e honda moves street fighter 2

A decent matchup if you are focused in countering his long pokes with Hunred Slaps and jumping attack wakeups and setups with Headbutt or Splash. Your crouching MP or MK will hit it clean and easy every time (don't let SBK float over you when you're crouching). Sim players like to tick throw from their slide a lot of the time, which is admittedly hard to counter. A horrible mirror, like every honda mirror. He can be considered a buffed character compared to WW. https://srk.shib.live/index.php?title=Street_Fighter_2:_Champion_Edition/E_Honda&oldid=171282, Anti-Airs: far standing Hard Punch,close standing Hard Kick. Jump in with jumping HK. And the Hundred Slaps, altough good for normal/chip damage, isn't match for most special (and even some normal) attacks. Your main objective as E.Honda will be frustate his mind games of Psycho Crusher or Headstomp charge or standing Forward pokes with a Sumo Splash, best range for E.Honda will be at close range with hold mixups and Hunred Slap pokes. E. Honda is the sumo wrestler character of the Street Fighter series. continues to play defensively jump in as you would on Blanka so your foot barely -x64, Your main sweep. E. Honda is a poke and throw character based in high damage hits and turtling at the same time. When his V-Trigger 1 (which takes 3 bars) is activated, E. Honda can perform a modified Sumo Headbutt that doesn’t need charging. Neutral jump over fireballs with HK (they have truncated hurtboxes on Honda's ass giving you slightly more room to land unharmed). to direction of your block so you have a headbutt charged in the right This page was last edited on 6 January 2021, at 21:02. This page was last edited on 6 January 2021, at 20:58. Painful, and unless you're fighting a l33t Ryu or Ken [who can reversal dragon punch], you get free chip afterwards with the hundred hand slap. Posted on January 19, 2021 by January 19, 2021 by --HF Honda is a strange beast. Punish can be shameful. fireballs and leg attacks as you jump can be infuriating. cr.MP. As said, the lack of a zoning tool and an anti-air makes Honda an easy prey for fireball/anti-air patterns or even chip damage. Even if he has a huge amount of moves and grabs, Honda can't survive a long-range assault unless the enemy makes a mistake. Your late timed LP Headbutt will always beat it. Balrog is forced to ether attempt a dash straight trade or try to come in and jump at you. yours will hit him as he regains his footing. E. Honda Ultra Street Fighter 2 moves Overview. Your jumping LK and MK will beat his anti-air slide. Honda is a solid mid-tier character in HF, with arguably his only losing matchups being Ryu, Ken, Sagat, and Guile (some will throw in Dhalsim and Chun). The only meaningful differences between them are Ken's fireballs have 1 more frame of startup, his SRK has slightly larger vertical and horizontal hitboxes, his tatsus don't knock down/have Ryu's ascending and descending invulnerability/are generally unsafe even on hit, and his HP SRK has a wider arc. Guile is most likely the hardest opponent for Honda to defeat especially 1 - Type: Origin - Content Explanation SF Seminar; MORE -x64, Excellent special move. HF Honda's lack of special cancels means virtually no useful combos. Shacknews takes a look at E. Honda and breaks down his moves and combos from a casual and pro point of view. He found some of the Dolls in the wake of Shadaloo's destruction that had amnesia due to the explosion and couldn't even remember their own names. All headbutts have invincibility, however only the LP headbutt will hit during the invincible frames - however this hit will not knock the opponent down. Don't neglect your headbutt. fist-o-fury. ... New to Super Street Fighter 4 is the Sumo Headbutt's ability to go over Sagat's Low Tiger Shot, which helps Honda tremendously in that matchup … Your main tools are going to be your jumping HK over booms, your crouching MP to beat his crouching MK, and catching Guile with your HP hold, which allows for a free safejump (and more likely than not random crossup chance). Shop E Honda street fighter 2 stickers designed by Nerd_art as well as other street fighter 2 merchandise at TeePublic. If he ever jumps walk towards take his hit and then If you don't have a charge and are afraid to jump back, a last second standing HP chop will hit it, but the timing is hard. street fighter 4 - e. honda - special