++++++brief strats++++++
HON FU
best range : mid (and moving in or out from there)
[normals]
s.A : can be used as a poke just inside it's range animation wise. speed is good as is recovery, also grabs jumpers as they try to jump but the angle it covers isnt so good, besides which hon isnt a poker, use only when you want to stop a jumper and don't bother building a poking game. also useful at close range as part of a combo (j.C->s.A->s.Cx3->qcb+Ax2 in the corner).
s.B : a decent poke range and recovery wise, speed wise it's not so good, another reason to give poking a miss when using hon, very similar to tung's s.B in that respect. use it in combos namely j.C->s.B->hcf+C.
s.C : good as a combo starter after either the first or second hit when rushing down a waking up opponent. can also be used to combo the spower though i wouldnt recommend it seeing as if you miss you will get hit for sure and even if you combo with it the damage is really not worth the effort (its a little difficult to pull off compared to a c.B->db-f+Bx2). when dashing in to keep the pressure on combo it into the qcb+B as this will get you get you block damage, keep the opponent feeling restricted and not leave you recovering. at long range avoid using this move, the recovery is terrible and it telegraphs a lot.
c.A : no need to use this, c.B is better in almost every respect.
c.B : a staple, combo into db-f+Bx2 as much as possible, even easier and damage wise as good is c.Bx2->c.C. it's really fast with little recovery and great range, use it after landing from the qcb+B.
c.C : great trip, combo with a j.C for quick knock downs and use the long downed time of the opponent to reposition yourself as dashing about and keeping up the speed is honfu's game. combo into the qcb+B for mind games with honfu as the wake up time of the opponent will trick them into attack sometimes.
j.A : can be used to cross up and is great in a hop becoz of the time it stays out (effectiveness lenght) and the fact it is such a deep/low hit. if you cross up with it you cant combo into it (A/B's dont combo from the air in almost all cases) so for big cross up combos use the j.C turned around by D. good priority and a great close hop pressure attack.
j.B : standard jumping kick, good priority and speed, decent effectiveness time but again no combo opportunity, use only to ensure air superiority otherwise stick to j.C.
j.C : if you can use it in the air (you are not trying to out prioritize mai or someone) then do so, it leads to your combos and is good in deep. the straight up version is excellent as well with good range and longer hit effectiveness so use it rather than the forward version in the corner. combos are j.C->s.B->hcf+C, j.C->c.B->db-f+Bx2 or in the corner j.C->s.A->s.Cx3->qcb+Ax2 and j.C->df+A->s.Cx2->dp+A.
[specials]
qcb+B : the move you need to abuse, create options after it (especially when it gets blocked) and that is hon's whole game, why well the fact its deceptive and will get you single hits here and there, it catches ppl out of the air, it has little or no recovery if used at anything but "too close" range and is easily followed by things like c.Bx2->etc or a dp+A. use at med to med long a lot!
hcf+C : use this a lot too, counters way too much for a counter which is great

can be comboed into, grabs jumpers as they leave or land and is recovered from quickly. doesnt build bar unfortunately. watch out for half hits which leave the opponent standing though they'll prolly be more surprised than you.
qcb+A : only use in combos and make sure to use the ending of it or you are going to get HIT. combo is in the corner to be safe, j.C->s.A->s.Cx3->this or a rush combo (when they forget to block) s.C (1 or 2 hits)->qcb+Ax2.
dp+A : not a bad anti air though to be honest it won't hit a standing opponent at anything but point blank, this is made up for by recovery. basically you can tack it onto the end of any attack with deceptive recovery to catch an over eager attacker. even if blocked you are usually safe. use in the df+A->s.Cx2 combo to juggle off the launcher hit. dont use the dp+C version unless the opponent jumps at you from full screen.
db-f+B : can be used to trick and hit low (due to it's good speed) at mid to mid long range (a waiting opponent) though don't rely on this strat too much, just as a bit of mix up. otherwise strictly used in a combo after c.B. always use the finisher on it otherwise you'll be prone as.
qcb+C : the pay off is not usually worth the effort with this move BUT mastering it (that is ways to work it in to several attack patterns) will keep your opponent guessing like no other character can, try comboing it into s.B's or straight after a j.C. use it as the opponent wakes up in front of you and dash into it... it will frustrate your opponent no end and shut them down which benefits hon a rush character. three strikes and you are 99% guaranteed the rush super like move it provides, good damage and kills opponents morale

fun!
[supers]
spower : if it misses you are incredibly prone, even if it hits the damage is average at best. the position of the opponent can also cause different results such as only certain parts of the super landing. in other words i wouldnt use this unless you can combo into it from a s.C or something and then only when you are guaranteed to hit.
ppower : average at best, to use this youll need to learn the range otherwise you are going to be very prone, indeed anything less than a hit is probably going to leave you very prone, basically don't use it unless you are going to hit with it. this is good against plane shifted opponents. wont combo, its too slow.
[bnb combos]
-j.C->s.B->hcf+C
-j.C->c.B->db-f+Bx2
-j.C->c.Bx2->c.C
-in corner j.C->s.A->s.cx3->qcb+Ax2
-in corner j.C->df+A->s.Cx2->dp+A
-pushing combo j.C->s.C(2hits)->qcb+B
[strats]
hon fu is all about rushing, he's even more rush than chonrei, youve no need to rush out and fb or move out any further than mid to midclose in relation to your opponent. his hopped A (j.A) or j.C hopped will give you amazing priority, for damage when you land with a hopped j.C combo into c.Bx2->c.C, or just the c.C for a guaranteed knock down. try and knock your opponent down as much as possible then cross up from a dash with the D button turn cross up or dash back and qcb+B from the dash as the opponent gets up. try using the hcf+C as the opponent gets up as well for a mixup option. basically keep the pressure up, mixup your on a waking up opponent game and dash in and out a lot, with that and some good combo damage on prone opponents (s.B->hcf+C does good damage) you should do well.