CvS2: E. Honda - advanced tactics

:smiley: :smiley:

Roll->Super

Roll cancel Headbutt and Slaps

That’s about as advanced as honda gets

Hmm - well, as with ALL characters, ā€˜advanced tactics’ doesn’t refer to advanced joystick input, but advanced thought. Once you have the simple tactics (and by that I mean the joystick input stuff, the general reactionary stuff, combos, aa, blah), you fight on a higher level of guess and counter-guess. Anybody who sees how much damage and range a short jump rh with broken stock (I’m in N groove, breaking stock puts his damage up nicely) has will want to hit with it as much as possible. The advanced part is when you trick your opponent into letting you manage it.

Running Honda is about as funny as it gets. Just making him run will amuse your opponent into distraction, then c.mp gives you high priority (more range when crouching), or f.rh gives you range and damage, and a low hit, or small jump rh will make him stand to block. Mixing them up will generally make your opponent think twice (seeing Honda being so forwardly aggressive is surely a bizzarre moment).

The wake up tricks mentioned earlier are nice - if only I could roll cancel even his HHS on my DC pad.

One day I will perform like the Lord High Above with Honda, and sit on my meaty slab of thigh throne. Until then, I must continue to learn my opponents rather than my character in the hope of smacking them with my ridiculously damaging jumping fp. Use the force.

Hahaha!!!:lol: You guys have got to be kidding me. Advanced tactics for Honda?! Everyone just roll cancels his fat ass now, and if in a non-roll groove they just turtle. Advance tactics, thats hilarious.:lol:

plz teech me how 2 do teh slappy slappy!

One thing I can say about people who play Honda is that at least they’re not stuck in Ryu/Sagat/Ken mode. It takes a hell of a lot more skill to play Honda effectively than it does to play Ryu or (on the non-shoto side) Blanka.

Oh, and good Honda players don’t turtle; they rush. If you’re playing turtling Hondas, then they don’t know how to play him properly. He’s slow, but his moves have rush written all over them.

i dont turtle with honda…thats a bitch move…

What are some good moves/tactics to use when advancing an opponent.

I use N groove Honda. I fairly more aggressive with him in this groove rather than using him in my Turtle Honda (pgroove)

What kinds of pokes are great to use?

combos with Edmond.

j. roundhouse > roundhouse xx Headbutt super
c. strong xx headbutt super
jab > headbutt

not sure, I doubt he has any linkers though but sometimes accidentally I do it… Still not sure, i’ve tested and still none… :frowning:

^^^laotion-emotion:

i usually jump in with med kick(splash), then c.strong-kick…then either 100 slap, or headbutt…its not a combo but people do fall for it sometimes, then after that i usually roll…

after rolls do his 360 throw…or 100hand slap…but the throw is better…

like others have said, strong punch is a good poker…its fast and has a decent reach…

also when ur oppenent is on the ground, from a distance u can do standing forward f.kick…it has a long reach and is very effective…or when theyre on the ground, do the buttsmash…this works if ur within a certain reach, cuz if u do it at the certain spot, u fly behind him and buttsmash him and the opponent wont block cuz he’ll be blocking the wrong way…

on the defense, likke everyone said, when someone jumps at u, use LP headbutt, that always works…
or i use FP and/or FK…they both work well…

also use the c.strong punch when u can…

rolling is key with honda, especially on defense, cuz if they keep comin at u just roll then 360 throw…usually works

honda isnt really about combos, hes more strategic…he can outsmart his opponents a lot… and hes pretty strong…

Rog the ripper:

:cool: thanx for info man :smiley:

Yea, I knew bout the crossups, anti-airs, etc. :slight_smile:
but I didn’t know what to poke with to provide pressure. I’ll keep c. strong and strong punch in mind.

what’s good to use with small jump?

I often use small jump roundhouse or small jump foward(body splash) then follow up with either:
360 grab
c. foward
100 hand slap
s. fierce.

does rolling with 360 grab have priority? or does it depend on spacing? I use it but dunno if I should use it with right spacing or not.

Btw, I know E.honda isn’t based fully on his supers… when or how can I use it effectively?

I usually do it after a Charge cancel. head butt super that is. I wonder if rolling to 360 super is any good.

Thanx.
L.E. out :slight_smile:

EDIT:

Do you have any tips when fighting SAGAT?
I have the most trouble against him.

L.E.:

turtling against sagat would be the best strategy cuz jumping at him he will always catch u…so turtling and rolling also works…and also strong punch is key against him…

but he is still tough to beat with honda…

what i like to do with hondas supers is charge back then roll into his headbutt super…a lot of people try to attack u as soon as u get out of the roll but if u time the super perfectly, right after the roll, u will get them instead…

I see, so don’t jump in but turtle against him.

What if they abuse cr. fierce with him?
Just roll when he does that right?
Thanx for the tips man :smiley:

How about Vega though?
He jumps all crazy and shit, I don’t play too many vega players but when I go against one. I get so rocked because I dunno which anti airs to use.

Seems like Jab headbutt misses.

Any tips against vega (claw) ?

