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    E. Honda by SmuvMoney

    Version: 0.013 | Updated: 07/28/99 | Search Guide | Bookmark Guide

    Version 0.013
    July 28, 1999
    By David J. Antoine/$muvMoney <david_j_antoine@msn.com>
    Unpublished Work Trademarked (tm) and copyrighted (c) David Antoine 1999.  All 
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    the aforementioned URL and ALL PARTS of this disclaimer counts as unauthorized 
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    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.
    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 
    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 
    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 
    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.
    - What Is This?
    - Where To Find This FAQ
    - Special Thanks : Special People, FAQ Writers/Contributors
    - 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
    - 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
    - Basic
    - Jump In
    - Variable
    - General : Poking, Jumping, Ticking, Countering, Recovering
    - Vs CPU : Ryu, Sodom, M. Bison
    - Vs Human : Ryu
    - Storyline : Opening Storyline (Personal Data, Special Moves, Opening 
    Introduction), Vs Ryu, Vs Sodom, Vs M. Bison
    - Ending
    - Win Quotes
    - Animations
    - Colors 
    - Acknowledgements : Vesther Fauransy, Kao Megura, Chocobo, Micheal Torres, 
    Nedfar, Svenyip & Shred-Man, Kailu Lantis, Robert Iu, ShinJN, Gamefaqs.com, 
    - 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
    Before reading this FAQ, make sure that the following carats, hyphens, numbers, 
    asterisks, and periods line up.
    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 
    Special Thanks
    This FAQ would not be possible without the work and efforts of the following 
    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.
    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. 
    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. :)
    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.
    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 
    (XAV) Move Backwards: B
    (XAV) Crouch: DB_D_DF
     / or | or \
    O     O     O
    (XAV) Jump: UB_U_UF
    O     O     O
     \ or | or / 
    (XAV) High Block: B
    (XAV) Low Block: DB 
    (AV) Air Block: air B_DB
    O     O     O
     \ or | or /  O- or  /
    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  /
    (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
    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
     | | + K
    (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
    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
    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.
    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.
    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
    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.
    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.  
    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
    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.
    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.
    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
    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.
    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.
    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
    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.
    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.
    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
    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 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 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 
    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 
    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 
    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 
    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.
    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 
    (AV) Cross Up Sumo Splash \/ Hiza Geri: CU MK \/ F + MK
    /  MK \/ -O + MK
    (X) Cross Up Sumo Splash \/ Hiza Geri: CU D + MK \/ B_F + MK
    /  | + MK \/ O- or -O + MK
    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 
    /  MK \/ MK
    (X) Jumping/Cross Up Sumo Splash \/ Far Medium Kick: J_CU D + MK \/ Far MK
    /  | + MK \/ Far MK
    (AV) Jumping Attack \/ Crouching Forward: J P_K \/ D + MK
    /  P_K \/ | + MK
    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 
    /  | + MK \/ | + HP
       O         O
    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
    /  P_K \/   / + LK XX -O HP 
    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
    /  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
    /  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.
    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 
    (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
    LL =>   / + LK =>   / + MP XX -O + HP =>  | | + MK => *O- + MP X n => -O + LP =>
          *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
    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
    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         
    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
    MM => /  P_K \/   / + LK XX -O + HP => *O- -O + HP X n => *O- -O + MP X n
    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
    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.
    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.
    There are versus strategies and tips that are useful against all opponents.  I 
    list these first before I go into character specific strategy.
    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. 
    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.
    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.
    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 
    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.  
    This chapter goes through E. Honda's SFA3 storyline, win poses, taunts, win 
    quotes, and colors.
    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 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!
    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!
    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!
    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.
    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 
    - 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 
    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.
    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
    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 
    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.
    Email: shinjn@yahoo.com
    Copyright (c) 1999 ShinJN.  All Rights Reserved
    Web Site: http://www.gamefaqs.com/features/contribute/howtowrite.html
    FAQ: "How To Write a FAQ for GameFAQs"
    -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
    -Counter hit combos
    -More combos as I can find them
    -More moves analysis & strategy
    -Other improvements based on feedback
    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 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 
    David J. Antoine/$muvMoney
    Copyright (c) 1999 David J. Antoine
    John 14:27
    Numbers 6:24

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