Honda thread

1 finger. honestly, I’m not even going that fast. It’s not hard at all. the trick is pressing lp and hp almost at the same time but lp slightly faster.

I mash on fierce using two fingers in conjunction. I find that I can tap much faster and stronger using two fingers to mash on the same button at the same time.

So I basically press jab with my pointer, and immediately mash on fierce with my middle and ring finger. It works pretty well for me.

Hey fellow Honda-players,

I have a few questions regarding combos.

  1. crossup j. d+forward, close st. jab, close st. strong, linked into far st. fierce, dizzy

It seems as if the last st. fierce will never connect, since the opponent will be pushed back to far. Does anyone know if this combos is even possible in ST?

  1. crossup j. roundhouse, low short, low short, fierce headbutt.

Almost same problem, the fierce headbutt wont combo. Why?

  1. crossup j. roundhouse, low short cancel into fierce headbutt.

How can you get enough charge to execute fierce headbutt?

  1. That combo indeed does work, but it’s a 1f link each between each of the punch hits. What’s worse is that frame skip tends to make this combo extremely difficult to pull off, if not close to impossible, on a consistent basis.

  2. At far distances, cr.short x headbutt won’t connect on most opponents. This type of combo is easier to land on characters with very wide hurt boxes, such as Dhalsim, Gief, Fei, etc…

  3. You have to change charge sides. So when you jump, you start charging down-back as soon as you can. As you cross over your opponent’s body, you have to switch to the opposing side’s db.

So let’s say you’re on P1 side. You jump and hold down-left on your stick. As you cross over them, you have to move the stick to the down-right position, since that’s the down-back position on the P2 side. If you do this properly, you’ll retain charge, because the game won’t be able to tell that you moved your stick. It’ll just read that you continued to store down-back, even though you crossed your opponent up.

Tbh, it’s easier, and probably more practical, to learn to do basic ochio setups, or do crossup ~ cl.st.jab ~ cr.short x strong or fierce hands.

yokai_6, if you’re looking for a cross-up combo the two I use the most are cross-up, st.jab, cr.short, Fierce Headbutt and cross-up, st.jab, cr.short, strong HHS. The first one gives you enough time to charge headbutt so you don’t have to worry about switching charges and it doesn’t push you too far away like cr.short, cr.short Headbutt does (as a side note, cr.short, cr.short HHS WILL combo on everyone). The second one is harder but you can land a surprise Ochio afterwards if your opponent isn’t expecting it. Here’s a vid I made a long time ago with just about every Honda combo possible (recorded it on HDR since I didn’t have anyway to record off my PC at the time, so some of the combos did in Remix mode, some in Classic mode, but all are possible in plain vanilla ST):

http://www.youtube.com/watch?v=w6oIHay20Yw

Thanks to you two for your in depth replies! Btw eltrouble, I really liked your Arkadeum tutorials.

mad possum, mad props (no pun intended) for the combo vid man. I already watched the other honda vid you posted earlier a lot of times. During the new vid, at 0:38 you do the crossup j.down+forward, cr. short, cr. short, headbutt. Is Guile also considered a “fat” character, or does the corner prevent the pushback somehow?

Thanks. I’m glad the tutorials are helping people out there. They’re a bit hokey and off-the-cuff, but it’s my own small way of contributing to the scene.

That combo does work on Guile, but you have to link it pretty fast to get it to connect. It helps to switch charge as you’re crossing up your opponent, which lets you get charge for headbutt earlier, which helps encourage you to hit those links and cancels faster.

Side note: That st.jab, st.strong, st.fierce combo is absolutely disgusting. 1f links between each one. Only person I’ve seen land that combo, or even attempt it, is Kusumondo.

Practically everything works against Guile, that’s why I always use him in my examples, LOL. The cr.short x 2 combo does work outside the corner but, like you surmised, it’s easier in the corner because you don’t get pushed back. The cross-up, st.strong, cr.Roundhouse, or st.Roundhouse combos don’t work on everyone either, but the one ending in cr.roundhouse is nice because of the knockdown and it leaves you right next to them for more cross-up/wake-up goodness.

You’re right Eltrouble, the 3 punch link combo is stupid hard (and not worth the trouble IMO). Even landing it for the combo vid took a few tries. I only try it in match if I’m just showboating or screwing around and even then usually miss it LOL. Can count the times I’ve landed it in a match on one hand over the years. Honda has much better and more consistent options. Plus, no one really even is that impressed with a link combo even if you do pull it off, not flashy enough, LOL.

