Street Fighter 2: Hyper Fighting/E. Honda: Difference between revisions

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=== Normal Moves ===
=== Normal Moves ===


*<b>Standing Normal Moves (st.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Standing Light Punch | lp | 16 | [[Damage_Scaling_(HF)#0x040|0x040]] | 4 | 40 | +8 | s5a4r3}}
{{SF2HFMoveListRow | Standing Light Punch | lp | 16 | [[Damage_Scaling_(HF)#0x040|0x040]] | 4 | 40 | 5 | 4 | 3 | +7/+8 | }}
{{SF2HFMoveListRow | Standing Medium Punch | mp | 20 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 60 | +11 | s7a4r5}}
{{SF2HFMoveListRow | Standing Medium Punch | mp | 20 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 60 | 7 | 4 | 5 | +10/+11 | }}
{{SF2HFMoveListRow | Standing Hard Punch | hp | 26 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | -1 | s7a3,4r18}}
{{SF2HFMoveListRow | Standing Hard Punch | hp | 26 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 7 | 7 | 18 | -2/-1 | }}
{{SF2HFMoveListRow | Standing Light Kick | lk | 14 | [[Damage_Scaling_(HF)#0x060|0x060]] | 8 | 130 | +4 | low knockdown s10a4r7}}
{{SF2HFMoveListRow | Standing Light Kick | lk | 14 | [[Damage_Scaling_(HF)#0x060|0x060]] | 8 | 130 | 10 | 4 | 7 | KD/+4 | low knockdown}}
{{SF2HFMoveListRow | Close Light Kick | (near opponent) lk | 16 | [[Damage_Scaling_(HF)#0x060|0x060]] | 4 | 40 | +8 | s7a3r4}}
{{SF2HFMoveListRow | Standing Medium Kick | mk | 18 | [[Damage_Scaling_(HF)#0x060|0x060]] | 8 | 130 | 10 | 4 | 12 | KD/+4 | low knockdown}}
{{SF2HFMoveListRow | Standing Medium Kick | mk | 18 | [[Damage_Scaling_(HF)#0x060|0x060]] | 8 | 130 | +4 | low knockdown s10a4r12}}
{{SF2HFMoveListRow | Standing Hard Kick | hk | 24 | [[Damage_Scaling_(HF)#0x060|0x060]] | 8 | 130 | 10 | 6 | 19 | KD/-1 | low knockdown}}
{{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | 20 | [[Damage_Scaling_(HF)#0x060|0x060]] | 8 | 60 | +7 | s7a5r8}}
{{MoveListFooter}}
{{SF2HFMoveListRow | Standing Hard Kick | hk | 24 | [[Damage_Scaling_(HF)#0x060|0x060]] | 8 | 130 | -1 | low knockdown s10a6r19}}
 
{{SF2HFMoveListRow | Close Hard Kick | (near opponent) hk | 26,18 | [[Damage_Scaling_(HF)#0x060|0x060]],&#8203;[[Damage_Scaling_(HF)#0x040|0x040]] | 14,7 | 80,80 | +0 | s8a3,5r18}}
*<b>Close Standing Normal Moves (cl.)</b>
{{SF2HFMoveListRow | Crouching Light Punch | d + lp | 14 | [[Damage_Scaling_(HF)#0x040|0x040]] | 4 | 40 | +4 | s5a8r3}}
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Crouching Medium Punch | d + mp | 18 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 60 | +1 | s7a8r11}}
{{SF2HFMoveListRow | Close Light Kick | (near opponent) lk | 16 | [[Damage_Scaling_(HF)#0x060|0x060]] | 4 | 40 | 7 | 3 | 4 | +7/+8 | }}
{{SF2HFMoveListRow | Crouching Hard Punch | d + hp | 24 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 130 | -8 | low knockdown s6a4r28}}
{{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | 20 | [[Damage_Scaling_(HF)#0x060|0x060]] | 8 | 60 | 7 | 5 | 8 | +6/+7 | }}
{{SF2HFMoveListRow | Crouching Light Kick | d + lk | 14 | [[Damage_Scaling_(HF)#0x040|0x040]] | 4 | 40 | +5 | s10a3r7}}
{{SF2HFMoveListRow | Close Hard Kick | (near opponent) hk | 26,18 | [[Damage_Scaling_(HF)#0x060|0x060]],&#8203;[[Damage_Scaling_(HF)#0x040|0x040]] | 14,7 | 80,80 | 8 | 3,5 | 18 | -1/+0 | }}
{{SF2HFMoveListRow | Crouching Medium Kick | d + mk | 18,18 | [[Damage_Scaling_(HF)#0x040|0x040]],&#8203;[[Damage_Scaling_(HF)#0x040|0x040]] | 8,8 | 60,60 | +3 | s7a3,6r10}}
{{MoveListFooter}}
{{SF2HFMoveListRow | Crouching Hard Kick | d + hk | 24 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 130 | -1 | low knockdown s8a6(4)8r11}}
 
