Piston Honda 2

## Fighter Data

* **Guaranteed Stars**: 4th unstunned punch, every 2nd punch after.
* **Lucky Stars**: 50% chance.
* **Star Punch Dodging**: 5th Star Punch, then 3rd Star Punch once reset.
* **Special Move(s)**: *Banzai Charge* (1:00 & 2:00 RD1, 0:30 & 2:00 RD2, 0:30 & 1:00 & 2:00 RD3) - Honda 2 retreats to the back of the ring, then charges forward with a flurry of jabs. Can be countered with a gut punch in the first 4 frames of vulnerability for a KO.
* **Refills Of Note:** Phase 2 - 50% Chance of a Low Fill on all counts.
* **KO Conditions**: Counter the Banzai Charge in first 4 frames. Get a 4th knockdown (random). Get a 5th knockdown.
* **Win By Decision**: 3,000 points.

## Fighter Behavior

Piston Honda 2 is the first of the three "Re-Fights" that you will face in the World Circuit. (The other two being Bald Bull and Don Flamenco). Honda's behavior differs quite a bit from the first encounter. His guard is a bit faster than it was in the first fight, he is far more defensive and also has much quicker jabs. Just as in the first fight, at 1:00 on the clock Honda will jump back to perform his Banzai Rush attack. In this fight, with a properly timed gut punch Piston Honda 2 can be knocked out at exactly 1:00.99 on the clock. Differing from the first fight is the RNG for Piston Honda 2. The only meaningful RNG for a Single Segment run has to do with his refill in Phase 2 which is 50/50 big/small.

## Single Segment

### **Beginner (1:00.99-1:01.99) Option 1:**

This entire fight is buffered.

* Buffer 20 left guts (if you don't want to count watch the heart counter count down from 20 until you turn pink)
* Buffer 16 right dodges
* Buffer 2 left gut-punches

### **Beginner (1:00.99-1:01.99) Option 2:**

This entire fight is buffered.

* Buffer 20 left face punches (if you don't want to count watch the heart counter count down from 20 until you turn pink)
* Buffer 10 left dodges
* Buffer 5 left gut-punches

**Beginner (1:00.00-1:00.99) Option 3:**

The literal ONLY two things you have to do:

* Dodge ALL hits
* At 1 Minute (in-game), say “Piston Honda”, then gut punch with your left hand

Tips:

* Wait 13 (in-game) seconds before you start dodging, that’s when he strikes

**Beginner (1:00.99-1:00.99) Option 4:**

(Made by @KoachKrab127 on YouTube)

This entire fight is buffered.

* Buffer 20 right gut punches (if you don't want to count watch the heart counter count down from 20 until you turn pink)
* Buffer 10 left dodges
* Buffer 9 left gut punches

### **Normal (27 sec p1)**

#### **Phase 1:**

* Guard manip up,
* Left gut, buffer a right misdirected gut punch
* Let his guard drop, face punch. (Don't hold onto up for too long here!)
* Quickly deliver another face punch and get a star.
* Buffer Up+Start to deliver the star punch.
* Guard manip up, deliver a right gut punch to get another star.
* Buffer Up+Start to deliver the star punch.
* Let his guard drop, face punch (Again, don't hold up too long).
* Quickly deliver another face punch.
* Buffer star punch, buffer 2 face punches

#### **Phase 2:**

* Quick left dodge into a max damage uppercut. (or manually time when his guard drops).
* Guard manip up, left gut punch.
* Quick left dodge into a max damage uppercut. (or manually time when his guard drops).
* Dizzy Destroyer (If low fill, will send him to the mat).
* Dizzy Destroyer (needed if high fill).

#### **Phase 3:**

* Quick left dodge into a max damage uppercut. (or manually time when his guard drops).

### **Advanced (25 sec p1)**

#### **Phase 1:**

* Guard manip up.
* Left gut, buffer left misdirected gut punch.
* Let his guard drop, face punch.
* Buffer left misdirected gut punch.
* As his guard drops, reverse max damage uppercut.
* Hold up to raise his guard, right gut.
* Buffer Up+Start to deliver the star punch (hold up through the punch).
* Let his guard drop, face punch.
* Buffer star punch, buffer 2 face punches.

#### **Phase 2 (Normal):**

***Small or Big Fill:***

* As Honda's guard is dropping, reverse max damage upper cut.
* Hold up after the punch hits to raise his guard, left gut.
* Quick left dodge into a max damage uppercut. (or manually time when his guard drops).
* Hold up after punch connects to raise his guard, left gut, buffer left misdirected gut.

