************************************************ School of the Buttslam! Character Guide for E. Honda For use with Capcom VS SNK: Millenium Fight 2000 ************************************************ By Big Russian (Beni Jenkins) russian@mastnet.net benimaru@mastnet.net Version 1.0 November 8th, 2000 >First version, still proofreading Version 1.2 November 15th, 2000 >Corrected a mistake in saying that >the Ooichi Nage could be ticked. >I just dont know! Version 1.6 November 18th, 2000 >Added the section on EX Honda Version 1.8 November 20th, 2000 >See Moves sections & Strat >section for great updates! >Started VS Character Strategies >Fixed a few typos ################################## ATTENTION! ATTENTION! ATTENTION! Do not post this FAQ or it's any of it's contents anywhere without my permission. I have posted this FAQ at gamefaqs.com and gameadvice.com. These are the only places I want it to be until further notice. If you wish to use or quote part of my FAQ, email me. If I am given proper credit, everything is fine. This my first FAQ, and though it's not much, I don't want it ripped off. ################################## ***************** TABLE OF CONTENTS ***************** 1. Introduction 2. A brief history of Sumo 3. Basic Moves 4. Special Moves 5. Super Moves 6. Combos 7. Strategy 8. VS Character Strategy 9. How to win using only your ass 10. EX Honda 11. Glossary of Sumo Terminology 12. Special thanks --------------- 1. INTRODUCTION --------------- Hello, and welcome to the School of the Buttslam! The Professor is in... With this FAQ, I'll be detailing how to fully enjoy playing everyone's favorite Ratio 2 Yokozuna, Edmond Honda. Although he's notoriously limited in his scope, I sincerely hope that this guide will lead to some serious Sumo success for you. I won't pretend that victory will be easy. Like the life of the rikishi that Honda represents, winning with this character will be tough, and will require a good bit of work on your part. However, if you decide to dedicate a little time to him, playing Honda can be extremely fun and rack up quite a few wins, and quite a few laughs as well. Enjoy the guide! -------------------------- 2. A BRIEF HISTORY OF SUMO -------------------------- WARNING! WARNING! WARNING! IF YOU HAVE NO INTEREST IN SUMO HISTORY OR SUMO WRESTLING, PLEASE SKIP THIS SECTION. ACTUAL GAMEPLAY INFORMATION FOLLOWS THIS BRIEF HISTORY OF SUMO. These short paragraphs on the history of Sumo contain information that I've borrowed form Ken Coller's Sumo FAQ. D. Riley, apparently a collaborator for the FAQ, in turn borrowed this information from a book entitled, "Grand Sumo: The Living Sport and Tradition", by Lora Sharnoff. You may view the FAQ, in it's entirety, at http://www.sumoweb.com/spectator/FAQ. It is extremely informative and comprehensive. SumoWeb has provided great Sumo information and coverage since 1995. ----------------------------------------------------- Sumo, from the Japanese 'Ozumo' meaning, "Great Sumo" ***If there are terms here you do not understand, refer to the glossary in Section 10*** The Kojiki (Record of Ancient Matters) is a book that was written in 712, and it's the oldest record of Japanese writing. In it, details are found about Sumo matches that would determine the posession of Japanese Islands! According to the book, the Gods Takemikazuchi and Takeminakata grappled on the shores of Izumo in what is now called Shimane-ken, until Takeminakata lost. Control was then given to the people led by Takemikazuchi, who was said to have created the imperial family from which the current emperor traces his ancestry. The Japanese didn't keep written records until the 8th century, so nobody knows exactly when Sumo first developed in Japan. Ancient wall paintings, however, indicate that Sumo was performed as an agricultural ritual in prehistoric times. Early sumo was often to the death. The Nihon Shoki (Chronicles of Japan), from 720, states that the first Sumo battle between mortals took place in 23 BC. "Emperor Suinin is said to have made a special request to Nomi no Sukune, a potter from Izumo, to fight Taima no Keheya, a bully and braggart from what is now Nara-ken. The two grappled for quite a while until Sukune finally rendered some devastating kicks to Kehaya's stomach and solar plexus. Kehaya was mortally wounded, and Sukune, the victor, has been immortalized ever since as the 'father of sumo.'" The very first authenticated bout took place in 642, when Empress Kogyoku assembled palace guards to perform Sumo to entertain visitors from the Royal Court in Korea. Time and time again, this was repeated, as Sumo soon became a popular ceremony. It still is, in a different form, called 'tenran-zumo' meaning 'sumo in the imperial presence'. During Emperor Shomu's reign, sumotori were recruited from all over the country to perform at the 'sechie' festival, held every year on the 7th day of the 7th lunar month (early August by modern calendars). Cultured people would also come to show their poetic skills at this same festival. Eventually, with the establishment of this 'sechie-zumo', Sumo expanded from it's current form to one of a ritual for the peace and prosperity of the Japanese people. In essence, Sumo became a form of prayer and worship. Late in the 8th century, Emperor Kanmu made sechie-zumo an annual event in his court, and this practice continued through 1185 AD. Later, during the reign of Emperor Saga, rules were established and techniques were refined as Sumo was acknowledged as a martial art. The first Shogunate was established in Kamakura from 1185 to 1392, during which Sumo was used more and more by the warrior class. Odo Nobunga (anyone remember Nobunga's Ambition?? KOEI ROCKS!), a major feudal lord, loved Sumo and assembled the very first Sumo tournament at his castle. Until that time, there were no set rules for a Sumo match as far as fighting area was concerned, but because of the crowded space in Azuchi Castle, circular boundaries were drawn on the ground so many bouts could be held at once. In the Empo era (1673-81), rice straw bales were half buried in the ground to mark the ring, similar to modern times. Did you know that strong Sumo were 'sponsored' by a feudal lord, and given Samurai status? Indeed, they were even given a generous stipend if the lord would support him. The Sumo were then presented with ceremonial aprons embroidered with the Lord's name, as well. This soon became a common practice, and because this form of sponsorship by a feudal lord meant a good living, tons of rikishi (Sumo) fought furiously to catch a daimyo's eye. Finally, during the Edo period, a ranking system was initiated and sheets were kept detailing the wins and losses of various rikishi. In 1761, the name on the ranking sheets was changed from the current 'kanjin-zumo', to 'kanjin-ozumo', the first time the professional sport was called "Grand Sumo". At last, in 1927, the Sumo organizations across Japan finally got together, combining the 88 ranked toshiyori to form the modern Sumo Kyokai. Because of this, professional Sumo was for the first time truly organized and sponsored. This organization still exists today, and because of it we can enjoy Sumo every year. ========================================================== NOW ON TO THE MOVES OF E. HONDA, GREATEST SUMO IN HISTORY! (WELL, IN THE GAME ANYWAY ^_~) ========================================================== -------------- 3. BASIC MOVES -------------- As a general rule, I try to poke as much as possible with the characters I play. Honda isn't an expert poker like Kim or anything, but he's got a few good ones. Here, I won't list every basic move, just the ones that I believe you should use more frequently than others. Using the guidelines I lay down here, you can decide whether the others that I don't use as much are good for you. If you can come up with any additional uses for the moves I list here, or good uses for ones that I didn't list, please share them and e-mail me. I'll put them here and give you full and proper credit. STANDING -------- Jab: A short open-palmed slap. Decent poke, but the low damage and average range don't make it too commonly used by me. The nice thing about the standing jab, though is that it's one of his easiest set-ups for an HHS. Use this to set-up the opponent, whiff to stop people in rolls or whatever suits your fancy. ^_^ Short: Sure, it looks low, but it AIN'T! A totally useless move (at least, IMO) that should be totally avoided. I only put it here as a warning of its utter crapulence. Fierce: An overhead chop. Your basic anti-air move of choice. Though not the perfect anti-air, it's the best thing you have as far as basic moves go. Use only when the opponent is trying to cross you up or is coming down at a high enough angle. You CAN hit them on a normal deep jump-in, but you're better trying to lock them to the ground with the Buttslam or Headbutt. F+Roundhouse (the 'Kickass Sweep'): THE BEST NORMAL MOVE IN HONDA'S ARSENAL. This is basically a sweep that connects from just shy of half a screen away. Very deceptive, quick, and with a very nice recovery. Honda steps forward with his back leg and just knocks the opponent off their feet. It looks like a love tap to the shin, but it does good damage and makes them want to block low more. ^_^ This is a good thing. More on this in the Strategy section. CROUCHING --------- Jab: Roughly the same as his standing version, but it can be blocked high!!!! I only put this here to warn you of how abysmally useless the move is, as with the standing Short. Use the crouching short instead. What were they THINKING!? Short: They did this on purpose you know. Standing short looks like it must be blocked low, but can be blocked high. Standing jab is fine. Crouching jab looks like it must be blocked low, but can be blocked high. Crouching short is fine. AARRGGHHH! I have no clue what they were thinking. Anyway... this is your buffer of choice as a middle-man for jump-in combos. See the Combos section for more. Not a good poke choice. Fierce: It's ok, but only because instead of knocking the enemy far away like the F+RH sweep, it keeps them nice and close so you can pound them some more. That's about it. JUMPING ------- D+Roundhouse (in air): YES! BODY SPLASH TIME! The belly flop of doom, Honda oustretches his arms and legs, doing his impression of a steam press. The jump-in of choice, though you can be knocked out of it, it's basically all he's got. I usually stick to the ground in my Honda bouts unless I'm doing a little Buttslaming, but that's different since it's not really an air move. Short: Booty call!! Though not really very effective, I just HAD to list it because it's the only normal move where Honda smacks the opponent with his glutes. Classy, yes? All his other air moves are pretty even in my mind. Jumping fierce and roundhouse are OK, but nothing I'd stake my life on (can you say Shoryuken? I knew you could...). The jab can sometimes stuff a jump before they come off the ground, but again, nothing I'd stake my life on. THROWS ------ (up close) Forward+Fierce A classic sumo reaping throw. Decent damage. (up close) Forward+Roundhouse The throw of choice. Does good damage, builds great meter. Looks quite sick. Might distract your opponent. ^_^ ******************* UPDATE!!!!!!!!!!!!! Know how I always brag about Honda's Kick throw building great meter? Turns out it's a glitch. If you precede the throw with a blocked fierce or roundhouse, you can build TONS of meter. Thanks to the guys at shoryuken.com for this tidbit. Go there for a more in-depth explanation of this glitch. ******************* ---------------- 4. SPECIAL MOVES ---------------- Though limited, each of Honda's special moves has several good uses. None of them suffer from terrible lag or vulnerability, and other than the Buttslam, they can almost be abused if used properly. Read carefully. ----------------- Hyakuretsu Harite Also referred to as "One Hundred Hand Slap" or "HHS" ----------------- Tap any punch button rapidly Tapping the jab button will produce a non-moving version of the HHS. It only hits twice. Nice thing about this one is that it often stuffs dashing attacks like Blanka's roll, or moves like Yuri's Raiouken which throw the opponent forward before the move has a chance to connect. Get used to the range, then start the slap right outside of that range, so the hands are close to the enemy but not hitting. A lot of mistakes are made by people who attempt to jump over it or strike through it at this point. If a hit connects, use the fierce version to advance. Tapping the fierce button (which requires a faster tap than the jab version) will produce a lunging HHS, which is faster and hits up to five times. Not only is it horrendously effective at close range, even if it's totally blocked you've pushed them just outside the range of Honda's incredible standing sweep (F or B + RH). Use the forward version and sweep them. Even if they block this, the recovery on the sweep is good enough to avoid any retaliation. Mix that sweep up with another fierce HHS or just walk forward as with the sweep and hit fierce instead for his overhead chop. This annoys the hell out of them. ^_^ Don't do it all the time, though, and mix it up, because although the lag time isn't bad at all, you can still be punished if you don't cover your ass. Best used in the corner. =============================== The HHS is not a bufferable move. It cannot be used in combos. For more usage, see the Strategy section. =============================== ------------- Super Zutsuki Also referred to as "Sumo Headbutt" ------------- Charge back, then tap forward and hit any punch button The jab version of the Headbutt has almost no range whatsoever. You can use it as an anti-air if properly timed, but it can be used as a fake-out. Use it as anti-air only if you're very careful. You can hit the middle of their body from the bottom, but it's not recommended, as it doesn't have the same priority it used to. In addition, it's best used on those who don't have well-angled jumping attacks or those that cover more area (like Zangief's Body Splash). In those cases, you'd be lucky to trade hits. The #1 use of the Jab version is in close quarters, while in the middle of another move. Basically, since you should be charging down-back at all times, during, oh... say... a buttslam which gets blocked, you hit the ground, tap forward and jab. It happens so fast sometimes it even takes ME a second to realize it connected. It comes out with no telegraphing, ends with very little lag, so it's safe to throw out almost any time. Use it a lot, but make it random. The element of surprise is important. The fierce version travels the entire length of the screen. It is extremely useful and should be a major part of your offense (unless you're using a different approach, in which case you should peruse the "How to win using only your ass" section). It is a great screen-length move, and can also be used for just about anything. The recovery on it is very nice. Even if blocked, you can usually recover before they can retaliate. God I miss his mid-range. ~_~ Anyhow, use with impunity in combos. Every combo you do should end in this. I may be wrong, but my experience is that the fierce version is much more comboable than the jab version. I don't really know if it comes out faster, but it is easier to tack onto the end of whatever. =============================== The Headbutt is bufferable and may be used in combos. In fact, it's the only special move he has that can be comboed! Woohoo! For more uses, see the Strategy section. =============================== -------------------- Super Hyakkan Otoshi Hmmm... throughout this FAQ, I'll be using several euphamisms for what most American players call the "Sumo Slam". Expect such words as, "Buttslam", "Booty Whomp", "Ass Smash", and many others. You know what you're reading, so you'll know 'em when you see 'em. -------------------- Charge down, then tap up and hit any kick button Fireballers BEWARE. This move is invincible to your little balls at start up. It can easily fly through most attacks (especially fireballs) and then send Honda crashing down, giving some well deserved butt-lovin' to the Shotoclone or whomever decided to be stupid enough to throw a fireball at a crouching Honda. ^_^ The short version travels slightly forward and up very quickly, and comes down at a decent rate. I've never been knocked out of it except to trade hits, and I always pass through fireballs. The great thing about it is that it hits on the way up. This can be nice and confusing for people who are used to having the ass rained on them from above. You'll hit them as he spreads his arms and legs (ala the belly flop of doom), and if it's blocked, you must be wary, for the ass does not hit on the way down after a block. You'll have no fear if it hits, though, and if the upward strike whiffs, it hits on