Honestly, out of all the “advanced” combos Honda has, I’d either go for one that ends in a hard knockdown, or one that ends in a strong/fierce HHS setup into ochio. It’s like free, tacked-on damage with no risk.

This. don’t worry about combos in ST I was winning games for at least 2 years before learning a single combo. And I basically only use them when I dizzy the opponent. Work on footsies and traps. The ochio loop (only x2 if not in the corner) is much more worth the effort you put into learning it. Honestly, in high level play, you very rarely see combos in ST. Because there are very few chances to land them, or there are much better options.

Honda can do lots of bs with Honda without combos once you get close, ochio, that gdlk f.HK, HHS, and if they can’t reversal/fireball happy/can’t antiair, buttslam.

Don’t worry about combos. You don’t need them unless you just want to show off. Really, they’re more effort than they’re worth. If you’re really so inclined, learn deep jump in normal, land, normal xx special for when you get a dizzy. That’s all I use. Really.

I know that Honda does not rely on combos to deal damage, but there are situations, in wich they come in handy. For example, at the wake up game (cross up to mix thinks up or keep em guessing), or if dizzied (especially if dizzied by a throw/oicho). Since I can’t just oicho again, but still want to make use of the dizzy, the thing I am looking for would be the simple jump normal, land normal xx headbutt, simple to do. But sometimes I am close to the opponent, so walking back would be a bad idea, so I am looking for a cross up variation again. Those were the situations I had in mind when asking about those combos.

If you’re so close that a j.crossup normal would overshoot them, start with a neutral jump.

I’ve been getting creamed with Blanka offline and online. Was looking at the wiki for Honda and Blanka, and I realize now my gameplan should be to keep Blanka out as much as possible, but if I DO somehow manage to get myself in a bind, and getting constantly crossed up and pressured with j.shorts and tick-throws, are there some tips to get around this?

Or maybe just try and be patient, block and try to reversal throw when I expect a tick-throw?

Yeah, you just lame out. Hold down-back, occasionally do hands, and punish all jump-ins with headbutts.

If you know how to abuse the ochio tricks, no Blanka should ever successfully land a tick throw. There are ochio glitches in the game that allow you to “store” the motion. So you do forward, df, d, db, and hold that position. As long as you hold that position, you simply perform the ochio by pressing a punch button. Dirty.

Double this with the fact that you can negative edge the ochio motion, meaning you do the special move by RELEASING punches instead of pressing it. Since ochio has no whiff animation, this literally means you can go for a risk-free ochio everytime, simply by holding the motion and releasing punches. This basically guarantees that no one can ever safely tick throw Honda, and it also means that offensive ochios can be made completely risk-free from reversals.

Combine that with solid defense, and Blanka shouldn’t be an issue.

Thanks man. I forgot to mention I’m mainly using O.Honda, so I’m looking for more traditional alternatives to escaping crossup and tick-throw setups

That’s a little trickier then. Blanka has a LOT of good options against Honda when he crosses you up, since you lose all your charges. At this point, you’re susceptible to all of his mixups, much like any other character, since you literally have no good reversal option.

If he ops to do another crossup, and he’s being very predictable about it, it’s possible to quickly walk under him and trade with a st.fierce. Very difficult and risky to do, since it requires extremely tight spacing and timing. Another good option is to simply jump out of the mixup with d.forward body splash. It has a huge hit and hurt box, still beat him out of a jump, or even trade with the j.light depending on the spacing. He might even air reset you, but it’s kind of worth it, since it disrupts his timing and setup.

Best option, as usual, is to simply avoind getting crossed up in the first time. Make good use of O.Honda’s very excellent st.kicks to whiff punish, push him out of distance, and use Hands to dominate the space in front of you. Preferred anti-air is headbutt, so you may need to do hands backwards from time to time to maintain charge, but a well-timed late buttslam should work as well, although difficult to time properly.

I was trying out o.honda for funs and accidentally got the throw freeze glitch.

Does anybody know what causes it ?

Wasn’t aware O.Honda had a throw freeze glitch, Shari. Could you elaborate on the specifics of what happened?

I’ve done it before as well but couldn’t figure out why it happened. It happens when two players go for a throw at the same time I think, but not sure beyond that.

Edit: Found a couple of videos of it happening to me from a while ago:

http://youtu.be/tKnOQKLHILQ

http://youtu.be/40CivkYH5Xk

https://archive.supercombo.gg/discussion/83795/o-honda-strong-throw-glitch