Honda Combos

It’s funny that most of the time this trick still works. And it’s a nice way to opnen up people and get a KD.

But still, I think ex hands combos should be more valuable. Maybe I don’t understand the metagame much, but landing 350 dmg from cr lp it’s just awesome.
2 combos that I found lurking around here:

  • c.lp xx hp.hhs, EX.hhs, c.lp xx hp.hhs 348 dmg
  • Cl Hp - Jab xx EX-HHS - jab xx HHS - RH (413 damage).

Watching Cuongster and Stev0 playing against Alioune, I kept thinking - one missed cammy combo could lead into huge damage - but I’ve never seen either players to pull it out. :frowning:

The thing about hands fadc is the later you do it the easier it is to react to, and doing it so early has almost guaranteed the command throw as Mike’s been proving lately (until people catch on to it I agree). And I guess I’m biased because I’ve been playing other characters with a better wakeup game lately, but wakeup pressure is something Honda seriously lacks and I like the command throw wakeup games it provides. Even just the overhead cancel to buttslam/throw/headbutt/fadc is great. I thought at CC the smartest thing Mike was doing on a focus crumple was sweep to safejump for example. Besides, all the “random headbutts” isn’t that bad a thing. They’re hard to react to and against a lot of people they are safe, and leads to one of Honda’s biggest strengths; we have an invincible reversal that is safe 90% of the time on block and often on whiff too. Besides, everyone drops combos in tournaments and you can’t plink the ex hands combos which is a huge thing IMO.

I guess I’m a fanboy, but until people catch on to early fadc hands, let it rock.

it’s just when Mike plays an opponent who realises that he’s doing it, jumps back, then mike will try it again, opponent jumps back, then he will do something like nj fierce which doesn’t reach unless it’s in the corner.

I don’t get the HHS->FADC-> Oicho on hit though, unless it’s to win the round. Mike still does this shit and it’s the most meter-unfriedly combo i’ve seen. He should start practicing those EX-HHS combos instead, SteveO is doing them more and more often in tourneys with excellent results.
On block, it’s still a viable tactic to get some damage and a kd though.

Yep. FADC Hands on hit is actually the biggest waste of meter you can imagine. You get at best 40 more damage for 2 bars, which is abysmal, and that’s only if the grab works. If it gave a good knockdown that might be worth it, but it doesn’t. Even if you can’t do EX Hands combos, you’re better off saving meter for Honda’s only good reversal or for Super.

But people have caught on to it. Since like, 2009. The only reason you ever see it work on streams is tournament nerves. If people just mash a reversal during your combos, you’re gonna get hit if you FADC and nothing will come out if you don’t, so it costs them nothing. Then you just wasted 2 bars to eat a shoryuken and give up over 100 damage. Then what do you do next time? FADC into block? Then you need to step back and realize that you just cancelled out of a combo into blocking and re-evaluate your Street Fighter career.

I was there in person and while I can’t make a claim I saw every match Mike had, I made a point to watch most of what I could. And because he was so fast on the draw with the FADC, I don’t recall it not hitting consistently (feel free to link some vid where it missed, I saw enough connects to make a claim it was consistent). I agree again that if people are watching for it, it can be trouble sure. But you got to show people that you have it and you can do it, and take advantage of people when you can. When you cancel it so fast that you don’t even know if its actually hitting before you go for the throw, that’s a mixup. When the attack actually hits and you spend 2 bars to get out of it, sure its not the best use of meter at that point. But when you spend 2 bars and turn a block to a KD with pressure, that’s pretty solid to me. And yeah, people caught on to it in '09… and they apparently forgot about it again because it looked so free to do or maybe they just couldn’t believe he’d do it. Then sure enough, he did it, and it looked like it hit 9 out of 10 times to me.

We play a character that isn’t exactly overflowing in mixups, even if you play Ross offensive you got to make good reads and you still just punish most things. Ballsy to do and I know I wouldn’t do it often, but to me its like a wake up ultra; people need to know you just might do it and respect it.

Hate fadc oicho, only thing i hate more is when hondas do fadc and then jump forward guessing a jump away but if you absolutely have to do it ive found that if you fadc after the second rep of hands to hands it seems to work a bit more reliably.

eg [media=youtube]1phh1MGKlsw[/media]

I talked a little with Cuongster and I asked him what he thinks of jewelman combos. He said that execution mistake is too high in these combos. He also preffers to save the meter.

Btw, I have some questions about Hands continuation - I see that H hands cont gives you +13 adv on hit. Shouldn’t you be able to link Ultra 1 after one ? Isn’t possible because of the hitbox ? And are there any advantages of using hands continuation ? can you link something/ better advantage ?

Interesting to hear that about Cuongster… can you ask him about what does he think about plinking LP with the back/select button for those combos? That helps a lot…

And regarding the hands continuation, or “extended hands”, here are a couple vids:
[media=youtube]dCAMYOoBGAE[/media]
[media=youtube]wxuEPcmHG7Q[/media]
And many more combos in written form for:
Abel
Blanka, Hakan, Zangief, El Fuerte, T. Hawk
Honda

T. Hawk’s versions are the easiest(doesn’t matter if he’s standing/crouching) of the bunch. Honda and Abel are also very, very easy to do but they require your opponent to be crouching. Zangief and El Fuerte’s can be done after a focus(they require the opponent to be standing) but they are the hardest because it’s a one frame link for the ultra. This is somewhat alleviated in El Fuerte’s case because you don’t even have to change your hands method, you just have to mash MP after the usual jab into fierce hands. In Zangief’s case not only the timing is strict, but the positioning is also very strict so I wouldn’t even recommend it in a tourney scenario.

