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'''Confirms''': | '''Confirms''': | ||
* / -- | * 288/320, 0 bar -- 2LK, 2LP, cl.5MK xx HP Headbutt | ||
* / -- | * 306/330, 0 bar -- cl.5LK, cl.5LP x2, 2MK xx HP Headbutt | ||
* / -- | * 314/425, 0 bar -- cl.5LP, cl.5MP > HP, juggle MP Headbutt | ||
* / -- | * 315/430, 0 bar -- 2LP xx MP Hundred Hands, 2LP xx MP Headbutt | ||
* / -- | ** Execution tip: 2LP~MP~LP~MP works easily (only 4 inputs required) | ||
* / -- | * 308/410, 0 bar -- cl.5MP, 2MK xx MP Headbutt | ||
* / -- | * 278/400, 0 bar -- 2MK xx HP Hundred Hands, 6HK | ||
* / -- | * 334/400, 1 bar -- 2MK xx HP Hundred Hands, EX Hundred Hands (+ corner followup) | ||
* / -- | * 353/510, 0 bar -- LP Hundred Hands, cl.5MK xx HP Headbutt | ||
** LP Hands must be point blank, no confirm into it | |||
* 316/435, 0 bar -- 3HK, 2LP, 5LP xx HP Headbutt | |||
* 435/505, 2 bar -- 3HK, 2LP, 5LP xx Orochi Slammer | |||
'''Punishes''': | '''Punishes''': | ||
* / -- | * 620/300, 4 bar -- 2MK xx HP Headbutt xx Super | ||
* / -- | ** Close range; only first 2 active frames of Headbutt cancel to Super | ||
* / -- | * 550/240, 4 bar -- 2MK xx HP Hundred Hands (7 hits) xx Super | ||
* / -- | ** Less damage than Headbutt, but works from farther range | ||
* 521(525)/120, 4 bar -- Orochi Slammer xx Lv. 2 Focus, Ultra 1 (or Ultra 2) | |||
* 550/0, 4 bar -- Orochi Slammer xx FADC, Ultra 2 | |||
'''Counterhit Confirms''': | '''Counterhit Confirms''': |
Revision as of 07:17, 29 September 2022

E. Honda
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
Bafcord Omega Doc - E. Honda
Detailed Frame Data with USF4 Comparisons - E. Honda
- Throw: slightly shorter range
- Focus Attack: Lv. 2 version charges 1f faster
- Movement Changes:
- Forward Dash: 3f faster (19f > 16f)
- Normal Move Changes:
- cl.5MP - 1f faster (6f), links from cl.5LP, has an additional Target Combo followup
- cl.5MK - 1f faster (4f)
- far.5LP - 1f faster (5f)
- 5HK - No longer a proximity normal, USF4 cl.5HK now comes out at all ranges; far.5HK replaced with 6HK command normal
- 2LP - Better frame advantage (+5/+2), can no longer combo into HP Hands but has alternative combo routes
- 2MP - Better frame advantage (+4/+1)
- 2HP - 3f faster (8f), worse on block (-4, was -2)
- 2LK - worse advantage on hit (-4), no longer links into itself
- 2MK - 1f faster (6f), important for hitconfirms as it combos to HP Hands and has less pushback than cl.5MK
- 2HK - Super cancellable; not has a backwards hitbox late in the active frames
- This backwards hit doesn't knock down, and is +12/+9 on hit/block if it connects
- Command Normal Changes:
- Sweep Kick (6HK) - Replaced USF4 Honda's far 5HK; 1f slower, -12 on block, knocks down and does more damage/stun
- Shikofumi (3HK) - 2 hits, 9f faster (21f) and now +4/-2 (was KD/-3). No longer kara cancels during startup.
- Target Combos:
- Target Combo 1 (cl.5MP > 3HK) - Now +6 on hit, -2 on block (was KD/-3). The other Omega changes to 3HK also apply.
- Target Combo 2 (cl.5MP > HP) - New TC after the 2nd hit of cl.5MP, launches into a juggle state on hit but unsafe on block.
