure is vast, isn't it?

---------------------------------
Stage 9 Mid-Boss Storyline: Sodom
---------------------------------

Sodom: What the...! Hey!! Do you remember me?!!
Honda: You're the one who volunteered to fight at that Senshuraku!
Honda: Have you improved since then? Want to try your Tsuppari on me?
Sodom: DOSUKOI!! Uh... I mean GO FOR IT!!
...
Sodom: "Domo crocodile!"... Umm... Aha! "Domo alligator!"
Honda: Ga ha ha ha! I don't know what you are talking about...
Honda: But your Tsuppari was great! You may be a true Sekitori someday!

---------------------------------------
Stage 10 Final Boss Storyline: M. Bison
---------------------------------------

M. Bison: Huh Ha Ha Ha! So, you are a Sumo wrestler... Interesting!
E. Honda: What a strange guy! Who... are you?
M. Bison: I'm M. Bison, leader of Shadaloo. Are you here to be a guinea pig?
E. Honda: Don't say things like that. It makes you sound like a bad guy!
E. Honda: I should knock some sense into you, with my Nekodamashi...!
M. Bison: Come then!! I'll take over your body to further my ambitions!

======
Ending
======

This is straight from Kailu Lantis' excellent ENDINGS FAQ. 

(Honda faces a dizzy Bison.)
Honda: How was my Kimete?! Have you come to your senses yet?

(Angry Bison.)
Bison: This can't be.... How could the mighty Bison be defeated...?!

(Happy Bison.)
Bison: But, alas.... I will never die...! As long as the Psycho Drive exists, I 
am invincible!

(Bison floats up into the air. I think he receives a beam charge up from the 
Psycho Drive statue, I'm not sure. After that he does a Somersault Skull Diver 
towards Honda. Then there is a portrait of Bison doing his Psycho Crusher.)

(Editor's Note: Bison actually receives a beam charge straight from the Psycho 
Drive.  The statue does not activate and shoot a beam into the satellite.  The 
door to the base opens up and a blast comes out while he is floating in the air.  
Then he does the Diver and the Crusher as previously mentioned.)

Bison: Wa ha ha ha ha ha ha ha ha! Your power is great, but I'll show you more!  
You will join me!

(Honda does his Oni Muso Super Combo. Then there is a portrait of Honda charging 
with his shoulder.)
Honda: That's only a Zutsuki! One of my favorites! DOSUKOI!

(Honda and Bison meet in the air. However, it seems Honda wins the faceoff, as 
we see the Burning Bison.)
Bison: What?! I don't believe this.............!

(Exploding Bison.)
Bison: Gwaaaaaaaaaaahhh!!!!

(Honda stands alone in Juni/Juli's stage.)
Honda: Who the heck was he anyway? Ummm...?

(Juni and Juli come into scene.)
Juni/Juli: Master Bison....
Honda: Who are you?
Juni/Juli: ............
Honda: You don't even know your names? I understand! You two were being 
controlled by him! Don't worry.... As they say "live and let live"! Join me so 
that I can train you!

(Back in Honda's stage, Juni and Juli deliver crouching punches. They are under 
rhythm with Honda, who is also crouch punching.)
Honda: Ga ha ha ha! You definetly have the talents to become Rikishis! You are 
welcome to stay here until your memory comes back! Now! Try again! Once more!
All: DOSOKOI! DOSUKOI!

==========
Win Quotes
==========

This section is courtesy of Robert Iu's FAQ on Win Quotes & Dialogue.

A Sumo Wrestler is big... But the world is much, much bigger!
Eat chanko to build your body! Push the opponent out of the Dobyo!
Good spirit! But you should push an opponent with more force!
How was my Tsuppari? Stronger than you thought?! Ga ha ha ha!
Nothing is as thrilling as fighting in such a vast world!
Now you have learned the meaning of Sumo!
DOSUKOI! What's the matter with you?! You should be more aggressive!
You need more Keiko, if you want to be a true Rikishi like me!

==========
Animations 
==========

This section covers win poses, opening animations, and taunts.

These win poses are courtesy of Kao Megura's SFA3 FAQ. To activate the pose, 
hold down the button after the KO.

- LP/MK/HK : Honda stands up, lifts his arms up, and laughs.
- MP : Honda sticks out an arm and rotates his neck, and says "Dosukoi!" (No 
real meaning, it's a traditional sumo kiai.)
- HP : Honda stands up and holds his arms in a thinking pose, with one hand on 
his chin. He says, "Sekai wa hiroi nou!" (The world is large! - referring to the 
great number of worth opponents)
- LK : Honda gives a thumbs up and says "Donna mon jai!" (Anything! - referring 
to his believe that he can outdo anything thrown at him.) 