*<b>Crouching Normal Moves (cr.)</b>
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Crouching Light Punch | d + lp | 14 | [[Damage_Scaling_(HF)#0x040|0x040]] | 4 | 40 | 5 | 8 | 3 | +3/+4 | }}
{{SF2HFMoveListRow | Crouching Medium Punch | d + mp | 18 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 60 | 7 | 8 | 11 | +0/+1 | }}
{{SF2HFMoveListRow | Crouching Hard Punch | d + hp | 24 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 130 | 6 | 4 | 28 | KD/-8 | low knockdown}}
{{SF2HFMoveListRow | Crouching Light Kick | d + lk | 14 | [[Damage_Scaling_(HF)#0x040|0x040]] | 4 | 40 | 10 | 3 | 7 | +4/+5 | }}
{{SF2HFMoveListRow | Crouching Medium Kick | d + mk | 18,18 | [[Damage_Scaling_(HF)#0x040|0x040]],&#8203;[[Damage_Scaling_(HF)#0x040|0x040]] | 8,8 | 60,60 | 7 | 3,6 | 10 | +2/+3 | }}
{{SF2HFMoveListRow | Crouching Hard Kick | d + hk | 24 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 130 | 8 | 6(4)8 | 11 | KD/-1 | low knockdown}}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 00:47, 4 April 2012

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

E. Honda

Sf2hf-honda-portrait.gif

While growing up in Japan he always admired the art of sumo wrestling and he hoped to one day become the greatest sumo wrestler of all time. He spent the rest of his life dedicated to sumo, and eventually received the second-highest title of Ōzeki (the highest title is Yokozuna). He also acquires his own dojo where he teaches his students about discipline and respect for your opponent, which Honda believes are the marks of a true sumo wrestler. 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. During this quest he was challenged by Sodom to join Mad Gear. Honda fought Sodom, won, and declined his invitation. He also fought Ryu at least once, and told Sakura (and maybe Juni found out from him, too) where to find Ryu. It is rumored that he teamed-up with Zangief to help take down the Shadaloo. 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. He took pity on them, and brought them to his dojo, where they could be taken care of. He told them that they could leave if they wished once they regained their memory. Some time later he resumed his quest to prove the superiority of sumo in the fighting arts. It was at this time that he began actively competing in the World Warrior tournament. His star pupils at the time were Hatonoyama, Marunoumi, Yasuhanada, and Nishinofuji. He's still a sumo wrestler, as always. And training his students, of course.

In a nutshell

E.Honda is a decent character in Hyper Fighting, with some good matches, but also some bad ones, particularly against characters with projectiles (the Ryu matchup is very bad). His gameplay is generally defensive, although his throws set him up for some good pressure.


Moves List

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
16
4
40
5
4
3
+7/+8
{{#motion: }}
Standing Medium Punch
{{#motion: mp }}
20
8
60
7
4
5
+10/+11
{{#motion: }}
Standing Hard Punch
{{#motion: hp }}
26
14
80
7
7
18
-2/-1
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
14
8
130
10
4
7
KD/+4
{{#motion: low knockdown }}
Standing Medium Kick
{{#motion: mk }}
18
8
130
10
4
12
KD/+4
{{#motion: low knockdown }}
Standing Hard Kick
{{#motion: hk }}
24
8
130
10
6
19
KD/-1
{{#motion: low knockdown }}
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Light Kick
{{#motion: (near opponent) lk }}
16
4
40
7
3
4
+7/+8
{{#motion: }}
Close Medium Kick
{{#motion: (near opponent) mk }}
20
8
60
7
5
8
+6/+7
{{#motion: }}
Close Hard Kick
{{#motion: (near opponent) hk }}
26,18
14,7
80,80
8
3,5
18
-1/+0
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: d + lp }}
14
4
40
5
8
3
+3/+4
{{#motion: }}
Crouching Medium Punch
{{#motion: d + mp }}
18
8
60
7
8
11
+0/+1
{{#motion: }}
Crouching Hard Punch
{{#motion: d + hp }}
24
8
130
6
4
28
KD/-8
{{#motion: low knockdown }}
Crouching Light Kick
{{#motion: d + lk }}
14
4
40
10
3
7
+4/+5
{{#motion: }}
Crouching Medium Kick
{{#motion: d + mk }}
18,18
8,8
60,60
7
3,6
10
+2/+3
{{#motion: }}
Crouching Hard Kick
{{#motion: d + hk }}
24
8
130
8
6(4)8
11
KD/-1
{{#motion: low knockdown }}

Special Moves

Hundred-Hand Slap: Rapidly tap the jab or strong Punch buttons.

Sumo Headbutt: Hold Back for at least 1 second, then Forward + Punch (Hold 4 for at least 1 second, then 6 + Punch). The Jab version has invincibility at the start of the move, making it Honda's best anti-air.

Sumo Butt Drop: Hold Down for at least 1 second, then Up + Kick (Hold 2 for at least 1 second, then 8 + Kick).

The Basics

Honda is a classic turtle character, but depending on the circumstances, he can attack a bit in Hyper Fighting as well. This is because Honda's moves have good recovery time and there are no big super combos to set you back.

However, his defense should be stressed; if you have a good lead and the opponent doesn't have a fireball, you can be good by just crouching across the screen from the other guy and staring at him. If he tries to move in for a grab, headbutt him; if he jumps in, jab headbutt to counter.

In HF, Honda's primary way of attacking is throwing; his bear hug gives you a little mix-up afterward. If they don't have a good reversal, start a hundred hand slap and chip some life. Even if they do, you can bait their reversal and grab again.

You can also use the butt drop to keep them guessing. Know your ranges and do butt drops slightly past their sprites so they have to block the other way. Don't do this predictably, of course.

Advanced Strategy

Match-ups

Vs. Balrog (boxer):

  • 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).

Vs. Blanka:

Vs. Chun-Li:

Vs. Dhalsim:

Vs. E. Honda (self):

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

This fight is terrible for Honda, and to win this requires the opponent to give it away. Fortunately, most people do. 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. Most players don't catch on. Of the ones that do, you will be forced to be tricky. That's up to you.

Vs. Sagat:

Vs. Vega (claw):

Vs. Zangief: