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{{AttackDataCargo-SF6/Query|e.honda_5hp}} | {{AttackDataCargo-SF6/Query|e.honda_5hp}} | ||
* '''Anti-Air Invuln (Upper Body):''' 8-10f | |||
* Punish Counter: KD +66(+68) Crumple / OTG [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] vs. airborne | |||
* '''Cancel Hitconfirm Window:''' 16f (17f for Sumo Spirit 214P) | * '''Cancel Hitconfirm Window:''' 16f (17f for Sumo Spirit 214P) | ||
* '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+10}} oB | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+10}} oB | ||
* Extends a hurtbox 1f before active that is vulnerable to projectiles | |||
<br> | <br> | ||
An all-purpose anti-air, counterpoke, and whiff punish tool. The exact frame advantage varies depending on the spacing and whether the opponent is standing or crouching. Although 5HP is an 8-frame move, the first frame only hits above him for anti-air purposes and the second frame has incredibly short range against grounded opponents. Realistically, you should consider the startup to be 10 frames for most combo applications. Only the first 3 active frames can be special canceled, so ranged combos and buffers will not work; however, Sumo Spirit allows for later active frames to cancel into Hundred Hand Slap. | |||
The crumple state on Punish Counter allows for strong follow-up conversions. From close range, Honda can follow this with a dash into 5HK > Sumo Dash for a powerful launching combo; from a little farther out, Drive Rush can be used for consistency. 5HP works as a counterpoke at these longer ranges, but generally won't lead to anything on counter-hit without a Sumo Spirit enhancement. 5HP is not very effective at counterpoking against projectiles due to the extended hurtbox just before the active frames begin. If the opponent attempts a late Drive Impact in neutral, the short 20f recovery may allow Honda to block or counter after being armor absorbed. | |||
The vertical hitbox is very disjointed during the early active frames, making it a strong anti-air when Headbutt is not charged. If it lands as an anti-air Punish Counter, the opponent is slammed down into a short juggle state; 5HP must be canceled to capitalize on this juggle, which requires some situational awareness. | |||
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Revision as of 22:45, 9 December 2023
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Early game information
This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
Introduction
A sumo wrestler looking to bring the sport worldwide, E. Honda has the skills of a yokozuna, but his constant globetrotting has prevented his promotion. Also an expert chef renowned for mouthwatering chanko stew.
Edmond Honda is a powerful and aggressive rushdown character with a speciality in long-range advancing offense. Honda's entire gameplan revolves around his signature sumo moves, burying opponents under a barrage of slaps, headbutts and ground slams until he's the only one left standing.
Honda's core move is Sumo Headbutt, a forward-moving special that just about does it all. If blocked normally, headbutt is safe and deals significant damage to the opponent's drive gauge. On hit, headbutt deals 1000+ damage and knocks down, leading to strong setplay. At close ranges, the headbutt is fast to start up and is difficult to react to or punish. Headbutt is also an anti-air, and OD headbutt has armor frames and works as a reversal. Opponents therefore can't carelessly approach Honda, as successful headbutts will get them slammed backwards. If opponents choose to block, they will burn out due to drive gauge damage, allowing Honda to begin nearly endless pressure against them. This forces opponents to take action and make risky guesses, and Honda capitalizes by forcing these interactions.
Outside of headbutt, Honda also has a great set of brawling tools. In close range, Honda has strong normals and target combos. Standing medium punch (5MP) is +1 on block and leads to tricky offensive sequences. At far range, Honda can poke with crouching medium punch (2MP) and Harai Kick (6HK). Oicho Throw (a damage-dealing command grab) and Sumo Smash (a combo finisher and anti-air that is plus on block) round out Honda's offense. Once he's gotten the hit, Honda is capable of dealing exceptional damage thanks to the mighty Hundred-Hand Slap, an incredible combo starter/filler/ender that is safe on block. Allowing Honda to stay still at fullscreen will let him apply Sumo Spirit, a buff that makes successful conversions with Hundred-Hand Slap hurt even more. All of this can make Honda very difficult to deal with once he's gotten close.