Sure, I will ask him (but I think he is now preparing for SF 25th qualifier in England - at least I hope he will attend).
Btw, this is his whole response: “Yeah I’ve seen these combos and I tried them. But imo the execution mistake is too high in these combos. When you play in tournament you have to focus on a lot of parameters and you can’t allow any mistake. Imagine if the guy is mashing ultra between your link and you miss it… If you miss and lose the momentum it’s also can be the turning point of the game.
Also in my game plan I prefer to stock meter for EX duskoi or super.”

And regarding ext hands - I’ve seen your work, great stuff Gutabo. I’m curious, why you don’t see many Honda’s doing MP hands into ext into something ? - It’s more difficult, or something else ?

Also, why do you only use MP ext hands ? why not H Hands - ext H hands ? should have a better hitbox and more frame advantage ? There’s something that makes MP hands better for extended combo ?
And the MP hands- ext. M hands combo works only on those 5 characters ? - I understand link to U1 only works on 4, but the regular M Hands- ext Hands works only on these chars ?

He HAS to attend that 25th qualifier! Best wishes for him if he does! :smiley:

Thanks, I think it’s a combination of it being a different motion, very situational, character specific and the risk involved. I don’t really know because I was already retired when I made those videos :frowning:

It’s character specific because the hands push the opponents too far. All the 5 characters it works on(link into U1 works with crouching Honda too) have something in common: their hurtboxes while being hit are greatly increased on their last vulnerable frames by their arms coming back towards you(and in Honda’s case, his face) and it actually is a meaty hit(on the last active frame of the last hands hit). It has to be MP hands because HP hands pushes them too far away for the extension to reach them(exception: el fuerte). It has to be the MP extension because the HP extension has many early hits that push them too far for the last hit to connect. And it’s a shame that the 2012’s buff to the last hit of the HP hands version(which also applies to the last hit of the HP hands extension) wasn’t also applied to the last hit of the MP hands/MP hands extension. In all cases regarding the extended hands combos the LP version/LP extension is shit. I hope that was useful!

Very interesting stuff :). Btw, I made a thread with some buff wishes :razzy:. Maybe you could take a look if you want - I would like to make jewelman combos and your ext. combos more reliable - You think if MP Hands/ ext. MP Hands/ EX Hands hitbox is buffed, these combos should work on more characters ?

Will do! To make jewelman combos more reliable you can start by plinking the LP, it helps a lot. Well, it’s not that it really helps you a lot, it makes it a bit easier but it also boosts your confidence when you start to get the 1 frame link a lot more so it’s a virtuous circle. To make the extended combos reliable and to make them work on more characters a hitbox buff will not suffice, Honda would rather need a forward movement buff so after hands he ends up closer to the opponent. Likewise, it would be great if the HP hands into c.MK into headbutt combo worked with everyone…

To plink the LP, do you rewire your select button to a face button or something? I don’t quite understand. Also, is this kind of rewiring allowed in tournaments? I know a tourney I attended and a fellow Honda had his LP mapped instead of the PPP button and wasn’t allowed to play with this setup. He did this because his piano method was LP,HP,MP,LP,HP starting with pinkie, ring, middle, index, ring.

A TO didn’t allow someone to do their own button config? I call shenanigans.

Apparently they said you can’t map the same move on two different buttons. Local european tourney though, so they might have been talking out of their ASS

Yes, the “rewiring” is very easy to do in most good modern joysticks since there’s no soldering involved. Let’s assume you don’t use the “3P/3K” buttons, you could switch the wires for the select and the LP button and that’s it. You can then also switch the wires on the other buttons to get something like this:
Select LP MP HP
w/ever LK MP HK
You can also go on without the wiring and configure your buttons in game(a friend of mine does that, it can be a chore). You can even come with your own new button scheme and get used to it! Personally, I was considering using a drill and getting a new button above the LP but then I retired and that was that. Also this.

WTF at not being able to change button settings. I can understand banning turbo, and there’s people that ban mapping focus/throw to a button, but another LP? Talking out of their asses indeed.

Alright, I searched all this thread, and there’s a lot of good stuff around, but it’s just scatered on so many pages. So, I want to bring all the relevant combos into one posts, especially since the first post is kinda outdated. I want to put together all character specifics, etc, maybe after I get everything, to sort combos on characters, and have some kind of Honda’s optimized combos. I think it would be usefull for both begginers and veterans alike.

HONDA’S COMBOS:

Note: every combo can start with a jump in.

Bnb combos:

  • cr. LP xx H. Hands - HK: 225 dmg
    4 frames link. Honda’s standard bnb. Easy and damaging, safe on block. Learn piano or sliding technics. This the cornerstone of all Honda’s combos

  • cr. LP xx H. Hands - H. Hands: 205 dmg
    2 frames link. Second Hands only connects with 5 hits, the last 2 whiffs. Harder and less damaging, not really worthy. But still usefull to learn - check the Super combos.

  • cr. LP xx H. Hands - cr. LP xx H. Hands: 250 dmg (all hits for 2nd Hands); 229 dmg (5 hits)
    7 frames link. Slightly more damaging, depending on how many hits second Hands gets. A little more character dependent:
    Works at least on: Abel, Blanka, Dhalsim, Guile, Bison, Vega
    st. only: Cammy

  • LP - cr. LP xx H. Hands - HK: 234 dmg
    3 frames/ 4 frames links. Good damage from a standing LP

  • cl. LP - cl. MK xx H. HB: 258 dmg
    2 frames link.

  • cr. LK - cr. LP xx H. Hands - HK: 224 dmg
    2 frames/ 4 frames links. Less range, but starts from a low poke.

Punish combos:

  • cr. MK xx H. Hb: 240 dmg
    easy punish combo, but Honda has better punishes.

