Honda Combos

mmmm if your going to jump in to attempt a combo you need to make it fp because it does more damage now then RH, also all the combos have pretty much been told but its a matter of doing them. Alot of character specifics like HHS into HHS into HHS on gief for nice damage and HHS directly into EX hhs on juri, seth? and abel…among others

i’d also like to thank street fighter dojo for helping with the gief matchup i can get knocked down with AA ex gh but just quick rise ex headbutt will beat his jump in and st RH every time he lands and the gem that is neutral jump RH to beat lariat after an ochio

works on the following new chars: ibuki (ex headbutt), juri (ex headbutt), makoto
also HHS, c.lp xx HHS works on sagat standing in super

HHS, c.mk xx HB : cody

I’m very interested in Honda and been practicing, I feel U2 is way better than U1, just cause once you have that meter they are gonna wanna jump/backdash. Free damage.

Strong/Fierce HHS, c.LP xx EX Sumo Smash still works on Abel.

Ok guys, Im having a bit of trouble performing this… how the hell do i perform HHS fadc U2!!! I cant seem to get the 720 out fast enough during the dash =/ I just keep jumping after the fadc :frowning: so… any tips, or exactly what I should be doing??

Same.

HHS xx FADC

If you are holding :r: or :df: when you FADC you only need to go to neutral then 540 starting :r: or :hcb::ub::hcf::3p:. If you are holding db then you have to :r::r: first. If you feel you need more time to spin the stick you can just tap the FA to let the FA hit and then dash cancel > U2. The FA puts you at -3 frames but still catches the same ppl that fall for FADC HHS. It also gives you more damage if you are cancelling HHS on hit.

Jump in fierce, EX Hands, c.LP xx fierce hands, c.MK xx EX Headbutt on crouching shoto: 518 damage

Were there any new combos into ultra 1 in super?

people still use U1? ewwwww

I don’t use Ultra 1, but I had seen most Honda players staying away from 2 for some reason. I thought there may be something I wasn’t in on.

At first I hated U2, mainly due to its shitty range… but now I love it, lol. I guess people are still used to U1, and feel comfortable with it… for me… I use U2 for about 90% of my match ups. I am finding U2 a lot more usable because there are actually set ups for it, instead of just trying to punish bad fireballs, or whiffed SRK’s. Been catching a lot of people lately with some tick U2 setups. lol, cr.lp to U2 ftw :stuck_out_tongue:

I was in training mode today practicing c.lp to HHS, to no avail, and I noticed something that I wasn’t sure if it was already known. I know that most people just FADC out of specials, but what about the attacks themselves? Even the attacks that don’t cancel, like Honda’s c.hp can be FADC’d (unless it can cancel into something?). If this isn’t already known, how useful could a c.hp FADC oicho throw / 720 be? I’m hoping it could be useful do to the range on c.hp, but I’m somewhat of a novice, so I can’t say how useful it is yet.

C.hp, s.hp, and cl.hp are super cancellable so yes you can FADC them. Ch.hp/cl.hp/s.hp xx FA combos for decent damage. But be careful as it is very easy to get out of U2 range FA’ing :hp:'s. The only Honda I’ve seen use hp xx FADC oichio consistently is Mr. SNK.

Alrighty then, cool. At least it isn’t something completely unknown and useless to everyone, haha. That one use alone is plenty good for me. I mean, what else does Honda do with an FADC besides an Oicho/720/backdash (not sure about the backdash, I assume that it is a general escape though)?

I’ll see about add hp FADCs into my game then. =D

How are people doing the motion for a tick u2? Shout to telepathic for that fadc motion

You could always try reading the thread a few pages back, or any of the other threads about U2 ticks.

Ever since I found out that it didn’t matter which way you did a 720 (or 540) I’ve been landing U2 waaaayyy more reliably. I’m an Orochi Breaker convert. Maybe it’s just me but I’m feeling like c.jab has more pushback than s.jab…I noticed that you can’t land jab xx HHS c.MK xx headbutt on Blanka unless the jab is standing. I’m more comfortable using s.short as an Orochi tick…it feels like it has 2 pixels of pushback.

I personally prefer U1 only because it’s safe on block and good with shotos. I’ve yet to really find a love for U2, maybe because I don’t use it often but I just like the U1.

For some reason mk, hb after hhs… I’m assuming there’s a timing issue due to the frame recovery after hhs, but everytime I finish my hhs and try to land c.mk honda is too far to connect it… any suggestions?

edit: i made the correction in my sentence… i can land hhs combos fine, just not the MK link afterwards