While Honda's offense is nothing short of devastating, it does have one major weakness: commitment. Unlike a lot of characters, Honda is all-in or all-out. He has poor movement speed, meaning his footsies can be somewhat lacking. He lacks a throw loop, and Oicho Throw resets him back to neutral on landing it. While Honda has great pokes, his Medium normals are notably either stubbier or slower than the majority of the cast, and he lacks a low to cancel into Drive Rush for demonstrating neutral control. Thus, Honda relies quite a bit on headbutt to get the job done in many matchups. That said, headbutt is a fantastic move that compliments Honda's gameplan well, so smart Honda players have to learn when to go ham and when to back off and be patient. Honda rewards both styles well, as any sumo should. If you love getting up close and personal and live for the feeling of landing a good headbutt or hand slap, there's no better Rikishi to show you the ropes than E. Honda.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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E. Honda | |
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Vitals | |
Life Points | 10500 |
Ground Movement | |
Forward Walk Speed | 0.045 |
Backward Walk Speed | 0.025 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.058 |
Backward Dash Distance | 0.601 |
Drive Rush Min. Distance (Throw) | 0.213 |
Drive Rush Min. Distance (Block) | 1.769 |
Drive Rush Max Distance | 3.375 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.9 |
Throw Hurtbox | 0.43 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 10 | Sp SA TC | 300 | LH | +4 | -1 |
- Cancel Hitconfirm Window: 13f (18f 5LP~MP TC)
- Drive Rush cancel advantage: +7 oH / +2 oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
Rarely used by itself. 2LP has a virtually identical range, deals the same damage, and is 1 frame faster.
5LP can be used as an emergency anti-air against shallow jump-in attacks, in situations where 5HP and headbutt would be too slow.
5LP is used most often as part of the Double Slap target combo.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 4 | 13 | Sp SA TC | 700 | LH | +6 | +1 |
- Moves Honda forward slightly
- Chains into Toko Shizume Target Combo (5MP~3HK)
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +11 oH / +8 oB
One of Honda's most important normals. This move is +1 on block (up to +3 if done meaty on opponent's wakeup). This move forces the opponent to make a defensive guess, as otherwise this move allows you to maintain plus frames indefinitely.
This move is very strong if drive rushed. On hit, this move combos into standing heavy kick (5HK) or crouching medium punch (2MP). On block, you are +5 and can follow up with many offensive options. Because you have such large frame advantage in either case, it is easy to react to drive impact. Drive rush 5MP is a core part of Honda's offense.
The 3HK follow-up is an overhead and can be kara-canceled into Oicho Throw. Normally, there is a wide gap between 5MP and the 3HK allowing an opponent to press a button. If you do the 5MP out of drive rush, the 3HK follow-up becomes a frame trap.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8(9) | 7 | 20 | Sp SA | 900 | LH | +1(+4) | -6(-3) |
- Anti-Air Invuln (Upper Body): 8-10f
- Punish Counter: KD +66(+68) Crumple / OTG limited juggle state vs. airborne
- Cancel Hitconfirm Window: 16f (17f for Sumo Spirit 214P)
- Drive Rush cancel advantage: +15 oH / +10 oB
- Extends a hurtbox 1f before active that is vulnerable to projectiles
An all-purpose anti-air, counterpoke, and whiff punish tool. The exact frame advantage varies depending on the spacing and whether the opponent is standing or crouching. Although 5HP is an 8-frame move, the first frame only hits above him for anti-air purposes and the second frame has incredibly short range against grounded opponents. Realistically, you should consider the startup to be 10 frames for most combo applications. Only the first 3 active frames can be special canceled, so ranged combos and buffers will not work; however, Sumo Spirit allows for later active frames to cancel into Hundred Hand Slap.
The crumple state on Punish Counter allows for strong follow-up conversions. From close range, Honda can follow this with a dash into 5HK > Sumo Dash for a powerful launching combo; from a little farther out, Drive Rush can be used for consistency. 5HP works as a counterpoke at these longer ranges, but generally won't lead to anything on counter-hit without a Sumo Spirit enhancement. 5HP is not very effective at counterpoking against projectiles due to the extended hurtbox just before the active frames begin. If the opponent attempts a late Drive Impact in neutral, the short 20f recovery may allow Honda to block or counter after being armor absorbed.
