Honda is probably one of my favorite characters in this game and has been one of my favorites since the beginning of street fighter. The problem with playing Honda in the arcade is that most people already know how to beat him, so adapting him to your own style is key.
The main thing I would stress about honda is that you have to keep your opponent guessing. Honda doesnt have too many options and if you keep doing the same thing over and over, you will die.
Basics:
LP headbutt is awesome, use it as much as you can against jumpins or pretty much anything else, its a great move.
Hundred hand slap them in the corner.
Use HP headbutt to move around, its a pretty safe move if blocked, unless it is parryed or just defended and if it hits it does a lot of good damage. It can also go under sagat’s standing tiger shot.
Mixups:
The buttsmash charge move is great for mixups since it has such wierd priority and most people dont see it coming. End your block strings with this and you will see that poeple will often get caught by it when he goes up. It combos really well of his 2 hit cr.mk.
Honda can freak people out when he runs. If you’ve knocked your opponent out of the air and you want to get close to them fast, run at them. Honda looks like hes a good 7 feet tall when he stands and his goofy looking run can scare people. Most characters with a dp (ie, sagat, shotos) will try to use it as a wakeup so cr.mp works good against those. But Honda can punish people that dont have really good wake ups by either command forward roundhouse which hits down or standing fierce which hits standing and has pretty good priority.
If you’re jumping in and using block strings a lot and you’re opponent is turtling, jump in and 360 in the air so it finishes as you land and you will catch them in the buttslam toss which makes people feel like shit. His 720 super is also good for this.
His lvl 3 headbutt super goes through fireballs so use it wisely against Sagat and shotos.
IMO his best groove is N because it give him short jump which is good for combo starters, run to help out his mobility issues and roll for a bunch of reasons we all know, mainly his kick throw which is awesome. It also gives him the ability to use lvl 1 and lvl 3 supers, something K groove cant give him.