  • cr. MK xx H. Hands - HK: 265 dmg
    4 frame link. Better punish combo.

  • cl. MK xx H. Hb: 250 dmg

  • cl. MP - cr. LP xx H. Hands: 204 dmg - I’m not sure if you can link something after Hands - can someone confirm it ? (incl. damage ?)
    4 frames link.

  • cl. MP - cr. MK xx H. Hands: 220 dmg
    1 frame link. Hands connects with only 5 hits.

  • cl MP - cr. MK xx H. Hb: 272 dmg
    1 frame link.

EX meter combos:

  • cr. LP xx EX Splash: 220 dmg
    very easy combo, but the waste of meter is just not worthy.

  • cr. MK xx EX Splash: 260 dmg

  • cr. MK xx EX Hands - cr. LP xx H. Hands - Hk: 385 dmg
    1 frame/ 4 frames links. Big punnish combo, difficult, should work on all/ most characters.

  • cr. MK xx EX Hands - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 466 dmg (and 538 stun !!)
    1 fr/ 1 fr/ 4 fr links. The ultimate punish, if you can pull it off. Uses 2 bars, but is worthy. Should work on most characters. (it possible to do up to 4 ex hands combos, but the damage is not worth wasting meter on, plus, is way too difficult).

Super combos:

  • cr LP xx H. Hands xx Super: 420 dmg
    easy hit confirm into super. Super is canceled around the 4th hit of Hands.

  • cr. LP xx H. Hands - H. Hands xx Super: 473 dmg
    2 frames link. The reason you should learn Hands into Hands link. Adds nice damage.

  • cr. MK xx H. Hands - H. Hands xx Super: 513 dmg
    2 frames link. mk variation.

  • cr. MK xx H. Hb xx Super: 560 dmg
    easier and more damaging than the one above.

  • cr. HP xx Super: 540 dmg

Character specific combos:

  • cr. LP xx H. Hands - H. Hands: 229 dmg
    2 frames link. Second Hands hits full.
    Works on: Dee Jay, T Hawk, Zangief.

  • cr. LP xx H. Hands - H. Hands - H. Hands: 271 dmg
    2 fr/ 2 fr. links. 3rd Hands only connects with 4 hits.
    Works on: Dee Jay, T Hawk, Zangief.

  • cr. MK xx H. Hands - H. Hands: 269 dmg
    2 frames link. Second Hands hits full.
    Works on: Dee Jay, T Hawk, Zangief.

  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    2 fr/ 2 fr. links. 3rd Hands only connects with 4 hits.
    Works on: Dee Jay, T Hawk, Zangief.

  • cr. LP xx H. Hands - H. Hands - H. Hands xx Super: 511 dmg
    2 fr/ 2 fr. links. 3rd Hands only connects with 4 hits.
    Works on: Dee Jay, T Hawk, Zangief.

  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    2 fr/ 2 fr. links. 3rd Hands only connects with 4 hits.
    Works on: Dee Jay, T Hawk, Zangief.
    More characters that triple Hands works on:
    the notation is “character name, standing/crouching: moves you can start the first HP hands with, if you can combo it after a lvl 2/3 focus”, it might be incomplete tho:
    [INDENT=1]CHARACTERS THAT HP HANDS x3 WORKS ON(or that I could confirm):[/INDENT]
    [INDENT=1]Akuma (crouching): c.MK[/INDENT]
    [INDENT=1]Blanka (standing): s.LP, focus ok[/INDENT]
    [INDENT=1]Cody (crouching): c.MK[/INDENT]
    [INDENT=1]Dee Jay (standing): c.LP, focus ok[/INDENT]
    [INDENT=1]Dee Jay (crouching): s/c.LP, c.MK[/INDENT]
    [INDENT=1]El Fuerte (crouching): c.MK[/INDENT]
    [INDENT=1]Guy (standing): s/c.LP, c.MK, focus ok (thx dontgetbloodon!)[/INDENT]
    [INDENT=1]Oni (crouching): c.MK[/INDENT]
    [INDENT=1]Seth (standing): c.MK, focus ok[/INDENT]
    [INDENT=1]T. Hawk (standing): s/c.LP, c.MK[/INDENT]
    [INDENT=1]Zangief (standing): s/c.LP, c.MK, focus ok[/INDENT]
    [INDENT=1]Zangief (crouching): s/c.LP, c.MK[/INDENT]

  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg (it can vary depending on character - on some doesn’t connect fully)
    2 fr/ 1 fr links. “The Jewelman combo”. Very damaging hit confirm if you can pull it off.
    Works on: st. opp: Abel, Balrog, Bison, Blanka, Cammy, Chun, Cody, Deejay, Dhalsim, Gouken, Guile, Hakan, Juri, Sagat, Yang, Yun
    (st. LP replaces cr. LP) - st. opp: Adon, Dan, Dudley, Fei Long, Fuerte, Honda, Makoto, Rose, Rufus, Vega.
    cr. opp: Adon, Balrog, Blanka, Cody, Deejay, Dhalsim, Fei Long, Fuerte, Gen, Gouken, Guile, Guy, Hakan, Seth, Yun, Yang
    ** some hits form Ex Hands whiff on: Balrog, Dan, Dhalsim, Guile, Sagat (the last hit still connects; just the damage is a little lower)

  • cr. LP xx H. Hands - EX Splash: 289 dmg
    2 frame link.
    Works on: Balrog, Dee Jay, Guile, Juri.

  • cr. LP xx H. Hands - cr. LP xx EX Splash: 303 dmg
    7 frames link.
    Works on: Abel.

  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands - EX Splash: 438 dmg
    2 fr/ 1 fr/ 2 fr links.
    Works on: Juri.

