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!
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 :)
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.
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 :)
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 don't think he gets much benefit unfortunately. But honestly if you feel more comfortable on it, you should still use modern just to get used to the gameplay. That's more valuable that you get to play and enjoy the game. You'll feel more confident if you decide to switch in the future.
@@Chachironi well i could learn classic played a bit of 4 and 5 but im starting to see he really doesnt benefit much. the only thing i really like i can lazy punish with good damage. Im struggling with the movement speed and the jumping maniacs and Di spammers. but got to gold from bronze yesterday
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.
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.
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.
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.
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 :)
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.
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
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?
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 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 :)
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 :)
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.
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.
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.
I use medium since it reaches the opponent off c.lp at all ranges. If you use the other headbutts at the max range of c.lp it'll whiff. You should use HP headbutt if you want to cancel into lvl3 in combos instead. In Neutral and pressure you should mix the headbutts :)
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 :-)
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
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.
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
Bruh who needs a guide for the sumo? Headbutt, butt splash+1, OICHOOO. He has the most intuitive combos in the game. A great character to get success with of you've never played a fighter.
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 :-)
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 :)
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
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.
Doesn't work anymore once you reached like Gold, you'll be perfect parried or drive impacted all the time, you have to set them up a little bit first, or spam it while they're in Burnout :-)
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.
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.
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.
@@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.
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
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