moves. Your HP headbutt travels fast and is difficult to deal with. this will greatly ad you in your fight with Guile. This is the worst iteration of Bison in SF2, so you really shouldn't have an issue here. The best method to use By slapping in rapid fashion, he can hit his opponent up to 4 times. -+- Street Fighter 2(February 1991) This was the sequel to the Street Fighter as it contained 8 different fighters to choose from, each with their different styles of gameplay and special moves. Best time to use it is just as Ryu starts to throw a Hadoken. Honda's Sumo Splash is a normal move that is perfect for initiate your run to the victory, since it's almost impossible to avoid it being connected to a throw/grab. The best strategy will always be corner pressure: Honda's moves are somewhat long reaching and can not only corner the enemy but also surprise him when he's planning a fireball or an escape routine. swan dive attack to at least take mutual damage. If Blanka uses Electricty sweeps are your options... You hold all the cards in this fight. Street Fighter E. Honda. Remember that Honda's sumo smash is UNSAFE on hit or block if only the rising part hits you while grounded, giving you a free punish 99% of the time. Ground is your best option, standing Fierce its your norma anti air or use a jumping one too... Vega is horrible. Just park it in a corner at down back and force him to come to you. Jump the Kikoken and use hold mixups, but her pokes are still fast, your two options for Kikoken will be Sumo Splash for far distance or jumping attack in medium. 4.1 Unique Attacks; 4.2 Special Moves; 4.3 V-System (V-Trigger / V-Skill / V-Reversal) 4.4 Critical Art; 5 E.Honda Discussions. Both his crusher and scissor kicks have very poor startup, which means you can jump in on him on wakeup with wild abandon. against this most common type of guile player is to constantly walk toward him Your holds are amazing and allow for many setups after the hold ends (free safejumps, free safe LP meaty, cross under sweeps, etc). What you end up getting is a character that's not too unlike his Super Turbo cou… If he tries to move in for a grab, headbutt him; if he jumps in, jab headbutt to counter. Heavy damage and great hitbox allows you to bludgen most of the cast for free with it when well spaced. Your standing LP and crouching MK will stop all his ground based pokes. -x64, Works great as a jump in against a lot of low profile moves like Sim and Vega's slide. Attack as you would Chun Li. This is because Honda's moves have good recovery time and there are no big super combos to set you back. get in never let him escape you. Want to be an editor? and hold your attack until you are as close to the ground and then roundhouse, Of the ones that do, you will be forced to be tricky. Keeping away him isn't a problem,your sweeps are bigger than his slide. Chuns use reversal SBK to get out of pressure. If both the rising and falling part of this move hit, you get a free dizzy. However, being a heavy char with limited speed and jumping capabilities, Honda suffers from the same problem as some other CE chars: he lacks a zoning move and a proper anti-air attack, which makes him a low-tier. HF Honda's too crazy. Sim has some really good tools in HF that work very well against most of the cast but not really against Honda. Honda gets a free safejump against the entire cast (except Blanka and Gief, both have special moves that start first frame) jumping out of his HK hold and can sometimes crossup characters (character and distance from wall specific) with his HP hold -x64 http://www.youtube.com/watch?v=pB1_TIoJy1o. Fight style: Japanese sumo wrestler. Works well against certain crouching pokes like Chun and Guile's MK. 1- Have a headbutt charged and execute it just as he approaches (about 2 inches) you will both get hit but he will take more and you will be out of he cheesy pattern. Vega's walldive is really slow and easy to punish in HF, so you shouldn't have too much difficulty jumping back and swatting it out of the air with jumping HK or LP/MP. . I usually just work my way to a corner and mash HP HHS waiting for them to do something dumb like launch a headbutt into it. Hundred Slaps its still a decent move for corner pressure but use it wisely because Blanka can corner escape with Vertical Roll one. Isn't changed so much from World Warrior, but lack of anti air and some invincible frames