The vertical hitbox is very disjointed during the early active frames, making it a strong anti-air when Headbutt is not charged. If it lands as an anti-air Punish Counter, the opponent is slammed down into a short juggle state; 5HP must be canceled to capitalize on this juggle, which requires some situational awareness.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 9 | Sp SA | 300 | LH | +5 | -1 |
- Cancel Hitconfirm Window: 12f
- Drive Rush cancel advantage: +6 oH / 0 oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
Honda's secondary 4-frame button (after 2LP) and his button with the overall shortest duration (14 frames start to finish on whiff).
Does not chain into any other move, but is +5 on hit (compared to 2LP being +4), which links into 5LP > 5MP target combo, so 5LK has higher damage potential.
5LK can be blocked high or low, but its hitbox is low to the ground, which is relevant in some interactions. Marisa's gladius, for instance, has armor that would absorb 2LP but is beaten by 5LK.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 4 | 16 | - | 700 | LH | +4 | -3 |
A neutral poke that cannot be special canceled. In general, this move is less useful than 5MP as they have the same startup, the same damage, very similar ranges, both are +4 on hit but 5MK is -3 on block (compared to 5MP +1), and 5MP can be special canceled. However, 5MK moves Honda forward a greater distance than 5MP, so you can use this move to advance while maintaining back charge.
5MK also has utility after forward throw for meterless hit confirms. See the forward throw listing for more information.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 2(1)4 | 22 | Sp SA | 400x2 | LH | -1 | -5(-11) |
- Cancel Hitconfirm Window: 34f (1st hit: 18f on hit, 21f on crouch block)
- Drive Rush cancel advantage: +17 oH / +8 oB, 2nd hit +15 oH / +11 oB
Hits twice. First part will force standing on hit (but not on block), second hit whiffs against crouching (in which case Honda is -11 instead of -5). Both hits are special-cancelable, although the first hit causes more hitstun and can combo into things the second hit can not.
First hit of 5HK is Honda's primary way to combo into Taiho Cannon Lift and therefore one of his most important combo tools. Second hit still combos into many useful specials including HP Hands and can be Drive Rush canceled to start an offense similarly to 5MP.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 10 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 2LP/2LK (true blockstring)
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +7 oH / +2 oB
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
An extremely important defensive poke and hitconfirm tool, you'll press this button more than any other. Starting a light chain with 2LP keeps the opponent locked in a true blockstring, preventing them from using an invincible reversal. At close range, it has enough range for a 3-hit light confirm; a string like 2LP > 2LK > 2LP is useful for opening up opponents trying to walk, dash, or jump out of pressure after blocking the first attack.
2LP can combo into LP Hundred Hand Slap or LP/MP Headbutt; HP Headbutt also combos, but only at extremely close range making it impractical in most scenarios. If the opponent is standing, Honda can also build the charge for a Sumo Smash cancel, but the upwards hit whiffs on crouching opponents.
Because Headbutt is safe on block, you can cancel a single 2LP into Headbutt with minimal risk, skipping the need to hitconfirm. This is useful at awkward ranges where 2LP > 2LP would whiff. At far ranges, 2LP > LP Hundred Hand Slap is also safe.
Critically, 2LP can be canceled into Drive Rush. It's one of the few light normals in the game that has frame advantage on a blocked DR Cancel, allowing for frame traps and strike/throw mixups; however, Honda cannot form a true blockstring from this cancel, making it vulnerable to invincible reversals. On hit, a DR Cancel links into 2LP/5LK which gains enough advantage for a combo into 5HK. While any route into 5HK is useful, the extra scaling from a light normal starter and Drive Rush makes the damage quite low considering the high Drive gauge cost.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 4 | 16 | Sp SA | 600 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +13 oH / +7 oB
An important button for all parts of the game.
In neutral, this is a decent poke and can be canceled into specials, drive rush, or drive impact. However, be careful because this button is relatively short. Buttons such as Kim 5MK and Ken 2MK clearly outrange Honda 2MP, so if you press aggressively in some matchups you will be punished. Also be aware how far this reaches after your own blockstrings. For example, 2MP will whiff after 2LK > 2LP > 2LP.
In blockstrings, this is a frame trap whenever you are +5 to +7. Notably, drive rush 5MP is +5, so 2MP is a common follow-up. Because 2MP can be canceled into drive impact, you can react if the opponent tries to DI out of pressure.
