SF6: E.Honda Beginner Combos

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Publicado 2024-05-05
Want to know how to play E.Honda but don't know where to start? Confused by all the combo videos and waffle? Don't know how to SUMO good? Well this is the tutorial for you!

In this tutorial I cover what I believe are the core beginner combos to learn before going on to learn the trickier stuff. The idea is to find the simplest most effective combos, it is by no means an exhaustive list and won't necessarily be optimised for damage or oki/spacing.
I also cover a primer to intermediate combos, anti-air, punishing, dealing with fireballs and command throw set-ups.

**SUMO SPIRIT**
Sumo Spirit (d d+K) buffs your next Hundred Hand Slap. This basically increases your damage a little and allows you to link to c.LP (regular) or s.LP (OD). I didn't include any combos with this as it's pretty much the same as comboing with regular OD Hundred Hand Slap and I wanted to save time :P

**OICHO THROW**
Oicho Throw is a Honda's command throw. It is a little slower than a standard throw but deals more damage and has longer range. H versions deals most damage with shortest range where L versions has longest range with the least damage. OD version has the same range as L with more damage than H. Bare in mind that after the Akuma update there will be more pushback after Sumo Buttslam so the Oicho setup probably won't work anymore.

**SHORTCUTS**
Oicho Throw uses the HCB (Half Circle Back) input. There is a shortcut for HCB that starts with df rather than f. So you can do df d db b (df QCB) allowing to start the input from a crouch instead of standing.

**CHARING**
E.Honda is a charge character but luckily he does have some circular motion inputs to help when you don't have a charge or aren't very good at charging. It is important to be holding Down-Back whenever you're not moving the stick forward or up to charge as quickly as possible. Holding Down-Back (db) will charge both Sumo Headbutt (back charge) and Sumo Buttslam (down charge).

**METER USAGE**
As a beginner Honda has a few ways to use your Drive meter. OD Headbutt good vs fireballs and has armour. OD Taiho Canno Lift for extending combos. And the usual Drive Impact and Drive Parry for long range fireballs. As you get more comfortable with the game you will start adding Drive Rush in to your game, OD Oicho Throw and OD Sumo Buttslam will start coming in a bit more too.
When it comes to Supers and Critical Art you can probably quite easily combo into Lv1 from Double Slap (LP, MP). Lv2 Super you'd probably struggle to find a time to use unless expecting a fireball and buffering the motion. So you will most likely use Lv3 more than the rest.

**SUPERS & CRITICAL ARTS**
Show of Force (Level 1) - Simple strike super with invincible startup. Easy enough to combo from Double Slap.
Ultimate Killer Head Ram (Level 2) - As it's a charge super you'd find it hard to use as a beginner. Primarily used as a counter to fireballs but can also combo after OD Taiho Cannon.
The Final Bout (Level 3) - Easily to combo after H Slap. Critical Art when 25% vitality or less.

Any questions about the combos, videos, character, game, etc. please leave a comment and I'll do my best to answer :)

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Todos los comentarios (2)
  • @sugami82
    Notation: LP - Light Punch, MP - Medium Punch, HP - Heavy Punch, P - Any Punch, PP - 2 Punches LK - Light Kick, MK - Medium Kick, HK - Heavy Kick, K - Any Kick, KK - 2 Kicks f - forward, d - down, b - back, u - up, [input] - hold input/button s. - standing, c. - crouching, j. - jumping QCF - Quarter Circle Forward, QCB - Quarter Circle Back, HCB - Half Circle Back OD - Over Drive AKA EX, DI - Drive Impact, DR - Drive Rush xx - cancel, > - link (top line)