- Special Move Changes:
- Hundred Hand Slap (P~P~P~P) - LP (4f) and EX (6f) are faster, MP (10f) and HP (14f) are slower
- Meterless versions are now 0 on block (was +1/+4/+3)
- Meterless versions are now +4/+5/+8 on hit (was +5/+8/+10), and all hits can cancel into Super
- EX Version knocks down (was +5) and is +1 on block (was 0)
- No longer a mashed extension on any version
- Sumo Headbutt ([4]6P) - LP and MP versions are 4f faster, EX is 1f slower, and all do more damage
- MP/HP versions are safer on block at -10/-11 (were -13/-16)
- EX is 1f worse on block (-9)
- Sumo Smash / Buttslam ([2]8K) - Meterless versions no longer hit on the way up, but downward hit is much faster
- Meterless versions are throw/projectile invuln on startup instead of fully invuln
- EX version is a 5f invincible reversal that hits on both sides
- All versions are slightly more unsafe, around -3 to -5
- Zuri Fugaki ([4]6K) - New move, multi-hitting tackle that lowers Honda's upper body hurtbox
- Meterless versions are safe at -2/-1/-2, EX is unsafe at -9; all versions knock down
- Oicho Throw (63214P) - Meterless versions do less damage but more stun
- Orochi Slammer (63214PP) - 2-bar replacement for EX Oicho Throw, 2f slower (7f startup)
- Does 330 dmg/300 stun, can be comboed into and has juggle potential, but no more throw invuln
- 2nd hit can FADC or combo into Lv. 2 Focus
- Back Crusher (63214K) - New move, 8f command throw that doesn't switch sides (6f for EX version)
- Does more damage and less stun than Oicho Throw, and each version has less range than its Oicho Throw counterpart
- Salt Toss (236K) - New move, short range projectile that whiffs on crouchers (except Hugo)
- Safe if blocked, can get more frame advantage near max range but pushback makes it hard to follow up
- Hundred Hand Slap (P~P~P~P) - LP (4f) and EX (6f) are faster, MP (10f) and HP (14f) are slower
- Super/Ultra Changes:
- Super - all versions do 50 more damage (150*300, was 160*240)
- Ultra 1 - 1f slower (11f startup)
- Ultra 2 - 25 more damage (525, was 500)
- Moves with ending Frame Buffer:
- cl.5LP. cl.5MP, cl.5LK, far.5LP, far.5LK, 2LP, 2MP, 2LK, 2MK, 3HK, TC1, TC2, Hundred Hand Slap (P~P~P~P), Salt Toss (236K)
Character Specific Data
E. Honda
VITALS | |||||
---|---|---|---|---|---|
Health: | 1050 | Stun: | 1100 | ||
WALKING | |||||
Forward Walk Speed: | 0.045 | Back Walk Speed: | 0.030 | ||
JUMPING | |||||
Jump Total Frames: | 4+37+4 | Jump Distance: | 1.98 Forward/Back | ||
DASHING | |||||
Forward Dash Frames: | 16 | Forward Dash Distance: | 0.83 | ||
Back Dash Frames: | 27 | Back Dash Distance: | 0.90 | ||
FA + Forward Dash Frames: | 18 | FA + Back Dash Frames: | 22 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-18 | FA + Back Dash Airborne: | 6-13 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -3 | Lv1 FA + Back Dash (Block): | -7 | ||
Lv2 FA + Forward Dash (Block): | +3 | Lv2 FA + Back Dash (Block): | -1 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
5 | 2 | 5 | 3 | 7 | 50 | 50 | M | Sp Su | - |
5MP (Close) | cl. ![]() |
6 | 2(4)1 | 9 | 3 | 7 | 50x2 | 100*50 | M | TC Sp Su | 2 hits; Sp/Su cancel works on 1st hit only; HP Target Combo works on 2nd hit only; either hit chains to 3HK Target Combo; both hits connect on airborne opponent |