In combos, 2MP is used to convert off a variety of +8 situations, usually off of 5MP. Punish counter 5MP and drive rush 5MP are both +8, allowing you to continue the combo with 2MP. Punish counter 2LP also links into 2MP, although 2MP can whiff at far distances.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 4 | 17(19) | - | 800 | LH | +3(+5) | -3(-1) |
- Cancel Hitconfirm Window: 18f (Sumo Spirit 214P)
An advancing poke with long range. Useful as a way to check someone trying to advance into footsies range. However, this move is relatively slow at 11 frames and can be difficult to use against characters with fast, long-range neutral pokes. Despite its visual appearance, this move does not hit low and can be blocked standing.
Safe on block at -3 but susceptible to whiff punishes. Although +3 on hit, Honda will often be too far away to continue any pressure.
If you have sumo spirit activated, 2HP can cancel into hundred hand slap, which then links into additional damage due to the sumo spirit follow-up. This makes 2HP a significant threat, allowing Honda to convert into massive damage off a far-reaching poke.
2HP moves forward a significant amount, allowing Honda to advance while maintaining down and back charges.
2HP can be used out of drive rush and is plus on both hit and block. Without sumo spirit, 2MK is often a stronger option as it is faster, hits low, and creates higher frame advantage. Drive rush 2MK, for example, is +9 on hit and links into 2MP, while drive rush 2HP is only +7. However, drive rush 2HP is useful if you need the extra range or have sumo spirit active and can cancel into hundred hand slap.
Because 2HP moves forward, it is possible to hit on a later active frame if spaced correctly, which adjusts the frame data slightly. For example, this move is -3 on block if hit close but can be -1 on block if hit far.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 9 | Chn | 200 | L | +3 | -3 |
- Chains into 2LP/2LK (not a true blockstring)
- Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
A useful tool in light chains to open up opponents that stop blocking low under pressure. Using 2LK as the first and/or second hit of a light chain increases the chance of landing a hit, but any chain after 2LK leaves a blockstring gap that the opponent can reversal through. Opponents mashing light normals in this gap can be counter-hit, but this doesn't lead to anything useful due to Honda's slow normals (at best, 2LK > CH 2LP > HP Headbutt works for slightly more damage than a MP Headbutt ender).
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 17 | - | 500 | L | +6 | -2 |
Do not compare this to other 2MKs in the game. This is a mediocre neutral poke and cannot be special canceled. You will rarely use this button to check someone's feet while shimmying back and forth.
The notable feature of 2MK is being +5 on hit, which combos into 5LP > 5MP target combo. This is a higher-reward alternative to normals that are +4, with the risk being that 2MK is worse on block. For example, 5MP is +1 on block and 2MK is -2.
The other use of 2MK is out of Drive Rush. Drive Rush 2MK is a relatively fast low attack that covers a lot of distance, and at +9 on hit leads into decent combos.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(6)5 | 14 | - | 900 | L | HKD +30(+39) | -10(-1) |
- 2 hits; 2nd hit is behind E. Honda (better block/KD advantage)
- Counter-hit/Punish Counter: HKD +45(+54)
- Has juggle potential; not a Hard Knockdown when juggled into
A relatively slow and short-range sweep that moves Honda slightly forward. Most characters can punish a blocked sweep with a sweep of their own, but Honda is matchup-dependent. There are many sweeps Honda cannot punish with his own.
Harai kick (6HK) has longer range and is only -5 on block, so it is a stronger option in many cases if you want to check someone's feet. However, the reward of a successful sweep is higher, as a +30 hard knockdown allows Honda to dash forward and run offense without spending drive gauge.
The backwards hit grants better frame advantage, but there are very few practical ways to set it up. An opponent jumping over Honda from close range may land into the backwards active frames, leading to a Punish Counter if they input an air normal.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 6 | 3 land | - | 300 | H | +3(+9) | -1(+5) |
- Can be used as a fuzzy instant overhead
Honda's fastest air-to-air button. Useful when you need to react quickly to an airborne attack. The instant overhead property can be useful for closing out a round after a low-health opponent blocks a deep jump-in, but it's very unsafe if the opponent blocks or survives the hit.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 8 | 3 land | - | 700 | H | +5(+11) | +1(+7) |
Has a larger horizontal range than j.MK, but generates smaller frame advantage when landing. Exact frame data depends on height, but everything else equal, if you press j.MP rather than j.MK, you will land with fewer plus frames. Use this when you need a quick horizontal attack in the air.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | - | 800 | H | +9(+15) | +5(+11) |
Honda's highest-damage air-to-air option. Relatively slow to start up, but good if you can react quickly to a jump and it is 1 frame faster than j.HK and neutral jump HP. Can also be used as a jump-in attack as it does the same damage as j.HK.