the way down. Very nice. The rise is faster than the roundhouse version and the drop comes down at about the same rate. Throw these out like you would the jab headbutt. It's relatively safe if used at random, following another move. The roundhouse version cannot hit on the way up, but it's nearly invincible on it's way up. That means that it makes for good anti-air if timed properly. Honda flies farther and higher than with the short version, but, again, it does not hit on the way up. During a jump-in by an opponent, wait until they are in the middle of their descent to bust out the roundhouse butt-bomber. It will connect right after the apex of the jump. =============================== The Buttslam is not a bufferable move. It cannot be used in combos. For usage, see not only the Strategy section, but the special section dedicated to this and other 'cheeky' moves, entitled, "How to win using only your ass". =============================== ------------ Ooichou Nage Also referred to as "Buttslam Toss" or a number of other euphamisms. ------------ 360 degree motion, then hit any punch button close to the opponent. Actually, it's possible to a 270 degree motion for this, which is easier, but the standard movelists all say 360. Honda grabs you with one hand and tosses you to the ground, then flips in mid-air, coming down with all the butt-love he can spare. ^_~ Does decent damage, but cannot be ticked like most command throws. The best way to deliver one is to roll into them or through them and toss. It seems a lot harder to do than Zangief's SPD or Raidens' equivalent to this move. I don't know why. I use all three of them pretty equally, though most of my experience with 360 throws comes from the Gief, and Honda's just seems to be harder to connect with (as in, time when you roll or whatever). Perhaps this is because Honda's roll is faster than either of theirs and that's how I usually connect with the Buttslam Toss. Anyhow, if you can do an SPD, you can do this, so have fun! ^_^ I have not noticed a difference in the jab and fierce version of the Buttslam Toss. =============================== The Buttslam Toss is not bufferable. With most command throws, you can "tick" it to ease it into a combo-like situation. In other words, you can do a weak punch or kick, standing or crouching, in order to hold yourself to the ground while you perform the motion. Unfortunately, I've not found a way to tick this throw. If anyone knows how, please let me know. More on usage in the Strategy section, and in the wonderful "How to win using only your ass" section. =============================== -------------- 5. SUPER MOVES -------------- Ahhhh... most charcters rely on their supers, but Honda does not sink to such levels. Ok, so his supers aren't as useful as most, but that's only because of the difficult motions needed to perform them in a combo or whatever. The Oni Musou is a difficult charge motion, and the Orochi Kudakai is a difficult 720 degree motion and requires 3 levels. Both are easy once you practice, but it's squeezing them into your arsenal that's tricky. --------- Oni Musou Also referred to as "Super Sumo Headbutt" --------- Charge back, then tap forward, back, forward, punch button Honda will perform several Super Zutsuki's in a row. Using the Level 3 version will get you a HHS tacked onto the end of it. Very nice super, can be comboed (if you're good at the above motion). Slightly easier to do in EX mode, simply because of the huge window you have on the final button press (more on this in the EX section). As with all supers, button press merely designates which level of super you do in Capcom Groove. Jab for Level 1, Fierce for Level 2, both punches for Level 3. All three levels have their uses, but the Level 3 seems to be the only one that is worth the bang. The difference in damage is AMAZING. The level 3 does SO MUCH MORE damage than the L2... I haven't noticed a jump this big in most other characters L2 to L3's. That HHS on the end is where all that damage comes from. Watch the life of your opponent fly away.... =============================== This super can be used in combos, but it is rather difficult. It's easiest to use in jump-in combos or during a roll. ^_^ =============================== -------------- Orochi Kudakai Also referred to as "Hella Butt-death" -------------- 720 degree motion, then hit punch (Level 3 only) Honda will throw you around like a rag doll for a bit, before ending your pain with a massive Booty Crunch. Great damage, and the perfect way to end a match, especially using the strategies detailed in the thrice aforementioned section, "How to win using only your ass". Shameless plugs abound! Anyhow, other than the usual hard-to-perform motion, this one is by far worth the price of admission. It does a hair more damage than the Oni Musou, but this is important. That sliver can mean life or death, so think carefully before deciding which to do. Or, if you prefer, don't use one at all! The extra damage is nice for Honda, and the fear of that L3 super will leave them guessing. ^_^ =============================== Learn more in the strategy section, and also in the... ah, well. You know what I'm going to say. =============================== --------- 6. COMBOS --------- Eeeeerrrrrr... Well, combos aren't exactly Honda's forte. He's got them, but only a few bread and butter combos are even worth trying in competitive play. You're already using a low-tiered character, no need to attempt to bust out some wicked-stupid combo if you're just going to eat a super for missing part of it. Wait, what am I talking about? Honda doesn't have any wicked-stupid