Honda Combos

Off topic but nice Lord Soth!

(Any strength) headbutt xx super will work. The only thing to keep in mind is that Honda needs to be RIGHT in their grill as opposed to Rog rush punching into super or Chun’s fireball into super, etc.

I usually go from db -> BUTTON, f(button is a split second before forward), b -> f + button. Heavy hands it sounds like I’m playing on a stick but I can hear a TAP, TAP…TAP,TAP. Of course this is me overly exagerating it but it should all flow like a smooth motion with you only lifting your finger off the dpad once.

You can also cancel cr. hp, and standing mk/ hk(first hit) into super the same way.

this might be a little off topic but is it possible to oicho throw than charge into hondas ultra before the opponet can recover

Not sure what your asking. But you cannot hit someone with anything after ochio because they are knocked down. They can reversal, block, or jump when they wake up. If you question is do you have enough time to charge (55 frames) for you various specials (HB, BS, Super/Ultra) after a ochio and before they wake up then the answer is yes. but there are no guaranteed hits after ochio.

do i hav enough time to charge for an ultra before my opponet can get up after an oicho

yes, just start charging as soon as you change sides.

ight thanx

Ok, due to the stupidity that is dmg scaling, it seems like Honda’s most dmging and efficient punisher without super is j.fp, fp hhs, s.rh @ 340 dmg. I couldn’t get it go to any higher than that without super meter. I tested this against j.fp, s.mk xx fp headbutt @ 338 dmg. Hit confirm combo did only 294 dmg (j.fp, c.lk, c.lp xx fp hb).

It’s funny because this seems to do more dmg than all the other punishers without any real execution barrier. You just mash fp in the air and then mash on rh on the ground for massive dmg.

edit: did more testing and if you do j.fp, c.lp xx fp hhs, s.rh u get 342 dmg against a standing ryu but it’s not worth it cuz it’s a ton harder with the pianoing.

pianoing is awesome.

well, i don’t think the c.lp > hhs is really hard. you can mash in jab once you see the jump in hit. so you can go: jump in, (jab, jab) c.jab (fierce) fierce. its pretty consistent.

as for damage, jump in rh does 10 more damage overall (so j.rh, c.jab, fierce hhs, rh does 352). j.rh, close jab, close foward, fierce hb does 354. and the big boy combo j.rh, close fierce, c.jab, fierce headbutt does 394, but its a deep deep character specific combo, so i dunno if that falls into reliable. replacing the fierce headbutt with an ex one is a bit more reliable, but getting a deep jump in with honda is rough… definately a better focus combo (388 if i remember correctly).

you only want to do j.fp, fp hhs, s.rh if you hit the j.fp from farther away.

if you land it anywhere close to them you should be doing

j.rh, c.mk, fp hhs, s.rh

this is almost identical in damage as j.rh, close fp, c.lp, fp headbutt and is much more reliable (not character specific)

the only thing to watch out for with this combo is the spacing of the jump in. if you do it from too far away two things can happen… either the c.mk will whiff, or the last couple of hits of the fp hhs will whiff (when this happens you do not want to do the s.rh as it can be punished)

this combo is harder than j.rh, c.lp, fp hhs, s.rh but also does about 40 damage more and feels like it has slightly better range too but that could be an optical illusion.

either way, you should learn this as it’s his most reliable big damage without meter.

neutral jump fp, c.mk, fp hhs, s.rh does 402 damage without meter :slight_smile:

j.rh,cl.mp,c.mk xx fp HB = 386 but cl.mp, c.mk is a 1 frame link

i think that one might be character specific too… unless you use ex headbutt.

my favorite honda combo(though technically not a combo) is the repeated oicho throw on wake-up. i got 5 off on 1 person once. it was funny. it feels like a cheap win

So btw maybe this is zangief only but…

I did j. fp and mashed it into the HHS but before I got it out I got spd’d

was my timing off?

You probably hit the air normal too early and he recovered before the startup of the hhs was done.

what pieguy said.

also keep in mind if you do j.rh, you have to do it pretty damn low for it to combo directly into hands.

Fucking around in training trying to find something that allows me to do a cross-up Headbutt or Super I came up with this:

Cross-up j.MK, cr.LK, cl.LK, LK xx HP Headbutt or Super (but not both)

cr.LK, cl.LK, LK is obviously a link and the cross-up must be done just right to get that all the hits of the link combo to connect, otherwise the last LK misses because you’re too far away. It’s not exactly easy to pull off, even with turbo on LK, but with a little practice I think I could get it down. It also doesn’t do as much damage (or stun) as a non-cross-up combo, but could be useful in a few instances.

Edit: just found that you can do:
Cross-up j.MK, cl.MP, cr.LP xx HP Headbutt or Super (not both)

It does more damage and is a hell of a lot easier than the three LK link.

:rofl:

You’re better off doing j.mk, c.lk, c.lk, c.lp xx fp headbutt. C.lk, c.lk is a 1 framer so it’s pretty difficult. In general, u wanna link to c.lp whenever possible to cancel into headbutt since it’s easier. Don’t bother practicing with turbo unless you just plan on only playing psn/xbl for the rest of your sf life. Turbo is almost as bad as button mapping :lame:

Alright well I was doing some late night testing with Honda, and I found out a pretty damaging combo. It does 622 points of damage. When I was trying the combo I landed it on boxer. I dont know if it’s character specific (hopefully its not) though. anyway the combo is:

j. Roundhouse, FP HHS, s. Strong, FP Super. 622! One of the most, if not the most damaging combo Honda can do involving his super.