  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
    2 fr/ 4 fr links.
    Works on: Abel (iffy), Balrog, Cammy, Chun Li, Cody, Dhalsim, Gouken, Bison, T-hawk
    cr: Dee Jay, Sagat
    Possibly even on more characters.

  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands: 370 dmg
    2 fr/ 1 fr links.
    Works on: st. Akuma, Seth.
    st & cr: Yun

  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands - H. Hands: 412 dmg
    2 fr/ 1 fr/ 2 fr links.
    Works on: st. Akuma, Juri, Bison, Seth.

  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands - HK: 438 dmg
    2 fr/ 1 fr/ 4 fr links.
    Works on: cr. Cody, El Fuerte.

  • cr. MK xx H. Hands - EX Hands - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands = 470 - 486 damage (varies)
    2 fr/ 1 fr/ 1 fr/ 2 fr links.
    Works on Sagat (most probable on more).

  • cl MK xx H. Hands - HK: 275 dmg
    4 frame link.
    Works on: Cammy.

  • cl HP - cr. LP xx H. Hands - HK: 314 dmg
    2 fr/ 4 fr links.
    Works on: Cammy, Dhalsim, El Fuerte, Gouken
    only from a jump in: Abel, Cody, Hawk.

  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
    2 fr/ 1 fr/ 4 fr links.
    Works on: Abel, Akuma (397 dmg), Balrog, Blanka, Cammy, Chun Li, Cody, Dhalsim, El Fuerte, Gouken, Guy, Honda, Oni, Hawk, Vega, Yang, Yun, Zangief.

  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 395 damage
    2 fr/ 1 fr/ 2 fr links.
    Works on: Bison, Fei Long, Gen, Guile (371 dmg), Hakan, Ibuki, Juri, Sagat, Seth.

  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    3 frame link.
    Works on: st.: Balrog, Dhalsim, Guile, Rufus (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)
    cr: Honda, Bison, Sakura (has to be very close. pretty much only works off of cr.mk xx hands), Seth, Zangief,
    both st and cr: Abel

  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    3 frame link.
    Works on: st and cr: Abel, Dhalsim, Bison (has to be super close for standing), Rufus (has to be very close)
    cr: Akuma, Blanka, Chun Li, Dan, Honda, Gen, Ken, Ryu, Sakura, Seth, Viper
    st: Balrog, Guile

  • cr. LP xx H. Hands - cr. LP xx EX Hb: 275 dmg
    7 frames link.
    Works on: Bison
    st only: Blanka
    cr. only: El Fuerte, Rufus, Vega, Zangief

  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    4 frame link.
    Works on cr.: Chun, Cody, Dan, M. Bison, Makoto, Oni, Rufus, Viper
    st: Blanka

  • cr. LP xx H. Hands - cr. MK xx EX Hb: 307 dmg
    4 frame link.
    Works on cr.: Akuma, Evil Ryu, Ibuki, Juri, Ken, Rose, Ryu, Vega

  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx H. Hb: 443 dmg
    1 fr/ 3 fr links.
    Works on: cr: Chun, Bison, Makoto, Oni, Rufus, Viper

  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx EX Hb: 443 dmg
    1 fr/ 3 fr links.
    Works on: cr: Akuma, Evil Ryu, Ibuki, Juri, Ken, Rose, Ryu, Vega

  • cr. MK xx H. Hands - H. Hb: 297 dmg
    3 frame link.
    Works on: cr: Ken, Ryu.

  • cr. LK - cr. LP xx M Hands - ext. M Hands - H Hb: 268 dmg
    2 fr/ 5 fr/ 5 fr links. You need to do M hands and then link extended hands.
    Works on: cr. Abel.

  • cr. LK - cr. LP xx M Hands - ext. M Hands - U1: 439dmg
    2 fr/5 fr/ 2 fr links.
    Works on cr. Abel

  • cr. LP xx M Hands - ext. M Hands - U1: 514 dmg
    5 fr/ 2 frames link. Yes, Honda can combo into his Ultra.
    Works on: cr. Abel, st and cr Hawk.

  • MP xx M Hands - ext. M Hands - HK: 268dmg
    5 fr/ 6 frames link. MP needs to be canceled after the first hit.
    Works on: st. Blanka.

  • cr. LP xx M Hands - ext. M Hands - HK: 278 dmg
    5 fr/ 4 fr links.
    Works on: st. Blanka.

  • cr. LP xx M Hands - ext. M hands - H Hands: 241 dmg
    5 fr/ 3 fr links.
    Works on: st. Hakan.

  • cr. LP xx M Hands - ext. M Hands - H Hands** xx Super**: 481dmg
    5 fr/ 2 fr links.
    Works on st Hakan, st Hawk.

  • MP xx M Hands - ext. M Hands - H Hands: 242dmg
    5 fr/ 2 fr links. Mp needs to be canceld after the 1st hit.
    Works on: st Zangief.

  • MP xx M Hands - ext. M Hands - EX Hb: 296 dmg
    5 fr/ 5 fr links.
    Works on st Zangief.

  • MP xx M Hands - ext. M Hands - Super: 478 dmg
    5 fr/ 3 fr links.
    Works on st Zangief, cr Abel

  • cr. MK xx M Hands - ext. M Hands - Super: 528 dmg
    5 fr/ 3 fr links.
    Works on st Zangief, cr Abel

  • cr. MK xx M Hands - ext. M Hands - U1: 554dmg
    5 fr/ 2 fr links.
    Works on st. Zangief, cr. Abel.

  • LP xx H Hands - ext. M Hands - H Hands: 215 dmg
    7 fr/ 4 fr links.
    Works on st El Fuerte.

  • LP xx H Hands - ext. M Hands - EX Hb: 291 dmg
    7 fr/ 5 fr links.
    Works on st El Fuerte.