combos!!! That's right! The maximum hits I've ever gotten on a combo outside of a super is 3 hits! (4 in EX mode) Here they are, what few I can do. If anyone knows of any more combos, please PLEASE let me know. I'll give you credit and worship the ground you walk on. 1. Jump in Fierce, C.Jab/C.Short/S.Jab/S.Short, Headbutt I personally prefer the crouching short, but try them all and find something comfortable 2. Jump in Body Splash, C.Jab/C.Short/S.Jab/S.Short, Headbutt Make sure the splash hits deep 3. Cross-up Body Splash, C.Jab/C.Short/S.Jab/S.Short, Headbutt Much better than a regular jump in, definetly. Cross ups rock. ^_^ 4. Any of the above, omitting the Headbutt for a Level 1, 2, or 3 Oni Musou. Good and clean, but because this is pretty much it for what I know of Honda combos, the best I've got. Sweet damage. ----------- 7. STRATEGY ----------- Aaaaaahhhh... MEAT!!! Here's the good stuff. I will compile the previous information and add tons more to make up this section. Look to this section to have the most updates, as I'm always revising my strategy. Coming soon: VS Character Strategies! Basics: Ok. The whole idea behind playing Honda is confusion and annoyance. Have a few patterns that you go through when fighting someone. Like this: Low short, use charge to short buttslam, if it connects, walk in 'kickass sweep', if they block (you're charging down, right?) hit up and roundhouse for another buttslam, slam on fierce during move for HHS when he recovers, keep hitting so he does it again, kickass sweep, etc, etc. Mix it up between your kickass sweep, standing fierce for overhead, short and roundhouse bootie-bounce, a couple standing jabs and crouching shorts, fierce headbutt, all when up close. This is best used in the corner. How do you get them there? Quite simple. Kickass sweep. If you hit them from anywhere near their edge of the screen, they will conveniently fly to that corner. Again, there's a reason I call it the kickass sweep. Best strategy for the mix-up game would be to try and keep them in that corner. It's hard, but if you follow these guidelines you'll find it much easier. 1) Why walk when you can roll? The recovery on Honda's roll is nearly the quickest in the game. You can continue charging while rolling, too, so it has tons of advantages over walking. RH buttslam, fierce headbutt, roll... these are your main modes of transportation. 2) Remember to kickass sweep at every opportunity. It will annoy them to no end, and it's hard to retaliate against. It will put them in the corner, which is where you want them. 3) Use the standing fierce as anti-air if you're not charging. Wait... nevermind. You should always be charging. =P Seriously, if you, for some reason, in a moment of thoughtlessness forget to be charging DOWN-BACK at all times (so you can do either the cheek-bomber or the headbutt at any time, or the Oni Musou... oooooh), use this as an alternate. If you are charging, wait until the attacks' descent and use the roundhouse ass-crunch. You'll pass right through their attack and deliver a nice smelly present. ^_^ 4) Honda is a great battery. His kick throw and HHS build up meter fast. If your opponent is turtling, throw a couple of jab HHS's, then advance with a couple of fierce ones. See your meter going up fast? That's the HHS working it's magic. If it hits, even better. ^_^ You can put the pressure on and build meter at the same time. Best thing about it though, is that if they try to roll through the fierce HHS, you have enough time to recover and kick throw them! Make them play right into your hands... ******************** UPDATE!!!!!!!!!!!!!! In regards to anything in this FAQ referring to the might of Honda's kick throw, note this: It has recently been discovered that this is a glitch! As I mentioned in the updated version of my Basic Moves section, this is done by using a fierce or roundhouse attack, having it blocked, then following up with the kick throw. Thanks to the guys at shoryuken.com for this info. For more on this glitch, please visit shoryuken.com ******************** 5) Always use the kick throw. It builds up good meter and towards the end of it, stop hitting buttons and spinning the joystick. This should be about the 7th hit. Hold forward, and as the throw ends you'll walk underneath their falling form. Now, continuing to hold forward, just as they're about to hit the ground (I mean RIGHT as they're about to hit the ground) hit either forward or roundhouse. If you hit roundhouse you get the kickass sweep. If you hit fierce you get an overhead. Not perfect, but it's a 50/50 chance you'll nail them. If you can keep the opponent guessing, you've already half won. Baby steps. 6) Use the fierce headbutt almost any time. If you get seperated from your quarry, use the fierce headbutt to close the gap. Especially useful shortly after a kickass sweep. If they block it, fine. You're already charging down to rain some happy-ass down on them. See? Constant fireballers are the only problem with this, as the headbutt doesn't have any protection from them. Use carefully. Just remember, they can't fireball if they're B-L-O-C-K-I-N-G. A common counter to the headbutt full-screen is for the enemy to jump backward and use an attack in mid-air. This will counter the headbutt most of the time. Be wary. 7) Ah. The bane of most characters with a limited arsenal is a well-timed Shoryuken or similar Shotoclone device (barring Sagat, just cuz he's the shiznit). Don't take to the air too much. Remember that a player with good timing, anticipation, or just plain dumb luck can SRK you out of a headbutt, or nail you up the ass during a buttslam. Just be careful. The only defense against this is good planning. Have a plan, but don't be afraid to try new things. 