are useful against projectile spammers. Block all the sonic booms you can and use the Tiger Knee isn't a problem too, close combat it will be the main problem because his faster normals but remmeber your crouching Roundhouse its the best low one. If you head butt him out of the wall attack use the close fierce punch him out of the air. They only differ on hitbox length and recovery. Most players don't catch on. dive attack (forward kick and down) and then the ducking forward to press the apart from this, Street Fighter V update 2.12 also includes fixes for input speed, game crashing, stuttering/lag, server performance, and more. Street Fighter II Turbo - Story/Moves List. If it fails, Hundred Slaps for at least some chip damage. Another good way to counter his low tigers is to jump E.Honda has taught himself to master the primary move of Sumo Wrestling: the slap. Sumo Torpedo can ruin Blanka's low pokes gameplan or also trade hits for jumping attacks, or at least to approach Blanka for hold mixups with Sumo Splash or crossups. fist-o-fury. When he charges the best thing to do is ducking fierce punch, then Can be used after a HP hold while walking under someone in the corner for a rare ground crossup. Meaning you can't hold down-back and slide your stick to up-back to complete the move. The best thing to do is try to push your opponent in to the corner with your headbutt and then slap him. Headbutt defeats Psycho Crusher easily, still a good matchup if you consider the Dictador nerfs...but his throw its better now. butt slam) is good for this task too, but preferably on corners. See the comments of my Ken section for generic shoto advice. Special Moves Flying Headbutt (Super Zutsuki) n/a Rating. fists-o-fury. Chun's lightning legs are completely invincible, so don't try to fight them with your HHS, just jump over it. Edmond – yes, his name is Edmond – Honda made his first appearance in the series in Street Fighter 2: The World Warriors and cropped up again in Street Fighter IV. His star pupils at the time were Hatonoyama, Marunoumi, Yasuhanada, and Nishinofuji. The key to beating a Bison Player is constant attack followed by MP and HP headbutts will at best trade with another hit, but will knockdown. Bison really only has one tool in this matchup, his psycho crusher. hundred hand slap. -x64. Honda somehow mastered on how to slap in rapid fashion, he gives it the name 100-Hand Slap. He's still a sumo wrestler, as always. Honda's throw hold shenanigans work very well against himself. Guile's neutral jump HP has a huge hitbox on it and will beat nearly everything you have. Or jump in roundhouse so just your foot hits them then hit them with a few charge back, towards, back, towards + punch. Its still a bad match up because his pokes are faster but your low pokes will not be long enough against him, but are stronger, be at medium distance, also jump in its a bad option outside of his Roundhouse for Sonic Boom punish or Strong for 2-in-1 Hunred Slap combo. Horizontal blanka balls are safe on block but they are forced to block your HP headbutt in return. Your standing HP up close is good for at least trading with shoto jump-ins, but it is risky since one clean jump in from Ryu or Ken means you lost the round. Your standing sweeps are good against Guile in the corner, as is your crouching MK. If Rog players get you in their throw, they will almost certainly try to walk under you to try and either tick throw you or sweep you, so watch out for that (reversal throw works well here). Not changed so much with Champion Edition Match up, because your Splash can cancel the Kikoken strategies, try to be ground and poke fighters because aerial advantanges of Chun Li can ruin your Splash resets after a knockdown. A Sumo Master who wants to show the world that Sumo Wrestling is the best martial art. -x64, Excellent normal. Don't lose to Gief as Honda, it's embarrassing. Constant standing LP and crouching MK are good anti headbutt tools. Honda's jumping HK will usually hit or trade with hhs. -x64. Combos nicely off jump ins and crossups for nice damage. -x64, Lot's of damage but limited usefulness. You essentially get free damage every time he jumps close to the corner and you have a charge. E. if all he does is foot sweep and throw sonic booms. Last second Sumo smashes can get you through fireballs, but shoto's 3-frame start up sweep will almost always tag you for it, even if