Remix Honda Thread

Decoy I know you love Blanka… but make your main Chun in HDr… I can see your Chun being sick!

Big hitbox.

that’ll be it.

IF you get in on him, you can cross him up over and over with jumping LK. He’ll lose his charge for the butt-stomp, since he has to block the LK high, and will probably lose the charge for torpedo since it’s really tricky to keep your charge during cross-ups. But even once you do this, you gotta mix up your stuff well. If you’re too obvious with throw attempts, you’ll get ochio’d.

Uh…what else? Standing LK can beat Honda’s torpedo. Yeah…I don’t have much else. Now get back to your Blanka thread :wgrin:

Never!

Alright, in all seriousness you gotta get the crossup shenanigans going. Bait a torpedo or a butt stomp and go to work. Be relentless when you have the advantage. Always hit your combos and throw less. Once you are up on his shit, keep it going.

Something PAPICHAO does on me after a knokdown that works really well is to hang on one side, when I start getting up he dashes to the other side, then crosses back up with LK. That prevents Honda from having a back charge, and when mixed up with other stuff I find that I rarely have a down charge either.

Electricity works pretty well in that match too if done at the right times.

Ya, you already know how to play this match anyway! GGPO!

Stored super…

God I really wish Honda was still able to store his super…

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Guile, Megaman!? Really? REALLY!? That’s fucked up!

You know I gotta figure out my tricks for Guile! I just pick him in training mode because I know all Honda’s tricks and combos work on him. Who knows, this might not even combo on other characters. Plus he deserves to get his ass kicked. :lol:

In theory this should still be possible but I have yet to pull it off in remix. I think the input is pretty crazy. I think you have to do the super motion and hold it in between the crouching light kicks. Then roll lp and a punch. It’s easier in classic because you can store the super and when crossing up just switch directions so you are always holding toward.

On most characters this wouldn’t be practical unless they were dizzy and you happened to have a charge. On a select few (see previous chart) this would be insanely deadly because you could cross them up after the hug grab.

I sort of wish Honda got a grab with active grab frames, a whiff and kept the stored super. It would be really useful against fireball characters, and characters that recover quickly after throwing their projectile. Like Guile! :wgrin:

I like where you’re going with this. Maybe then Honda won’t be such a hated and reviled character. I’ve always thought that removing stored Oichio, giving it a whiff and giving Honda back his stored Super would be better for him.

The Blanka trick I fall for embarrassingly often is the whiffed ball into bite.

If you have life advantage, jumping back :lk: and standing :lk: are surprisingly effective at stopping Honda headbutts, and you can also be effective with electricity (it beats all non-super headbutts cleanly, and Honda will be very tempted to walk forward to sweep it - that’s a good time to start the jumping :lk: dance).

Just be careful with doing braindead jumping back :lk:, because what Honda can do to beat that is get closer somehow (HHS or buttslams), then time a :hp: headbutt from midrange to beat Blanka’s prejump frames. So always be prepared to seize the opportunity to jump :lk: dance on him whenever he loses his charge, or punish whichever advancing move Honda tries if he gets too predictable with them (buttslams are punishable with Blanka balls, HHS are trickier and I’m not sure what Blanka’s answer really is to them).

Finally, after a crossup jumping :lk:, Blanka has a mixup of either throwing or doing another jumping :lk: - when in doubt, choose to jump :lk: much more often than throwing, because ochios hurt and they don’t need any charge.

I remember this game :smiley:

Pull my finger?

100% Damage Ochio Setup

Lately I have been working on perfecting canceling light kick into MP & HP HHS. And last night I was screwing around and decided to try and cancel three crouching light kicks before HP HHS after a cross-up. Well, the first time it worked it did 100%+ damage. I thought to myself, “I must have started before the life bar reset.” Sure enough the next time I pulled it off it dealt 100%+ damage.

So today I practiced it some more. It either does 100% or it will do around 95%. ST damage randomness I guess. But most most of the time it was 100%.

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That looks totally insane! Thanks for the heads-up!

Hawk may suck against Honda, but I would LOVE for someone to try that on me. :3

That’s awesome. I’m gonna have to practice that now.

  • James

Cough Broken Bull Shit ** Cough** Cough** Damn Sirlin** COUGH** Favorite character bias Cough Cough Stored ochio should not be in HDR ** Cough COUGH!!!***:annoy:

Hehe! Thanks James!

I performed the Ochio motion while the Hundred Hand Slap was in recovery. This setup would work even without the ability to store the Ochio throw.

That being said, I do agree with you. As I said previously in this thread, I would have sacrificed stored Ochio in favor of stored Super.

It’s not like this is guaranteed or something. You’ll notice from the video that Guile gets out of hit stun before Honda has recovered from the Hundred Hand Slap. He can actually do quite a bit before he’s at risk of being thrown. Crouching Jab, crouching short, flash kick, jump away etc…

I can cancel one and two shorts into hands pretty often and you’d be surprised how many people end up getting thrown after it. It’s pretty scary when you lose 40-70% damage off a combo with Honda. People don’t expect him to combo, and they don’t expect to lose that much damage that quickly. After that happens most people get a little stunned. That’s why they end up getting caught by it so often.

If you really get good at doing this while crossing up you can even hit confirm the first short. If it doesn’t hit, go for the Ochio instead of the Hand Slap.

Well, by the time the Ochio is done they are actually dead. It cant ever be a true ToD as people can escape before the Ochio. And it’s hard as hell to do this in ST. I can only cancel MP hands in that version of the game. It’s extremely hard to cancel into FP HHS in ST.

I’m almost certain that Honda’s normals dealt more dizzy in ST. In ST I think the most reliable dizzy combo is Crossup Roundhouse, cl.Jab, cl.Strong, cl.Fierce for like 60-70%. Rinse and repeat for ToD. In Remix that combo doesn’t reliably dizzy. So I don’t think Honda has a ToD in this version of the game.

What chance does this have to stun? If this can do enough to stun on its own then there’s a certain % chance to basically end the game because of a crossup. That’s ridiculously powerful.

Then again the real challenge with Honda is to get close enough to land that crossup…

Exactly. But this helps increase Honda’s chances of winning once he does get in. If he’s got a way to kill him right then and there, he doesn’t have to fight his way back in again.

^^^^ No doubt, if you can pull it out, you earn it… fair and square… Doesn’t mean I have to like it :wink:.