8) Rolling? Ooichou Nage or Orochi Crush (if possible). Another way to deliver that ass-in-the-face. Ooooh, how embarrasing. Do it twice in a row. ^_^ 9) Fireballers die to roundhouse booty call and Honda's quick roll. Make them suffer. EXCEPTION: Air FB's. 10) Combo nazis... Not much to say really. They own you if they hit you, so make sure it doesn't happen. Keep the mix going, never let them see you coming. When in doubt, sadly, jump. At least they can't do much when you're falling down. 11) Having a full meter is great. Not only do you have access to a Level 3 super, but you have added damage and the all important FEAR FACTOR. Make them fear your chubby rump. If they're on the run, again, you've won half the battle. Make them re-plan, and don't deviate from yours! If you have the opportunity to do the super, DO IT! Added damage and fear are nice, but a dead Blanka in the hand is worth two in the... in the.... hmmmm... 12) Punish mistakes in the same manner every time. In other words, every time they miss a Shoryuken, Ooichou Nage (or whatever, that's just my preference). This becomes an annoyance (trust me) so they get frustrated and make more mistakes. In fact, they may start using that move less and less due to that very tactic. Another good thing. Reduce their arsenal, scare them. You win. 13) These are only guidelines for the way that I like to play Honda. Use what you want from here, and toss away what you consider garbage. Make your own Sumo. ^_^ Take the strategies I've detailed here, and create your own style. 14) Fun. Remember, you're having fun. If you're winning, that's great. Keep it that way. You CAN be serious and have fun at the same time, so don't think I mean 'have fun' as in, "Giggle insanely whilst booty-whomping". I mean have fun with what you're doing. You can be hardcore all you want, just remember it's still a game. E. Honda is low-tier material, so you have to work extra hard to win. Practice. Most importantly, though... relax. --------------- 8. VS CHARACTER --------------- In this section I will detail some tips on how to deal with certain characters in VS play. Problem here is that not everyone plays these characters the same way. These tips will help you against the more common type of players each of these characters represent, or at least warnings as to what they're capable of. If you have any additions or feel that I'm full of it, please write in and let me know. ^_^ (In alphabetical order) Balrog: This is a tough one. Balrog is by far (IMO) the best Ratio 2 character. He's got speed, he's got power, range, great pokes, great supers, blah, blah, blah. I play him! DO YOU? Well, basically, Balrog has a little something for everything, so you have to outsmart him. Fighting a good Balrog player should be a zen-like experience, since meditating is about all you'll do. They will either be all-out offense (not too common) or turtle (much more common). They will nail you in the air with dashing punches, pummeling you every time you attempt a jump in (or if you're falling from a buttslam, you get ass-punched), they will make your life a living hell with mixups... But you can handle all that, right? Yes. But his jabs? No. Honda seems like he was born to corner opponents (like in real Sumo, right against the dohyo!) and Balrog's jabs out- prioritize everything in your arsenal. Your best hope is well-timed buttslams and distance. Stay just outside of his range, and buttslam EVERY TIME HE MOVES. Sound simple? It isn't. This little tip isn't invincible. You can still be knocked out of it. Be on guard, poke, buttslam and counter. Oh, the headbutt trades hits with the dashing punch, but I've gotten the headbutt in a hair before the punch connects. Since you're basically a flying projectile and he has yet to throw the punch out, it will most likely work. Don't stake your life on it though. Benimaru: Tough. Being a Ratio 1, he's weak, but he's one of the best. Regular version has good priority on his pokes, and since his Raijinken doesn't count as a 'fireball' per se, it can knock you out of the buttslam, or trade hits. In addition, his Air Drill move will knock you out of the buttslam almost every time. Try and trade hits with him in the air as much as you can, mixing it up between the short and roundhouse versions of the buttslam. He's fast, so watch for missed moves being punished with Raikouken or his dashing electric super. His main advantages, however, come in his EX version. He gains an upward-diagonal Raijinken (a real pain), a high-priority command throw (another pain), and a powerful throw super (make that 3). Most people play EX Benimaru if he's available. I recommend keeping him off his feet. By sweeping often, you can keep him on low-guard mode a lot. Roll in and kick throw, too. Just a few well-placed moves can end his reign, so make them count. Blanka: Not off to a good start, are we? Blanka is by far the most used Ratio 1 character. There's a good reason for this. He has good priority and speed, easy-to-do moves, and does great damage for an R1. He's a turtlers' dream, and he's usually played this way. Expect rolls by the tons. You will trade hits with his rolls every time. If he's rolling constantly, counter with headbutts. Even if they trade hits, it's to your advantage. My best advice is to trick Blanka into committing to his rolls when you're ready to nail him with something. Like, faking out a jab Headbutt might make him twitch, so block as he flies at you and you should recover before he finishes. Do what you like