you hit them while going through the fireball. Sagat's jumping and crouching HK will give you a hell of a time. Your jumping LK and MK will beat his slide, as will the sumo smash (it is actually likely both hits of your sumo smash will hit his slide, giving you a free dizzy). Also useful against shoto tatsus and chun SBKs. Occupation: Sumo wrestler. Your eternal best matchup. This quirk does not follow Honda to his CPS2 iterations. The only thing Vega really has going for him is his fast jump speed (which can make countering jump-ins hard, since your headbutt has slow startup), fastest walk speed in the game, a nice slide, and his claw based normals. Street Fighter (Japanese: ストリートファイター, Hepburn: Sutorīto Faitā), commonly abbreviated as SF or スト (Suto), is a fighting video game franchise developed and published by Capcom.The first game in the series was released in 1987, followed by five other main series games, various spin-offs and crossovers and numerous appearances in various other media. If you catch Guile with either of your HP or HK holds, you need to safejump into tick throw until you win. and leg attacks is to charge a headbutt and let it fly just before his attack Your headbutt will beat pretty much everything Vega has. Jumping fireballs is a pain and even if Honda is sucessful in doing this, he most probably will fall right in the enemy's sweeping leg. The main Honda advantage is his grabbing potential. attack. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. don't have to duck first to use them he has no warning and will usually be -x64. Good Chun players will spend the entire round running away from you, trying to keep you in the middle of the screen. He spent the rest of his life dedicated to sumo, and eventually received the second-highest title of Ōzeki (the highest title is Yokozuna). The general rule with E. Honda in Super Turbo was that he'd consistently beat characters who lacked a projectile. No real combo ability, but his normals probably do the most damage out of the entire cast. This CSS/HTML Code of E. Honda - Street Fighter works on almost every website or web page on the internet that allows, CSS and HTML coding. ". ducking fierce punch to hit his forward leg sweep. Want to be an editor? There isn't much He told them that they could leave if they wished once they regained their memory. You're only beating it with a headbutt or sumo smash charge. You can headbutt him out of both his wall attack and roll. 3-(best near corner) start like 2 … -x64. A perfect Honda its one that can use his hold setups at close combat, and Sumo Splash at medium range. -x64. Sagat has 4 frame startup in HF unlike ST, so you can safejump him here (you risk being hit anyway though due to Sagat's unblockable SRK reversal bug). use the fierce punch. Fight like you would Ryu with one difference his low tigerballs. Look for flags on the opponent's part before he throws a fireball; that way, you can "psychically" jump forward and kick him out of his recovery time. Great as a meaty and stops advance moves like honda headbutt and blanka ball. Like usual against fireballers, bully Sagat into a corner so you can apply your pressure game. This is because Honda's moves have good recovery time and there are no big super combos to set you back. ultra As Blanka its similar to Chun Li about his normals and jumping speed but with a better special move and hold,block his roll and then punish him with your headbutt or a far jab. swept, this attack will also keep you out of 360 range. oicho nage. The Basics. An interesting fast poking and aereal match up agaisnt your hold and poke strategies. Super Street Fighter 2: Turbo Revival Cheats. Your standing sweeps are great here when close. If they try to lock you in the corner with yoga flame, jump straight up with jumping HK. -x64, One of the best moves in the game. The Sumo Headbutt has limited anti-air and anti-fireball properties, so use it carefully, because if you're not 100% sure the move will free your way to the counter attack, then it's better not even try. the air it will take less damage than the 360 he'll get if he lands) and if he fist-o-fury. Mainly it means you can almost guarantee at least a trade against someone doing nothing but jumping in the corner with a high priority move daring you to counter it. If he trys to vertical ball you, your LP headbutt launched at the last second will beat it clean every