STREET FIGHTER ALPHA 3 E. HONDA FAQ FOR ARCADE & PLAYSTATION Version 0.013 July 28, 1999 By David J. Antoine/$muvMoney http://members.tripod.com/davidja/faqs/sfa3ehonda.txt Unpublished Work Trademarked (tm) and copyrighted (c) David Antoine 1999. All Rights Reserved. IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD TO THIS DISCLAIMER. USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER. In no event shall this document be reproduced or retransmitted in any way, shape, or form (including but not limited to physical, natural, or electronic). In no event shall this document be used for HTML, Perl, C++, HTMLScript, Active Server Page Files, JavaScript, Java, or any other forms of webmastering that exist without e-mailed permission from David Antoine. In no event shall this document be used at a password-protected site where either user accounts are utilized and/or money is made through user accounts. 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This copyright that you see is similar to Mark Kim's copyright on his LA Machine Guns Anti- Terrorist Manual. ================================================================================ TABLE OF CONTENTS ================================================================================ CHAPTER I - INTRODUCTION - What Is This? - Where To Find This FAQ - Special Thanks : Special People, FAQ Writers/Contributors CHAPTER II - MOVES - Introduction To Street Fighter Alpha 3 - Introduction to E. Honda - Legend : General Notation, Joystick/Button Layout, Button Presses - Universal Moves : ISMs, Moving & Blocking, Special/Other Universal Moves - E. Honda Command Attacks : Hiza Geri, Harai Geri, Sumo Splash - E. Honda Throws : Tawara Nage, Saba Ori, Tsuriyane Nage - E. Honda Special Moves : Sumo Head Butt, Sumo Smash, Hundred Hand Slap - E. Honda Super Combos : Oni Muso, Fuji Drop, Orochi Crush CHAPTER III - MOVES ANALYSIS & STRATEGY - Normal Moves : Standing/Crouching/Jumping LP/MP/HP/LK/MK/HK - Throws : Tawara Nage, Saba Ori, Tsuriyane Nage, Oicho Throw - Special Moves : Sumo Head Butt, Sumo Smash, Hundred Hand Slap - Super Combos : Oni Muso, Fuji Drop, Orochi Crush CHAPTER IV - COMBOS - Basic - Jump In - Variable CHAPTER V - VS STRATEGY - General : Poking, Jumping, Ticking, Countering, Recovering - Vs CPU : Ryu, Sodom, M. Bison - Vs Human : Ryu CHAPTER VI - MISCELLANY - Storyline : Opening Storyline (Personal Data, Special Moves, Opening Introduction), Vs Ryu, Vs Sodom, Vs M. Bison - Ending - Win Quotes - Animations - Colors CHAPTER VII - BIBLIOGRAPHY - Acknowledgements : Vesther Fauransy, Kao Megura, Chocobo, Micheal Torres, Nedfar, Svenyip & Shred-Man, Kailu Lantis, Robert Iu, ShinJN, Gamefaqs.com, Feedback - What's New In This Version : Version 0.012, Version 0.011, Version 0.010, Version 0.009, Version 0.008, Version 0.007, Version 0.006, Version 0.005, Version 0.004, Version 0.003, Version 0.002, Version 0.001, Upcoming CHAPTER VIII - EPILOGUE ================================================================================ CHAPTER I - INTRODUCTION ================================================================================ Before reading this FAQ, make sure that the following carats, hyphens, numbers, asterisks, and periods line up. ^^^^^^^^^^ ---------- 1234567890 ********** .......... If they do not, please switch to a fixed font like Courier or Courier New or else certain parts will be unreadable. ============= What Is This? ============= This is my first attempt at a FAQ so please be gentle in your inquiries/flames. This FAQ is about E. Honda in Street Fighter Alpha 3 (SFA3). I use him decently, but I don't find many others using him. I thought that getting some information and putting it together may give an idea (or even better, get more ideas from others) on how to effectively use the Yokozuna. This FAQ includes or will include eventually a move list, combos, move analysis, and strategy for the Sumo Stud along with miscellaneous information. However, it will take many versions/revisions to make this a good FAQ. Now that you know what this is supposed to be, let us continue. ====================== Where To Find This FAQ ====================== One of these days, I will submit this FAQ to http://www.gamefaqs.com and actually have it posted. I also plan to put it on my web page as well (http://members.tripod.com/davidja/faqs/sfa3ehonda.txt). ============== Special Thanks ============== This FAQ would not be possible without the work and efforts of the following people. -------------- Special People -------------- -God for allowing me to grace this earth -My parents and family for birthing, raising, loving, and tolerating me -Myself for finally deciding to be man enough to write a FAQ and face criticism on my FAQ and SFA3 techniques ------------------------ FAQ Writers/Contributors ------------------------ -Vesther Fauransy for his help with the copyright information -Kao Megura, Chocobo, Michael Torres, Nedfar, Svenyip & Shred-Man, Kailu Lantis, Robert Iu, and ShinJN for their FAQ's -Aurore Kham for the feedback on E. Honda -Capcom for another great albeit flawed in some spots arcade and PSX SFA3 (and hopefully DreamCast SFA3) -a.g.sf2 (alt.games.sf2) for being a good source of info for all SF games -Gamefaqs.com for having such a huge depository of information on so many video games and for posting my FAQ Full acknowledgements (FAQ titles, etc) are listed at the bottom of this FAQ. ================================================================================ CHAPTER II - MOVES ================================================================================ This is usually the best section to start with. I first mentioned the universal moves available to all SFA3 characters before I talk about moves specific to E. Honda. ====================================== Introduction to Street Fighter Alpha 3 ====================================== In an effort to make this FAQ a whole lot shorter, I am assuming that you have a working knowledge of Street Fighter. If you are completely new to Street Fighter Alpha 3, then I suggest you read the following FAQ's: Kao Megura's Street Fighter Alpha 3 FAQ Nedfar's Street Fighter Alpha 3 Combo System and General FAQ They are both listed below in the Acknowledgements section and can be found at http://www.gamefaqs.com. If you have a basic understanding of Street Fighter and can do without, then read on. ======================== Introduction to E. Honda ======================== Edmond Honda is a Sumo wrestler in the SF/SFA universe. Although he is considered a slow character, he is very powerful with a few good pokes and quick attacks. He does not have the raw strength of Zangief, but he is a little faster and hits pretty hard in his own right. Honda can hold his own against most characters and has much potential. His ISMs do vary, but he does have a set of core moves that do not change across ISMs. Let us begin our lesson in the Art of the Sumo. :) ====== Legend ====== The format used in this legend is loosely based on James Chen's X-Men versus Street Fighter combo model/format. ---------------- General Notation ---------------- + : Perform simultaneously _ : Or (or simply the word "or") , : Perform next motion => : Perform next sequence /\ : Leave ground for attack \/ : Land from a jumping attack * : Hold direction/button ^ : Release button(s) held down X n : Perform n times/repeatedly XX : Cancel into special move/super combo J : Jumping CU : Cross Up Close : Standing close Far : Standing far (air) : Move can be performed in air air : Move can only be performed in air 360 : One full joystick rotation 720 : Two full rotations of the joystick (XAV) : Available in X, A, or V-ISM ---------------------- Joystick/Button Layout ---------------------- 1P 2P UB U UF UF U UB O O O O O O \|/ (LP) (MP) (HP) \|/ (LP) (MP) (HP) B O-O-O F F O-O-O B /|\ (LK) (MK) (HK) /|\ (LK) (MK) (HK) O O O O O O DB D DF DF D DB For the purposes of this FAQ, I am assuming that you are facing right, i.e., the default 1P side. If you happen to be on the 2P