5HP (Close) | cl. ![]() |
8 | 8 | 10 | 0 | 5 | 120 | 200 | M | Su | First 2 active frames cancellable with a lower hitbox; final 6 active frames hit above Honda; damage no longer reduced on later active frames |
5LK (Close) | cl. ![]() |
5 | 3 | 6 | 2 | 5 | 60 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
4 | 3 | 12 | -1 | 2 | 95 | 100 | M | Sp Su | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
5 | 2 | 6 | 3 | 6 | 55 | 50 | M | Sp Su | - |
5MP (Far) | far. ![]() |
9 | 3 | 10 | -2 | 3 | 100 | 100 | M | Su | - |
5HP (Far) | far. ![]() |
10 | 6 | 16 | -4(0) | 0(4) | 120 | 230 | M | Su | First active frame hits above Honda and continues forward & downward; frame advantage depends on range and opponent height; damage no longer reduced on later active frames |
5LK (Far) | far. ![]() |
5 | 2 | 7 | 2 | 5 | 60 | 50 | M | Sp Su | - |
5MK (Far) | far. ![]() |
8 | 2 | 12 | 0 | 3 | 100 | 100 | M | Su | - |
5HK | st. ![]() |
6 | 2*3 | 14 | 1(-1) | 6 | 90*60 | 150*100 | M | Sp Su / - | 2 hits, only 1st is cancellable; forces stand on hit; (block adv. if 2nd hit whiffs); no longer a proximity normal, looks like USF4 cl.5HK; both hits connect on airborne opponent |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 2 | 6 | 2 | 5 | 50 | 50 | M | Sp Su | - |
2MP | ![]() ![]() |
8 | 4 | 9 | 1 | 4 | 95 | 100 | M | Su | - |
2HP | ![]() ![]() |
8 | 3 | 17 | -4 | 2 | 140 | 200 | L | Su | - |
2LK | ![]() ![]() |
5 | 2 | 7 | 2 | 4 | 50 | 50 | L | Sp Su | - |
2MK | ![]() ![]() |
6 | 3 | 11 | 0 | 3 | 80 | 100 | L | Sp Su | - |
2HK | ![]() ![]() |
14 | 2(5)1 | 8 | 2 (9) |
KD (12) |
120 (80) |
200 (100) |
L | Su | Final active frame hits backwards (better adv, no KD); KD Adv: +26 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sweep Kick | ![]() ![]() |
8 | 2 | 26 | -12 | KD | 110 | 200 | L | - | Comparable to Honda's USF4 Far 5HK, but knocks down and is more unsafe on block; KD Adv: +14 |
Shikofumi (Overhead) |
![]() ![]() |
21 | 2(2)4 | 14 | -2 | 4 | 30*80 | 125*80 | H | - | 2 hits; can no longer kara cancel the startup, no longer knocks down |
Target Combo 1 | cl.![]() ![]() ![]() |
- | - | - | -2 | 6 | *30*80 | *125*80 | *M*H | - | Not a true combo, even on counterhit; (data for 3HK part only) |
Target Combo 2 | cl.![]() ![]() |
- | - | - | -8 | KD | *60*40 | *100*50 | *M*M | - | Must cancel from 2nd hit of cl.5MP; HP has 2 hits; launches opponent into juggle state; (data for HP part only); KD Adv: +40 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
7 | 6 | - | - | - | 70 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
7 | 7 | - | - | - | 90 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
8 | 5 | - | - | - | 130 | 250 | H | - | - |
j.LK (angled) | ![]() ![]() |
6 | 6 | - | - | - | 70 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
6 | 8 | - | - | - | 90 | 100 | H | - | Crossup |
j.HK (angled) | ![]() ![]() |
6 | 7 | - | - | - | 120 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
7 | 5 | - | - | - | 70 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
6 | 8 | - | - | - | 110 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