8j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 8 | 3 land | - | 800 | H | +12(+15) | +8(+11) |
While performing this move, hold left or right to steer Honda through the air, altering his trajectory. Double-palm hitbox in front of Honda makes this move useful for neutral. Repeated j.8HPs can be used as a pre-emptive air-to-air or even to stuff grounded approaches. Can also be used to advance forward and attack from a range where opponents are not expecting it.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
This is Honda's secondary cross-up after flying sumo press (j.2MK). In many scenarios, j.2MK is the superior option as it deals more damage and creates more frame advantage on hit and block. However, you can use j.LK to alter the timing of your jump-in pressure.
As an example, j.2MK is +7 or higher on block, while j.LK is +5 at most. This means you can hit a deep j.LK and immediately Oicho Throw as a mixup, while you would have to delay the Oicho Throw after a j.2MK.
Note that j.LK can be +0 to +5 on block depending on how deep you hit the opponent. In general, if you're using this button, you want to hit the opponent deep as otherwise the situation is neutral.
In situations where you're landing very close to the opponent, you can adjust the timing of j.LK to hit in front or hit cross-up.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 700 | H | +8(+13) | +4(+9) |
Has less horizontal range than j.MP but pops the opponent up higher, generating greater frame advantage when landing. Exact frame data depends on height, but everything else equal, if you press j.MK rather than j.MP, you will land with more plus frames. Use this when you want a relatively fast air-to-air that generates frame advantage on landing.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 8 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
Honda's go-to jump in button. Leads to big damage on hit and large frame advantage if blocked. A poor air-to-air button as this move has slow startup and a downward-facing hitbox.
Command Normals
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 21 | - | 900 | L | +1 | -5 |
Honda advances forward while attacking with a standing Low kick. Forward movement gives 6HK surprising range which can clip opponents who are playing footsies from outside of his usual poke range.
Drive Rush into 6HK is +7 and can connect unexpectedly from nearly full-screen, letting Honda confirm into 5LP~MP.
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 6 | 18 | kara | 800 | H | +3 | -3 |
A standing overhead attack with a short range. Can be done by itself or via the Toko Shizume target combo (5MP~3HK). In general, Power Stomp is used in specific offensive sequences where it hits meaty or frame traps. This move is otherwise slow to start up and has a short range, making it extremely risky to use in neutral.
At only +3, Power Stomp does not combo on normal hit, but +3 is a strong offensive situation. Honda can frame trap with any light button or normal throw.
For Power Stomp to combo, it must counter-hit or be done out of drive rush. You can also time Power Stomp to hit on a later frame on an opponent's wakeup, making it up to +8 on hit.
Power Stomp can be kara canceled into any special or super art, most importantly into oicho throw (631214K). This overhead/throw mixup is a core part of Honda's offense. Canceling into Neko Damashi (22P) can hit opponents trying to jump out. If you have Sumo Spirit installed, Neko Damashi can be hit confirmed into Hundred Hand Slap, converting into a large combo.
See the 5MP~3HK section for additional information specific to that combo.
j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 9 | 3 land | - | 500 | H | +10(+13) | +6(+9) |
Must be performed while jumping forward. If you input j.2MK during a neutral or backward jump, you will perform a normal j.MK.
Honda's primary cross-up and a good jump-in button if you need to cover both your left and right sides (for example, if an opponent might walk under you). Against normal-height characters, Flying Sumo Press is minimum +7 on block but can be higher if you hit deep. It is minimum +11 on hit.
5MP is a strong follow-up after Flying Sumo Press. On block, 5MP will frame trap and is plus on block, enabling follow-up pressure. On hit, 5MP will combo and can be linked into 2LP.
