Remix Honda Thread

sorry if its a stupid question, but concerning hundred hand slap:

it says now a punch needs to be pressed 3 times instead of 4.

does this mean if i press a punch 4, 5, or 6 times itll stay out longer than if just pressed 3?

i basically wanna know what the maximum number of times i can press a punch so the HHS is out for as short a time as possible.

im asking because of HHS into Ochio.

also, is it just Fierce HHS that can go into ochio?

I’ll post this before megamanpb does. :stuck_out_tongue: :slight_smile:

Basically put…it’s easy to simply tell yourself to press a punch button three times so that the HHS comes out, so…just try for that. If you do end up pressing the button more than three times, more than likely, yes, the move will stay out longer, so you have to step up your execution level. The key is not to panic. Just go into training mode and practice it. I used to be a spaz with rapid button press moves, too, but once I started to simply calm down and think through what I was doing, I can get any move to come out when I need it to and for the duration I need.

Practice. :slight_smile:

No. Megamanpb also posted that you can tick into the Ochio from a Strong HHS. I can’t remember the combo that he did it from off-hand, but I imagine that it’s in my HDR Cross-up, Link, and Combo FAQ found on GameFAQs.com. If it’s not, then it will be in the next revision.

HHS, Ochio, and cr.LK XX HHS

Truth! Though, I have a few things to add. :wink:

Yes, if you keep pressing the buttons the move stays out longer, but only in bursts. If you press 4, 5, or 6 times, it’s not going to matter. It bursts, so mashing while a burst is out will make another one come out. It would take 8 presses for two bursts. So don’t worry too much about going over a little bit.

To do HHS into Ochio, you want a burst of hands. The move stays out after you’ve finished pressing the buttons (for a short time) during that time input the Ochio motion and right when you’ve recovered from hands press (or negative edge if you’re 1337) a punch button.

To get the correct ‘mash’ speed down, I recommend Kara canceling into HHS from cr.:lk:. Just press the buttons enough for it to come out then stop. I also suggest that you practice Kara canceling st.:lp: into hands. Doing this allows you to get out :mp: or :hp: HHS without first whiffing a :mp: or :hp:. This way HHS will come out and you’ve whiffed a very quick move, rather than a long one.

After you feel comfortable with this, start to practice combos. The first, most useful, and easiest HHS combo is simply cr.:lk: XX :mp: HHS. Practice the shit out of this. Let me say that a couple more times, practice the shit out of this, then practice the shit out of this some more!!! This is how Honda ends all HHS combos and is so useful it’s crazy. You can even use it to follow a Sumo Smash. Instead of going directly into HHS after the Sumo Smash, do this so your opponent eats a combo instead of block damage!

He can also meaty with HHS much more effectively by using the cr.:lk: as the meaty and canceling into hands. The reason this is a much more effective meaty is because you can do it at max range, and you are always guaranteed to be hitting when your opponent wakes up. Normally (you can see this by turning on hit boxes in training mode) HHS will hit for a few frames mid, then a few frames off, then a few frames high, then off, then low, then off. This cycle repeats if you continue to mash. This means that your opponent could wake up during one of the periods where the HHS is not hitting. This is really bad because it effectively increases the chances your opponent will be able to execute a reversal. Essentially it widens the window where they aren’t being hit, and gives them a few frames to execute that reversal. By using cr.:lk: as the meaty and canceling into hands you know your opponent has to reversal in 1 frame. I also think that the hit-able hit box on the cr.:lk: is smaller, so it’s harder for your opponent to hit you even if they do get a reversal off. This is why it’s typically best to do this at max range.

As for combos, practice these after you get the above down.

  1. Jump in whatever, cr.:lk: XX :mp: HHS -> Ochio/:hp: Grab/:hk:Grab.
  2. Crossup :d::mk:/:hk:, cr.:lk:, cr.:lk:, :mp: HHS -> Ochio/:hp: Grab/:hk:Grab.
  3. Crossup :d::mk:/:hk:, st.:lp:, cr.:lk:, :mp: HHS -> Ochio/:hp: Grab/:hk:Grab.
  4. Crossup :d::mk:/:hk:, st.:mp:, cr.:lk:, :mp: HHS -> Ochio/:hp: Grab/:hk:Grab.
  5. Crossup :hk:, st.:lp:, st.:mp:, st.:hp:

There are more combos, including some into super, but these are usually all you need to know. Number 4 and 5 don’t work on everyone. I posted a table in this thread outlining which characters those work on, as well as which characters can be crossed up immediately following an :hp: grab.

