

Is amazing against Ryu, as it stuffs his reversal shoryuken if used at max range once you get a knockdown, and against Zangief, as it beats every single jumping attack he has. Mainly used on defense, as the hitbox is entirely active and doesn't put Honda in much danger. Jab: Extremely good normal quick, hard to punish, exceedingly high priority. Still has problems getting around projectiles, even with his new tools.Has advantage against most non-projectile characters in the game, and goes even with two of the top three characters (Balrog/Boxer and Vega/Claw).Versatile, can be played as rushdown or turtle.Has three special moves that are reversals without requiring meter.Best overall collection of special moves in the game.Takes slightly less damage than other characters.Hawk and Zangief), as well as the only command throw in the game that is both storable and has no whiff animation. And it'd be just awful if I didn't mention that he has the third largest throw range in the game (behind T. Honda has arguably the best collection of special moves in the game, but also the worst overall collection of normals, meaning that you're not playing footsies so much as bowling over your opponents when they try to sneak in low forwards. Honda) or a rushdown monster (such as EA Megaman's). Honda can be played effectively as a defensive wall (see Thelo's E. Honda does still have several 6.5-3.5 (or 3.5-6.5) matches, but fewer 7-3 or worse than there were in VST.

Honda just got in so I lose" and more "there's actual gameplay."Īs a result, we have a very interesting character indeed. Against non-fireball characters, the nerfs to Ochio Throw and Hundred Hand Slaps, in addition to buffs across the board for those characters, makes those matches less "E. And, of course, his super was made less awful and doesn't lead to being reversal shoryuken'd on hit. The floating fierce, Honda's safest answer to fireballs in vanilla Super Turbo, covers more ground and as such is a better approach. His diagonal jump short now can straight-up beat ill-timed sweep attempts.
#SUPER STREET FIGHTER 2 MOVES LIST FULL#
The fireball-destroying jab headbutt is the most obvious change, and a welcome one, as Honda now has a safe way to approach from sweep range and full screen. Remix Honda, by comparison, is much less lopsided. However, any character with a fireball had their easiest match against Honda, since his answers to projectiles were generally pretty weak (worst super in the game, jumps) and led to him getting Dragon Punched or swept. Hawk, Dictator, and Zangief had more or less hopeless matches against E. Honda was the pre-eminent defensive tank, and his rushdown with Hands and Ochio was also very potent.
