Honda Combos

I hope this is true. My opinion on trades has always been it should reset and not give anyone an advantage - you both just hit each other at the same time for F’sake, so why an Ultra follow up is possible for most of the top tier seemed a little unfair. The only thing that should happen is the stronger move should inflict more damage.

If Honda has a viable option to land Ultra often and do 350-400 damage with it, then he should move up the tier lists. Its definately the games where your opponent wins with 20-30% of their life left and they got you with an Ultra that can be frustrating. Just think of it this way - Honda players have been getting by without a reliable Ultra setup so know what it takes to win without one. Add an Ultra in the mix that you could use and some people are going to get a surprise.

well said tpants…yah on average in a course of 10 matches. ill prolly get 3 ultras in there…MAYBE 3…damn i was thinkin bout switchin mains for super…bt now after thinkin about the possible setups he will have on wakeup as well in corner…damn…i dnt think i can switch my boy now

I share the exact same view on trades, with Honda if I get even a hint of a life lead I trade with people who use a normal move as an AA all day. Esp. the magic range where I get to trade with Sim’s knee. It should bring you both back to even state on a trade end of story. Having some fighter’s get an extra 400ish dmg off a trade is one of my bigger gripes. With all the new blood being put into the game I doubt there will be a huge influx of new Honda players. I hope I’m wrong so we can get more opinions on everything but …shurgs

New influx? No thanks.

I love these boards as is, but likely as much as I do simply coming from the Akuma section…shudder

Plus Honda’s not a char that warrants TOO much talk, as his tools are simple and the rest is up to the player. Everyone knows what you’re going to do, but can they stop it? Up to you. Honda’s so tight like that.

I love playing Honda, but will change if 2 things click. First if I like a character more than Honda and second that character has to have fewer bad matches than Honda. I don’t have time for a secondary so it will be Honda or someone who fills the 2 criteria - from videos nobody has jumped out at me yet.

That’s one aspect of Honda that I simple admire. They know what you’re going to do but are unable to stop it.

lol Honda is smashmouth football. You know they are going to run in dowth your throat but are powerless to stop it. They have only 3 plays, run right, run left and draw. You know the nj.fierce, hands, and throws are coming but can you stop them?

( Does not apply to the Detriot Tigershots, because they are assholes.)

from what i understand trade into ultra is still in the game. could be wrong though, certainly hope i am wrong.

the other thing i seem to remember is on the video, honda’s butt stomp looked like it didn’t come straight down anymore.
it looks like it moves forward as it comes down. could have been my eyes playing tricks on me but that’s what it seemed like.
it opens up some new possibilities. even better though… is what if you could control the butt slam as it is coming down?
like floating it just like nj.fierce?
that would be pretty beast.

Trade ultra? I was unaware…could you build on that so I can try and picture it, or is it as simple as it sounds?
I as well noticed though that his butt slams are moving further forward in the videos. I would be over joyed if it was like Ell Fuerte’s body slam.

i believe they are refferin to other characters trading into an ultra.like ryu or sagat into metsu or genocide. if u go back a few pages i think thats where this discussion starts.bt in regards to the buttslam…yah it wold make it alil better…i js want to short to stay the same and forward and rh to go alil further…or if u cud even guide it abit like devils reverse…damn! that would be kinda koo i think

Never seen anyone do this or post it, but something to take into the weekend for any Honda players. Character specific combo, worth knowing if you have that Super loaded, don’t have enough charge to hit confirm off hands, or want to dish out max damage. This works on Guile, Rog and Abel and as long as all parts of hands hits, then it should work - you can even c.lk twice to hit confirm jab hands and still have the spacing to land it (hit training to see what I mean).

c.lp xx HHS, s.mp xx Super. In comparison to normal c.lp xx HHS xx Super it does 70 more damage and especially against Rog and Guile, which can be really tough matches, getting as much damage when you are in is important. The combos work on these guys because they fight with their hands up and forward making the top part of their hitbox stick out. Unfortunately, it does not work on any Shotos or Sagat.

yeah, i tested that a long time ago. it’s really good damage but situational. better than cr.lp xx hands and better than cr.mk but not as good as just straight doing another fp hands if i remember correctly.
also i think it actually works on a few other people too. but i forget who it works on crouching and who standing.
also, you can use cr.mp xx super too. the standing one has a bit further reach but if you don’t time it perfect you actually walk back slightly before doing it so the crouching one is actually safer on the characters it works on.

so i should continue to do hhs into hhs into super? also what gives with sakura why cant all the hands hit her should i use MP hands?