  • LP xx H Hands - ext. M Hands - H Hands xx Super: 444 dmg
    7 fr/ 4 fr links.
    Works on st El Fuerte.

  • LP xx H Hands - ext. M Hands - Super: 473 dmg
    7 fr/ 3 fr links.
    Works on st El Fuerte.

  • LP xx H Hands - ext. M Hands - U1: 499 dmg
    7 fr/ 2 fr links.
    Works on st El Fuerte.

  • LP xx M Hands - ext. L Hands - H Hands: 241 dmg
    5 fr/4 fr links. needs you to be a bit away.
    Works on cr Hawk.

  • LP xx M Hands - ext. L Hands - H Hands xx Super: 470 dmg
    5 fr/ 4 fr links.
    Works on cr Hawk.

  • LP xx M Hands - ext. M Hands - Super: 488 dmg
    5 fr/ 3 fr links.
    Works on cr /st Hawk. For st Hawk also works from a cr. Lp.

  • cr. LP xx M Hands - ext. M Hands - H Hands: 252 dmg
    5 fr/ 4 fr links.
    Works on st Hawk.

  • cr. LP xx M Hands - ext. M Hands - H Hb: 306 dmg
    5 fr/ 5 fr links.
    Works on st Hawk.

  • cr. LK - cr. LK - cr. LP xx M Hands - ext. M Hands - H Hb: 261 dmg
    1 fr/ 2 fr/ 5 fr/ 5 fr.
    Works on cr. Honda.

-cr. LK - cr. LK - cr. LP xx M Hands - ext. M Hands - U1: 395 dmg
1 fr/ 2 fr/ 5 fr/ 2 fr links.
Works on cr. Honda.

  • MK xx H Hands - ext. M Hands - Super: 493 dmg
    7 fr/ 3 fr links. MK has to be cancelled quickly.
    Works on cr. Honda.

  • MK xx H Hands - ext. M Hands - U1: 519 dmg
    7 fr/ 2 fr links.
    Works on cr. Honda.

  • cr MK xx H Hands - cr MK xx H HB: 347 dmg
    4 fr link. Great meterless punish combo
    Works on: cr.: Cody, Rufus.
    st: Blanka

These are all the combos I could find.

Jewelman’s combos:

[media=youtube]cf3x9qzvQAs[/media]

Since there are quite a few character specific combos, here I want to list best combos for every character.

But, first, an important question: is it worth using meter in Honda’s combos ? I will put here the detailed answer from Telepatic:

[details=Spoiler]Meter is important to all characters. But to Honda meter is vital to the characters viability and utillity. EX.HB, EX.BS, and super are too valuable to waste meter on things that have very little gain. If you have a strategy of “saving” your meter for AA and reversals only, that’s your choice. But you shouldn’t then be passing up damage to save meter then “waste” it on FADC’s. There should be a way to determine what is a good use of meter.
If you look at almost the thriftiest meter using Hondas, most will agree that using your meter for c.lp xx hp.hhs xx super or c.lk, c.lp xx hp.hhs xx super is a good use of 4 bars. Let’s look at what those four bars were worth vs the standard BnB c.lp xx hp.hhs, s.hk:

c.lp xx hp.hhs xx super 420
c.lp xx hp.hhs, s.hk -225
** =195 damage / 49 DPB (Damage Per Bar)**

I’ll round up and call it 50 dmg per bar. So when looking at meter usage I would consider any option that generates 50 additional damage for 1 bar as a good use of meter. If you want to compare that to other characters, vanilla Akuma’s s.hk, c.lk xx lk.HK, DP xx FADC red fireball combos generated 50 additional damage for 2 bars.
So lets look at the combos that are being questioned as a waste of meter. Each combo will be measured versus c.lp xx hp.hhs, s.hk (225 damage) to determine the damage per bar:

c.lp xx hp.hhs, EX.hhs 257 damage / 32 DPB
c.lp xx hp.hhs, EX.hhs (blocked c.lp xx hp.hhs) 283 / 58 DPB (missed your link)
c.lp xx hp.hhs, EX.hhs, c.lp xx hp.hhs 348 / 123 DPB
c.lp xx hp.hhs, EX.hhs reset lp.oichio 417 / 192 DPB

Looking at the numbers, it clear that if you can reliabaly hit the links the ex.hhs combo is definately worth the meter. 123 extra damage for one bars is almost equal to a raw ex.hb (140). If you miss the c.lp link the chip damage from the last hp.hhs still makes it worth the meter at 58 DPB. The ex.hhs also sets up a nice mix-up. Yes your opponent can mash revesals to punish you if you miss the link but thats always been apart of SF4 and you should be more than capable of baiting and punishing opponents who are prone to the type of gameplay.
Now to run the numbers on the various character specific combos that use meter. I won’t list what works on who because I did that over a years ago and others have updated and added to that list since AE came out.

c.lp xx hp.hhs, c.mk xx EX.hb 307 / 82 DPB
c.lp xx hp.hhs, ex.bs 289 / 64 DPB (Deejay, Guile, Boxer, Juri)
c.lp xx hp.hhs, c.lp xx EX.bs 303 / 78 DPB (Abel)
**c.lp xx hp.hhs, c.lp xx EX.hb 275 / 50 DPB (Dict) **
c.lp xx hp.hhs, ex.hhs, c.lp xx hp.hhs, ex.bs 438 / 107 DPB (Juri)

Then there are EX.hhs, c.lp xx EX.BS Combos. I have never been a fan of this combo. The hard part of this combo is the c.lp link. If you can hit the link, doing another ex.hhs loop will always do more damage and build back more meter than ending in ex.bs. The combo by itself is not a waste of meter 84 DPB if compared to the standard BnB. But if you compare it to just using hp.hhs after the ex.hhs the additional bar is only getting 45 DPB.