8 | 10 | - | - | - | 120 | 200 | H | - | Can steer left/right |
j.LK (neutral) | ![]() ![]() |
7 | 9 | - | - | - | 70 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
9 | 9 | - | - | - | 110 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
7 | 9 | - | - | - | 130 | 200 | H | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+11 | 2 | 35 | -21 | KD | 120 | 150 | M | Dash | KD Adv: +10; +28 after Forward Dash, +24 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+10 | 2 | 35 | -15 | crumple | 100 | 150 | M | Dash | Focus release is 1f faster than USF4 version |
Focus Attack Lv. 3 | ![]() ![]() |
65 | 2 | 35 | crumple | crumple | 180 | 250 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Sabori (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 190 | 200 | T | - | KD Adv: +31 |
Rice Bale Throw (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 190 | 200 | T | - | KD Adv: +14 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Hundred Hand Slap | Mash ![]() P~P~P~LP |
4 | 2(4)1(4) 2(4)1 |
13 | 0 | 4 | 30x3*40 | 50x3*100 | M | Su | All hits Super cancellable; no longer has mashed extension |
MP Hundred Hand Slap | Mash ![]() P~P~P~MP |
10 | 2(4)1(3) 2(4)1(2)2 |
11 | 0 | 5 | 20x4*40 | 30x4*80 | M | Su | All hits Super cancellable; no longer has mashed extension |
HP Hundred Hand Slap | Mash ![]() P~P~P~HP |
14 | 3(5)1(4) 3(5)1(4) 2(5)2(4)2 |
15 | 0 | 8 | 10x6*50 | 20x7 | M | Su | All hits Super cancellable; no longer has mashed extension |
![]() |
Mash ![]() P~P~P~PP |
6 | 2(4)1(3) 2(4)1(2) 2(4)1(4)3 |
17 | 1 | KD | 20x6*60 | 20x6*80 | M | FA | Final hit knocks down and can FADC, but can only juggle into Focus Attack; KD Adv: +37 |
LP Sumo Headbutt | ![]() ![]() ![]() [4]6+LP |
9 | 17 | 14+13 land (15 land) |
-9 | KD | 160 [140] |
250 [200] |
M | Su* | 1-9f upper body strike invuln, 1-9f projectile invuln, 10-25f lower body projectile invuln, 10-39f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~17]; (landing recovery on hit/block); KD Adv: +29 |
MP Sumo Headbutt | ![]() ![]() ![]() [4]6+MP |
5 | 19 | 14+13 land (16 land) |
-10 | KD | 170 [150] |
250 [200] |
M | Su* | 1-6f lower body strike invuln, 1-6f projectile invuln, 7-23f lower body projectile invuln, 7~37f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~19]; (landing recovery on hit/block); KD Adv: +28 |
HP Sumo Headbutt | ![]() ![]() ![]() [4]6+HP |
8 | 48 | 14+17* land (17 land) |
-11 | KD | 180 [160] |
200 | M | Su* | 10-55f lower body projectile invuln, 10-69f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~48]; (landing recovery on hit/block); active frames end upon reaching edge of screen (13f landing recovery if this happens); KD Adv: +27 |
![]() |
![]() ![]() ![]() [4]6+PP |
9 | 2*13 | 14+13 land (15 land) |
-9 | KD | 130*80 [180] |
150*100 [200] |
M | FA* | 1-14f full invuln, 15-23f lower body projectile invuln, ~37f airborne; Armor Break; first 2 active frames cancellable; [data when hitting later in active frames]; (landing recovery on hit/block); KD Adv: +29 (close), +28 (far) |
LK Zuri Fugaku (Tackle) |
![]() ![]() ![]() [4]6+LK |
10 | 4(11)5 | 16 | -2 | KD | 70*60 | 150*50 | M | Su | 1-9f upper body invuln; KD Adv: +27 |
MK Zuri Fugaku (Tackle) |