ShinJN has an Miscellaneous FAQ that covers taunts, colors, special animations, 
and the like. Here is E. Honda’s taunt courtesy of that FAQ:

[neutral] - Stands up and throws sumo powder

This is also his opening animation.

======
Colors
======

E. Honda has 6 different color outfits - 2 (P or K) per major ISM.  According to 
the Miscellaneous FAQ by ShinJN, this is how the Playstation buttons map to the 
arcade version of SFA3 for the color schemes:

Square: ¯\_ These buttons correspond to
X:      _/  the X-ism colors 

Triangle: ¯\_ These buttons correspond to 
O:        _/  the A-ism colors

R1: ¯\_ These buttons correspond to
R2: _/  the V-ism colors

That being said, here are the colors for E. Honda according to ShinJN’s FAQ:

- Square : Blue face markings, Light skin, Pink sumo gown w/ dark-pink lining
- X : Blue face markings, Light skin, Brown sumo gown w/ dark-brown lining 
- Triangle : Red face markings, Light skin, Sky-blue sumo gown w/ dark-blue 
lining 
- O : Red face markings, Light skin, Green sumo gown w/ dark-green lining
- R1 : Green face markings, Dark skin, White sumo gown w/ black lining
- R2 : Green face markings, Dark skin, Orange sumo gown w/ dark-orange lining 


================================================================================
CHAPTER VII - BIBLIOGRAPHY
================================================================================

I didn't know what to call this section, but this seemed like the most 
appropriate term.  This sections acknowledges the sources of this FAQ as well as 
keeps a log of what has changed between versions/revisions.

================
Acknowledgements
================

It is necessary to acknowledge the work of past FAQ writers without whose 
tireless work, knowledge, and information I would not able to write this FAQ.  I 
have listed the author and his/her FAQ and what information I pulled from 
his/her FAQ into mine.  The FAQ is a compilation of information found, read, 
researched or even discovered by me.  However, many people have found 
information in this FAQ out and written about it long before I put together this 
FAQ.  That being said, here are my main sources and references for this FAQ 
outside of my own SFA3 experience:

-------------------------
Mark Kim/Vesther Fauransy
-------------------------

Web Page: http://www.verasnaship.net/
Email: verasnaship@verasnaship.net
FAQ: LA Machine Guns: Rage of the Machines For the Sega AM3 Arcade Game Anti-
Terrorist Manual Version 0.0.2 (Build 0114)
Copyright (c) 1999 Mark Kim. All Rights Reserved.

--------------------------
Chris MacDonald/Kao Megura
--------------------------

Web Page: http://members.xoom.com/megura/ or http://i.am/kao 
Email: kmegura@hotmail.com
FAQ: STREET FIGHTER ALPHA 3 FAQ v2.2
FAQ: STREET FIGHTER ZERO 3: PERFECT PACKAGE FAQ v0.7
Unpublished work Copyright (c) 1998-1999 Kao Megura.  All Rights Reserved.

-------------------
Joe VanPelt/Chocobo
-------------------

Email: chocobo@mindspring.com
FAQ: Street Fighter Alpha 3 (arcade and PSX) VC Guide, version 1.8
Copyright (c) 1999 Joe VanPelt.  All Rights Reserved.

--------------
Michael Torres
--------------

Email: michaeltorres@prodigy.net
FAQ: SFZ3 V-Ism Faq for PSX/Arcade 2.0
Copyright (c) Michael Torrees 1999.  All Rights Reserved.

---------------------
Colin Caldwell/Nedfar
---------------------

Web Page: http://members.spree.com/sip/nefdar
Email: nefdar@hotmail.com
FAQ: Street Fighter Alpha 3 Combo System and General FAQ
FAQ: Street Fighter Alpha 3 Comprehensive Adon Guide / FAQ
Copyright (c) 1999 Colin Caldwell.  All Rights Reserved.

--------------------------------------------------
Michael "Svenyip" Troupe & Shawn "Shred-Man" Dumas
--------------------------------------------------

Emails: svenyip@javanet.com & shredder@bcn.net respectively
FAQ: Street Fighter Alpha 3 "PLOT FAQ" Version 1.0
Copyright (c) 1999 Michael Troupe & Shawn Dumas.  All Rights Reserved.