***Big Fill:***

* Let his guard drop and buffer 2 face punches.

#### **Phase 3 (Normal):**

***Small Fill:***

* As his guard drops, reverse max damage uppercut.

***Big Fill:***

* If you have 3 stars going into Phase 3, simply buffer a star punch.
* If you have 2 stars going into Phase 3, quick dodge into a max damage uppercut (or manually time when his guard drops).

#### **Phase 2 (Alternate):**

* As Honda's guard is dropping, throw a reverse max-damage uppercut.
* Hold up as the punch hits to raise his guard and throw a right gut punch.
* Throw a regular max-damage uppercut.
* Hold up as the punch hits to raise his guard and throw a right gut punch.
* Quick dodge left into a face punch. Release up the moment the punch goes off.
* The instant his guard drops, tap Up+Punch to throw a face punch and end Phase 2.

#### **Phase 3 (Alternate):**

* Quick left dodge into a max damage uppercut. (or manually time when his guard drops).

#### **Phase 2 (IMD):**

* As Honda's guard is dropping, throw an Inverse Max Damage Uppercut.
* Check Honda 2's fill as the IMD is going off.

**Low Fill:**

* Throw a face-punch after the IMD lands.
* Buffer a quick left dodge into a regular Max Damage Uppercut.
	+ *Optionally, one can manually time a Max Damage Uppercut as opposed to the quick-dodge buffer to save about half a second in-game time.*
* Hold up to raise Honda 2's guard and throw a left gut-punch.
* Buffer a misdirected left-gut punch to end Phase 2.
	+ *Optionally, one can quickly throw a face-punch (e.g. perform a dizzy destroyer) if they are more comfortable with Regular Max Damage Uppercuts.*

**Big Fill:**

* Throw a face-punch after the IMD lands.
* Buffer a misdirected right gut-punch.
* Immediately throw another Inverse Max Damage Uppercut. (*Note: If you receive a random star from Honda 2 on the right gut-punch, you will need to delay slightly before throwing the IMD*).
* Throw a face punch.
* Buffer a right misdirected gut-punch to end Phase 2.
	+ *Optionally, one can wait for Honda 2's guard to drop and quickly throw another face-punch to send him down if they are more comfortable performing a Regular Max Damage Uppercut.*

#### **Phase 3 (IMD):**

* As his guard drops, reverse max damage uppercut.
	+ *Note: If you ended Phase 2 with a face-punch, instead of a reverse max damage uppercut you would throw a Regular Max Damage Uppercut here in Phase 3.*

### **Backup Strategies:**

##### **Advanced Strat (25s) Back-Ups:**

**Phase 2 Low Fill:**

* As Honda's guard is dropping, throw a reverse max damage upper cut. (Assume RMD is missed and Honda's guard has dropped).
* Hold up after the punch hits to raise his guard, right gut.
* Manually time a max damage uppercut.
* Hold up after punch connects to raise his guard, right gut, buffer left misdirected gut.
* Allow Honda's guard to drop, and throw a face punch to end Phase 2.
* Finish off the fight with a Max Damage Uppercut in Phase 3.

**Phase 2 Big Fill (Advanced):**

* As Honda's guard is dropping, throw a reverse max-damage uppercut. (Assume RMD is missed and Honda's guard has dropped).
* Hold up as the punch hits to raise his guard and throw a right gut punch.
* Throw a regular max-damage uppercut.
* Hold up as the punch hits to raise his guard and throw a right gut punch.
* Quick dodge left into a face punch. Release up the moment the punch goes off.
* The instant his guard drops, tap Up+Punch to throw a face punch.
* Buffer a star punch to end Phase 2. (Note, you may need to delay a few frames if you are quick to get to this point, as the star punch needs to land in his blinking eyebrow pattern otherwise Honda 2 will dodge).
* Finish off the fight with a Max Damage Uppercut in Phase 3. (Or buffer start if you have 2 star punches going into Phase 3).

```

```

## Individual Level

### "41-Second" Strat (23 sec p1)

#### Phase 1

Phase 1 requires a lucky star after the first Reverse Max Damage Uppercut in order to complete the strat.

* Guard manip up.
* Left gut, buffer left misdirected gut punch.
* Let his guard drop, face punch.
* Buffer left misdirected gut punch.
* As his guard drops, reverse max damage uppercut.
* Hold up to raise his guard.
* Left gut, buffer left misdirected gut punch. (No lucky star = failed attempt).
* As his guard drops, reverse max damage uppercut.
* Buffer up + star punch.
* Buffer a face punch to end Phase 1.

