I know this video came out awhile ago, But thanks anyway. I just switched to Honda and this is very useful now that im hitting Plat 4 (I'm almost 59yo, yes I suck..lol). My lack of reactions aside, i've found Honda to be a very fun character this game who I hope get s a few minor buffs in season 2. There's lots of Combo vids, but this actually shows how to get a "flow" going with him which I am struggling with. THANKS!
A few things I'd like to add: 1) You can beat crossups with autocorrect HB. You charge 1 and once they crossup you, you press 6P (same direction as you were holding the charge). Tricky but doable. Also you can try catching them with jp. 2) In the corner after ex 236PP you can buff to kill frames (+2) 3) In the corner after HB you can also do 22P to kill frames and move yourself forward 4) In the corner after a setup if you do throw and they try to jump out of the corner you can catch them with 5HK and combo into 236PP. Or do ex BS instead (need to charge immediately after wiffing a throw) 5) when you put them to the corner after a back throw (e.g. after DI) you can dash forward for +4 6) HP into 236P2P after DR generally does more damage than 5MP 5HK
@@JahlisMan only remember some of it but imagine the directions of. A fight stick 8 different directions. Each one is labeled a number . If i remember correctly 5 is forward 1 is back so i think 2 is down and 7 is up but i haven read or used that notation in a while just google it for proper info.
I’ve been stuck in plat 2 since they day after release. 😆 hopefully some of this helps me as well. The green dash functionality is vague in the game and difficult to figure out in the lab just watching once I’ve probably advanced weeks on the one watch alone.
Man, not only did this teach me a lot about Honda it also taught me a lot about killing frames which I hear a lot but never really understood. Great guide, well explained, lots of examples, doesn't just show a bunch of flashy DR loops that newer players can be dazzled by and instead gives you the tools to make other people uninstall the game.
A heartfelt thank and a like for this immense wealth of information. This is probably the best Honda Guide I' ve seen so far. Hope to see an updated version in the future with some Neko Damashi and Sumo Spirit setups. Also you should be posting more online matches, I' m sure it would help your channel grow quickly.👍
Thanks for the kind words. Maybe I can create a companion video with those included. In the meantime I uploaded a new vid with some of my gameplay and thought process :)
I'm not sure how valuable this is, but one setup you can do after a taiho cannon launcher in the corner is you can drive rush into either sHP or sHK, then cancel into sumo spirit. If done perfectly, this leaves you +15 on their wakeup and with the sumo spirit buff. If, however, you purposely do the drive rush or the normal a bit slow, and that will leave you either +13 or +14. In this case, after the sumo spirit you can immediately do 22P, and that will cause the clap to hit extremely meaty. 14 is the last possible frame 22P can hit on, and it leaves you +7 on hit. This afaik doesnt lead into any special 22P loops, but its enough to give you sLP > sMP target combo into clap > medium hands > headbutt for a respectable chunk of damage. On block the clap will be +1 if you hit on frame 14 or 0 if you hit on 13. I was hoping there was another normal you could DR with to make the frames line up without a manual delay, but everything ive found leaves the slight delay being the ironic most consistent method.
to be fairly honest I've been playing Honda by heart (i.e. like a nutjob peasant without ever using frame data) ever since always and have been doing ok, but this sets up some nice strategy I would like to try out. Thanks for the thorough explanation. Dosukoi! from Mexico.
Really great guide, this is my first one time playing Honda and your knowledge/tips is greatly appreciated. Hopefully I can get good enough to get some footage worth watching lol
Love your content chachi; thanks for this. This video in particular is probably the best primer out there for honda. Would like to see more character guides/primers done this way. Would also really love to see you do a Bison video in this format if you plan on playing him ;D
great guide! thank you so much! new to SF as a series, trying out some battle hub matches atm. when I eventually decide to give Ranked a shot, this is gonna be my Bible:) Honda seems pretty easy to use, not that many people play him I think, so not many people seem to know how to counter his stuff:D at least on the casual level.
blocked sHK pushes you out of range of most opponents buttons, but if they press a button that whiffs, do sHP to get a crumble punish counter. That's a great setup. On block I will often do sMP into sHK as a block string, and when someone like Ryu tries to stick out any button after blocking the sHK, I am ready to hit him with sHP for the combo starter
I like the idea of spacing yourself with pushback for a s.Hp punish counter opportunity. But s.mp is only +1 so the opponent has time to throw, jab, or mp before s.hk hits. Also s.hk's second hit whiffs on crouching which is dangerous and you'd be in range to get punished
@Chachironi just Drive Rush sMP. that's true that they can jab out of regular sMP, sHK, but then I just space my sMP a little better, they whiff the jab and I sHP for the crumble. If you are close and they are jabbing you, go for Mp, Lp Mp target combo to beat their jab. Obviously there are going to counters, I just find that you can train people into a pattern and then exploit it. The comment is more just being aware that sHP is just an amazing button and if you space your other buttons correctly you get free punish counters for days if you are ready for the sump chop.