time. It hits the entire cast mid, so it can be used as a free meaty on anyone (hard to use on Ken/Sagat due to their good SRK hitboxes). Street fighter ii c64 wiki bo systeem fighting s veranderde street fighter ii the world warrior retrogaming street fighter ii the world warrior Street Fighter Ii E Honda Strategywiki The Walkthrough And Strategy WikiE Honda Ultra Street Fighter 2 MovesE Honda Street Fighter Wiki FandomE Honda Street Fighter 2 Turbo MovesKen Masters Character GiantStreet Fighter Read More » For Street Fighter V on the PlayStation 4, a GameFAQs message board topic titled "E. Honda trial 2 timing for the charge headbutt to finish? -x64, Counts as a sweep but this move usually is avoided outside of a combo ender due to its bad recovery and no ability to special cancel it. Here he has almost reached the official promotion to Yokozuna, a very high level in sumo. ... E.Honda:Oni Musau Fei-Long:Rekka Shinken ... To get easy moves mode you have to go into arcade mode. Once you start to fight press select. During this quest he was challenged by Sodom to join Mad Gear. Slightly less startup than your standing sweeps so it works better when you are walking forward against someone in the corner. Slowly walk back to the corner at round start and mash the highest level of HHS you can tap. ... Down + Punch in air -E. HONDA- (Edmond Honda) Age: 34 Height: 6' 2" Weight: 340 lbs. 1- Have a headbutt charged and execute it just as he approaches (about 2 He wins with only a few moves. Guile will spend the entire match zoning you out with his booms and crouching MK, at the same time charging for flash kicks to stop your jump ins. start the fist-o-fury. At some point, he went searching for worthy opponents of other fighting disciplines to prove that sumo wrestlers are the greatest fighters in the world. It will hit on the way down. Some blanka players will try to safe jump you and go right into electricity, but your LP headbutt will beat this usually every time. half circle back + punch . leg sweeps. He fought Ryu on one occasion and later told Sakura where she could find her idol. Sure! Fairly even matchup. flying headbutt. Your constant crouching LPs will hit most blanka balls. that works well is to jump over the sonic booms and follow in with the Crouching MK can also be used as a safe meaty from a bit farther away. If Chun tries to use her Neckbreaker kick on you, know she cannot cross you up with it, so holding back will always block it. Street Fighter II (Street Fighter II: The World Warrior on the title screen) is a head-to-head fighting game produced by Capcom originally released as an arcade game. His normals are basically intact, his specials gained priority, the Hunred Slaps attack is easier to execute along with the new move ability, the Sumo Headbutt has a better hitbox at start and you can use it as an anti-air. Try to evade Barcelona Attack with Sumo Splash, or trade hits or punish a non attack frame with Headbutt, you have a better hold and throw so Headbutt its a key to get close to him or mind games. Just stick with what's good with him and you'll do fine. If Dictador jumps to you use Splash or Headbutt depend if you are in corner or midscreen, you have a better crouch Roundhose than him , use it after a blocked slide. goes over low tigers.) Sagat has fairly poor combo potential in HF, so you can be a bit more daring when walking forward (like trying to stuff jump ins with your standing HP). LP headbutt is generally your best bet to use as a reversal move. click for full size. Street Fighter II: Moves. Hundred-Hand Slap throughout the whole fight, the only thing Balrog can do is trade hits (the trade is usually in E. Honda's favor). One of the best E.Honda matchups, because far distance options can be countered easily with Sumo Splash for low Tiger Shots and Summo Headbut for Standing Tiger Shots, but the main disadvantage will be if you jump in. 1 E.Honda; 2 Summary; 3 Change List. -x64, Nice fat hitbox. Never jump at Gief (he'll lariat you). If you have Chun cornered and she's doing nothing but jumping in the corner, your HK Sumo Smash will trade with her, with you coming out way ahead on life. 3-(best near corner) start like 2 but instead of charging a headbutt A Turtling and poking match about hold setups objectives,Rolls must be blocked and punished with Crouching Roundhouse, also they are the most buffed characters in this revision, so the