I just started playing with Honda and I am not sure which combos I should practice. In your opinion what combos should ever player know? Thanks for help. :wgrin:
Avenger, start out with some basic combos first, eg. c.MK to Heavy Headbutt. Then slowly move your way up to hands combos, thats just my suggestion though.
Are the ones in trials useful? I can do the cancels just fine. I was wondering what is beyond that; like what is his bnb.
Make sure you have MK, Headbutt down, and find a Hundred Hand Slap method that works for you. Mr. SNK has a great video up that I believe it is stickied. Once you have that down, work on all the basic HHS stuff (Jab HHS, Jab HHS HK, Jab HHS Super, Jumpin HHS stuff, Jab HHS jab HHS etc.). Once you are comfortable with those get into some MK HHS stuff.
Also, don’t neglect Honda normals. HK, HP and Neutral Jump HP are all important parts of Hondas game. Learn how and when to use them.
Thanks, I appreciate it. Mind if I add as a friend on Xbox?
Sure. You can get some free wins in against my Balrog and Cammy.
that sounds like it HURT! lol
I have written up a combo and strategy document for word based off the format of the Rufus strat and combo thread. It is very easy to read the combos. I hope that honda players find this useful. If anyone reads through this and notices mistakes, missed important combos, or has anything to add, please let me know. If you could do your edits in a red font and then email it back to me I would really appreciate it. This has been quite a bit of work for me and I am feeling good about it.
Here is a link for download. It is in word 2003 format
http://www.mediafire.com/download.php?ywj5wmjnyny
My questions on combos right now is why on a successful jump in would you c.lk once or twice before doing c.lp xxHHS…etc - have seen this done by AKIMO in particular. I have done this in training and a few games and the damage increase seems negligable and just does not seem worth it for the tight links. Is it for added meter? At any level you want to take what advantage you can, but you have hit confirmed on the jump in so why do the c.lk’s apart from a tiny bit more damage and meter?
Also I saw AKIMO do c.lk to start block strings into c.lp and hands or Headbutt. I believe you are plus 2 on block and plus 5 on hit, but again (and against shotos) this just seems unecessary and liable to a reversal as the link is bloody tight. The only thing I can see is to try and get them to attempt a throw, or try something unsafe on your string, give you the chance to read how they react to block strings and again add meter. I typically tap with c.lp once or twice into hands, headbutt or Ochio and ignore the c.lk, but maybe that is not mixing it enough and thinking about it does make it obvious what is coming!?
Anyway, can someone with more experience than me with Honda, let me know or confirm if I am missing something tactically (like some of the things I put above) by not using this stuff more often.
Thanks
cr.lk is just to add time for hit confirm on a jump in. if you can confirm that the jump in attack is going to hit then you don’t need it.
however if you are unsure or if you think they are going to block it, cr.lk is much better than cr.lp.
it hits low and it is +2 on block. which means it’s good for frame traps and perfect for oicho tick.
also the link is 2 frames and really easy when you get used to it. it’s slow enough that you can actually hit confirm at and cr.lp xx hhs on hit and oicho on block.
plus a lot of the time akimo’s cr.lk comes out because he is option select crouch teching.
Thanks. Seems I need to adopt this more from time to time.
I’m doing really fine with Honda but I really don’t know when to use Ultra.
So I’m asking is there any way to combo ultra ? I usually throw my ultra randomly and maybe at 1/10 it hits.
After a good focus attack or if you can Grand Master Akimo a Fireball.
That needs to become a “technical” term like Akuma’s Vortex.
It’s best use is as a punish for missed uppercuts or as a reversal for other ultras or supers. As an antiair you have to time it super super early and some characters have ways of avoiding it like ryus ex.hurricane kick will float over it. Of course you can psychic a fireball or what I like to do is buffer the ultra motion and if the fireball comes you hit the 3p, worst case scenario there is you fierce chop a fireball. You can try and get fancy and dash ultra or something like that but thats just shenanigans that might work once but will end up getting punished later. Honestly his super is way better and worth saving for if you can, it has good recovery and is comboable.
Yea I do punish pretty much with his super. Hhs/headbutt + super does great damage.
I only don’t know when to release his ultra and these answers do prove that there isn’t really many uses for ultra. Maybe I should try to focus+ ultra more or just keep punishing missed combos.
Just be careful on immediate reversals. For example Sagats beats you hands down as does Blankas. As a whiffed or blocked Ultra punish then its all good.
Aside from countering fireballs, reversing mindless pressure, or the occassional anti air, or Uppercut punish I tend not to bust it out. Focus attack to Ultra would be better if Hondas Focus Attack was a little faster. Against someone who knows what they are doing use it just to mix things up.
This sounds buff…want to try it out
ive been catchin a couple people as they jump away…timing is right as they jump away…if ur squatin around the height of ur head is when i make it come out(atleast that has been workin for me) if u wait for the top arc of their jump most people can either stuff or safe jump the ultra…i rarely use the ultra to be honest…i really only use it as a punish when im mind fuckin them…cuz other than that i dnt like the unsafe properties of his ultra…super is good to save if u can do it
Although not specifically a combo i was looking around for hints on tick oichos.
Although maybe “cheap” i’d really like to get a handle on them and add them to my game.
What are some effective setups?
Who should you avoid them on / who is most susceptable? (both character and player types)
As i’ve tried so far i end up, more often than not getting reversal srk, in the face and then back them off.
Cheers