#### Phase 2

Phase 2 requires a low fill + a lucky star in order to complete the strat.

* Guard manip up.
* Left gut, buffer left misdirected gut punch. (No lucky star = failed attempt).
* As Honda's guard is dropping, reverse max damage upper cut.
* Hold up after the punch hits to raise his guard, left gut.
* Manually time a max damage uppercut as his guard drops to end Phase 2.

#### Phase 3

* Manually time a max damage uppercut as his guard drops to end the fight.

### "40-Second" / TAS Strat (23 sec p1)

#### Phase 1

Phase 1 requires a lucky star at the end of the dizzy destroyer following the first frame-perfect max-damage uppercut. Extremely tight execution is required for this strategy to succeed.

* Guard manip up and perform a Dizzy Destroyer.
* Guard manip up and perform a second Dizzy Destroyer to get a star.
* Throw a Max-Damage Uppercut on the first frame that Honda 2 returns to "Neutral" after the 2nd Dizzy Destroyer.
* Guard manip up and perform another Dizzy Destroyer. (If you don't get a lucky star on the face punch, the attempt is over).
* Throw a Max-Damage Uppercut on the first frame that Honda 2 returns to "Neutral" after obtaining the Lucky Star.
* As the Max-Damage Uppercut lands, hold up.
* The moment you see Honda 2's guard start to move upwards, release up and throw your final star punch. (This must be done within a few frames of the Max-Damage Uppercut landing).
* As the star punch lands, buffer a face punch.
* Release up as the punch goes off to send Honda 2 down at a low 23s on the clock.

#### Phase 2 (Face Punch)

If Phase 1 was completed within two frames of TAS, Phase 2 can be opened up with a buffered face-punch. Phase 2 requires a low fill + a lucky star in order to complete the strat.

* Buffer a face punch as the fight opens, releasing Up as the punch goes off.
* Throw a Max-Damage Uppercut on the first frame that Honda 2 returns to "Neutral" after obtaining the star.
* Guard manip up and perform a Dizzy Destroyer. (If no lucky star on the face punch, attempt ends).
* Throw a Max-Damage Uppercut on the first frame that Honda 2 returns to "Neutral" after the Dizzy Destroyer to end Phase 2 at a low 36s on the clock.

#### Phase 2 (Gut Punch - Option 1)

If Phase 1 was not completed within two frames of TAS, a gut punch may be used to open Phase 2.

* Buffer a right misdirected gut-punch as the fight opens.
* As Honda 2's guard drops, throw a Reverse Max-Damage Uppercut.
* Guard manip up and throw a left gut punch.
* Buffer a misdirected left gut punch. (If no lucky star, attempt ends).
* As Honda 2's guard drops, throw a Reverse Max-Damage Uppercut to end Phase 2 at a high 36s on the clock.

#### Phase 2 (Gut Punch - Option 2)

* Buffer a right misdirected gut-punch as the fight opens.
* As Honda 2's guard drops, throw a Reverse Max-Damage Uppercut.
* Guard manip up and throw a Dizzy Destroyer. (If no lucky star on the face punch, attempt ends).
* Throw a Max-Damage Uppercut on the first frame that Honda 2 returns to "Neutral" after the Dizzy Destroyer to end Phase 2 at a mid/high 36s on the clock.

#### Phase 2 (Gut Punch - Option 3)

* Buffer a left gut-punch as the fight opens.
* As the left gut-punch lands, hold up on the d-pad and continue to hold up until Honda 2's guard drops down.
* Quickly throw two face punches once his guard has dropped, releasing up as each punch is thrown. (If you don't get a Lucky Star on the second face punch, attempt ends).
* Throw a Max-Damage Uppercut on the first frame that Honda 2 returns to "Neutral" after the Dizzy Destroyer.
* Throw a second Max-Damage Uppercut on the first frame that Honda 2 returns to "Neutral" after the prior Max-Damage Uppercut lands to end Phase 2 at a low/mid 36s on the clock.

#### Phase 3

* Manually time a max damage uppercut as his guard drops to end the fight.

## Referenced Techniques

Buffered Inputs

Guard Manipulation

Max Damage Uppercut

Misdirected Gut Punch

Reverse Max Damage Uppercut

## Navigation

**Previous Fight:** Bald Bull 1

**Next Fight:** Soda Popinski