side, simply switch the left and right joystick commands to get the same effect. I will be using both letter and joystick notation to describe each move. Up/Back(UB) Up(U) Up/Forward(UF) Light Medium Hard Punch Punch Punch O O O \ | / (LP) (MP) (HP) Back(B) Neutral(N) Forward(F) Jab Strong Fierce O- O -O Short Forward Roundhouse Down/Back(DB) Down(D) Down/Forward(DF) (LK) (MK) (HK) / | \ Light Medium Hard O O O Kick Kick Kick -------------- Button Presses -------------- P/K : Any Punch/Kick PP/KK : Two Punches/Kicks 3P/3K : All Punches/Kicks P_K : Any Attack LL : Light Punch + Kick (LP + LK) MM : Medium Punch + Kick (MP + MK) HH : Hard Punch + Kick (HP + HK) SS : Same Strength Punch + Kick (LL_MM_HH) START : Arcade Start button SELECT : PSX Select button =============== Universal Moves =============== Most of these are self-explanatory, but it is good to mention them since the game engine for Street Fighter Alpha 3 had undergone some major changes. ---- ISMs ---- The ISM chart below is courtesy of Kao Megura's FAQ on SFA3. -------------------------------------------------------------------------------- ABILITIES X-ISM A-ISM V-ISM -------------------------------------------------------------------------------- Air Blocking No Yes Yes Air Recovery Yes Yes Yes Ground Recovery No Yes Yes Taunts Only Dan Yes Yes Guard Power Rating High Varies Varies SC/OC Gauge Speed Slow Normal Fast Levels Available 1 3 2 (50% / 100%) Alpha Counter Cost n/a 1 SC + 1 GP 50% OC + 1 GP Damage Rating x1.2* x1.0 x0.8 Defense Rating x0.8 x1.0 x1.0 (OC = Original Combo aka Variable Combo) (GP = Guard Meter Point) (SC = Super Combo Level) I further break down what these ISMs mean to E. Honda in the MOVES ANALYSIS & STRATEGY section. ----------------- Moving & Blocking ----------------- You have to move your character around somehow. Second to importance to moving is blocking. Without blocking, you will eventually die from a dizzy or an empty life bar. However, too much blocking/defending and you will also die thanks to the guard meter and guard crushing. To reduce your guard meter, you can use guard protection, which is blocking right when the attack strikes you. (XAV) Move Forward: F -O (XAV) Move Backwards: B O- (XAV) Crouch: DB_D_DF / or | or \ O O O (XAV) Jump: UB_U_UF O O O \ or | or / (XAV) High Block: B O- (XAV) Low Block: DB / O (AV) Air Block: air B_DB O O O \ or | or / O- or / O ----------------------------- Special/Other Universal Moves ----------------------------- These are moves that every character unless the ISM dictates otherwise. Remember that (SS) means Same Strength Punch and Kick. (XAV) Guard Protection: B_DB O- or / O (AV) Damage/Dizzy Reduction: B, F X n + Any X n O- -O X n + Any X n (XAV) Air Recovery: air B_N_F + PP O- or O or -O + PP (AV) Ground Recovery: N_F + KK O or -O + KK (AV) Alpha Counter: F + SS -O + SS (V) Variable Combo: (air) SS (air) SS (XAV) Throw: B_F + PP_KK O- or -O + PP or KK (XAV) Air Throw: air B_F + PP_KK O O O \ or | or / O- or -O + PP or KK (XAV) Tech Hit: B_F + PP O- or -O + PP (AV) Taunt: B_N_F + START_SELECT O- or O or -O + START_SELECT ======================== E. Honda Command Attacks ======================== Command attacks are not necessarily special moves; they are moves based on joystick position and button press. Unlike special moves, they do not do take life if blocked. The (XAV) at the beginning of each move represents what ISMs the move can be performed in. (AV) Hiza Geri (2-Hit Knee): F + MK -O + MK (X) Hiza Geri (2-Hit Knee): B_F + MK O- or -O + MK (AV) Harai Geri (Low Standing Kick): F + HK -O + HK (X) Harai Geri (Low Standing Kick): B_F + HK O- or -O + HK (X) Sumo Splash (AV - air MK): air D + MK O O / or \ | + MK O =============== E. Honda Throws =============== (XAV) Tawara Nage: B_F + PP O- or -O + PP (XAV) Saba Ori: B_F + KK O- or -O + KK (XAV) Tsuriyane Nage: air B_F + PP O O O \ or | or / O- or -O + PP Note the multiple methods for the Oicho Throw. I put the three best ways to perform it on the ground. I will explain the motions further in analysis. (XAV) Oicho Throw: 360 + P O O O- / | \ -O / | + P O O O O O -O \ | / O- \ | + P O O O O O O / | \ -O / | \ O- + P O O O O O O O- / | \ -O / | \ O- + P O O O O O O -O \ | / O- \ | / -O + P O O O ====================== E. Honda Special Moves ====================== Remember that an asterisk (*) represents a charge while "X n" means repeatedly. (XAV) Sumo Head Butt: *B, F + P *O- -O + P (XAV) Sumo Smash: *D, U + K O | | + K *O (XAV) Hundred Hand Slap: P X n P X n ===================== E. Honda Super Combos ===================== E. Honda has three super combos in A-ISM but only one in X-ISM. I will explain the many motions for the final super in analysis. (XA) Oni Muso: *B, F, B, F + P *O- -O O- -O + P (A) Fuji Drop: *B, F, B, F + K *O- -O O- -O + K (A) Orochi Crush (Level 3): 720 + P O O O O O O- / | \ -O / | \ O- / | \ -O / | + P O O O O O O O O O O O -O \ | / O- \ | / -O \ | / O- \ | + P O O O O O O O O O O O O / | \ -O / | \ O- / | \ -O / | \ O- + P O O O O O O O O O O O O O- / | \ -O / | \ O- / | \ -O / | \ O- + P O O O O O O O O O O O O -O \ | / O- \ | / -O \ | / O- \ | / -O + P O O O O O O ================================================================================ CHAPTER III - MOVES ANALYSIS & STRATEGY ================================================================================ This section describes E. Honda's moves and discusses their usefulness. I start with his normal moves, then I move onto special moves, and end with his super combos. ============ Normal Moves ============ E. Honda has a vast array of normal moves that do change somewhat across ISMs/fighting styles. --------------- Light Punch/Jab --------------- Standing -------- E. Honda's standing jab is a palm thrust with his front hand. The standing jab always looks the same; he has no standing close/far jab. This move hits pretty high but can not be ducked under. It doesn't have as much range as the crouching jab. His jab is quick but not fast enough to be chained repeatedly. Crouching --------- E. Honda's crouching jab is a low palm thrust with his front hand. It hits lower and sticks out further than his standing jab. This is a useful poke as it has very good range for a jab. It is also good for ticking into normal throws or the Oicho Throw. Jumping ------- E. Honda's jumping jab is a diagonally downward palm thrust that sticks out briefly in A-ISM and V-ISM. It can hit crouching opponents deep enough to start a combo. In X-ISM, jumping jab is actually a horizontal chop. This is more useful in air-to-air wars and hitting standing characters. ------------------- Medium Punch/Strong ------------------- Standing -------- E. Honda standing strong is a reverse palm thrust. It has about the same range of his standing jab but stays out longer. It hits relatively high but can not be ducked under. Crouching --------- E. Honda's crouching strong is low reverse palm thrust. Like its jab counterpart, it is a good poke with decent priority. It is a little slower than jab, but it is pretty quick for E. Honda. Jumping ------- E. Honda's jumping strong is horizontal chop that covers the front of E. Honda. It is very useful in air-to-air, but not very good in air-to-ground combat since it doesn't hit crouching opponents very well. ------------------ Heavy Punch/Fierce ------------------ Standing -------- E. Honda standing fierce is a powerful horizontal chop in A-ISM and V-ISM. In X-ISM, this chop is his standing close fierce. The fierce chop covers his head area before it sticks out in front of him. It is decent air defense for an opponent in the air very close to you if you do not have a special move charged. However, it is distance/range dependent. If an opponent jumps in from far away, you may get hit trying to use the chop. In X-ISM, his far standing fierce looks like his crouching fierce from A-ISM & V-ISM (a low hook punch), but it doesn't knock down. Otherwise, you can use it as you would the crouching fierce. Crouching --------- E. Honda's crouching fierce in A-ISM & V-ISM is a low hook punch that knocks down and has very good range. Its only weakness is that it is a little slow to come out at close range. This is best used towards its maximum range. Its range is longer than his crouching roundhouse. He is one of the few characters that have a normal move besides crouching roundhouse as a knockdown. In X-ISM, crouching fierce is actually a 2-hit low double palm thrust. It is a very fast move and will hit twice at close range. Jumping ------- E. Honda's jumping fierce is a large slap in front of him that is good for air-to-air and air-to-ground. I believe it is most powerful jumping attack. IMHO It is also one of his best all around air attacks. ---------------- Light Kick/Short ---------------- Standing -------- E. Honda's standing short in A-ISM and V-ISM is a quick standing low kick that doesn't do much damage. In X-ISM, he has a standing close short, which is a knee thrust. Standing far short is a mid level kick that hits once. I tend not to use this move that much. Crouching --------- E. Honda's crouching short is a quick foot sweep. In all ISMs, crouching short is E. Honda's only bufferable move AFAIK. However, it is easily buffered into the HP Sumo Head Butt, Level 3/X-ISM Oni Muso, and his Fuji Drop. It is also good for ticking into the Oicho Throw or his normal throws. Jumping ------- E. Honda's jumping short is a butt drop - he lands butt first on the opponent. In X-ISM, jumping straight up with short will result in a jump kick rather than the butt drop. He still uses the butt drop on forward or backward jumps. The butt drop can be used as a cross-up attack, but the Sumo Splash is MUCH better for this purpose. ------------------- Medium Kick/Forward ------------------- Standing -------- E. Honda's forward kick in A-ISM and V-ISM is a two-hit mid-level kick that hits with the knee and then the foot. In X-ISM, his standing close forward kick is a one-hit knee thrust that is more powerful than the standing close short. The X- ISM standing far medium kick looks like the A-ISM and V-ISM mid-level kick but hits lower. It is also a two-hit move. In all three ISMs, he has a two-hit knee thrust that is performed with forward and medium kick. This is the Hiza Geri. In X-ISM, you can also hit back and medium kick to do the Hiza Geri. Crouching --------- E. Honda's crouching forward kick in A-ISM & V-ISM is another 2-hit mid-level kick. In X-ISM, it is a foot sweep that looks like his crouching short but is NOT bufferable. Jumping ------- E. Honda's jumping forward in A-ISM and V-ISM is a jumping splash similar to Zangief's fierce splash (referred to as the Sumo Splash). However, I don't think its priority is as good - then again, what is? In X-ISM, you have to hold down to get the Sumo Splash. Otherwise you get a jump kick that is similar to the jumping roundhouse. The Sumo Splash in any ISM is by far his best cross up attack. It is also a good jump in. --------------------- Heavy Kick/Roundhouse --------------------- Standing -------- E. Honda's standing roundhouse is a high round kick. I don't use it much so I can't even tell you if it is good anti-air or not. If you press towards (or back in X-ISM) and roundhouse, you perform a far-reaching standing kick that must be blocked low. This is the Harai Geri, his farthest-reaching normal move. Crouching --------- Crouching roundhouse is a 360-degree foot sweep. It has a small lag after it. However, you can perform a Hundred Hand Slap off of the lag to protect yourself if need be. This will work for crouching fierce as well. Jumping ------- Jumping roundhouse is a long jump kick that reaches pretty far. It is a very good air-to-ground jump-in attack. It is his farthest-reaching air-to-ground attack. ====== Throws ====== E. Honda has good throw range and decent priority on his ground throws. They are also pretty damaging, but you almost expect that from a Sumo. ---------------------------- Tawara Nage (XAV) [B_F + PP] ---------------------------- E. Honda grabs his opponent and violently throws him or her away from himself with one arm. Since throw ranges have been reduced, it is harder for E. Honda to tick off his jab and short like in SSF2T. However, it isn't impossible. For X-ISM Honda, this may be an important practice since all moves including throws do more damage. The only bad side to this throw is that there are no follow-ups like with the Saba Ori (Bear Hug). E. Honda simply throws his opponent who skids along the ground and is left far away unless in a corner. ------------------------- Saba Ori (XAV) [B_F + KK] ------------------------- E. Honda wraps his arms around the opponent's torso and squeezes repeatedly as the opponent writhes in pain. The Saba Ori is a bear hug hold. Its usefulness is in its potential follow-ups. An unsuspecting enemy can be hit by a Hundred Hand Slap or Sumo Head Butt or worse if they flip out/air recover. The follow- ups vary depending on how close you are to the corner and whether your opponent flips out or not. Whether or not the opponent flips out, you should be able to tack on an extra hit in most cases. If the opponent is close enough to the corner, you can use a HP Sumo Head Butt to juggle them. In this scenario, the opponent can not flip out at all. ----------------------------------- Tsuriyane Nage (XAV) [air B_F + PP] ----------------------------------- E. Honda meets the opponent in the air and tosses them down to the ground with one arm. This is basically an air version of his PP throw. If you are able to pull this off in a battle, then do it. --------------------------- Oicho Throw (XAV) [360 + P] --------------------------- E. Honda throws his opponent over his shoulder and slams him/her down. Then he jumps up and sits down on his prone opponent before bouncing back to his feet. This move, as does most throws nowadays, has a lot less range than in SSF2T; in fact, I think the range is the same as his normal throws. It is a very painful throw, but in most cases you're better off attempting a normal throw. This throw does leave you very close to your opponent. However, you can not really follow up since you leave you opponent on the ground flattened after sitting on them. Before I forget, let me briefly explain the principles behind 360-degree throws. In actuality, you only need to do a 270-degree motion on the joystick to execute a 360-degree throw. A 270-degree motion is simply 6 consecutive points on a joystick, i.e., F, DF, D, DB, B, UB, U. However, for some people (like myself), it is easier for me to do a 360 than a 270 even though the motion is longer. I also use Zangief and I tend to use a 360-degree motion starting from F, B, or DB (actually 315 from DB to B) for all my 360-degree throws. If you have never done 360 motion throws consistently, I suggest you practice before using this in your repertoire. Once you're able to do them from a standing position (F or B) and from DB, then feel free to use this move. Even though the range is small on the Oicho Throw, you can still tick off of it using a jab or short. In fact, using a cross-up medium kick, you can set up good ticks like the following (initially starting from 1P side): (AV) Cross Up Sumo Splash \/ Low Short => Oicho Throw : CU MK \/ DB + LK => 360 + P O O O O / MK \/ \ + LK => | / O- \ | / -O + P O O O (X) Cross Up Sumo Splash \/ Low Short => Oicho Throw : CU D + MK \/ DB + LK => 360 + P O O O O / | MK \/ \ + LK => | / O- \ | / -O + P O O O O You have to enter the 360 during the light kick, but you do not buffer it into the light kick as you would a Sumo Head Butt. That will cause a "missed throw" animation to occur. You can use a standing short or a jab as well to set up the tick. You perform the motion while the light kick is thrown, but you time the button press so that you grab them at the end of hit/block stun. You can also use the Oicho Throw instead of/without a jump-in. Simply do the motion in the air and press any punch when you touch the ground. This also works for a Orochi Crush as well. ============= Special Moves ============= E. Honda's special moves are quite powerful when correctly used. Even though most of them don't combo very well, using the move correctly will result in large amounts of damage. -------------------------------- Sumo Head Butt (XAV) [*B, F + P] -------------------------------- E. Honda performs a lunging headbutt that flies horizontally across the screen. The age-old Sumo Head Butt still has its huge priority against jump-ins. The LP version is nigh invulnerable to jump-ins. I think only dive kicks can beat it (this is untested heresy for the record). The MP and HP are easier for your opponent to hit on startup. The Sumo Head Butt can take out of a lot of normal and even some special moves. However, be careful of abusing this move as a means of transport. Many opponents wait for you to do the HP Sumo Head Butt from far away so they can jump back and nail you in your recovery. If you think that is the case, use the LP or MP Sumo Head Butt to move forward or simply jump forward if the opponent is far away. The HP Sumo Head Butt is used best in combos, as a quick counter, or off of an opponent's air recovery, i.e., after a Saba Ori. ---------------------------- Sumo Smash (XAV) [*D, U + K] ---------------------------- E. Honda leaps in the air in an upward splash followed by a downward sit down splash. The animation for the Sumo Smash looks like his jumping forward on the way up and his jumping short on the way down. This, along with the LP Sumo Head Butt and Oni Muso, makes up most of E. Honda anti-air special moves. This move still goes through fireballs on startup, but the window is not very large. The LK version doesn't go very far at all. I use this one for anti-air since the horizontal range isn't that far. It will go through fireballs, but it won't nail the attacker unless they were at almost point blank range. Use the MK/forward one for nailing fireballs about 1/3 or the screen away. The HK/roundhouse doesn't hit on the way up, but is still invincible to fireballs on start up. It also goes the furthest. Do not use the HK version for anti-air. All Sumo Smashes end in a sit down splash that is also an overhead that must be blocked standing. If the opponent blocks the sit-down splash, E. Honda has some lag but can input a Hundred Hand Slap during his recovery to prevent some forms of retaliation. A few quick super combos may be able to hit him if done immediately out of block stun. If he misses the sit-down completely, he is usually combo fodder unless the opponent was too far away. Here is another strategy from Aurore Kham on the Roundhouse Sumo Smash: "well one e-honda strategy that I like to use is a roundhouse kick sumo smash (charge down, up and heavy kick) and when your opponent blocks it that usually think they can get away with a sweep or a super but they are wrong. As soon as you execute the sumo smash (sorry i forgot its real name) charge back so when you land you can actually instantly execute the sumo headbutt (charge back and then forward any punch). Its great cause everyone thinks that honda has recovery time after the sumo smash but if you instantly execute the headbutt after landing you will hit any opponent that tries to trip you. ITS GREAT!!" Maybe the roundhouse sumo smash recovers better than the other ones since it doesn’t hit on the way up. This is something to check out. Then again the above is dependent on whether or not you hit your opponent with the Sumo Smash as well. ------------------------------------- Hundred Hand Slap (HHS) (XAV) [P X n] ------------------------------------- E. Honda moves his hands in a blur faster than the eye can see. He is able to hit multiple times before the opponent is knocked out of range or before the Hand Slap finishes. If LP is used, then E. Honda stands still while his hands move in a blur. The other punches make Honda move while performing the slap, HP moving further than MP. After a few seconds, the Hundred Hand Slap will cease – continue pressing any punch to start it again. The delay is short between HHS's, but a careful opponent may be able to punish you. One important use of the HHS is in punishing air recovery. If your counter hit strikes your opponent near the corner, you can usually sneak in a HHS or a normal move followed by the HHS. It is also a very good way to start a Variable Combo as you will see later. ============ Super Combos ============ E. Honda can do tremendous damage with his Super Combos as well as create comeback victories for himself. ------------------------------- Oni Muso (XA) [*B, F, B, F + P] ------------------------------- E. Honda performs a Sumo Head Butt, lands, and quickly performs another one at close range. If he does a Level 3/X-ISM Oni Muso, the second Sumo Head Butt is immediately followed by a Fierce Hundred Hand Slap. At higher levels, you can pass through fireballs with the first Sumo Head Butt as long as your feet aren't touching the ground. Only Level 2 & 3 Oni Muso can be used at full screen. Level 1 only goes about 3/4 of the screen with the first Sumo Head Butt before Honda does the second one. In combos, use the Level 3 Oni Muso since the others do not combo off of a crouching short even at point blank range. If you want to combo a Level 1 Super Combo, use the Fuji Drop. All three levels make for excellent air defense if you are desperate. They prevent corner fireball traps as well. The Level 1 is great for air defense and will usually juggle the opponent several times in the air. ------------------------------- Fuji Drop (A) [*B, F, B, F + K] ------------------------------- E. Honda performs what looks like an upward version of his Sumo Head Butt followed by a double-handed uppercut. If the uppercut hits the opponent, E. Honda goes into a multi-hitting Sumo Smash. If the uppercut does not hit, then E. Honda stops the Super Combo. This super combo is his most damaging super combo if you get all the hits. Even a level 1 used in a jump-in combo does about 35-40% damage. A level 3 used in a jump-in combo will take up to 2/3 of the lifebar. This is best used on a grounded opponent because the double- handed uppercut will sometimes miss if the opponent was already airborne at the start of the super combo. I am not sure how well this super goes through projectiles, but I believe the "upward" Sumo Head Butt is somewhat invincible to projectiles. -------------------------- Orochi Crush (A) [720 + P] -------------------------- E. Honda grabs his opponent/victim, throws him/her over his shoulder and slams him/her down twice and then finally sits down while screaming "DUSOKOI!". This is a Level 3 only Super Combo in A-ISM. The range is quite small, but the psychological damage of landing this super combo is well worth it. It is best used in a tick or instead of a jump-in attack. Since the move requires a 720- degree motion, it is almost impossible to do on the ground unless you jump first or perform it while another move is stuck out. The best way to tick using this throw is a cross up: (A) Cross Up Sumo Splash \/ Low Short => Orochi Crush : CU MK \/ DB + LK => 720 + P O O O O O O O / MK \/ \ + LK => | / O- \ | / -O \ | / O- \ | / -O + P O O O O O O What this is saying is that as soon as you hit light kick/short, spin the joystick twice rapidly ending at back and hit any punch. Since the motion is so long, it is almost impossible to completely buffer the super combo off of the light kick and get a "missed throw" animation. You can also do this tick (in fact, all his ticks) off of a standing or crouching jab at point blank range. If you can do his ticks well, then maybe you should be using Zangief (then again I do use him). This can also be used instead of a jump-in attack - simply do the motion in the air and press punch when you land. ================================================================================ CHAPTER IV - COMBOS ================================================================================ Now that we have analyzed the moves, what can we do with them? Let's try to use them in combos and