Neutral can be a tricky topic to cover because it depends so much on what the opponent is doing and their level. If I can think of a good way to explain I'll make a video but for now I recommend searching "Sajam Neutral" in youtube. He has several videos on how to think about neutral that are easy to understand.
Cool guide. The only suggestion I would have is to stay consistent in your terminology. Some people hear “standing punch” and won’t know which version unless you specify if it’s light medium or Heavy. At least the input history is in the video. Then later on you mix up “short” instead of light kick but then later you say crouching “medium kick” instead of crouching forward, then later you jump back to old terminology and say “roundhouse” or crouch jab instead of heavy kick or crouch light punch. It’s best to stick with one terminology regardless if it’s old or new.
That's great feedback. Honestly it's hard to break out of the habit of using old terms so I should stick to Lights, Mediums, and Heavies. I'll work on it :)
@@Chachironialready on it haha 💪 what i struggle with currently is getting perfect parried on specials, gotta play more footsies or find another way in to get pressure.
Yep! You can press back as well to move Honda back. Sometimes I'll use use Njump at a range where pressing forward will barely hit the opponent. And then mix it up by holding back to bait the DP if they're consistent with stuffing the forward version.
Yeah, it's been like this since SF4, it can help you to pass above projectiles without having to jump forward, which is usefull against those who want you to jump forward and anti-air you :-)
I still am yet to get comfortable with a character in sf6. I find myself getting bored after a couple weeks and switching. In sf5 I used bison, then Oro when he came out in the entire lifespan of the game. This game however... I started with Lily, then Manon, then Deejay, then JP, now Honda... Hoping I can find a fit sometime soon because this is getting out of hand and lol. Honda is very fun tho, and this guide has helped me learn his fundamentals. Thanks
Awesome video! I have a question about the mixup/pressure secition. Specifically the target combo headbutt into neutral safe jump. Why is it that the safe jump only works off of the target combo, but not say a random headbutt? Are there other combos ending in headbutt that allow for neutral safe jump?
It's because the target combo launches your opponent. It lifts them up just enough so when you land headbutt you have a few extra frames on landing to make it a safe jump. There's one more setup I know of. s.HK > Sumo Walk 2P > DR HK (2 Hits) > HP Headbutt This combo off the launcher in the corner also sets up your timing for a safe jump.
Depends on they're keeping away. If they jump back all day, you have to just walk with them till they corner themselves. You have to be ready for them to jump at you or dash at you once they've run out of space. It can be frustrating but it's a consistent gameplan vs doing obvious Headbutts or jumping with them which is what they're looking for.
This is an awesome guide! I've switched onto Honda after having a character crisis with the lack of Lucia so this is appreciated! Just a quick question, with whiffing st lp after the headbutt into dash - lp-mp target combo - headbutt, I'm having issue getting the headbutt in time after the dash, is it just strict timing with charging immediately as you enter the dash input?
Yeah so it's about pressing back as soon as you start the dash animation. However you can use jab to buffer AFTER the dash if that helps: Headbutt Dash st LP Then Target combo This should make charging easier. Both works so do whats easier for you :)
It's weird and impractical, but if you have hands buff and bait DP, doing heavy hands as a starter is you best punish. You're +8 on punish counter heavy hands with buff and can go right into launch or drive rush extensions and crack 6.8k. although it is awkward because a lot of times after blocking a DP when you do the heavy hands you'll cross under them and miss. I had to bait the DP with spacing to land it once. Some characters DPs are easier to punish with hands than others. Maybe as a punish on some supers would be more practical.
at one point in the video I was wondering what the weird and impractical ground bounce you get on someone from landing a punish counter HP when they're airborne, and I think you might've just described it. it may not do as much combo damage as just starting with buffed heavy Hands but the HP helps bring them down to earth first, if you block their point-blank DP. Although idk if PC HP to spirited heavy HHS will actually give you two ground bounces in one combo (maybe OD HHS instead?) and if you have the same kind of followups that can net you 6k+ damage...DRC to buffed HHS or launcher might be better
The real question is what do you do if everytime you green dash from nuetra they di or crounch hit or parry? It seems like you have to predict what they are going to choose for nuetral if you use green dash
Good question! That's going to be common but that's just the RPS aspect of meaties. I'd start by threatening with meaties. -You can react against DI with your own. The hitstun should give you ample time to react -PP has heavy damage scaling so it's not the worst if that happens Once you see that they PP often on your DR, you can now throw or Oicho throw them for a large punish. At the end of the day, it's an educated guess but the risk reward is in your favor :)
How is that possible to land forward pinch then head butt? Hahah. I can understand holding d/b, then do low kick, punch, but forward punch then headbutt confuses me. As I watch your inputs.
If an opponent jumps at me in a range where they're gonna cross up, what is my best anti air option? Theres times where I don't have a headbutt charged, or the st HP is gonna whiff. Is the best option to just block the cross up?
Is there a reason for doing headbut for the ender after 2-3 hit combos instead of light sumo hands? Arent they both -4 on block? I usually do LSH into another D1 into LSH to keep pressure.
You're plus the whole time the opponent is knocked down. But these setup "Frame Kills" are just ways to easily time your mixup as they getup. Otherwise you'd have to manually time them and potentially miss a meaty and you get punished instead :)
You must cancel into headbutt immediately after target combo. One way to practice is using this link s.LK > Target Combo > MP Headbutt. The s.LK should give you a bit more time to get charge for the headbutt. After headbutt lands, just hold up.
I'm new to fighting games and when I'm playing e honda for some reason I'm unable to do his headbutt consistently what could I be doing wrong? Using ps5 controller
It's usually because you're not charging long enough or you're not going from back to forward quick enough when you do have the charge. Do you know what specific issues you're having. I'll try to help if I can
Assuming you're playing in Classic mode, you must charge the Headbutt by holding back for nearly two full seconds, then input forward THEN the punch button... the gap between the forward direction and the punch button should be very slight, almost imperceptible, nearly at the same time, but not exactly at the same time :-) It pretty much goes for any special move in any Street Fighter (if not any fighting game), it's always better to have a small gap between the last direction of the motion and the following button than to input both at the same time, with the risk of pushing the button before the direction. And SF6 has quite a generous input windows, you don't have to rush your inputs :-) The best thing to do, especially if you're new to fighting games, is going to training mode, and practice whatever special moves you want to master, by trying to do them ten time in a row, in both directions, each time you fail, you restart from 0, and you go like this until it feels natural. Fun thing with Honda, once you maser the Headbutt in both direction, try this in a match : doing a Headbutt, and while Honda is advancing towards the opponent, charge another one by pressing forward, so if your opponent dodges the Headbutt by jumping over it, you can immediatly go for another one in the other direction, I often catch an unexpecting opponents that way 🙂 You can also charge another Headbutt by holding back during a light Headbutt... sometimes your opponent is so far that a strong Headbutt has pretty much all the chances to be countered (either by a Drive Impact, a perfect parry etc), but by doing a light Headbutt, the opponent often reacts thinking it will be a strong one, so you can punish the reaction by doing another Headbutt (or a Sumo Smash) right after the light one :-)
May I ask why you'd do crouching light kick to crouching light punch sometimes instead of just doing two crouching light punches? Seems to lead to the same result and same damage
Hey I was wondering on the big dump everything combo could you add in a heavy hands that is buffed up at the end into a head butt then ult? Not sure if that would have to much damage reduction or if it would add a little bit more damage.
It'll depend on why you're using it. If you do a combo that includes a launcher > hands > headbutt > super then you might see a lot of scaling when you lvl 3. But sometimes you just need the extra damage so don't be afraid to use your combo if you need to squeeze out some more damage. I think it's fine.
I suck at connecting ultra st the end of the combo but if you safe jump baited out a dp with full meter do the combo you showed cr hp> hp > od launch > parry dash> hp > a late dash hp> h hands> h head butt its 4465 maybe 4500 if you dash the second time far enough I meased up the cancle and i started mid screen it could possibly get more hands to hit against the wall but after ult inimage it would be 6.5k or more
Is that the LP MP Headbutt? The best advice I can give is to start charging even before you hit LP. When I go for this combo it's usually after a dash or something. So I'd hold back as I'm dashing so I've got some charge stored even before I do s.Lp
I used to be the same and played by feel. But learning some setups brings some structure to my gameplan so I don't need to think about every option. It's nerd stuff, you should play how you want :)
You're + the whole time the opponent is knocked down actually. What these setups allow is for you to have a way to time your mixups after in a way that's consistent every time. That way you don't need to manually time them and you can have more structure in your offense.