at that point, but I prefer Ooichi Nage for ground roll, roundhouse Booty-Whomp for air. More soon. Cammy: Pretty much follow the basic guidelines. Everything she does can be easily punished, and she's a Ratio 1, so she dies fast. Watch out for people who can effectively use the Hooligan Combination on you. Nail them out of the air quick. Don't get right in her face, since her Cannon Spike has such good priority and speed and can nail you out of most things. Keep her just inside your range, and expand on every mistake. Fake-outs rock, since most Cammy players twitch a Cannon Spike at that point. Hell, you'll have time to think about how to punish her at that point. ^_^ ************************ MORE SOON... STAY TUNED! ************************ --------------------------------- 9. HOW TO WIN USING ONLY YOUR ASS --------------------------------- Ok, here's something fun for you to try. You have to beat your opponent using just 3 moves: The buttslam, the buttslam toss, and the jumping short kick. Basically, every move where you nail them with your gigantic ass. It's not easy at all, since you're quite limited, but it may work once or twice when they think they couldn't possibly smell your cornhole any more. Here's some quick tips in the fashion of my Strategy section: 1) Ass. Lots of it. Remember that your mighty rump must be in their face at all times. They look at you funny? They look at you at all? Ass in the face! Rub that booty on their head! They run in fear, hide their eyes? Wait for them to open them, then slam it in their face again! Your ass owns them! You are the pooper paratrooper! Dance with them, cheek-to-cheek, in a whole new way! Heard of stink palm? No? Well, it's where you stick one of your hands down your pants and put them between your ass cheeks when your ass is nice and sweaty. Let it sit like that for a while, then go shake hands with someone you hate. They won't be able to get the smell off for days. Sure, neither will you, but as Brodie said in Mallrats, "Small price to pay for the spiting of one's enemies" or something to that effect. You got that? Well, you gotta give them stink HEAD. Yeah! Shove that face into your all-powerful orifice and make them love it! You are the BOOTY GOD! THE BOOTY GOD!!! 2) If they jump (since you're charging down at all times, RIGHT!?!) give them a roundhouse cheek-chomper. Hear that smack? Yeaaaaahh... ain't nothing like punishing a stupid jump-in with a Sumo butt-thump! "Assinnaface. Don't leave the ground without it." 3) Then YOU take to the air with a barrage of butt-bombs. Break that short kick button if you have to, but make those buttshots count! If you have a whoopie cushion, bring it with you. Put it under an arm or your foot or something, and step on it a bit every now and again. If you have a friend with you, have him do it instead, constantly inflating it and making with the butt noises!! If you make them laugh, YOU WON! DAMN THAT WAS EASY! That's right... nobody can resist laughing at a nice, long fart noise. 4) Roll into them, then Ooicho Nage. "The booty-whomp! The booty-whomp! Who can doooo the booty-whomp!?" Ass-blast them with this any time you can. Remember Honda's quick roll, and master that booty-whomp!!! You can also counter jump ins with this. Any time they attempt a ground-based attack, roll and punish with the "Ass-master 2000... Guaranteed to make your opponent run in fear of your all-knowing, all-seeing, heat-seeking ass." 5) What better way to end a good butt-fest than with the Orochi Crush? When they see that Level 3, they know what's coming!! Save it for the final round! When they have just under half a life bar, roll in, jump in, hell... flag down a cab and have him drive you there!!! Just land that move! Remember: "circle, circle, dot, dot, ASS IN FACE IS ALL YOU GOT!!!" A big flaming explosion follows! You ate your beans didn't you? GOOD BOY!!! You get a cookie! So, there you have it. So few moves to use, but soooo much ass to whack. Oh well... you play the hand you're dealt. Just remember, after you've beaten enough opponents using this method, you can truly call yourself the Ass Master. No, not just the Ass Master, but the Butt-slamin', Booty-whompin', Cheek-thumpin', Ass-blastin', Cornhole-crunchin', Lard-landin', glute-chuckin', high-flying, high-ass-etone, big-ass, bad-ass, lard-ass Ass Master! Can I have a hell yeah!? CAN I HAVE A HELL YEAH!?!? ----------- 10. EX Honda ----------- Ok, there are some major differences between regular Honda and EX Honda, not all of them good. Here we go. NORMAL MOVE CHANGES: 1) Close up standing roundhouse is now a double hit knee instead of a knee, then kick. I don't know the difference. They both seem to be roughly the same. The difference is this: remember that cool use for the kick throw I told you about? Well, it doesn't work with EX. When you walk under them after the throw ends and try to do the kickass sweep, all you get is that knee, and it most likely whiffs. Bah. 2) Holding forward or back and hitting roundhouse gets you a palm-push that works pretty well as a poke. Great recovery, but short on range. 