see what happens. =============== Basic (3+ hits) =============== E. Honda is not a combo maniac like other characters. His strength lies in the power of the hits he dishes out. However, there are a couple of good jump-in basic combos that do pretty good damage. These are mostly based on the 2-hit medium kick variants. Most of his non-special move combos use his medium kick since it hits twice for decent damage. The first two combos are identical, but they are listed separately because of the ISM differences in Honda's jumping splash. (AV) Cross Up Sumo Splash \/ Hiza Geri: CU MK \/ F + MK O / MK \/ -O + MK (X) Cross Up Sumo Splash \/ Hiza Geri: CU D + MK \/ B_F + MK O / | + MK \/ O- or -O + MK O The three nearly identical combos listed below work in all ISMs. If done correctly, you will do a jumping attack followed by a standing/crouching 2-hit mid level kick. In X-ISM, you usually have to hit a little farther away to get the far standing MK to come out. (AV) Jumping/Cross Up Sumo Splash \/ Medium Kick: J_CU MK \/ MK O / MK \/ MK (X) Jumping/Cross Up Sumo Splash \/ Far Medium Kick: J_CU D + MK \/ Far MK O / | + MK \/ Far MK O (AV) Jumping Attack \/ Crouching Forward: J P_K \/ D + MK O / P_K \/ | + MK O Since his X-ISM crouching fierce is also a two-hitter, he also has this basic 3- hit combo that does a lot of damage: (X) Jumping/Cross Up Sumo Splash \/ Crouching Fierce: J_CU D + MK \/ D + HP O / | + MK \/ | + HP O O ====== 2-In-1 ====== E. Honda has the following bufferable moves: Crouching Short/Light Kick If you're going to jump-in and you want to do major damage, these are his power 2-in-1 combos. They are based on a medium or hard jump-in, followed by a low short into a special/super move. Remember to charge during the jump-in, which is noted in the joystick notation. The low short is E. Honda's only bufferable move AFAIK (if there are others, EMAIL ME MAN!). Even though any deep jumping attack will work, I prefer the Sumo Splash, Roundhouse, or Fierce. (XAV) Jumping Attack \/ Crouching Short XX Sumo Head Butt: J P_K \/ *DB + LK XX F + HP O / P_K \/ / + LK XX -O HP *O This is your bread & butter jump-in combo. It does good damage in all ISMs and is relatively easy to do. Only the Fierce Sumo Head Butt will combo by the way. Just make sure you start your charge as soon as you jump and you will be OK. (A) Jumping Attack \/ Crouching Short XX Fuji Drop: J P_K \/ *DB + LK XX DF, DB, F + K O / P_K \/ / + LK XX \ / -O + K *O O O (XA) Jumping Attack \/ Crouching Short XX Oni Muso: J P_K \/ *DB + LK XX DF, DB, F + HP O / P_K \/ / + LK XX \ / -O HP *O O O These are similar to the first combo, but they involve E. Honda's Super Combos. Only the Level 3 Oni Muso will combo in A-ISM. Even though it is not obvious, there is a slight difference in how I do the joystick motions for the super combos in the last two combos than listed in the MOVES section. Rather than use the standard *B, F, B, F motion, I am using the diagonals (*DB, DF, DB, F) to perform the super. The reason for this especially in the third combo is to prevent from performing a normal Sumo Head Butt instead than a Oni Muso. In case I just confused you, here is a better explanation. Since the Sumo Head Butt and the Oni Muso share a common B, F motion, I can accidentally initiate the Sumo Head Butt if I press the punch button too early while doing the combo. In order to prevent this, I move from DB to DF. This does count as a forward motion for the super. As a matter of fact, all super combos requiring a back change can be done from DB, DF, DB instead of B, F, B before the final forward. In fact, it is much better to perform your super combos this way because you don't do that super wiggle/shimmy to give yourself away if you do a super out of the blue. You just suddenly stand up during the super animation and do the super. If I choose to, I can do the Fuji Drop combo with B, F, B motion because Honda has no move involving a back charge and a kick outside of the Fuji Drop. A single *B, F motion and kick is not an official move for E. Honda so he doesn't do anything in case I press the kick button too early. Remember that I can not do a Sumo Head Butt if I go from DB to DF. I simply lose my back charge but keep my down charge. ======== Variable ======== E. Honda has some really simple Variable Combos that do a butt-load of damage; some even compare damagewise to a Level 3 A-ISM Fuji Drop. To start a variable combo, simply press any two same strength buttons: LP + LK (LL) or MP + MK (MM) or HP + HK (HH). In my shorthand, these are known as LL, MM, and HH respectively (Light, Medium, and Hard Strength). At the beginning of a Variable Combo, you are somewhat invincible to most normal and special moves. In other words, you can blow through someone's attack and launch a counterattack that can lead to a large combo. The only thing you need to watch out for is that you still have to charge during Variable Combos, which was not the case for Custom Combos in SFA2. If you do not charge quickly in a VC, you will mess up the VC if a charge move is involved. For some reason, I can not start a VC with a charge move with E. Honda even if I had a charge before I started a VC. Maybe I'm a scrub or something. I have to throw at least one move (usually two) and buffer into the Sumo Head Butt for my VCs. Since there are two V-ISM FAQs out as I write this, I will defer to those FAQs by Chocobo (JVP) and Michael Torres (MT) for the first sets of V-ISM combos. (JVP) Opponent near corner - Start VC w/ HH => Fierce Hundred Hand Slap => Fierce Hundred Hand Slap => Fierce Sumo Head Butt => Roundhouse Sumo Smash => Oicho Throw: HH => *B + HP X n => HP X n => F + HP => *D, U + HK => 360 + P O O O O HH => *O- + HP X n => HP X n => -O + HP => | | HK => / | \ -O / | \ O- + P *O O O O The hardest part of this VC is getting the Sumo Head Butt to hit after the second HHS. Once you do that, the rest is straightforward. As with all VCs, it helps to be as close as possible. Even if the opponent is in the air, you can use a special move throw in a VC to pick the opponent off the ground and throw them. Zangief can to this with his Running Bear Grab/Flying Power Bomb. (JVP) Opponent in corner - Start VC w/ LL => Crouching Short => Crouching Strong XX Fierce Sumo Head Butt => Forward Sumo Smash => Strong Hundred Hand Slap => Jab Sumo Head Butt => Repeat From Forward Sumo Smash: LL => *DB + LK => *DB + MP XX F + HP => *D, U + MK => *B + MP X n => F + LP ... *D O LL => / + LK => / + MP XX -O + HP => | | + MK => *O- + MP X n => -O + LP => *O *O *O ... | *O The Sumo Head Butt is a little easier to hit in this VC, but you have to be at almost point blank range to pull it off. Once you hit the Fierce Sumo Head Butt in any VC, the key is to keep them juggled without any way for them to flip out. There are many ways to do this. (JVP) Opponent Not In Corner - Start VC w/ LL => Repeated Fierce Sumo Head Butts: LL => *B, F + HP ... *B LL => *O- -O + HP ... *O- This is his most basic and easiest VC. In fact, once you get to the corner, you have to use Strong Sumo Head Butts rather than fierce or any other corner VC juggle. However, for some reason, I can't seem to start a VC with a Sumo Head Butt. I have to charge and then buffer it off of another move. (JVP) Opponent Not In Corner - Start VC w/ LL => Repeated Forward Sumo Smashes: LL => *D, U + MK ... *D O LL => | | + MK ... | *O *O Since the Sumo Smash hits on the way up and on the way down, there should be no way your opponent can flip out of this. Once you get to the corner, juggle with Strong Sumo Head Butts or any other VC juggle listed here. (MT) Opponent In Corner - Start VC w/ LL => Crouching Jab X 2 XX Fierce Sumo Head Butt => Short Sumo Smash => Jab Sumo Head Butt => Repeat from Short Sumo Smash: LL => *DB + LP X 2 XX F + HP => *D, U + LK => *B, F + LP ... *D O LL => / + LP X 2 XX -O + HP => | | + LK => *O- -O + LP ... | *O *O *O Note how evil some of these combos are starting to get. I like it. =) As you can see, you can mix a lot of stuff in a VC, but the key is to get them in the air for some evil juggling. (MT) Opponent Anywhere - Start VC with LL => Crouching Jab 2x XX Fierce Sumo Head Butt => Strong Sumo Head Butt => Repeated Fierce Sumo Head Butts - Once in corner do repeated Strong Sumo Head Butts: LL => *DB + LP X 2 XX F + HP => *B, F + MP => *B, F + HP X n => *B, F + MP X n LL => / + LP X 2 XX -O + HP => *O- -O + MP => *O- -O HP X n => *O- -O + MP X n *O In this variable combo, you can buffer any normal move into any special move as you have charged beforehand. Once juggled, you can alternate MP and HP Sumo Head Butts or perform HP Sumo Head Butts until the corner. Once you hit the corner, do MP Sumo Head Butts or your favorite VC corner juggle. You can replace the second jab/LP with a standing forward/MK. (DJA) Opponent Anywhere - Start VC w/ MM => Jump In Attack \/ Crouching Short XX Fierce Sumo Head Butt => Repeated Fierce Sumo Head Butts until Corner => Repeated Strong Sumo Head Butts: MM => J P_K \/ *DB + LK XX F + HP => *B, F + HP X n => *B, F + MP X n O MM => / P_K \/ / + LK XX -O + HP => *O- -O + HP X n => *O- -O + MP X n *O This one is very straightforward. You can either start the VC and then do the jump in or do the jump in and then start the VC in the air. However, the latter is better in case you need to blow through an attack. Simply perform the initial part of the variable combo as if you were doing the standard Sumo Head Butt 2-in-1 combo; the timing is similar to that. (DJA) Opponent Anywhere - Start VC w/ MM /\ Cross Up Sumo Splash => Strong => Fierce XX Fierce Sumo Head Butt => Repeat Fierce Sumo Head Butts until Corner => Repeated Strong Sumo Head Butts: MM /\ CU MK \/ *B + MP => *B + HP XX F + HP => *B, F + HP X n => *B, F + MP X n O MM => / MK => -O* + MP => -O* + HP XX O- + HP => -O* O- + HP X n => -O* O- + MP X n This is probably the best cross up variable combo I could perform on my Playstation with E. Honda. The timing is actually kind of difficult but worthwhile. Note that in the combo description, I had to switch directions upon landing due to the cross up Sumo Splash. You can either start the VC and then jump or jump and then do the VC. The latter is usually better so you can blow through counterattacks. ================================================================================ CHAPTER V - VS STRATEGY ================================================================================ Now that you have all this information, what are you going to do with? Oh yeah, play against an opponent - training mode gets boring after a while. Before I go into specific character strategies, let me discuss general strategy with E. Honda. This is a synopsis of some of the analysis performed earlier. ======= General ======= There are versus strategies and tips that are useful against all opponents. I list these first before I go into character specific strategy. ------ Poking ------ I tend to use crouching jab and strong inside. Also, any of his double-hit forward attacks are good up when up close. You can use his crouching short if you want to buffer a Sumo Head Butt as well if you wish. Once they are out of range of those attacks, either a low fierce or roundhouse will work. A HHS is also good after leaving jab or strong range to surprise the opponent and hit most potential counterattacks on the ground. ------- Ticking ------- Any jab or short can be used to tick easily on the ground into either normal throw or the 360/720 throws. Remember that almost all ticks can be jumped out of so use ticks as a surprise to keep your opponent guessing or else you may be looking at a counter throw or super combo. ------- Jumping ------- If I want to jump in and hit really deep, I tend to use the Sumo Splash. The jumping fierce or roundhouse can also be used for this purpose. If timed well, any one of these attacks can hit out an anti-air normal attack. If I need to attack an airborne opponent, strong is good because it covers E. Honda's whole front with a chop. Fierce is usually good in the air since almost his whole arm covers him. Strong is better if the opponent is or jumps higher than you. ---------- Countering ---------- His most obvious anti-air moves are the Jab Sumo Head Butt and Short/Forward Sumo Smash. However, you can use his standing fierce chop if you are not charged. Even standing strong or forwards will work for characters with low jumps who jump in from further away, but this is more risky. The Fierce Sumo Head Butt can be used for countering missed moves because of its speed. E. Honda has several wake-up attacks including the Sumo Head Butt and Sumo Smash as well as either the Oni Muso or the Fuji Drop. The Fuji Drop should only be used to counter a ground opponent. The other three can be used for reversals and wake-up attacks on airborne or ground opponents. They all have very good priority. ---------- Recovering ---------- Remember that you can air recover or ground recover unless you're in X-ISM. Know when to use each one. Sometimes it is better to not recover to avoid damage. If you do recover, make sure you can hit the opponent to get some breathing room or else they can get more hits and continue to pressure you after that. If you do choose to air recover, recover using B_DB_D_DF so you can at least have a back and/or down charge in case you make it to the ground intact and need to perform a reversal. In case you need hit an opponent who is recovering, a HHS or a Sumo Head Butt is good for this based on distance. In the corner, either one will hit for good damage as well as most of his normal moves. ====== Vs CPU ====== I will start with E. Honda's CPU bosses since you always have to fight them in a 1P CPU battle. -------------------- Vs CPU Ryu (Stage 5) -------------------- On easier levels, you can usually jump fireballs and attack since he gets predictable. If you can't jump in for a combo, at least hit him with a Firece or Roundhouse so that you hit his hands while he is stuck. If you choose to use the Sumo Smash evade fireballs, make sure that you hit Ryu or you are far enough away to avoid punishment for missing. The maximum distance you can use a Roundhouse Sumo Smash is about the distance between E. Honda and Ryu at the start of the round. I know this is kind of generic, but I will have to play this some more to give better details. If you get caught in a corner, you will need to use quick pokes to interrupt his Hadoken, or you can use a Sumo Smash. Don't underestimate him; he can beat you if you get sloppy enough. If he does a Hurricane Kick, either block and counter with a HHS or crouch and hit medium kick. I think you can hit him out with that. As you can see, I need to do more reesarch on this. On harder levels, Ryu can be a freaking terror. Don't poke too much since he will throw a Shinku Hadoken at you for this and you will lose about 60% of your life bar for one mistake. Do not constantly Sumo Head Butt - he is notorious for jumping and evading this and usually punishing you. ---------------------- Vs CPU Sodom (Stage 9) ---------------------- His Jitte strikes will give you the most problems, followed by his slide. If you block a slide at close range, hit him with a crouching fierce/roundhouse. If you block a Jitte strike, you may be able to hit him with a low slap (LP or MP). If he uses a Strong or Fierce Jitte strike while you're crouching, punish him. If you see a Power Bomb coming (the hop), jumping is the best escape. You can also super or hit him while he's in the air, but if he did a tick, this is a little harder to perform. Use the Sumo Smash to counter any close Jitte strikes. If he does a handstand with his Jitte, jump over him to avoid damage. -------------------------- Vs CPU M. Bison (Stage 10) -------------------------- He is most dangerous when he has full super meter. Otherwise, he is difficult but not impossible. At times, he will not block so you can perform Sumo Head Butts on him. His Somersault Skull Diver is hard to take out. If he touches you with this when his meter is full, block in anticipation of