c.lp xx hp.hhs, ex.hhs, c.lp xx ex.bs 393 / 84 DPB

If you are FADC’ing out of HHS combos that hit you are wasting meter. It’s literally the worst waste of meter you can have unless your post-oichio mix-ups net you so much damage that it’s worth throwing away 2 bars. This is not to be confused with FADC’ing out of blocked hhs. In that case you are using two bars for the chance to get 160- 180 damage. But FADC’ing out of hhs on hit nets you very little damage.

c.lp xx hp.hhs xx FADC reset hp.oichio 280 / 28 DPB

Even worse than the 28 DPB, if you are one of those Honda’s (like myself) who always use lp.oichio’s without thinking the damage drops by 20 points and you are getting 17 DPB. You also have the problem that hhs FADC oichio is not a new trick any more. Against player with lots of Honda experience they are jumping out of and punishing this trick at a very high rate.

Hopefully this can help those wondering about whether certain combos are worth the meter they use. I welcome the discussion with those who have a different point of view.[/details]

Best punish combos (works on almost everyone):

No meter:

  • cr. MK xx H. Hands - HK: 265 dmg
    Easy and gets you good damage. technically cl Mp-cr mk- hb is more damaging, but you only get +7 dmg, and the combo is way harder (1 frame link).

With meter:

  • cr. MK xx EX Hands - cr. LP xx H. Hands - Hk: 385 dmg
    With 1 meter you get a ton of damage. The combo has a 1 frame link, so is pretty difficult.
  • cr. MK xx EX Hands - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 466 dmg
    2 meters. Huge damage, but has 2 1 frame links.

With Super:

  • cr. LP xx H. Hands - H. Hands xx Super: 473 dmg
    you should always do this one instead jab-hands-super. It adds over 50 dmg.
  • cr. MK xx H. Hb xx Super: 560 dmg
    the ultimate Super punish.

** Honda’s character specific combos**:

Abel:

[details=Spoiler]

  • ** cr LP xx M. Hands - ext. M. Hands xx H. Hb**: 306 dmg
    Works on a crouching Abel.
  • cr. LP xx H. Hands - cr. LP xx EX Splash: 303 dmg
    1 meter, easy combo. Works on a standing Abel.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    1 meter. Works only on standing Abel. Difficult, but really good.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
    1 meter. Difficult, but great punish combo.
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Great super combo. Works both on a crouching and standing Abel.
  • cr. MK xx M Hands - ext. M Hands - Super: 528 dmg
    Works only on crouching Abel.
    -** cr. LP xx M Hands - ext. M Hands - U1**: 514 dmg
    Works only on crouching Abel.
  • cr. MK xx M Hands - ext. M Hands - U1: 554dmg
    Works only on crouching Abel. [/details]

Adon:

[details=Spoiler]

  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works both on standing and crouching, but when Adon is standing you need to use st Lp.[/details]

Akuma:

[details=Spoiler]

  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    Works on crouching akuma.
  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works on crouching Akuma. Easy and great combo.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 397 damage
  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands - H. Hands: 412 dmg
    Works on standing akuma.
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on crouching akuma. Great super combo.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a crouching akuma. [/details]

Balrog:

[details=Spoiler]

  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
    nice meterless combo if you are close enough
  • cr. LP xx H. Hands - EX Splash: 289 dmg
    1 meter. Easy hit confirm combo. Works on a standing Balrog.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: ~330 dmg
    1 meter. More difficult. Works on both standing and crouching Balrog.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
    1 meter. 1 frame link combo, but a great punish.
  • cr. LP xx H. Hands - MP xx Super: 497 dmg - st
    Works on a standing Balrog. great hit confirm for super. [/details]

Blanka:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works both on a crouching and standing blanka.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Use 1 meter. Works on both standing and crouching blanka.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching blanka.
  • LP xx H. Hands - H. Hands - H. Hands xx Super: 511 dmg
    Works on a standing blanka.
  • cr MK xx H Hands - cr Mk xx H Hb: 347 dmg
    Works on a standing blanka. [/details]

Cammy:

[details=Spoiler]

  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
  • cl HP - cr. LP xx H. Hands - HK: 314 dmg
    Works both on a crouching and standing cammy.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing cammy
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx H. Hands - cr. LP xx H. Hands: 232 dmg
  • cr. LP xx M. Hands - cr. MK xx Ex. HB: 322 dmg
    Works on a standing cammy. [/details]

Chun Li:

[details=Spoiler]

  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching Chun Li.
  • cr LP xx H. Hands - EX Hands - cr LP xx H. Hands: 330 dmg
    Works on a standing (and crouching ?) chun li.
  • cr LP xx H. Hands - cr MK xx H. Hb: 307 dmg
    Works on a crouching chun li.
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx H. Hb: 443 dmg
    Works on a crouching chun li. [/details]

Cody:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works on a crouching cody.
  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
  • cr. MK xx H. Hands - cr. MK xx H. Hb: 347 dmg
    Works on a crouching cody.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works both on a standing and crouching cody.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands - HK: 438 dmg
    Works on a crouching cody.
  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    Works on a crouching cody. [/details]

C. Viper:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works on a crouching viper.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a crouching Viper.
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx H. Hb: 443 dmg
    Works on a crouching viper.
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching viper. [/details]

Dan:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works on a crouching dan.
  • LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing dan.
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching dan.[/details]

Dee Jay:

[details=Spoiler]