Thanx :slight_smile:

Honda vs. Sagat is not an overly difficult fight. You’re already pretty well equipped, your c.strong beats and is quicker than Sagat low fierce, and it’s hard for him to do much about low jump roundhouse.

That in mind, you should focus on trying to keep Sagat on the ground. In the air, his jumping roundhouse is kind of dumb since apparently you can’t hit at least part of his kick so jab headbutts tend to trade if not lose outright. Keep CLOSING distance, but not too much (you want to stay about outside stand fierce range). If you can RC the 360 slam on command, you can use the whiff grab as a sort of dodge, which helps you get closer if you need to.

Oh, if he EVER throws a high fireball, just headbutt that shit. Preferably headbutt super, to ensure he never fucking throws another one :smiley:

Thanx for replying dasrik :smiley:

what should I do against rolento. Seems like he’s jumping all over the place with his keep-away. I rarely hit him with the headbutt.

Any tips when fighting Rolento?

thanx. L.E. out

Corner yourself. With the exception of Chun-Li, Honda’s best place in fights against jumpy mobile people is in the corner. There, you force Rolento to bring the fight to you, and Honda’s low strong and jab headbutt make you a fortress.

any help with a k-honda? I haven’t picked him up yet but I ā€œheardā€ he is good in k-groove so I was just wondering about some regular k groove strats.

what i know-
-c.mp is real good
-small jump rh is good
-jp headbutt is a really good anti air
-s.fp can be used as an anti air
-c.mk into super

what i don’t know-
-his main block string
-use for the ā€œsit on youā€ move
-how good his 360 is
-when to use the hands
-style of play (agressive, turtle, or turtle agressively)

oh…im going to keep bumpin this until i get some answers

help

NOthing too difficult about what honda is supposed to do? Whats difficult is getting them done.

  1. He doesnt really have a block string but a good thing to do is come in with body splash (mk) and do a crouching mk and work from their. Some people do 100hand slap. Some people do crouching fierce. Do what feels comfortable and works most of the time for you.

  2. The buttslam is extremely useful. Ive seen a guy just keep doing the buttslam over and over and it couldnt be punished with certain charectors. It keeps getting closer and you cant touch it. WHen you do try to touch it invincibility takes over. If you dont hit him out of it and let him get close you get crossed up. Dont do RH buttslam thouhg. Mix up mk and wk buttslams and you might be able to get alittle invincibility of your own.

  3. Honda’s 360 is good for people who are able to do 360 extremely well on command. I use honda in P groove but i try to turtle as little as possible. But in P groove you might as well forget he has a 360. Its really hard to pull off. But in K or Rolling grooves. Basically just roll and 360 or 720 your whole night away. Its fun.

  4. Hard to say when to use the hands. Use them when you know your opponent will block. Use them when your opponent thinks you cant attack and your open. Thats the best i can give you.

  5. Unfortunately in CVS2 depending on yoru groove. The less you do the better you do. IF you try to do too much with honda you will die. If you dont do enough you will die. Try not to turtle too much. BUt dont start playing him like he is a shoto. Cuz he is not. Use your range the best you can and milk his headbutts when you have the chance. As easy as that. A good honda should be able to consistantly take out at least a charector and a half. He is that good. Very underrated.

few comments

Just wanted to make a few comments.

  1. I notice no one in here really uses Honda in P groove. It really is hard not to turtle in P groove. BUt the small jump makes most of it worth it. Their are alot of things that P groove makes honda immune to. For instance when working with P groove meter honda should be nearly invincible. People cant throw projectiles at you. They cant jump. And if you are charging right if they throw out anything low they get a parry into super in the face. Secondly if people are overrly rushing you and you dont have charge. P groove makes it convenient cuz even without charge all you had to do is push forward when the opponent hits. This parrys whatever they do and then press fierce. If you had more charge then you though it will fierce headbutt. if you had no charge it will do a fierce and your safe.

  2. Small jump helps you move around. All i do is small jump wherever i need to go. Basically if you are gonna pick honda in P groove never ever ever ever ever…well almost never regular jump. Its too predictable especially in higher levels of play and you get hit with all kinds of anti airs. BUT!!!..if you small jump that makes jumping quite abuseable. Honda goes foot first into his opponent…i think he can even go over fireballs with this…and it makes anti airs very hard to use. especially one button anti airs like ryu roundhouse or something. Completly turns the game into yoru favor. Now you can jump almost whenever you want. its very difficult for a shoto or sagat or whoever to anti air you if you mix up your jumping and poking especially with the f.rounhouse sweep in your repetua. They have to do a dp almost right upon reaction and if they mess it up at all…too fast or too slow you kick them out of it or it whiffs and you have them at your mercy. I just started small jumping and i have completely done a 180 turn around in my game. I couldnt do it before but i just got a joystick so now i can do it on command. If you are too used to jumping but you get hit by every anti air in the world. Small jumping is the answer. Especially for Honda.

foward +rh hits low right…im wondering how reliable this is, like should it ever be used, cuz i run then do this sometimes in k-groove…just wondering if it is stupid somehow.