From: lhuynh@sloth.Reed.Edu (Falcon Feather)
Subject: honda
Organization: Reed College, Portland, OR
Date: Tue, 10 Nov 1992 08:51:04 GMT
Reply-To: lhuynh@reed.edu


                        ==============
                        =  e. honda  =
                        ==============

                "can't you do better than that?"


all opponents
(offensive)

e. honda is slow in the air, so he should try to remain on the ground 
as much as possible.  his standing roundhouse sweep has great reach, 
and so should be used as much as possible to deter opponents from 
sweeping you and setting up any other attacks sequences you may try.

for opponents that don't have any firing capability, the flying head ram 
works great.  don't always use the fierce, and you will land at different 
places to get in close to your opponent.  for the firing characters, this 
will only work well if they aren't ready to fire (like before they get up 
after having been  knocked down, jumping or moving in towards you).

e. honda has a couple of good attack combinations that work fairly well 
against opponents.  the flying body slam, followed by a crouching middle 
sweep or standing roundhouse (to try to star the opponent) or a throw 
or grab.

another good combo is the crouching strong punch/throw combo. as e. honda 
has pretty good reach, this can be effective.

once e. honda has knocked an opponent down in the corner and has more 
health than his opponent, an effective tactic is to set up the thousand 
hand attack just outside of the fallen character, so that when they stand 
up, if they try any other move other than just standing there, they will 
be hit (including trying to jump over the hands).

e. honda is best just using his long reaching sweep, and then reacting 
when characters jump in towards him.  e. honda can try to jump into a 
fallen opponent to carry out his throw combos but if he is ahead, use 
of the long sweep can be better.

if the opponent is defending a lot, use the long sweep to keep them in 
a crouch, and then walk up one time and throw, or do the flying body slam 
and throw.  his throws can be done from quite a ways out.

(defensive)

e. honda's best attacks are responding to opponents jumping in. his best 
attack is to move into the jumping opponent, letting, the character hit, 
and then grabbing him or throwing him.  as e. honda does a lot of damage 
with almost everything he does, this can be a very good tactic to try.

another good tactic is to use the long sweep and keep walking in so that 
if the character does jump over you, you can walk under him, turn around, 
and then do a throw or grab move.  


another defense to opponents jumping in is to jump straight up or back 
and away and kick out.  this does a lot of damage, as e. honda's roundhouse 
kick's is equal to a lot of other player's throws.  the jumping fierce 
slap works well here too.

ken/ryu ---

e. honda can defeat ryu/ken, but he can't play into their hands. first 
of all, jumping to get in close simply doesn't work.  ryu will simply 
roundhouse, sweep as you land, or dragon punch you out of the air.  instead 
you will have to try to block any fireballs and close in to sweeping 
ange.  in other words, try  not to find yourself on the far side of the 
screen against these  guys.

when in close, the body slam works fairly well against these  guys, but 
mix it up with jumping roundhouse kicks, if they go for the sacrifice 
throw a lot.

e. honda's fierce karate chop blow will knock ryu/ken out of the air every 
time they jump in.  they cannot jump over this move.

lastly, as ryu/ken have to move forward just slightly as they throw 
their fireballs, you can use the thousand hands to keep them from firing 
when you are at the right range (and then when they leap over them, the 
sacrifice grab or fierce blow will work well here).

e. honda has a good chance to get out of the throw combinations of 
ryu/ken by countering with the throw, or better yet, the  grab.  just 
do this when they go for the throw (i.e. they short sweep twice, and 
then you go for the throw when they do).

blanka ---

a tough opponent!  blanka can't be stopped from jumping in if e. honda 
stays on the ground.  e. honda's jumping up or away and kicking out will 
work well though.  otherwise, e. honda just has to take the sacrifice 
grab or throw when blanka jumps in.

to counter his ball, just use the crouching strong punch.   e. honda has 
a longer reach with his sweep than anything blanka has, so use that a lot 
to make him jump into you.

lastly, blanka suffers when e. honda is in really close and jumping in 
(his claw uppercut turns into that weak double claw attack), so if you 
get in close, use the flying body slam.  blanka's best effective counter 
measure is the sacrifice bite, so mix it up with kicks and punches instead 
of the flying body slam all of the time.

guile ---

to defeat guile, you have to use the long reaching sweep, and when jumping, 
jump so the long kick just reaches his head.  if you jump in when closer, 
he can often throw you back after you hit.  guile cannot easily jump into 
e. honda either.


though guile can be a very tough opponent, e. honda does have a good chance 
to defeat him.  if you do get in close with guile, use the throw or grabs 
or the crouching middle kick.  guile has a good priority for his throws, 
so be wary.

if guile tries his short punch/throw combo, counter by going for the bear 
hug grab when he goes for the throw.  if he tries to follow in a slow sonic 
boom, just sweep him when he gets close and take the sonic boom -- you 
will do more damage.

chun li ---

if chun li jumps in, try to walk under her or into her and then grab her 
for a bear hug or throw her.  your blows, moves do a lot more damage than 
anything she can do.  if she stays on the ground most of the time, use 
the long sweep, being careful of her fast sweep, and jump in from a distance,
kicking her in the head (which will most likely force her to block).  

lastly, you can always counter her jumps by jumping yourself and kicking 
out (as noted under "all opponents").

zangief ---

to defeat zangief, you simply attack from a distance, using the long sweep 
and the defensive jumping attacks when he jumps in.

anything else is dangerous to try against a good zangief, though you just 
might get away with pressing the attack once you've knocked zangief down.  
it's best to fight from a distance,  basically.

dhalsim ---

ouch.  the end of e. honda, most of the time.  to defeat him, you have to 
counter his kicks and sometimes his punches with e. honda's crouching 
strong punch.  use a lot of flying head rams of different speeds to try 
to move in close (which often will work well).

if dhalsim breathes a lot of fireballs, jumping over them will often 
just not work.  he can knock you out of the air way too easily.  instead, 
walk in, block the fire ball, and continue to walk in, forcing dhalsim to 
switch tactics (hopefully).

your best chance is just to block everything he does, and try to close the 
gap.  once in close, the throw combos e. honda uses should work pretty 
well (under the "all opponents" section). finally, if you are close enough,  
you can jump over his fireballs, and be too close for his kicks to knock 
you out of the air.  personally, a master dhalsim player will defeat even 
the best e. honda's.


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