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E. Honda from Street Fighters

Edmond Honda

(Sean's profile)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This is our older, 1990s writeup for this classic Street Fighter video game character.

The main goal of this writeups series was to experiment with DCH game mechanics for SF-style signature combat techniques.


Background

  • Real Name: Edmond Honda.
  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: None.
  • Base Of Operations: Japan.
  • Height: 6’2” Weight: 304 lbs.
  • Eyes: Brown Hair: Black


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History

Edmund Honda, or better known as only E. Honda, is one of Japan’s finest sumo wrestlers. He is recognized as one of the best sumo wrestlers in his country. E. Honda believes that harmony of mind and body is vital to achieving success in the field of sumo wrestling. However, his pupils do not really agree with him in this philosophy.

In order to prove that when a person’s mind and body are in perfect harmony, the person can achieve anything, E. Honda takes the Street Fighter tournament. It was his chance to prove this theory of his really works to his pupils. He enters the tournament with a calm mind and body, believing deeply that he’ll win if both of them are in perfect harmony.


Quotes

“Can’t you do better than that ?”


DC Universe History

The entire Street Fighter story could easily be transported into the DCU with little difficulty. However, it seems unlikely that only the Street Fighters would oppose M. Bison’s tyranny, but that’s typical of comics in which only the protagonist can save the day.


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Game Stats — DC Heroes RPG Print Friendly

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E. Honda

Dex: 06 Str: 05 Bod: 06 Motivation: Upholding the Good
Int: 05 Wil: 06 Min: 06 Occupation: Teacher
Inf: 04 Aur: 05 Spi: 05 Resources {or Wealth}: 004
Init: 018 HP: 065

Powers:
Superspeed: 06, Flight: 05, Jumping: 01, Super Power Reserve: 05

Bonuses and Limitations:

  • Flight may only be used for a super headbutt or his leaping butt crush (in these instances, he may add APs of Flight to his APs of EV, logarithmically).
  • Super Power Reserve may only be applied to this flying headbutt.

Skills:
Martial Artist: 08

Advantages:
Combat Scholar (Ohicho Body Throw).


New rules

Combat Scholar is a new advantage meant to simulate Dragon Punches and other video game maneuvers that translate poorly into DCH. When the advantage is chosen, a specific flashy combat maneuver must be chosen to go with it. When this maneuver is then used, the character must Critical or Devastate.

However, the Combat Scholar gives a +1 column to AV. However, all opponents gain a +1 column to their AV when attacking this character this round.

For example, when Ryu performs a Dragon Punch, he might Critical, thereby gaining -1/+3 with his Combat Scholar. However, anyone attacking him this round (whether their actions occur before or after his) will get a +1 to hit him.

Typically, Combat Scholar maneuvers are only done when one has initiative and expects to knock down/out one’s opponent. Note that this combines well with Laying Back or Pressing the Attack.

E. Honda ready to fight on an Asian market

Super Power Reserve is really just a variation on Power Reserve. It represents the Super moves that Street Fighters have, which can only be done after fighting for a while. That is, after a character with SPR has done a total of 15 RAPs of damage to opponents in a fight (these RAPs may have been bought off with Last Ditch Defense), he may then use his SPR.

When he uses the SPR, it then resets; that is, to use it again, he must score another 15 RAPs of damage. RAPs may not be saved up; that is, after doing 18 RAPs, one can not “spend” 15 and have 3 left over.

In later versions of SF, however, these RAPs may be saved up, up to 45 at a time. When SPR is purchased, the character must choose one maneuver to which it applies; often this choice is a Combat Scholar maneuver. It may be purchased multiple times if it is to be applied to several different maneuvers.

Also, many Street Fighters have movement powers which add to their EV. For example, Blanka’s Flight: 5 which may add to his STR: 4 for a total of 6. This may seem pointless, since he can have an EV of 8 with Martial Artist. However, when spending HPs to increase Martial Artist EV, one may only spend as many HPs as one’s STR.

These movement power additions are considered to add to STR for these purposes. Thus, Blanka could spend 6 Hero Points on his 8 Martial Artist EV when performing his flying ball attack, instead of the normal 4.

By Sean MacDonald.

Source of Character: Street Fighter 2 videos games (including SF2: CE, SF2T, SSF2, and SSF2T.)

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