3) Holding down-back and hitting fierce gets you a crouching version of that great fierce poke. 4) Holding down-back and hitting roundhouse gets you a great low double-hit kick! This thing can easily combo into the Oni Musou! Good combo: Body splash deep, db+roundhouse kick, Oni Musou. Awesome. You cannot, however, combo a headbutt into it. Just the super. Weird. SPECIAL MOVE CHANGES: 1) Ooichi Nage is gone. Bah. 2) HHS doesn't lunge with the fierce version anymore. Instead, you can guide both the fierce and jab version back and forth (it looks funny, but if you've played SF2T or any game with Honda after that, you know what this is). SUPER MOVE CHANGES: 1) Orochi Crush is gone. Other changes: EX Honda has this strange glitch (is it a glitch...?) where you can do the motion for the Oni Muso, but hold forward instead of pressing the button. Any time after that, as long as you're still holding forward, you can hit the button, and BAM! Out comes the super. Haven't found a use for this yet, since I now have such a nice method of delivering the Oni Muso in the double-hit low kick... plus your opponent, if he knows about the glitch, will know what you're trying to do. Any ideas? I think that's just about it for EX Honda. If I missed anything, please email me and let me know. Thanks. -------------------------------- 11. GLOSSARY OF SUMO TERMINOLOGY -------------------------------- Dictionary of basic terms from Ken Coller's SumoFAQ (note that most hyphenated terms can be written unhyphenated) Banzuke: An ordered list of men fighting up through the ranks of professional Sumo; a ranking sheet. Basho: A sumo tournament. In a sanctioned competition, consists of seven or fifteen bouts held over a two week period. Dohyo: The ring within the square in which Sumo is performed. Heya: A building used to house and train rikishi. This includes sleeping accommodations, cooking facilities and training dohyo. Hon-basho: Any of six official basho held in each odd numbered month by the Sumo Kyokai. Only these contests count in the official scores used to rank the rikishi. Jungyo: The exhibition bashos that are held across the nation in between the regular basho schedule. These help in recruiting new rikishi to the sport and also give other people a chance to see the rikishi up close. The most extensive Jungyo is in July-August, covering the Tohoku and Hokkaido regions. Juryo: The first of the two professional divisions of Sumo. Thirty men vie for entrance into the top, Makunouchi division. Kachi-koshi: In a tournament, attaining the number of wins that assures a better than even percentage. Out of 15 bouts, for example, a rikishi is said to be kachi-koshi at that point where he tallies 8 wins. Kimarite: The names given to each of the seventy winning techniques and two inadvertent methods that describe the result of a Sumo bout. Kin-boshi: Literally, "gold star." This is a salary incentive to Maegashira ranked sekitori to defeat Yokozuna. Kokugikan: The Arena of the National Sport, in the Ryogoku neighborhood in southeastern Tokyo. This is the rather magnificent facility where Hon-basho, retirement ceremonies, World Amateur Championships and other events are held. Kyokai: An official association or administration. For Sumo, the Nihon Sumo Kyokai administers the sport under the Ministry of Education. Make-koshi: The opposite of kachi-koshi. For example, in a 7 bout tournament, having 4 losses guarantees make-koshi. Makunouchi: Also called Makuuchi, this is the top division of Ozumo. It is comprised of the ranks of Yokozuna, Ozeki, Sekiwake, Komusubi and Maegashira. Mawashi: The thick belt that is wrapped around a rikishi for Sumo. It is wound in such a manner that protects the genitals as well as offering a way for the combatants to grapple. Ozeki: The champion rank of Sumo. Whereas other ranks can be attained by consistently winning, this rank must be granted by the Sumo Kyokai. Rikishi: Literally, "strong man." This is an all-purpose term for men engaging in Sumo. Sansho: Any of three special prizes awarded to Makunouchi sekitori under the rank of Ozeki. These are for superior technique, superior performance and fighting spirit. Sekitori: A rikishi who is ranked in one of the top two divisions of Sumo, who are being paid a salary. Sumobeya: See Heya. When referring to a specific heya, the suffix -beya may be used; instead of saying that Tosanoumi's heya is Isenoumi, it is neater to talk of Tosanoumi, of Isenoumi-beya. It is less awkward to say, "Look, there's Izutsu-beya" than "That heya is Izutsu." Torikumi: The term for an individual sumo bout, or also used to refer to the list of bouts for an entire day. Toshiyori-kabu: A financial term, this is a license that must be purchased from the Sumo Kyokai in order to hold a position as Oyakata, or coach. There are only a limited number of these positions, each of which carries a name. Currently, these cost between two and four hundred million yen. Yokozuna: The pinnacle of active Sumo, this is the rank of grand champion. Only 65 men have held this rank. Yusho: The tournament title. A rikishi wins a yusho by winning more matches than any other in his division, or if two or more men are tied, by being triumphant in a playoff. ------------------ 12. SPECIAL THANKS ------------------ First, I would like to thank Capcom and SNK for bringing us such wonderful and memorable characters, and Capcom for bringing us this game, a dream come true for myself and so many other fans. Second, my lovely wife Jessica. This would not have been possible if not for her endless support. Third, to my friend Jeff Cordova (Shin-takata-shin-takata-shin-takata-shin-takata!) and to my friend John Smith (without whom I wouldn't have so many euphamisms for 'buttslam'). Fourth, to an old friend, John Harris. This is it, eh? What we always talked about as kids... KOF and Street Fighter! Let the games begin... Fifth, to Kao Megura, who's moveslists always made me desire writing an FAQ of my own. And finally, you any E. Honda fans out there. Keep the faith, rikishi. Your time will come. All characters mentioned within this FAQ are Copyright Capcom or SNK, respectively. Yadda, yadda, yadda. Peace, everyone. Relax.