The downside to 2MK is that it will lose to DI. 5MP can be cancelled into DI on reaction. I believe the same applies for 3HK also. 2MK and 3HK are hard commits where 5MP leaves your options open i.e confirm into combo or DI.
Exactly what training said. I use either depending on the opponent behavior. 2mk will catch walk backs while 5mp is cancelable, has longer range, and generally safer. They lead to similar frame data when either land.
That's actually a great question. It combos off c.lp in all ranges because it travels faster than lp headbutt but has less startup than HP headbutt. Youll see headbutt whiff at times if you use lp headbutt at max range c.lp However mp headbutt is more vulnerable to drive impact. So you should be mixing lp and hp versions more in neutral instead of only mp version.
@@Chachironi Thank you for your explanation and this great video! I'm only halfway working through this video while practicing and already learned a lot!
I know this video came out awhile ago, But thanks anyway. I just switched to Honda and this is very useful now that im hitting Plat 4 (I'm almost 59yo, yes I suck..lol). My lack of reactions aside, i've found Honda to be a very fun character this game who I hope get s a few minor buffs in season 2. There's lots of Combo vids, but this actually shows how to get a "flow" going with him which I am struggling with. THANKS!
I've watched a number of Honda guides, but am glad I found this. Nice info, timestanps, & even match example.
Fun WT end, & great vid. Thanks.
One of the better advanced guides I've ever seen. Thanks man
A few things I'd like to add:
1) You can beat crossups with autocorrect HB. You charge 1 and once they crossup you, you press 6P (same direction as you were holding the charge). Tricky but doable. Also you can try catching them with jp.
2) In the corner after ex 236PP you can buff to kill frames (+2)
3) In the corner after HB you can also do 22P to kill frames and move yourself forward
4) In the corner after a setup if you do throw and they try to jump out of the corner you can catch them with 5HK and combo into 236PP. Or do ex BS instead (need to charge immediately after wiffing a throw)
5) when you put them to the corner after a back throw (e.g. after DI) you can dash forward for +4
6) HP into 236P2P after DR generally does more damage than 5MP 5HK
lmao the strive notation, useful info though
after deciphering this text, yes good tips.
can someone please translate this for me?:D never played GG games, don't know what most of those mean.
@@JahlisMan only remember some of it but imagine the directions of. A fight stick 8 different directions. Each one is labeled a number . If i remember correctly 5 is forward 1 is back so i think 2 is down and 7 is up but i haven read or used that notation in a while just google it for proper info.
@@TheGerdakaBM oh, so I was correct in assuming those were directions. Okay, gonna google this stuff:)
Literally took me from plateauing in plat 2 to diamond in the space of 3 days. Thanks alot!
That's all you. Good stuff :)
I’ve been stuck in plat 2 since they day after release. 😆 hopefully some of this helps me as well.
The green dash functionality is vague in the game and difficult to figure out in the lab just watching once I’ve probably advanced weeks on the one watch alone.
@@sethrice4074It's so much harder to rank up now than 8 weeks ago. All the casual players left lol.
Man, not only did this teach me a lot about Honda it also taught me a lot about killing frames which I hear a lot but never really understood. Great guide, well explained, lots of examples, doesn't just show a bunch of flashy DR loops that newer players can be dazzled by and instead gives you the tools to make other people uninstall the game.
helping me lot of setup play. ready to go dia rank wow
After I watched this video and practiced your tips, I went on a 37-win streak and hit Diamond. Thanks!
Damn, no Honda salt in the comment section? I'm impressed guys, good job.
This is fantastic i barely pick honda a few hours and i love it was looking fore get set ups and you tube recommended this
THANK YOU!
Honda feels really good in this
Earned my respect. Will be using this as reference.
Got top 8 at my first ever tournament with these tips, thanks!
That's so awesome man! Congrats
This video is amazing! I was stuck tilting out in silver and after applying these concepts/combos in my games I'm a couple of wins away from Platinum
That's badass. Keep it up!
A heartfelt thank and a like for this immense wealth of information. This is probably the best Honda Guide I' ve seen so far. Hope to see an updated version in the future with some Neko Damashi and Sumo Spirit setups.