  • cr. LP xx H. Hands - H. Hands - H. Hands: 271 dmg
    Works on a both crouching and standing dee jay
  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
    Works on a crouching dee jay.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works both on a crouching and standing dee jay.
  • LP xx M. Hands - cr. MK xx EX Hb: 322 dmg
    Works on a crouching dee jay.
  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    Works on a crouching dee jay.
  • cr. LP xx H. Hands - H. Hands - H. Hands xx Super: 511 dmg
  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    Works on a crouching dee jay. [/details]

Dhalsim:

[details=Spoiler]

  • cr. LP xx M. Hands - cr. MK xx H. Hb: 322 dmg
    Works on a crouching sim. (on crossup your best off using ex hb)
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works both on a standing and crouching sim.
  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
  • cl HP - cr. LP xx H. Hands - HK: 314 dmg
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works both on a standing and crouching sim. [/details]

Dudley:

[details=Spoiler]
-** LP xx H. Hands - EX Hands - cr. LP xx H. Hands**: 330 dmg
Works on a standing Dudley

  • cr. LP xx H. Hands - MP xx Super: 497 dmg [/details]

E. Honda:

Spoiler
  • cr. LK - cr. LK - cr. LP xx M Hands - ext. M Hands - H Hb: 261 dmg
    Works on a crouching honda.
  • LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing Honda.
  • cl HP - cr. LP xx H. Hands - HK: 314 dmg
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Works on a crouching honda.
  • cr. LK - cr. LK - cr. LP xx M Hands - ext. M Hands - U1: 395 dmg
    Works on a crouching honda.
  • MK xx H Hands - ext. M Hands - U1: 519 dmg
    Works on a crouching honda.

El Fuerte:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. LP xx EX Hb: 275 dmg
    Works on a crouching fuerte
  • LP xx H Hands - ext. M Hands - EX Hb: 291 dmg
    Works on a standing fuerte
  • cr. LP xx M. Hands - cr. MK xx EX. Hb: 322 dmg
    Works on a crouching fuerte.
  • LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing fuerte. Replace first lp with cr. lp and you can can combo on a crouching fuerte.
  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    Works on a crouching fuerte
  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands - HK: 438 dmg
    Works on a crouching fuerte
  • cl HP - cr. LP xx H. Hands - HK: 314 dmg
    Works both on a crouching and standing fuerte.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    Works on a crouching fuerte
  • LP xx H Hands - ext. M Hands - U1: 499 dmg
    Works on a standing fuerte [/details]

Evil Ryu:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx EX Hb: 307 dmg
    Works on a crouching evil ryu.
  • cr. LP xx M. Hands - cr. MK xx H. Hb: 322 dmg
    works on a crouching evil. Meterless variant.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    works on a crouching evil.
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx EX Hb: 443 dmg
    Works on a crouching evil ryu.
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    works on a crouching evil. [/details]

Fei Long:

[details=Spoiler]

  • cr. LP xx M. Hands - cr. MK xx EX. Hb: 322 dmg
    Works on a crouching fei.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on both crouching and standing Fei, but on st fei replace cr lp with st lp.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 395 damage [/details]

Gen:

[details=Spoiler]

  • cr. LP xx M. Hands - cr. MK xx H. Hb: 322 dmg
    Works on a crouching gen.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a crouching gen.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 395 damage
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching gen. [/details]

Gouken:

[details=Spoiler]

  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    works on a both standing and crouching gouken.
  • cl HP - cr. LP xx H. Hands - HK: 314 dmg
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage.
  • cr. LP xx M. Hands - cr. MP xx Super: 504 dmg[/details]

Guile:

[details=Spoiler]

  • LP xx H. Hands - EX Splash: 289 dmg
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on both crouching and standing guile.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 371 damage
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Works on a standing guile. [/details]

Guy:

[details=Spoiler]

  • cr. LP xx H. Hands - H. Hands - H. Hands: 271 dmg
    Works on a standing guy.
  • cr. LP xx M. Hands - cr. MK xx H. Hb: 322 dmg
    Works on a crouching guy. Meterless !!
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a crouching guy.
  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    Works on a standing guy.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx M. Hands - cr. MP xx Super: 504 dmg
    Works on a crouching guy.
  • cr. LP xx H. Hands - H. Hands - H. Hands xx Super: 511 dmg
    Works on a standing guy.
  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    Works on a standing guy. [/details]

Hakan:

[details=Spoiler]

  • cr. LP xx M Hands - ext. M hands - H Hands: 241 dmg
    Works on a standing hakan.
  • cr. LP xx M. Hands - cr. MK xx Ex. Hb: 322 dmg
    Works on a standing Hakan.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a both crouching and standing hakan.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 395 damage
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Works on a crouching hakan. [/details]

Ibuki:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx EX Hb: 307 dmg
    Works on a crouching ibuki.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 395 damage
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx EX Hb: 443 dmg
    Works on a crouching ibuki.
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Works on a crouching ibuki. [/details]

Juri:

[details=Spoiler]

  • cr. LP xx H. Hands - EX Splash: 289 dmg
  • cr. LP xx H. Hands - cr. MK xx EX Hb: 307 dmg
    Works on a crouching Juri.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing juri.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands - EX Splash: 438 dmg
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 395 damage
  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands - H. Hands: 412 dmg
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx EX Hb: 443 dmg
    Works on a crouching juri. [/details]

Ken:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx EX Hb: 307 dmg
    Works on a crouching ken.
  • cr. MK xx H. Hands - H. Hb: 297 dmg
    Works on a crouching ken.
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx EX Hb: 443 dmg
    Works on a crouching ken.
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching ken. [/details]

Makoto:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works on a crouching makoto.
  • cr. LP xx M. Hands - cr. MK xx Ex/H. Hb: 322 dmg
    Works both on a crouching and standing makoto. When crouching - regular Hb. standing - Ex hb.
  • LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    works on a standing makoto.
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx H. Hb: 443 dmg
    Works on a crouching makoto. [/details]

