Why pick Old Honda? Old Honda loses ST Honda's 360 grab mixups, but gains important things as well:
- Regains his standing sweep kicks
- Has better ground fierce attacks
- Retains moving handslap
So the basics are HF-style grabby-into-slappy mixups.
Picking Old E.Honda
To select O.E.Honda, choose E.Honda and then press ↑ ↑ ↑ ↓ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal |
Secondary
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--Born2SPD
Normal Moves
Ground Normals
Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
Yes
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Frame Count |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
Yes
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Frame Count |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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- Close/Far Standing Strong:
Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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- Close/Far Standing Fierce:
Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
?
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Simplified |
? |
?
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Frame Count |
? |
? |
? |
? |
?
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Simplified |
?
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
Yes
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Frame Count |
? |
? |
?
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Simplified |
? |
?
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Frame Count |
? |
? |
? |
? |
? |
?
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Simplified |
?
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
Yes
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Frame Count |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Damage |
? |
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Stun |
?-?
|
Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Damage |
? |
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Stun |
?-?
|
Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
|
Frame Count |
? |
? |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
? |
? |
? |
?
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Simplified |
? |
? |
? |
?
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- Close Standing Roundhouse:
Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Frame Count |
? |
? |
? |
?
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Simplified |
?
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Damage |
? |
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Stun |
?-?
|
Stun Timer |
?
|
Chain Cancel |
No
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Special Cancel |
No
|
Frame Count |
? |
? |
? |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Chain Cancel |
No
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Special Cancel |
No
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Frame Count |
? |
? |
? |
? |
? |
? |
?
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Simplified |
? |
? |
? |
? |
?
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Aerial Normals
Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Frame Count |
? |
? |
? |
? |
∞
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Simplified |
? |
? |
∞
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Frame Count |
? |
? |
? |
? |
∞
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Simplified |
? |
? |
∞
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Frame Count |
? |
? |
? |
?
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Simplified |
? |
?
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Frame Count |
? |
? |
? |
∞
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Simplified |
∞
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Frame Count |
? |
? |
? |
?
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Simplified |
? |
? |
?
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Frame Count |
? |
? |
? |
∞
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Simplified |
∞
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- Neutral/Diagonal Jumping Fierce:
Damage |
? |
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Stun |
?-?
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Stun Timer |
?
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Frame Count |
? |
? |
? |
? |
? |
? |
∞
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Simplified |
? |
? |
∞
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Damage |
? |
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Stun |
?-?
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Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
∞
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Simplified |
? |
? |
∞
|
Damage |
? |
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Stun |
?-?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
∞
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Simplified |
? |
∞
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Damage |
? |
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Stun |
?-?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
? |
? |
? |
? |
∞
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Simplified |
? |
? |
∞
|
- Diagonal Jumping Forward:
Damage |
? |
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Stun |
?-?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
? |
? |
? |
? |
∞
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Simplified |
? |
? |
∞
|
- Neutral Jumping Roundhouse:
Damage |
? |
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|
Stun |
?-?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
- Diagonal Jumping Roundhouse:
Damage |
? |
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|
Stun |
?-?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
? |
? |
? |
? |
? |
? |
∞
|
Simplified |
? |
? |
∞
|
Command Normals
- Double Knee Attack: (On ground and close, ←/→ + Forward)
Damage |
? |
 |
 |
 |
 |
|
Stun |
?-?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
? |
? |
? |
? |
?
|
Simplified |
? |
? |
?
|
|
 |
 |
 |
|
Frame Count |
? |
? |
? |
?
|
Simplified |
?
|
- Flying Sumo Press: (Jump diagonally, ↙/↓/↘ + Forward)
Damage |
? |
 |
 |
|
Stun |
?-?
|
Stun Timer |
?
|
|
Frame Count |
? |
? |
∞
|
Simplified |
? |
∞
|
Throws
E.Honda can throw using Strong, Fierce and Roundhouse. All his throws have the same range, which happens to be the best normal throw range in the game.
- Tawara Nage: (←/→ + Strong)
Damage |
?(+?) |
 |
 |
|
Stun |
?-?
|
Stun Timer |
100
|
Range (from axis) |
64
|
Range advantage |
36
|
E.Honda tosses the opponent. The direction of the joystick determines the direction the enemy gets tossed at. Better used in the rare cases where you find yourself cornered and want to corner the opponent.
Damage |
? + ?*n |
 |
 |
|
Stun |
?-?
|
Stun Timer |
0
|
Range (from axis) |
64
|
Range advantage |
36
|
This is the throw you will be using the most. It's untechable, does nice damage, and sets up crossup / walk under / tick shenanigans. You can even crossup / walk under when in the corner after a fierce grab (you can walk under, cr. RH for a crossup, or go for a crossup d + Forward, cr.Jab, Oicho, etc).
Note that some characters (Balrog, Cammy, DeeJay, Vega, Fei Long) cannot be walked under outside of the corner.
- Sekkan Kyaku: (←/→ + Roundhouse)
Damage |
? + ?*n |
 |
 |
|
Stun |
?-?
|
Stun Timer |
0
|
Range (from axis) |
64
|
Range advantage |
36
|
E.Honda's knee bash. The only use I see in this throw is for throw mashing (so an HHS will not come out) because the Fierce throw gives you a better positioning when the opponent releases himself from the grab.
Special Moves
- Headbutt - Charge back, forward + Punch. Same as usual.
- Buttdrop - Charge down, up + Kick. Same as usual.
- Hundred Handslap - tap punch repeatedly. Can move and change speed during move.