Also you should be posting more online matches, I' m sure it would help your channel grow quickly.👍
Thanks for the kind words. Maybe I can create a companion video with those included.
In the meantime I uploaded a new vid with some of my gameplay and thought process :)
Amazing video. Loved the time spent here and the detailed explanations. Only wished there was better coverage on combo timing. Thank you!
I love this video and everyone contributing their own stuff in the comments. Hopefully I can reach diamonds this week
This guide is pure gold. Thanks!
I'm not sure how valuable this is, but one setup you can do after a taiho cannon launcher in the corner is you can drive rush into either sHP or sHK, then cancel into sumo spirit. If done perfectly, this leaves you +15 on their wakeup and with the sumo spirit buff. If, however, you purposely do the drive rush or the normal a bit slow, and that will leave you either +13 or +14. In this case, after the sumo spirit you can immediately do 22P, and that will cause the clap to hit extremely meaty. 14 is the last possible frame 22P can hit on, and it leaves you +7 on hit. This afaik doesnt lead into any special 22P loops, but its enough to give you sLP > sMP target combo into clap > medium hands > headbutt for a respectable chunk of damage. On block the clap will be +1 if you hit on frame 14 or 0 if you hit on 13.
I was hoping there was another normal you could DR with to make the frames line up without a manual delay, but everything ive found leaves the slight delay being the ironic most consistent method.
This vid earned you a new subscriber. E Honda baby! Thank you
Best advanced guide I've seen for SF, thanks a lot
This is awesome dude thank you, the only guide I've seen that goes into detail about meatie examples and tips. Thanks again. I'm loving Honda.
to be fairly honest I've been playing Honda by heart (i.e. like a nutjob peasant without ever using frame data) ever since always and have been doing ok, but this sets up some nice strategy I would like to try out. Thanks for the thorough explanation. Dosukoi! from Mexico.
same its all sf2 muscle memory
Best Honda guide so far! Please keep them up
Finally a honda guide for SF6. Thanks man
fantastic video! This is my favorite character guide video I've seen since SF4. I would be more than happy if you continued to make videos for sf6 :)
Very clear explanation ! I learned a lot, thank you!
Really great guide, this is my first one time playing Honda and your knowledge/tips is greatly appreciated. Hopefully I can get good enough to get some footage worth watching lol
best best best best guide for honda! thank you
Great Honda guide, thank you.
I just doubled my sheet of Honda notes. Liked, subscribed, looking forward to more.
🤘I'm happy it helped!
Love your content chachi; thanks for this. This video in particular is probably the best primer out there for honda. Would like to see more character guides/primers done this way. Would also really love to see you do a Bison video in this format if you plan on playing him ;D
Just starting the game and i want to play Honda. Your guide is just perfect i learned a lot, thank you so much, now time to practice
Love this video man! HONDA SUPREMACY BABYYY
Awesome guide, as a Honda main since SF4 I’m happy for the character getting usage by pros
Really good for newbies
Great Video! Thanks for all the tips my man.
This is just great content, thank you very much
I haven't yet had chance to put these into practice but I've taken SO MANY NOTES.
Sub'd and liked, really good video.
Been playing honda, and doing well, you added some super great extra stuff with traps and setups. People are even more mixed up now.
Great guide! Learned a lot of new stuff especially setup wise.
I love your vids man keep grinding really good.
You are helping all sumo users around the world. Thanks
Very nice guide ! it help me a lot about advanced things
This looks like a great video,time to hit the lab and see if some of this stuff still applies after the patch.
Thank you for this guide!!!
great guide! thank you so much! new to SF as a series, trying out some battle hub matches atm. when I eventually decide to give Ranked a shot, this is gonna be my Bible:) Honda seems pretty easy to use, not that many people play him I think, so not many people seem to know how to counter his stuff:D at least on the casual level.
Great guide. Hard to find Honda tech.
blocked sHK pushes you out of range of most opponents buttons, but if they press a button that whiffs, do sHP to get a crumble punish counter. That's a great setup. On block I will often do sMP into sHK as a block string, and when someone like Ryu tries to stick out any button after blocking the sHK, I am ready to hit him with sHP for the combo starter
I like the idea of spacing yourself with pushback for a s.Hp punish counter opportunity.
But s.mp is only +1 so the opponent has time to throw, jab, or mp before s.hk hits.
Also s.hk's second hit whiffs on crouching which is dangerous and you'd be in range to get punished
@Chachironi just Drive Rush sMP. that's true that they can jab out of regular sMP, sHK, but then I just space my sMP a little better, they whiff the jab and I sHP for the crumble. If you are close and they are jabbing you, go for Mp, Lp Mp target combo to beat their jab. Obviously there are going to counters, I just find that you can train people into a pattern and then exploit it. The comment is more just being aware that sHP is just an amazing button and if you space your other buttons correctly you get free punish counters for days if you are ready for the sump chop.
nice vid :D hope we get more match footage from you soon
Great video, thank you 🎉
I know you said you didn't want to say to much about the neutral but I would definitely love a video on it
Neutral can be a tricky topic to cover because it depends so much on what the opponent is doing and their level. If I can think of a good way to explain I'll make a video but for now I recommend searching "Sajam Neutral" in youtube.
He has several videos on how to think about neutral that are easy to understand.
Perfect guide.
Awesome video, thanks for the tips, Honda is cool
Amazing guide! Thanks so much!
Awesome! Thanks!
Amazing video exactly what I've been looking for subbed and belled up
You’re my hero. I’m literally going to have to get a white board
Cool guide. The only suggestion I would have is to stay consistent in your terminology. Some people hear “standing punch” and won’t know which version unless you specify if it’s light medium or Heavy. At least the input history is in the video. Then later on you mix up “short” instead of light kick but then later you say crouching “medium kick” instead of crouching forward, then later you jump back to old terminology and say “roundhouse” or crouch jab instead of heavy kick or crouch light punch. It’s best to stick with one terminology regardless if it’s old or new.
That's great feedback. Honestly it's hard to break out of the habit of using old terms so I should stick to Lights, Mediums, and Heavies. I'll work on it :)
after a throw in the corner press crouch HP and it meatys buttons and jump if you have sumo spirit up you can cancel into ex hands crouch LP headbutt
Good Guide! Thx Mate!
thank you
gonna abuse my friends with this, thanks!
Great vid
good stuff brother
finna go download some chachi replays i need more real match examples.
awesome tips man, been stuck in diamond 4 tryna get to master 🤩
I actually just uploaded a new vid with some of my matches.
Good luck on the grind you're so close to master.
@@Chachironialready on it haha 💪
what i struggle with currently is getting perfect parried on specials, gotta play more footsies or find another way in to get pressure.
@@jt4tado Yeah that'll happen more as you climb. The key is gonna be hiding your charges between movement and other buttons.
You got it man :)
@@Chachironi i deeeeeed it
Great guide stealing all this tech
Rumo ao platina + , GO!
Good video
I have noticed to if you Njump heavy punch you can hold foward and it will push you some distance .
Yep! You can press back as well to move Honda back.
Sometimes I'll use use Njump at a range where pressing forward will barely hit the opponent. And then mix it up by holding back to bait the DP if they're consistent with stuffing the forward version.
Yeah, it's been like this since SF4, it can help you to pass above projectiles without having to jump forward, which is usefull against those who want you to jump forward and anti-air you :-)
I still am yet to get comfortable with a character in sf6. I find myself getting bored after a couple weeks and switching. In sf5 I used bison, then Oro when he came out in the entire lifespan of the game. This game however... I started with Lily, then Manon, then Deejay, then JP, now Honda... Hoping I can find a fit sometime soon because this is getting out of hand and lol. Honda is very fun tho, and this guide has helped me learn his fundamentals. Thanks
I can feel my brain getting more wrinkly
wow awsome guide long time not see something this nice whichh you would make more of this althoughugh beginner ;)
The thought of being +5 after DR you get a grab because normal throw is 5f.
thanks man
Awesome video! I have a question about the mixup/pressure secition. Specifically the target combo headbutt into neutral safe jump. Why is it that the safe jump only works off of the target combo, but not say a random headbutt? Are there other combos ending in headbutt that allow for neutral safe jump?
It's because the target combo launches your opponent. It lifts them up just enough so when you land headbutt you have a few extra frames on landing to make it a safe jump. There's one more setup I know of.
s.HK > Sumo Walk 2P > DR HK (2 Hits) > HP Headbutt
This combo off the launcher in the corner also sets up your timing for a safe jump.
Good stuff man
If you drive rush immediately after headbutt into stomp, it combos into lights > headbutt again. Catches a lot of people.
Thanks for this! Got to plat with monkey brain lol I wanna become a real Honda now!
This is a really great guide, thanks for sharing the knowledge! I have a question, how do you deal with keep away players Using Honda?
Depends on they're keeping away. If they jump back all day, you have to just walk with them till they corner themselves.
You have to be ready for them to jump at you or dash at you once they've run out of space. It can be frustrating but it's a consistent gameplan vs doing obvious Headbutts or jumping with them which is what they're looking for.
@@Chachironi bulldogging them to the corner basically
This is an awesome guide! I've switched onto Honda after having a character crisis with the lack of Lucia so this is appreciated!
Just a quick question, with whiffing st lp after the headbutt into dash - lp-mp target combo - headbutt, I'm having issue getting the headbutt in time after the dash, is it just strict timing with charging immediately as you enter the dash input?
Yeah so it's about pressing back as soon as you start the dash animation.
However you can use jab to buffer AFTER the dash if that helps:
Headbutt
Dash
st LP
Then Target combo
This should make charging easier.
Both works so do whats easier for you :)
It's weird and impractical, but if you have hands buff and bait DP, doing heavy hands as a starter is you best punish. You're +8 on punish counter heavy hands with buff and can go right into launch or drive rush extensions and crack 6.8k. although it is awkward because a lot of times after blocking a DP when you do the heavy hands you'll cross under them and miss. I had to bait the DP with spacing to land it once. Some characters DPs are easier to punish with hands than others. Maybe as a punish on some supers would be more practical.
at one point in the video I was wondering what the weird and impractical ground bounce you get on someone from landing a punish counter HP when they're airborne, and I think you might've just described it. it may not do as much combo damage as just starting with buffed heavy Hands but the HP helps bring them down to earth first, if you block their point-blank DP. Although idk if PC HP to spirited heavy HHS will actually give you two ground bounces in one combo (maybe OD HHS instead?) and if you have the same kind of followups that can net you 6k+ damage...DRC to buffed HHS or launcher might be better
The real question is what do you do if everytime you green dash from nuetra they di or crounch hit or parry? It seems like you have to predict what they are going to choose for nuetral if you use green dash
Good question! That's going to be common but that's just the RPS aspect of meaties. I'd start by threatening with meaties.
-You can react against DI with your own. The hitstun should give you ample time to react
-PP has heavy damage scaling so it's not the worst if that happens
Once you see that they PP often on your DR, you can now throw or Oicho throw them for a large punish.
At the end of the day, it's an educated guess but the risk reward is in your favor :)
I dont play street fighter. even though how you approach fighting gamers is so nice? ummm good video.
Question on the mixup/pressure section, would ken shoru beat all those options? Is shoryuken an invincible wake up?
Only EX shoryu is invulnerable which is 2 drive gauges.
How is that possible to land forward pinch then head butt? Hahah. I can understand holding d/b, then do low kick, punch, but forward punch then headbutt confuses me. As I watch your inputs.
If an opponent jumps at me in a range where they're gonna cross up, what is my best anti air option? Theres times where I don't have a headbutt charged, or the st HP is gonna whiff. Is the best option to just block the cross up?
The best option is to jump back LP but if you're too slow then you'll get hit by the crossup.
In that case, blocking is the best option.
Is there a reason for doing headbut for the ender after 2-3 hit combos instead of light sumo hands? Arent they both -4 on block? I usually do LSH into another D1 into LSH to keep pressure.
Why are you plus whiffing buttons? Is that just a Street Fighter thing? Great info!
You're plus the whole time the opponent is knocked down.
But these setup "Frame Kills" are just ways to easily time your mixup as they getup. Otherwise you'd have to manually time them and potentially miss a meaty and you get punished instead :)
@@Chachironi now I know why I've been missing meatys and getting punished lol. That's gonna help! New sub!
Can you get Dhalsim to master and make a guide please? Thanks!
Can someone tell me how to do the target combo safe jump heavy kick in the corner? I tried it in training and I keep getting reversaled every time.
You must cancel into headbutt immediately after target combo. One way to practice is using this link s.LK > Target Combo > MP Headbutt. The s.LK should give you a bit more time to get charge for the headbutt.
After headbutt lands, just hold up.