basic tips in CE are the same but with some changes. dj.MK (belly flop). Chun's jumping LK/MK is probably the best jump-in in the game. While it's harder to use against Ken's SRK because of it's slightly larger hitbox, your standing LP is (mostly, except against HP SRK) a free meaty, which gives you excellent, easy wake up pressure. Try to stay grounded in this fight until you get a knockdown, then safe jump and pressure. Lots of ducking fierce punches and headbutts are your best bet here. Supreme Sumo. Your headbutt will stop every jumpin he has besides headstomp (just block or jump back HK). Finally So, basically, most Bison players will mix up LP and HP crushers constantly to hit you out of your headbutts, HHS, and jumps. -x64. The range. Honda's very basic. Just as he nears you (about 1 inch) execute your Honda is easily zoned due to his 5 frame pre-jump animation and wide hurtbox, making it difficult to jump over a competent fireball trap. Blanka can do pretty much nothing while you just sit there charged waiting for him to jump at you. Probably the second worst character in the game. If he happens to Also, HF Honda is the only version of Honda with a Sumo Smash that has attacking frames on the RH version, leading to stuff he can punish or pressure that no other version of Honda can do. Your best attack against Zan is your long range footsweeps. Standing LP wakeup pressure doesn't work that well against Sagat's SRK, so I like to use crouching MK since I can sit a little farther back. Takes a bit to come out so you have to have good timing to use it correctly. If as you jump he starts an upward charge punch Dhalsim making a mistake. According to the official Street Fighter 5 update 2.12 patch notes, the latest update has added new dlc, gameplay changes as well as stability and performance improvements. It has a really good hitbox in HF (not as great as CE, but a lot better than ST) and Honda has no real reliable way to beat it while jumping like he does in ST. As said, throw loops FTW. Request an account by joining the SRK Wiki Discord and follow the instructions in #server-info. He will lose more. -x64, Your walking anti-air. Spamming this against Blanka is a good idea (usually beats blanka balls and most of his attacks besides standing LK). and drive him to the corner. I often use the dj.HK for the extra damage, but dj.MK is best. -x64, Your less used sweep. If you hit them out of the air do not get to close to them as they It is rumored that he teamed-up with Zangief to help take down the Shadaloo. E. Honda is a playable character in Street Fighter IV. Sumo Head Butt; E.Honda also lhas learned to hurl himself onto his opponent. Sumo Splash its a risk because Flash Kick its faster, use it if he is turtling for Sonic Boom mainly. One last tactic E. Honda's match-ups according the "official" SF2CE Tier List: His strategy will be spamming Hadoken and then foot sweeping you when you land, try getting as close as you can to the spiritball before Jump him if Fireballs you Vs. Ken. E. Honda was designed by Eri \"Erichan\" Nakamura and Akira Yasuda. Not as bad as it is in ST, but still not great. His gameplay is generally defensive, although his throws set him up for some good pressure and a new anti-air to overhead special move useful against projectiles. Your MP throw should only be used to throw people into a corner. He took pity on them, and brought them to his dojo, where they could be taken care of. Honda makes most damage with his holds and throws so you have better close combat options than him. jumping and as you land do a fierce punch swat, this should hit the patterning Ryu's body. -x64, One of your main jump ins and your only crossup. Your crouching MK will cleanly hit blanka out of close electricity (no matter how close). Your main goal with Honda is to leverage your excellent normals (Standing LP, crouching MK, your standing sweeps, standing HP) and specials to get people in a corner and pressure them into mistakes that you can punish. With pretty much no combo viability, Honda does his damage with heavy hitting normals, and excellent headbutt (LP for invincible reversal, HP for damage), and incredible tick throw game. Unless you're really good at reversals, probably just block it if he uses CFR on your wakeup, since it can fully combo and dizzy if it hits meaty. If he teleports punish him with Hold mix ups, Sumo Splash its a good tool against Yoga Fire...Yoga Flame can beat your Sumo Splash, use your crouching Fierce or Roundhouse against it, Another fairly even match against a fireball chucker. He also fought Ryu at least once, and told Sakura (and maybe Juni found out from him, too) where to find Ryu. A right fireball jump can pretty much mean victory if the throw loop succeeds. Saba Ori close,or+ Hiza Geri close,or+ Sekkan Kyaku close,or+ Hyakuretsu Harite Super Zutsuki + connects. His Oicho Throw traps and high damage meant he was a force to be reckoned with when he got inside. Know that Ryu recovers one frame faster from his fireball than Ken, his tatsu are incredibly annoying to deal with (knocks down, does way too much damage, has strange invulnerability on startup and recovery), and his SRK's have slightly worse but still overall amazing hitboxes. Maybe use against a dizzy when you know you have little time to get your damage -x64, Good harassment move. Once you Ryu - E. Honda - Blanka - Guile ... E. Honda . Know your ranges and do butt drops slightly past their sprites so they have to block the other way. Try never to take a hit form Vega for he can combo just by hitting the forward button his arms are so fast. Trade or try to fight them with your headbutt will always land in front of Bison SF2! Never let him escape you his crusher and scissor kicks have very startup... Second worst matchup ( Guile ) its better now up-back to complete the move poking and aereal match up your... Difference his low tigerballs and his electricity starts so fast will be forced to block the other characters not! Back, towards + punch zoning tool and an anti-air makes Honda an easy prey for fireball/anti-air patterns or chip... Use as a reversal move Wrestling is the sumo wrestler character of the cast but not really against.! Jumping in the middle of the ones that do, you need to safejump into tick until... For aerial normals good Chun players will constantly be jumping away from you ( no matter close... Can use his hold setups at close combat, and sumo Splash its a risk because Flash Kick its,...? title=Street_Fighter_2: _Hyper_Fighting/E._Honda & oldid=171294... Vega is horrible consistently beat characters who lacked a.! … the Basics bait their reversal and grab again of a headbutt or sumo smash will most.: //srk.shib.live/index.php? title=Street_Fighter_2: _Hyper_Fighting/E._Honda & oldid=171294 attacks besides standing LK ) the. ; more if he tries to move in for a crossup know you have a.... Corner use the ducking fierce punch will knock him out of any ground attack if 're. Its one that can use his hold setups at close range, it 's rare but if you land headbutt! Three options Fighting styles appeal to foreigners than his slide even chip damage your... Nerfs... but his normals probably do the most damage out of electricity! Is admittedly Hard to counter his arm and leg attacks as you jump pretty. You know you have to have good recovery time and there 's even ways around the,. Advance moves like sim and Vega 's slide ass giving you slightly more to! Block your HP headbutt in return good Chun players will spend the cast... 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'Ll lariat you ) HF Sagat has pretty bad recovery on his opponent fireball/anti-air or. Off jump ins and your only crossup use a jumping HP/HK or get SRK'ed when land... Is successful in gettin ' away from you, your sweeps are against. Capcom 's Street Fighter II: moves jump HP has a massive range little time to use is. A look at e. Honda is the best thing to do is try to fight them your... Do this is because Honda 's moves have good timing to use correctly... Headbutt over them to his dojo, where they could be taken of! Maybe use against a dizzy when you are walking forward against someone competent a knockdown then. So your foot barely hits him then fists-o-fury sure to watch out for his back jump while! Attacks ; 4.2 special moves Flying headbutt ( Super Zutsuki ) n/a Rating Head! Fight like you would on Blanka so your foot hits them then hit them with your HHS, headbutt which...... you hold all the sonic booms you can tap and is to! Fighter V, e. Honda is a good reversal, start a hundred Hand (... My Ken section for generic shoto advice Mad Gear to fight them with your HHS headbutt... On PC and consoles your options... you hold all the sonic booms your standing so... Range footsweeps useful against projectile spammers at you long active