Just for confirmation, combo 5b does work but the jump in has to be kinda deep, like chest/waist deep.

Also, how the hell are you people getting f.headbutt’s to hit after a cl.mp, c.lp link (combos 2a and 2b)? I’ve only been able to land EX headbutt after that because i’m too far away. Even if i could get the f.headbutt to combo theres no way i could cancel it into super like in combo 2b, he’s way too far away and you can only cancel headbutts at the very beginning (like before his feet leave the ground).

Am i missing something?

Against the characters it lands on it does 30-50 more damage depending on when you catch them and how much damage they have already taken compared to hands hands super. Hands Hands Super is nice and good when you dont have the charge for sure, but If I have the charge already, I dont risk the link - I dont know anyone who can do it 100%.

raises hand and haves it slapped away i have it at around 90%

I have the hands-hands link down a little over 50%, but that’s fine by me because I’m not big on saving meter. Even though it’s a slightly unsafe for Honda I find hands-hands is important for Honda’s game for so many reasons…half the time the other player doesn’t expect the second one so they eat it even if they jump or backdash…you could focus cancel the second hands for Ochio or cross up MK…you also have a charge ready so you can go for Headbutt or Buttslam…and on block the chip is good. Yeah it’s slightly unsafe but 15 hits makes Honda look like a combo king lol.

hhs into hhs into super works on like everyone. mp xx super does more damage but is character specific. i’ll see if i can find my old charts that i made.

on standing sakura and standing rose, cr.lp xx fp hhs doesn’t do all 7 hits.
vs these two characters just do standing lp xx fp hhs instead as it gets all the hits.
vs sakura, cr.mk xx fp hhs also works.

that combo is character specific and most people it only works on crouching. the only characters i can think of that it works on standing are Blanka, Dictator, Boxer, Seth, and Claw.
most people just do hhs combos instead that do about the same damage. (cr.mk xx fp hhs does like 38 more damage)
people who can’t do hhs combos should do close fp, cr.lp xx fp hb instead since it does 40 more damage.

i have no idea who the super would work on as i’ve never got it to work either.

yeah you’re right it does do more damage i remembered it wrong.
and i agree, i’m very inconsistent with hhs to hhs so mp is much better.
i dug up my old notes on which characters it works on and here they are:

*standing mp is preferable to cr.mp where it works because it does 10 more damage.
*a lot of the cr.mp overlap the cr.mk combos on crouching characters. cr.mk is preferable since it is one frame faster for same damage.

HHS, mp xx Super
Sim (standing)
Honda (crouching)
Gief (crouching)
Guile (standing)
Seth (crouching)
Dictator (crouching)
Boxer (standing)
Abel (standing, crouching)
Rufus (standing) has to be very close to him. cr.lp xx hands, mp is very hard to do but cr.mk xx hands, mp is pretty easy.
Sakura (crouching) has to be very close. pretty much only works off of cr.mk xx hands.

HHS, cr.mp xx Super
Akuma (crouching)
Sim (standing or crouching)
Blanka (crouching)
Chun (crouching)
Ryu (crouching)
Honda (crouching)
Guile (standing)
Ken (crouching)
Seth (crouching)
Dictator (standing, crouching) has to be super close to work on standing dictator, cr.lp xx hands doesn’t work has to be cr.mk xx hands. very easy on crouching dictator.
Boxer (standing)
Abel (standing, crouching)
Viper (crouching)
Rufus (standing or crouching) has to be very close to him. cr.lp xx hands, mp is very hard to do but cr.mk xx hands, mp is pretty easy.
Sakura (crouching)
Dan (crouching)
Gen (crouching)

I finally have HHS down. I switched to the slide method and I feel so much more comfortable. I as well dialled in on my timing for super, though I burn meter quite a bit…

Anyways, I was curious if there were certain methods for calling jHHS and mpHHS as there is for the fierce version (13213).