Hope this helps!

thank you :slight_smile:

When Zangief does a max range jumping HK and lands it, is there anything Honda can do? It comes out so quick I usually miss it and stand up and block. I think I’m too far away to attempt ochio. I guess I could try a counter headbutt after it connects.

I hate you guys, your stupid cr.lp TT bearhug. . . repeat till death

Shit has too much range. Ken can only srk, reversal throw isn’t an option.

I know, my fault for letting honda get that close.

Try playing as a charge character. At lease you can try bust out SRK when you want to.

I don’t do as good just holding my stick in one direction, I need to move it around. . . :smile:

I would have been more impressed, had he tried to followup with crossup hk into cr.lk HHS or ochio, but no just cr.lp TT bearhug. What irritated me was how easy it was for him to do maybe half a bar of damage off two bear hugs. No offense, but I thought lol throw loops got nerfed. Like ken’s, sim’s and rog’s. Honda can bearhug ken from command throw range (that’s what if feels like).

Once you find a nice girl you can get her to do that for you. : )

Honda doesn’t have a throw loop technically. He did when he had the ability to constantly ochio in the corner. I think I remember something about how Honda’s bearhug and knee bash throws have some of the biggest ranges in the game though, so I see what you’re getting at. I personally like bearhug into MK sumosmash crossup or walkup cr.LP->ochio to keep 'em guessing.

Pretty much you have to go for a reversal before or after the cr.LP. Just piano it. Once you show you can do that, Honda players will usually back off of throw tricks… and go for negative edge ochios :rofl:

Throw Range

http://nki.combovideos.com/data.html#distance

Per T.Akiba’s Throw Range data, E.Honda’s normal throws outrange everyone else except for all of Zangief’s throws (his normal throws are the same range as Honda’s Ochio Throw), Blanka’s bites (same range as Honda’s normal throws), Dhalsim’s fierce throw (same range as Honda’s normal throws, but his strong throw range was shortened for HDR), and T. Hawk’s Mexican Typhoon and Double Typhoon SC.

Huh? I think our definitions of throw loops are different. After knee bashes he can do a ground tick throw, or a safe jump body splash into throw. After bear hugs he can cross under or fake cross under into throw.

A throw loop almost always means you can do a ground crossup into an almost unbeatable throw. Exceptions being ST Hawk and ST Honda’s command throw loops.

Honda has a LOT of options after normal grabs but they don’t universally work against all characters.

Why wouldn’t Ryu’s DP hitting on the reversal frame beat Honda’s far standing jab used as a meaty?

Because the entire length of his arm is a red unhittable hitbox. Honestly I don’t see many people use that technique.

:smile:

Well it does exactly what a throw loop is meant to do, and that’s set up another throw/jump attack/crossup mixup.

Blanka’s tick throw is getting on my nerve too. I don’t have a problem with tick throws, my problem is with tick throws with that much range on them.

Sorry studtrooper, but this is untrue. Against a lot of the cast Honda does have a throw loop. Guile, Dee Jay, Chun, Bison, Dhalsim & Boxer. If Honda performs a bear hug against any of these characters he can jump forward with roundhouse and if it’s blocked, continue to walk forward and repeat the hug. Against all of these characters Honda will be within throw range when they come out of block stun, and out of the opponents throw range. If Guile, Deejay or Chun attempt to reversal Honda can block and it’s a safe jump. It’s really nasty to cross-up someone in the corner, get them in the hug, then loop them all the way to the other corner. It’s nasty, but I’m shameless, so I do it whenever I can.

The only time this isn’t safe is when one of these guys has super. Reversal super will beat it. Also your opponent might attempt to take the hit on the roundhouse and counter throw. Without super it’s their only escape. You can usually tell if they are going to try based on where they are with life. If they do take the hit, you’re just going to have to cr.:lk: XX :mp: HHS -> Hug. Then rinse and repeat.

Also, on some characters jump forward :lk: is a safe jump after roundhouse grab. Like Ryu for example. A million thanks to UltraDavid for pointing that out to me.

I use it all the time. :wink:

I’ve said it before, and I’ll say it again. Standing jab is one of Honda’s most useful normals.

Yeah man.

And I’ll say this again about throws: Honda’s fierce and roundhouse grabs are more important than his ochio. This is especially true now with that retarded megaman bs on an immediate safe jump after a grab.

:rofl: Thanks homie! :slight_smile:

Also true because his Ochio doesn’t do an unreasonable amount of stun too. But ya, his options after normal throws are sick.

Shhhhhhh!!! No he doesn’t :confused: