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STA Ranbat Season 4 Standings

1) LPN – 27 pts
2) Hoodaman – 23 pts
3) SBA.Harrison – 19 pts
4) Kineda – 13 pts
5) Hargi – 11 pts
6) One Time Hero – 5 pts
6) UyuuPop – 5 pts


1) IGL.HonzoGonzo – 34 pts
1) [STA]WindZero – 34 pts

2) CrispyTacoz – 12 pts
3) Jeffy – 6 pts
3) Cesar – 6 pts
3) [STA]Alex – 6 pt
4) RHF Druid – 5 pts
5) Heroic – 4 pt
5) Robert – 4 pts


1) LPN – 23 pts
2) [STA]Willpower – 10 pts
2) iLLiterate – 10 pts
3) BadIntent – 8 pts
4) Jsze – 7 pts
5) JudoTrip – 5 pts
6) Haunts – 4 pts


1) BBZ – 40 pts
2) Fixel – 24 pts
3) Hellpocketz – 16 pt
4) El Gallo Negro – 7 pts
5) N4US – 6 pt
6) Charizard – 5 pts
6) Haunts – 5 pts


1) Leezy – 40 pts
2) Phil – 19 pts
3) LionX – 12 pts
4) Dave Tran – 7 pts
4) Shinobi – 7 pts
5) Crackfiend – 5 pts
5) Josh – 5 pts
6) Mr. Warzard – 4 pts
6) GH – 4 pts
6) ChocoThunda – 4 pts

SSFIV GUIDES
Sunday
May172009

001. E. HONDA - INTRO & STRATEGY - STREET FIGHTER II TURBO HD REMIX

Honda's style of play consists of getting close to your opponent, then hitting hard or using the Ochio Nage, which could be abused multiple times in the old Super Turbo (The Ochio Throw bounces the opposite direction from the corner now, to stop from abusing this tactic). To get in your opponent's face, you could use the Flying Headbutt to cover horizontal space. The LP Headbutt goes through fireballs. You can also creep in between fireballs with the Hyakkan Otoshi (Flying Sumo Splash) which has a little bit of invulnerability at start up but requires stricter timing than the Flying Headbutt.

Sunday
May172009

002. E. HONDA - NORMAL MOVES - STREET FIGHTER II TURBO HD REMIX

COMMAND NORMALS

JUMP STRAIGHT UP + HP (THEN BACK/TOWARDS)

  • Can be steered left and right.
  • This move is similar to Balrog's (Boxer's) Jump Straight Up + HP, and is best used when jumping over projectiles.
Sunday
May172009

003. E. HONDA - SPECIAL MOVES - STREET FIGHTER II TURBO HD REMIX

HUNDRED HAND SLAPTAP PUNCH REPEATEDLY

FLYING HEADBUTT
CHARGE BACK, FORWARD + PUNCH

  • LP version destroys projectiles.
  • LP version has some frames of invincibility, great for doing reversals on wakeup

HYAKKAN OTOSHI
CHARGE DOWN, UP + KICK

OCHIO NAGE
HALF CIRCLE BACK + PUNCH

SUPER

ONI MUSOU
CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

 

  • Your opponent has a small margin of time after blocking the first hit of the Super to input a Dragon Punch or Flash Kick type move. Also, this move does not have a lot of invincibility. It can be Dragon Punched/Flash Kicked if launched from across the screen. Dee Jay's jump back LP can stuff Honda's super if he is expecting it.
Sunday
May172009

004. E. HONDA - COMBOS - STREET FIGHTER II TURBO HD REMIX

Sunday
May172009

005. E. HONDA - MATCH UPS - STREET FIGHTER II TURBO HD REMIX