a Psycho Drive Crusher. Otherwise, Sumo Head Butt him once he lands. After blocking the Crusher, walk to the corner and give him a HHS or a low fierce for his efforts. Do not try to throw him - he will either throw you or hit you with a Double Knee Press. If you're far away and he throws a Psycho Shot, use a Roundhouse Sumo Smash to punish. Beware of his standing medium kick - it is his best poke and he does use it. Try not to jump in haphazardly as he uses his Standing Roundhouse to knock you back down. Last but not least, watch out for that Air Throw. It is almost instantaneous and does a lot of damage. You can try to jump his Psycho Shots, but you have to anticipate the projectile since it flies as high as Sagat's Tiger Shot. ======== Vs Human ======== ------- Vs. Ryu ------- If Ryu attempts to jump in, please take him out with a Jab Headbutt or Sumo Smash. You can also take out ground and air Hurricane Kicks as well with these moves. You can also use a standing fierce chop if you are not charged. However, this is not advised against Hurricane Kicks. Use a crouching jab, strong, or forward against ground Hurricane Kicks. This may still work from previous SF games. Your crouching jab and strong will match up decently in footsie games against him. However, if you miss, you may catch a Hadoken or worse. If he does throw a Hadoken, a Forward or Roundhouse Sumo Smash will go through it. If he is close enough, the Sumo Smash may actually hit him. Your Oni Muso does go through Hadokens, but only after Honda's feet have left the ground I believe. If anyone has any good E. Honda strategies against any character (CPU or human), feel free to email me. This also holds for criticism/critiques of the strategies presented here. ================================================================================ CHAPTER VI - MISCELLANY ================================================================================ This chapter goes through E. Honda's SFA3 storyline, win poses, taunts, win quotes, and colors. ========= Storyline ========= The storyline is courtesy of the "PLOT FAQ" written by "Svenyip" & "Shred-Man". ----------------- Opening Storyline ----------------- When you start a game of Street Fighter Alpha 3 and choose E. Honda, here is the information that comes up on the screen. Personal Data ------------- Height: 6.1 Feet Weight: 302 lbs Blood Type: A Special Moves ------------- Hundred Hand Slap Press P Rapidly Flying Headbutt O-CHARGE-O P Oitchou-Nage O O O- / | \ -O / | P O O O Opening Introduction -------------------- Edmond Honda is the strongest Sumo Grandmaster, or "Rikishi". He is so powerful, that no other Rikishi can compete with him. "I'll find worthy opponents and show them the strength of Sumo!" In the hopes of finding stronger opponents, he begins a journey. ------------------------------- Stage 5 Mid-Boss Storyline: Ryu ------------------------------- E. Honda: Hey, you look strong! I've never seen such a devoted fighter! Ryu: It's a rare honor to meet a Rikishi here. How about a fight? E. Honda: Ga ha ha! That's what I'd expect a fellow countryman to say! E. Honda: One cannot comprehend a Sumo's greatness, until he fights one! ... E. Honda: Ga ha ha! That was a nice fight! I feel refreshed! E. Honda: Your Hado energy... is most impressive...! Ryu: Your wrestling power is superb! Fight me again someday! E. Honda: This feeling is new to me! The world sure is vast, isn't it? --------------------------------- Stage 9 Mid-Boss Storyline: Sodom --------------------------------- Sodom: What the...! Hey!! Do you remember me?!! Honda: You're the one who volunteered to fight at that Senshuraku! Honda: Have you improved since then? Want to try your Tsuppari on me? Sodom: DOSUKOI!! Uh... I mean GO FOR IT!! ... Sodom: "Domo crocodile!"... Umm... Aha! "Domo alligator!" Honda: Ga ha ha ha! I don't know what you are talking about... Honda: But your Tsuppari was great! You may be a true Sekitori someday! --------------------------------------- Stage 10 Final Boss Storyline: M. Bison --------------------------------------- M. Bison: Huh Ha Ha Ha! So, you are a Sumo wrestler... Interesting! E. Honda: What a strange guy! Who... are you? M. Bison: I'm M. Bison, leader of Shadaloo. Are you here to be a guinea pig? E. Honda: Don't say things like that. It makes you sound like a bad guy! E. Honda: I should knock some sense into you, with my Nekodamashi...! M. Bison: Come then!! I'll take over your body to further my ambitions! ====== Ending ====== This is straight from Kailu Lantis' excellent ENDINGS FAQ. (Honda faces a dizzy Bison.) Honda: How was my Kimete?! Have you come to your senses yet? (Angry Bison.) Bison: This can't be.... How could the mighty Bison be defeated...?! (Happy Bison.) Bison: But, alas.... I will never die...! As long as the Psycho Drive exists, I am invincible! (Bison floats up into the air. I think he receives a beam charge up from the Psycho Drive statue, I'm not sure. After that he does a Somersault Skull Diver towards Honda. Then there is a portrait of Bison doing his Psycho Crusher.) (Editor's Note: Bison actually receives a beam charge straight from the Psycho Drive. The statue does not activate and shoot a beam into the satellite. The door to the base opens up and a blast comes out while he is floating in the air. Then he does the Diver and the Crusher as previously mentioned.) Bison: Wa ha ha ha ha ha ha ha ha! Your power is great, but I'll show you more! You will join me! (Honda does his Oni Muso Super Combo. Then there is a portrait of Honda charging with his shoulder.) Honda: That's only a Zutsuki! One of my favorites! DOSUKOI! (Honda and Bison meet in the air. However, it seems Honda wins the faceoff, as we see the Burning Bison.) Bison: What?! I don't believe this.............! (Exploding Bison.) Bison: Gwaaaaaaaaaaahhh!!!! (Honda stands alone in Juni/Juli's stage.) Honda: Who the heck was he anyway? Ummm...? (Juni and Juli come into scene.) Juni/Juli: Master Bison.... Honda: Who are you? Juni/Juli: ............ Honda: You don't even know your names? I understand! You two were being controlled by him! Don't worry.... As they say "live and let live"! Join me so that I can train you! (Back in Honda's stage, Juni and Juli deliver crouching punches. They are under rhythm with Honda, who is also crouch punching.) Honda: Ga ha ha ha! You definetly have the talents to become Rikishis! You are welcome to stay here until your memory comes back! Now! Try again! Once more! All: DOSOKOI! DOSUKOI! ========== Win Quotes ========== This section is courtesy of Robert Iu's FAQ on Win Quotes & Dialogue. A Sumo Wrestler is big... But the world is much, much bigger! Eat chanko to build your body! Push the opponent out of the Dobyo! Good spirit! But you should push an opponent with more force! How was my Tsuppari? Stronger than you thought?! Ga ha ha ha! Nothing is as thrilling as fighting in such a vast world! Now you have learned the meaning of Sumo! DOSUKOI! What's the matter with you?! You should be more aggressive! You need more Keiko, if you want to be a true Rikishi like me! ========== Animations ========== This section covers win poses, opening animations, and taunts. These win poses are courtesy of Kao Megura's SFA3 FAQ. To activate the pose, hold down the button after the KO. - LP/MK/HK : Honda stands up, lifts his arms up, and laughs. - MP : Honda sticks out an arm and rotates his neck, and says "Dosukoi!" (No real meaning, it's a traditional sumo kiai.) - HP : Honda stands up and holds his arms in a thinking pose, with one hand on his chin. He says, "Sekai wa hiroi nou!" (The world is large! - referring to the great number of worth opponents) - LK : Honda gives a thumbs up and says "Donna mon jai!" (Anything! - referring to his believe that he can outdo anything thrown at him.) ShinJN has an Miscellaneous FAQ that covers taunts, colors, special animations, and the like. Here is E. Honda’s taunt courtesy of that FAQ: [neutral] - Stands up and throws sumo powder This is also his opening animation. ====== Colors ====== E. Honda has 6 different color outfits - 2 (P or K) per major ISM. According to the Miscellaneous FAQ by ShinJN, this is how the Playstation buttons map to the arcade version of SFA3 for the color schemes: Square: ¯\_ These buttons correspond to X: _/ the X-ism colors Triangle: ¯\_ These buttons correspond to O: _/ the A-ism colors R1: ¯\_ These buttons correspond to R2: _/ the V-ism colors That being said, here are the colors for E. Honda according to ShinJN’s FAQ: - Square : Blue face markings, Light skin, Pink sumo gown w/ dark-pink lining - X : Blue face markings, Light skin, Brown sumo gown w/ dark-brown lining - Triangle : Red face markings, Light skin, Sky-blue sumo gown w/ dark-blue lining - O : Red face markings, Light skin, Green sumo gown w/ dark-green lining - R1 : Green face markings, Dark skin, White sumo gown w/ black lining - R2 : Green face markings, Dark skin, Orange sumo gown w/ dark-orange lining ================================================================================ CHAPTER VII - BIBLIOGRAPHY ================================================================================ I didn't know what to call this section, but this seemed like the most appropriate term. This sections acknowledges the sources of this FAQ as well as keeps a log of what has changed between versions/revisions. ================ Acknowledgements ================ It is necessary to acknowledge the work of past FAQ writers without whose tireless work, knowledge, and information I would not able to write this FAQ. I have listed the author and his/her FAQ and what information I pulled from his/her FAQ into mine. The FAQ is a compilation of information found, read, researched or even discovered by me. However, many people have found information in this FAQ out and written about it long before I put together this FAQ. That being said, here are my main sources and references for this FAQ outside of my own SFA3 experience: ------------------------- Mark Kim/Vesther Fauransy ------------------------- Web Page: http://www.verasnaship.net/ Email: verasnaship@verasnaship.net FAQ: LA Machine Guns: Rage of the Machines For the Sega AM3 Arcade Game Anti- Terrorist Manual Version 0.0.2 (Build 0114) Copyright (c) 1999 Mark Kim. All Rights Reserved. -------------------------- Chris MacDonald/Kao Megura -------------------------- Web Page: http://members.xoom.com/megura/ or http://i.am/kao Email: kmegura@hotmail.com FAQ: STREET FIGHTER ALPHA 3 FAQ v2.2 FAQ: STREET FIGHTER ZERO 3: PERFECT PACKAGE FAQ v0.7 Unpublished work Copyright (c) 1998-1999 Kao Megura. All Rights Reserved. ------------------- Joe VanPelt/Chocobo ------------------- Email: chocobo@mindspring.com FAQ: Street Fighter Alpha 3 (arcade and PSX) VC Guide, version 1.8 Copyright (c) 1999 Joe VanPelt. All Rights Reserved. -------------- Michael Torres -------------- Email: michaeltorres@prodigy.net FAQ: SFZ3 V-Ism Faq for PSX/Arcade 2.0 Copyright (c) Michael Torrees 1999. All Rights Reserved. --------------------- Colin Caldwell/Nedfar --------------------- Web Page: http://members.spree.com/sip/nefdar Email: nefdar@hotmail.com FAQ: Street Fighter Alpha 3 Combo System and General FAQ FAQ: Street Fighter Alpha 3 Comprehensive Adon Guide / FAQ Copyright (c) 1999 Colin Caldwell. All Rights Reserved. -------------------------------------------------- Michael "Svenyip" Troupe & Shawn "Shred-Man" Dumas -------------------------------------------------- Emails: svenyip@javanet.com & shredder@bcn.net respectively FAQ: Street Fighter Alpha 3 "PLOT FAQ" Version 1.0 Copyright (c) 1999 Michael Troupe & Shawn Dumas. All Rights Reserved. ------------ Kailu Lantis ------------ Email: jcarlo@hotmail.com, lantis@mailexcite.com, kailu_lantis_SNK@yahoo.com, or al760412@campus.ira.itesm.mx FAQ: STREET FIGHTER ALPHA 3 ENDING FAQ Copyright (c) 1999 Kailu Lantis. All Rights Reserved. --------- Robert Iu --------- Email: robertsmac@aol.com FAQ: Street Fighter Alpha 3 Quotes and Dialogue Guide v1.0 Copyright (c) 1999 Robert Iu. All Rights Reserved. ------ ShinJN ------ Email: shinjn@yahoo.com FAQ: STREET FIGHTER ALPHA 3 - PSX MISCELLANEOUS FAQ v0.1 Copyright (c) 1999 ShinJN. All Rights Reserved ------------ Gamefaqs.com ------------ Web Site: http://www.gamefaqs.com/features/contribute/howtowrite.html FAQ: "How To Write a FAQ for GameFAQs" -------- Feedback -------- -Aurore Kham ========================== What's New In This Version ========================== ------------- Version 0.012 ------------- -Revised Table of Contents -Changed throw name to Japanese version (names from Kao Megura's FAQ) -Revised legend ------------- Version 0.011 ------------- -Added win poses -Added General and Vs CPU Strategy -Revised legend -Revised heading structure ------------- Version 0.010 ------------- -Revised legend structure -Added another FAQ writer to copyright -Added Colors and Taunts section -Gave recognition to those who provided feedback on my FAQ ------------- Version 0.009 ------------- -Edited copyright slightly -Fixed some minor errors -Added parents and family to "Special Thanks" list ------------- Version 0.008 ------------- -Added for "FOR ARCADE & PLAYSTATION" to FAQ title -Removed "FOR BEGINNERS" from FAQ title -Added win poses that I could remember -Edited little things ------------- Version 0.007 ------------- -Revised formatting and headers to make more readable -Corrected errors ------------- Version 0.006 ------------- -Shortened FAQ to specifically deal with E. Honda -Removed beginner sections -Made reference to Nedfar's SFA3 Beginner/Basics FAQ -added ISM chart from Kao Megura's FAQ -Rewrote acknowledgement section -Moved acknowledgement section to bottom of FAQ -Changed names on many of E. Honda moves -Added VS STRATEGY section -Moved up E. Honda information for easier reading -Changed Oitchou-Nage to Ochio Throw ------------- Version 0.005 ------------- -Added storyline and win quotes -Changed Ochio Throw to Oitchou-Nage -First edition put on my web site ------------- Version 0.004 ------------- -Rewrote copyright (many humble thanks to Vesther Fauransy on this) -Rewrote normal moves analysis -Added V-ISM combos -Continued super combo analysis -Changes copyright credits to acknowledgements -Added more acknowledgements ------------- Version 0.003 ------------- -Started super combo analysis -Started normal moves analysis ------------- Version 0.002 ------------- -Added more copyright information -Added more copyright credit -Changed move legend to accommodate more familiar notations -Added some move analysis -Added a couple of combos ------------- Version 0.001 ------------- -First edition of this FAQ -Many sections left blank -------- Upcoming -------- -Counter hit combos -More combos as I can find them -More moves analysis & strategy -Other improvements based on feedback ================================================================================ CHAPTER VIII - EPILOGUE ================================================================================ This is not the last word on SFA3 E. Honda by far. However, I do hope that FAQ may be the most complete word on E. Honda. I would appreciate any tips on the FAQ itself or any E. Honda tips you may have. Email me at the address below any comments/questions/critiques/flames. Thank you for taking your time to read this. This Electronically Published Document is copyrighted (c) and trademarked (tm) by David Antoine. All Rights Reserved. This document is protected by applicable copyright laws and international treaties. Unauthorized reproduction, retransmission, and/or a breach of copyright, partial or full, may result in civil and criminal penalties and is subject to maximum punishment and prosecution to the highest extent possible by law. Please properly credit David Antoine where credit is due. This document is the sole property of David Antoine. David J. Antoine/$muvMoney Copyright (c) 1999 David J. Antoine david_j_antoine@msn.com http://members.tripod.com/davidja/ http://members.tripod.com/davidja/faqs/sfa3ehonda.txt John 14:27 Numbers 6:24