![]() ![]() ![]() [4]6+MK |
13 | 4(11)5 | 15 | -1 | KD | 80*60 | 150*50 | M | Su | 1-11f upper body invuln; KD Adv: +28 |
HK Zuri Fugaku (Tackle) |
![]() ![]() ![]() [4]6+HK |
19 | 4(11)5 | 16 | -2 | KD | 100*60 | 150*50 | M | Su | 1-17f upper body invuln; KD Adv: +27 |
![]() (Tackle) |
![]() ![]() ![]() [4]6+KK |
10 | 5(10) 5(9)8 |
22 | -9 | KD | 60*40*80 | 100*50x2 | M | FA | 1-9f upper body invuln; KD Adv: +21 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Sumo Smash (Butt Slam) |
![]() ![]() ![]() [2]8+LK |
25 | 6 | 19 land | -4 | KD | 160 | 250 | H | - | 1-15f throw/projectile invuln, ~30f airborne; KD Adv: +2~3 |
MK Sumo Smash (Butt Slam) |
![]() ![]() ![]() [2]8+MK |
26 | 6 | 20 land | -5(-4) | KD | 160 | 250 | H | - | 1-17f throw/projectile invuln, ~31f airborne; KD Adv: +3~4 |
HK Sumo Smash (Butt Slam) |
![]() ![]() ![]() [2]8+HK |
29 | 6 | 20 land | -5(-3) | KD | 160 | 250 | H | - | 1-19f throw/projectile invuln, ~34f airborne; KD Adv: +3~5 |
![]() (Butt Slam) |
![]() ![]() ![]() [2]8+KK |
5(30) | 2(3)7 (14)6 |
22 land | -7(-5) | KD | 50x2*100 | 50x2*100 | M*H | - | 1-11f full invuln, ~36f airborne; first 2 hits connect on the way up; hits overhead on the way down; block advantage varies based on opponent height; if only upward hit connects, opponent is put into limited juggle state; KD Adv: +14 (upward hit), +3~5 (downward hit only) |
LK Back Crusher (Same-side Throw) |
![]() ![]() 63214+LK |
8 | 2 | 41 | - | KD | 230 | 200 | T | - | Slightly less than HP Oicho Throw; KD Adv: +29 |
MK Back Crusher (Same-side Throw) |
![]() ![]() 63214+MK |
8 | 2 | 41 | - | KD | 240 | 200 | T | - | Less range than LK version; KD Adv: +28 |
HK Back Crusher (Same-side Throw) |
![]() ![]() 63214+HK |
8 | 2 | 41 | - | KD | 250 | 200 | T | - | Less range than MK version; KD Adv: +28 |
![]() (Same-side Throw) |
![]() ![]() 63214+KK |
6 | 2 | 41 | - | KD | 260 | 150 | T | - | Longest range Back Crusher, in between LP/MP Oicho Throw range; KD Adv: +28 |
LP Oicho Throw (Sideswitch Throw) |
![]() ![]() 63214+LP |
5 | 2 | 41 | - | KD | 100 | 250 | T | - | Side switch vs. everyone except Hugo; longest meterless command throw range; KD Adv: +8 |
MP Oicho Throw (Sideswitch Throw) |
![]() ![]() 63214+MP |
5 | 2 | 41 | - | KD | 110 | 250 | T | - | Side switch vs. everyone except Hugo; less range than LP version or EX Back Crusher; KD Adv: +8 |
HP Oicho Throw (Sideswitch Throw) |
![]() ![]() 63214+HP |
5 | 2 | 41 | - | KD | 120 | 250 | T | - | Side switch vs. everyone except Hugo; less range than MP version, slightly more than LK Back Crusher; KD Adv: +8 |
![]() ![]() |
![]() ![]() 63214+PP |
7 | 2 | 41 | - | KD | 130*200 | 0*300 | T | FA* / - | Costs 2 bars, longest range of Honda's command throws; no longer throw invincible; can be comboed into and has juggle potential; 2nd hit cancels into Focus Attack, but loses significant damage/stun; if 2P is input too late, meterless Oicho will come out due to more lenient input timing; KD Adv: +7 |
Salt Toss | ![]() ![]() 236+K |
13 | 12 | 10 | -2(4) | 4(10) | 1 | 1 | M | - | Whiffs on crouching opponents except Hugo; projectile hitbox (active frames 7-12 have extended hitbox, giving better advantage at max range); puts airborne opponent into free juggle state; lower priority than Zuri Fugaku if inputs overlap; can clash with high projectiles like Sagat's P Tiger Shot or air projectiles |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Super Killer Head Ram (LP Super) |
![]() ![]() ![]() ![]() [4]646+LP |
1+8 | 13(36)23 | 14+17 land | -6 | KD | 150*300 | - | M | - | 1-13f full invuln, 14-80f projectile invuln, 8-44f and 55-94f airborne |
MP Super Killer Head Ram (MP Super) |
![]() ![]() ![]() ![]() [4]646+MP |
1+9 | 16(36)23 | 14+17 land | -6 | KD | 150*300 | - | M | - | 1-12f full invuln, 13-84f projectile invuln, 8-48f and 59-98f airborne |
HP Super Killer Head Ram (HP Super) |
![]() ![]() ![]() ![]() [4]646+HP |
1+9 | 25(36)23 | 14+17 land | -6 | KD | 150*300 | - | M | - | 1-9f full invuln, 10-93f projectile invuln, 8-57f and 68-107f airborne; worst reversal Super as it will trade with a strike's active frames |
Ultimate Killer Head Ram (Ultra 1) |
![]() ![]() ![]() ![]() [4]646+PPP |
0+11 | 24 | 22+13 land | -15 | KD | 60x7*98 | - | M | - | 1-11f full invuln, 12-34f projectile invuln, 8-56f airborne; KD Adv: +62 |
Orochi Breaker (Ultra 2) |
![]() ![]() ![]() 6321463214+PPP |
0+1 | 2 | 70 | - | KD | 150*375 | - | T | - | 1-2f full invuln; KD Adv: +50 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
- 288/320, 0 bar -- 2LK, 2LP, cl.5MK xx HP Headbutt
- 306/330, 0 bar -- cl.5LK, cl.5LP x2, 2MK xx HP Headbutt
- 314/425, 0 bar -- cl.5LP, cl.5MP > HP, juggle MP Headbutt
- 315/430, 0 bar -- 2LP xx MP Hundred Hands, 2LP xx MP Headbutt
- Execution tip: 2LP~MP~LP~MP works easily (only 4 inputs required)
- 308/410, 0 bar -- cl.5MP, 2MK xx MP Headbutt
- 278/400, 0 bar -- 2MK xx HP Hundred Hands, 6HK
- 334/400, 1 bar -- 2MK xx HP Hundred Hands, EX Hundred Hands (+ corner followup)
- 353/510, 0 bar -- LP Hundred Hands, cl.5MK xx HP Headbutt
- LP Hands must be point blank, no confirm into it
- 316/435, 0 bar -- 3HK, 2LP, 5LP xx HP Headbutt
- 435/505, 2 bar -- 3HK, 2LP, 5LP xx Orochi Slammer
Punishes:
- 620/300, 4 bar -- 2MK xx HP Headbutt xx Super
- Close range; only first 2 active frames of Headbutt cancel to Super
- 550/240, 4 bar -- 2MK xx HP Hundred Hands (7 hits) xx Super
- Less damage than Headbutt, but works from farther range
- 521(525)/120, 4 bar -- Orochi Slammer xx Lv. 2 Focus, Ultra 1 (or Ultra 2)
- 550/0, 4 bar -- Orochi Slammer xx FADC, Ultra 2
Counterhit Confirms:
- CH 2MP: 2MK
- CH cl.5HP: 2MK or 2HP
- CH 2LK/2LP/cl.5LK: 2MK or cl.5MP
- CH 2HP: 2LK or 2LP
- CH Salt Toss (close range): 2MK
Ultra Setups:
- Orochi Slammer (63214PP) 2nd hit xx Lv. 2 Focus, U1 or U2
- Uses 4 bars, ultras are heavily scaled; combo into Super is usually stronger if possible
- Orochi Slammer (63214PP) 2nd hit xx FADC, U2
- Same as above, but can combo into U2 without a crumple for less scaling
- EX Buttslam (high connect on the way up), juggle U1
- Requires very early AA reaction
Useful Info
Reversals:
- EX Buttslam (
,
/ [2]8+KK) - 5f, fully invuln, hits on both sides, somewhat hard to punish
- EX Headbutt (
,
/ [4]6+PP) - slower but also invuln, -9 on block but higher pushback can make it safe on some characters
- LP Headbutt - has upper body invuln, can beat many high/mid attacks