time foot barely hits him then.. Gief as Honda, it will result most of the air colleagues taking illegal biochemical drugs when! Your HHS, headbutt, which means you can headbutt him out the. Moves Flying headbutt ( Super Zutsuki ) n/a Rating as is your crouching HK will hit! Works well is to charge a headbutt or sumo smash charge rumored he! Shoto cornered grants you the ability to use it whenever you can at. Any ground attack if you 're in the middle of the cast for with. Options than him piano your LP/MP/HP headbutt to counter one last tactic that well! Medium range 4.1 Unique attacks ; 4.2 special moves Flying headbutt ( Zutsuki. Time later he resumed his quest to prove the superiority of sumo in the use! 'Re moving quicker than he will e honda moves street fighter 2 projectile spammers LK/MK is probably the best thing to do is block few. Button his arms are so fast so jumping over them is a poke and throw sonic booms follow... 5 ( SFV ) update 2.12 is now available for player on PC and consoles anywhere. It wisely because Blanka can corner escape with Vertical roll one its a risk because Flash Kick its,. Has besides headstomp ( just block or jump in roundhouse so just foot. Strikes on his opponent however, he can attack a bit to come in and at. 1 through 12 - Edmond Honda was designed by Nerd_art as well has a good if... Every time button e honda moves street fighter 2 arms are so fast is the best thing to do this is foot sweep and sonic. Why - Honda is a poke and throw character based in high meant... Sagat 's jumping and crouching HK will give you a random crossup chance while jumping out of World... His playstyle a bit in Hyper Fighting as well as other Street Fighter 2 merchandise TeePublic... Defeat especially if all he does is foot sweeps, Honda 's jumping HK is your best here... About by dhalsim making a mistake recovery on his tiger shots, so... fear ( about 1 ). Iteration of Bison in SF2, so do n't lose to Gief as Honda it. Of teleport, so jumping over them is a poke and throw sonic booms Eri... ; 3.2 Season 3 ( Arcade Edition of Honda 's ass giving you slightly more room to land unharmed.. Over them to hit Sagat n't a problem, your HK sumo smash/LP headbutt, which means you and! Takes a bit farther away headstomp ( just block or jump in against a lot low! Damage and great hitbox allows you to try to lock you in fight... To neutral jump HP has a good matchup if you 're only beating it with a few.... Good idea ( usually beats Blanka balls than your standing sweeps have the time. Changed so much from World Warrior, but his throw its better now...!, won, and Nishinofuji tries to move in for a grab, headbutt him if... A sonic e honda moves street fighter 2 and lose less a corner is rumored that he 'd consistently beat who. So... fear also Honda has overall better hitboxes for aerial normals throw.. And will beat nearly everything you have to have good timing to use it he... Than he will Change List it does n't always work, the lack of special cancels virtually. Jump ins and your only crossup even chip e honda moves street fighter 2 to move in a... Stated before Honda does n't knock down and Vega 's slide things become complicated if throw... Opponents and show the World Warriors has made it to Street Fighter 4 - e. reopens. Punches and headbutts are your options... you hold all the cards in this fight terrible... Front and high damage meant he was a force to be popular in Japan, but still not great against. Began actively competing in the corner with your HHS, just jump over the sonic booms and follow instructions. 4.2 special moves of damage but limited usefulness for player on PC and consoles an! 3 of his the Shadaloo ducking fierce punch will knock him out of the wall attack and roll... his! To tick throw from their slide a lot of low profile moves Honda! He regains his footing your stick to up-back to complete the move, still a sumo,... He trys to Vertical ball you, your HK sumo smash really up! A time turtling for sonic boom and lose less shop E Honda Street Fighter series hit Vega... To try to stay grounded in this fight is terrible for Honda to defeat if! Hf make his playstyle a bit farther away slap him means you can bait their and... 6 Video Guides piano your LP/MP/HP headbutt to beat the tick constant standing LP.! ) execute your headbutt ) 4 move List Anti-Airs: far standing punch...

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