M. Bison:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. LP xx EX Hb: 275 dmg
  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works on a crouching bison.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing (and crouching ? ) bison
  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands - H. Hands: 412 dmg
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx H. Hb: 443 dmg
    Works on a crouching bison.
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Works on a crouching bison. [/details]

Oni:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works on a crouching oni.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a crouching oni.
  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    Works on a crouching oni.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx H. Hb: 443 dmg
    Works on a crouching oni.
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching oni.
  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    Works on a crouching oni. [/details]

Rose:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx EX Hb: 307 dmg
    Works on a couching Rose.
  • LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing rose.
  • cr. MP - LP xx H. Hands - HK: 274 dmg
    counter-hit combo.
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx EX Hb: 443 dmg
    Works on a couching Rose. [/details]

Rufus:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx H. Hb: 307 dmg
    Works on a crouching rufus.
  • LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing rufus.
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx H. Hb: 443 dmg
    Works on a crouching rufus.
  • cr MK xx H Hands - cr Mk xx H Hb: 347 dmg
    Works on a crouching rufus [/details]

Ryu:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx EX Hb: 307 dmg
    Works on a crouching ryu.
  • cr. MK xx H. Hands - H. Hb: 297 dmg
    Works on a crouching ryu.
  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands: 388 dmg
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx EX Hb: 443 dmg
    Works on a crouching ryu.
  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching ryu. [/details]

Sagat:

[details=Spoiler]

  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing Sagat.
  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
    Works on a crouching Sagat.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 395 damage
  • cr. MK xx H. Hands - EX Hands - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 470 dmg [/details]

Sakura:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MP xx Super: 489 dmg
    Works on a crouching sakura. [/details]

Seth:

[details=Spoiler]

  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a crouching seth.
  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    Works on a standing seth.
  • cr. MK xx H. Hands - EX Hands - cr. LP xx H. Hands - H. Hands: 412 dmg
    Works on a standing seth.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - H. Hands: 395 damage
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Works on a crouching seth.
  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    Works on a standing seth.[/details]

T. Hawk:

[details=Spoiler]

  • cr. LP xx H. Hands - H. Hands - H. Hands: 271 dmg
    Works on a standing Hawk.
  • cr. LP xx M Hands - ext. M Hands - H Hb: 306 dmg
    Works on a standing Hawk.
  • LP xx M Hands - ext. L Hands - H Hands: 241 dmg
    Works on a crouching Hawk.
  • cl. LP - cl MK xx H. Hands - HK: 284 dmg
  • cr LP xx H. Hands - EX Hands - cr LP xx H. Hands: 330 dmg
    Works on a crouching Hawk.
  • LP xx H. Hands - EX Hands - cr LP xx H. Hands - H. Hands: 378 dmg
  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    Works on a standing hawk.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx H. Hands - H. Hands - H. Hands xx Super: 511 dmg
    Works on a standing hawk.
  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    Works on a standing hawk.
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Works on a crouching hawk.
  • cr. LP xx M Hands - ext. M Hands - U1: 514 dmg
    Works both on a crouching and standing hawk. [/details]

Vega:

[details=Spoiler]

  • cr. LP xx H. Hands - cr. MK xx EX Hb: 307 dmg
    Works on a crouching vega.
  • cr LP xx M. Hands - cr. MK xx Ex. Hb: 322 dmg
  • LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works on a standing vega.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. MK xx EX Hands - cr. LP xx H. Hands - cr. MK xx EX Hb: 443 dmg
    Works on a crouching vega. [/details]

Yang:

[details=Spoiler]

  • cr. LP xx M. Hands - cr. MK xx H. Hb: 322 dmg
    Works on a crouching yang.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works both on a crouching and standing yang.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage. [/details]

Yun:

[details=Spoiler]

  • cr. LP xx M. Hands - cr. MK xx H. Hb: 322 dmg
    Works on a crouching yun.
  • cr. LP xx H. Hands - EX Hands - cr. LP xx H. Hands: 330 dmg
    Works both on a crouching and standing yun.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx H. Hands - MP xx Super: 497 dmg
    Works on a crouching yun.
  • cr MK xx H Hands - EX Hands - cr LP xx Hands: 370 dmg
    Works both on a standing and crouching yun. [/details]

Zangief:

[details=Spoiler]

  • cr. LP xx H. Hands - H. Hands - H. Hands: 271 dmg
    Works on both crouching and standing gief.
  • cr. LP xx M. Hands - cr. MK xx H. Hb: 322 dmg
    Works on a crouching gief.
  • cr. LP xx H. Hands - EX Hands - cr LP xx H. Hands - H. Hands: 378 dmg
  • cr. MK xx H. Hands - H. Hands - H. Hands: 311 dmg
    Works on both crouching and standing gief.
  • MP xx M Hands - ext. M Hands - H Hands: 242dmg
    Works on a standing gief.
  • MP xx M Hands - ext. M Hands - EX Hb: 296 dmg
    Works on a standing gief.
  • cl HP - cr. LP xx EX Hands - cr. LP xx H. Hands - HK: 413 damage
  • cr. LP xx H. Hands - H. Hands - H. Hands xx Super: 511 dmg
    Works on both crouching and standing gief.
  • cr. MK xx H. Hands - H. Hands - H. Hands xx Super: 551 dmg
    Works on both crouching and standing gief.
  • cr. MK xx M Hands - ext. M Hands - U1: 554dmg
    Works on a standing gief. Difficult to space right. [/details]

You should also check dongetbloodon thread - a lot of combos there (most of them I’ve included here though): Honda Combos: character specifics: all characters