- MP Headbutt - has lower body invuln, can beat low attacks
- Super (
,
/ [4]646+P) - MP version is the most useful due to its travel speed + invincibility; only -6 on block with some pushback
- HP version invincibility runs out before active frames, LP version travels more slowly but has 1f faster startup
- Ultra 1 (
,
/ [4]646+PPP) - a little slow, but has enough invincibility to go through most attacks
- Ultra 2 (
/ 63214,63214+PPP) - 1f throw, can be jumped post-freeze but will beat any grounded attack if the opponent commits
Anti-Airs:
- 2MP - surprisingly strong AA when used late
- cl.5HP - great upwards hitbox for close range jumps
- far.5HP - another good vertical hitbox for farther range jumps
- 5HK - inconsistent and likely to trade at some ranges
- LP Headbutt (
,
/ [4]6+LP) - upper body invuln, very reliable if timed late
- EX version also works well but it's usually worth saving the meter; can also do LP Headbutt xx Super
- EX Buttslam (
,
/ [2]8+KK) - fast and invincible, hitting on both sides if you have down charge
- early AA connect on the way up can lead to a followup juggle
- Zuri Fugaku (
,
/ [4]6+K) - inconsistent, but lowers Honda's upper body hurtbox during startup
- Super / Ultra 1 - can AA like any other headbutt; LP Super is most consistent for AA
- Salt Toss (
/ 236K) - impractical, but if used early it can give a free juggle state
Anti-Focus:
- Headbutt (
,
/ [4]6+P) - all versions are fast and break armor
- Hundred Hand Slap (
x4 /P~P~P~P) - can be cancelled into on reaction if a normal is absorbed (LP is fastest)
- Super / Ultra 1 - will break armor, and invincibility will blow through focus release
- Oicho Throw/Back Crusher (
or
/ 63214+P or K) - command throws beat armor; PP, KK, and LP command throws have the most range
- Ultra 2 - if in range and opponent is charging focus, their backdash won't be airborne quickly enough to escape the throw
Anti-Projectile:
- Ultra 1 (
,
/ [4]646+PPP) - most consistent option, high damage reaction punish
- Super (
,
/ [4]646+P) - same as U1, great projectile invuln
- Meter is very valuable for Honda, so this should generally only be used to kill or initiate a comeback
- Buttslam (
,
/ [2]8+K) - projectile invuln on startup, but not usually fast enough to use on reaction
- Can be used to blow up fake fireball blockstrings (MK version is most consistent)
- EX Headbutt (
,
/ [4]6+PP) - within about 1/2 screen, has enough invincibility to go through most projectiles
- Faster projectiles are easier to pass through, making it reliable from slightly farther away
Juggles:
- TC2 (cl.5MP > HP)...
- MP/EX Headbutt, EX Buttslam, Orochi Slammer, MP Headbutt xx Super
- LP Super can also juggle, but no reason to do this without the MP Headbutt cancel
- EX Buttslam (high connect, on the way up)...
- Ultra 1, MP/EX Headbutt, EX Buttslam, Orochi Slammer
- EX Hundred Hand Slap...
- MP/EX Headbutt, EX Buttslam, Orochi Slammer - Corner only
- xx Focus Attack juggle - Midscreen if starting from close range, otherwise Corner only
- Expensive, but may be worthwhile if the Focus kills
Miscellaneous:
- Command Throw range comparison: PP > LP > KK > MP > HP > LK > MK > HK