I'm new to fighting games and when I'm playing e honda for some reason I'm unable to do his headbutt consistently what could I be doing wrong? Using ps5 controller
It's usually because you're not charging long enough or you're not going from back to forward quick enough when you do have the charge. Do you know what specific issues you're having. I'll try to help if I can
Assuming you're playing in Classic mode, you must charge the Headbutt by holding back for nearly two full seconds, then input forward THEN the punch button... the gap between the forward direction and the punch button should be very slight, almost imperceptible, nearly at the same time, but not exactly at the same time :-)
It pretty much goes for any special move in any Street Fighter (if not any fighting game), it's always better to have a small gap between the last direction of the motion and the following button than to input both at the same time, with the risk of pushing the button before the direction.
And SF6 has quite a generous input windows, you don't have to rush your inputs :-)
The best thing to do, especially if you're new to fighting games, is going to training mode, and practice whatever special moves you want to master, by trying to do them ten time in a row, in both directions, each time you fail, you restart from 0, and you go like this until it feels natural.
Fun thing with Honda, once you maser the Headbutt in both direction, try this in a match : doing a Headbutt, and while Honda is advancing towards the opponent, charge another one by pressing forward, so if your opponent dodges the Headbutt by jumping over it, you can immediatly go for another one in the other direction, I often catch an unexpecting opponents that way 🙂
You can also charge another Headbutt by holding back during a light Headbutt... sometimes your opponent is so far that a strong Headbutt has pretty much all the chances to be countered (either by a Drive Impact, a perfect parry etc), but by doing a light Headbutt, the opponent often reacts thinking it will be a strong one, so you can punish the reaction by doing another Headbutt (or a Sumo Smash) right after the light one :-)
May I ask why you'd do crouching light kick to crouching light punch sometimes instead of just doing two crouching light punches? Seems to lead to the same result and same damage
Crouching lk is a low - catches people walking back
Hey I was wondering on the big dump everything combo could you add in a heavy hands that is buffed up at the end into a head butt then ult? Not sure if that would have to much damage reduction or if it would add a little bit more damage.
It'll depend on why you're using it. If you do a combo that includes a launcher > hands > headbutt > super then you might see a lot of scaling when you lvl 3.
But sometimes you just need the extra damage so don't be afraid to use your combo if you need to squeeze out some more damage. I think it's fine.
I suck at connecting ultra st the end of the combo but if you safe jump baited out a dp with full meter do the combo you showed cr hp> hp > od launch > parry dash> hp > a late dash hp> h hands> h head butt its 4465 maybe 4500 if you dash the second time far enough I meased up the cancle and i started mid screen it could possibly get more hands to hit against the wall but after ult inimage it would be 6.5k or more
i rushed an input so not all of the heavy hands connected but it was 6.4k damage
Hi, quick question, how do you do that LP MP sumo dash command combo? I'm having a hard time doing specials cancels with charge attacks.
Is that the LP MP Headbutt? The best advice I can give is to start charging even before you hit LP. When I go for this combo it's usually after a dash or something. So I'd hold back as I'm dashing so I've got some charge stored even before I do s.Lp
I consider myself really good at fighting games but I just never understood the frame stuff :(
I used to be the same and played by feel.
But learning some setups brings some structure to my gameplan so I don't need to think about every option.
It's nerd stuff, you should play how you want :)
I do not understand why whiffing normals makes you plus in these setups?
You're + the whole time the opponent is knocked down actually.
What these setups allow is for you to have a way to time your mixups after in a way that's consistent every time.
That way you don't need to manually time them and you can have more structure in your offense.
why do you prever 5MP instead of 2MK for Driverush? 2mk seems to be superior imho either that or 3HK
The downside to 2MK is that it will lose to DI. 5MP can be cancelled into DI on reaction. I believe the same applies for 3HK also. 2MK and 3HK are hard commits where 5MP leaves your options open i.e confirm into combo or DI.
@@trainingmode7737NICE thanks for pointing that out
Exactly what training said. I use either depending on the opponent behavior.
2mk will catch walk backs while 5mp is cancelable, has longer range, and generally safer.
They lead to similar frame data when either land.
Sorry if this is a stupid question, but I see you often use MP headbutt instead of HP headbutt after the target combo. Any reason for that?
That's actually a great question.
It combos off c.lp in all ranges because it travels faster than lp headbutt but has less startup than HP headbutt. Youll see headbutt whiff at times if you use lp headbutt at max range c.lp
However mp headbutt is more vulnerable to drive impact. So you should be mixing lp and hp versions more in neutral instead of only mp version.
@@Chachironi Thank you for your explanation and this great video! I'm only halfway working through this video while practicing and already learned a lot!
@@jubka Thanks for the kind words. Gluck! :)