------------
Kailu Lantis
------------

Email: jcarlo@hotmail.com, lantis@mailexcite.com, kailu_lantis_SNK@yahoo.com, or 
al760412@campus.ira.itesm.mx
FAQ: STREET FIGHTER ALPHA 3 ENDING FAQ
Copyright (c) 1999 Kailu Lantis.  All Rights Reserved.

---------
Robert Iu
---------

Email: robertsmac@aol.com
FAQ: Street Fighter Alpha 3 Quotes and Dialogue Guide v1.0
Copyright (c) 1999 Robert Iu.  All Rights Reserved.

------
ShinJN
------

Email: shinjn@yahoo.com
FAQ: STREET FIGHTER ALPHA 3 - PSX MISCELLANEOUS FAQ v0.1
Copyright (c) 1999 ShinJN.  All Rights Reserved

------------
Gamefaqs.com
------------

Web Site: http://www.gamefaqs.com/features/contribute/howtowrite.html
FAQ: "How To Write a FAQ for GameFAQs"

--------
Feedback
--------

-Aurore Kham

==========================
What's New In This Version
==========================

-------------
Version 0.012
-------------

-Revised Table of Contents
-Changed throw name to Japanese version (names from Kao Megura's FAQ)
-Revised legend

-------------
Version 0.011
-------------

-Added win poses
-Added General and Vs CPU Strategy
-Revised legend
-Revised heading structure

-------------
Version 0.010
-------------

-Revised legend structure
-Added another FAQ writer to copyright
-Added Colors and Taunts section
-Gave recognition to those who provided feedback on my FAQ

-------------
Version 0.009
-------------

-Edited copyright slightly
-Fixed some minor errors
-Added parents and family to "Special Thanks" list 

-------------
Version 0.008
-------------

-Added for "FOR ARCADE & PLAYSTATION" to FAQ title
-Removed "FOR BEGINNERS" from FAQ title
-Added win poses that I could remember
-Edited little things

-------------
Version 0.007
-------------

-Revised formatting and headers to make more readable
-Corrected errors

-------------
Version 0.006
-------------

-Shortened FAQ to specifically deal with E. Honda
-Removed beginner sections
-Made reference to Nedfar's SFA3 Beginner/Basics FAQ
-added ISM chart from Kao Megura's FAQ
-Rewrote acknowledgement section
-Moved acknowledgement section to bottom of FAQ
-Changed names on many of E. Honda moves
-Added VS STRATEGY section
-Moved up E. Honda information for easier reading
-Changed Oitchou-Nage to Ochio Throw

-------------
Version 0.005
-------------

-Added storyline and win quotes
-Changed Ochio Throw to Oitchou-Nage
-First edition put on my web site

-------------
Version 0.004
-------------

-Rewrote copyright (many humble thanks to Vesther Fauransy on this)
-Rewrote normal moves analysis
-Added V-ISM combos
-Continued super combo analysis
-Changes copyright credits to acknowledgements
-Added more acknowledgements

-------------
Version 0.003
-------------

-Started super combo analysis
-Started normal moves analysis

-------------
Version 0.002
-------------

-Added more copyright information
-Added more copyright credit
-Changed move legend to accommodate more familiar notations
-Added some move analysis
-Added a couple of combos

-------------
Version 0.001
-------------

-First edition of this FAQ
-Many sections left blank

--------
Upcoming
--------

-Counter hit combos
-More combos as I can find them
-More moves analysis & strategy
-Other improvements based on feedback


================================================================================
CHAPTER VIII - EPILOGUE
================================================================================

This is not the last word on SFA3 E. Honda by far.  However, I do hope that FAQ 
may be the most complete word on E. Honda.  I would appreciate any tips on the 
FAQ itself or any E. Honda tips you may have.  Email me at the address below any 
comments/questions/critiques/flames.  Thank you for taking your time to read 
this.

This Electronically Published Document is copyrighted (c) and trademarked (tm) 
by David Antoine.  All Rights Reserved.  This document is protected by 
applicable copyright laws and international treaties.  Unauthorized 
reproduction, retransmission, and/or a breach of copyright, partial or full, may 
result in civil and criminal penalties and is subject to maximum punishment and 
prosecution to the highest extent possible by law.  Please properly credit David 
Antoine where credit is due.  This document is the sole property of David 
Antoine.

David J. Antoine/$muvMoney
Copyright (c) 1999 David J. Antoine
david_j_antoine@msn.com
http://members.tripod.com/davidja/
http://members.tripod.com/davidja/faqs/sfa3ehonda.txt
John 14:27
Numbers 6:24