Against tall characters (such as Zangief and Marisa), Flying Sumo Press is minimum +6 on block and +10 on hit. 5MP will trade with 4-frame buttons but can be comboed afterward. On hit, 5MP will hit as normal. You can also hit Flying Sumo Press deeper to create more frame advantage.
On punish counter, Flying Sumo Press is minimum +14 against tall characters and +15 against others. If you recognize a punish counter situation, you have plenty of time to hit a heavy button afterward and do a high-damage combo.
Target Combos
5LP~MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 4 | 20 | Sp SA | 600(480) | LH | KD +34 | -10 |
- Cancel Hitconfirm Window: 35-36f
- Drive Rush cancel advantage: KD +48 oH / +4 oB
In general, leads to higher damage combos and stronger oki than combos that start with 2LP. The difference between +4 situations and +5 situations is important to Honda, and Honda players should make sure they recognize those +5 situations.
On hit, Double Slaps knocks the opponent airborne in a juggle state. You can combo most special moves during this juggle. Be aware that you can build charge during the Double Slaps animation, allowing you to use both headbutt or sumo smash.
Unlike normal 5MP, which is +1 on block, Double Slaps is -10 on block, making it easily punished by most characters.
Both hits of Double Slaps are special cancelable. You will virtually always combo the second hit, but both hits being special cancelable allows you to easily react to an opponent's drive impact.
A basic offensive sequence off Double Slaps is 5LP~MP > headbutt > forward jump j.HK. After the headbutt, you will be +42 on block, making the j.HK a safe jump.
5MP~3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 6 | 18 | kara | 800 | H | +3 | -3 |
Target combo to chain 5MP into Honda's overhead. 3HK in this target combo is identical to the raw version.
5MP into either 3HK or into kara-cancel Oicho has a 6f gap; it will lose to mashed jabs and the overhead can be Drive Impacted or Drive Parried out of (although both of those options will lose to kara-Oicho). Drive Rush into target combo is the truly scary option. With the gap reduced to only 2 frames, both 3HK and Oicho will beat any mashed button. Additionally, 3HK will now connect fast enough to catch people trying to jump, and will recover in time to counter-DI a Drive Impact.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +17 | - |
- Punish Counter: HKD +17
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Honda's forward throw does not generate oki midscreen if the opponent back rises. Even with Drive Rush, the opponent wakes up too quickly, and Honda cannot threaten with any meaty attack. For this reason, in midscreen, consider Back Throw, which generates greater frame advantage.
In the corner (or on hard knockdown after a punish counter throw), Honda must use Drive Rush to generate significant oki. Drive Rush 5MP leaves a 4-frame gap, which can technically be traded with a 4-frame attack. However, Honda is still +8 after the trade and can link 2MP. Any button faster than 10 frames will beat non-reversal attacks.
Without Drive Rush, Honda can still walk forward and challenge with normals. This is one situation where 5MK can be useful since it moves Honda forward significantly. If 5MK hits meaty, you can link into 2LP and combo. Other normals are harder or impossible to hit confirm.
Be aware that Honda does not get throw loops off forward throw in any situation. If you attempt to walk or Drive Rush into a throw (normal or Oicho), the opponent will be able to mash out with fast buttons.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +24 | - |
- Side switch
- Punish Counter: HKD +24
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Honda can dash for perfect meaty throw timing (+5 after dash). It's also possible to walk for a follow-up throw, but this requires frame-perfect timing to get close enough if the opponent wakes up with a 4f normal. The advantage to walking is that Honda can instead choose to walk back and bait the opponent's throw tech, which is impossible after a dash.
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
- Armor (2-hit): 1-27f
- Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HK (2nd): 6[2] (stand block only)
- 5HP: 7[3]
- 5MP, 5HK (1st): 9[5]
- 2MP: 10[6]
- 5LP~MP: 13[9]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Armor Break
- 5f extra recovery on hit
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (66)
No results
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo
See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.
- Distance:
- 0.213 (min, cancel into immediate Throw)
- 1.769 (min, earliest blocking/movement frame)
- 3.375 (max, final DR frame)
- See Strategy page for Blockstring Gaps and Combo Routes
Special Moves
Sumo Spirit (22K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
51 | - | 1 | - | - | - | - | - |
Enhances the next use of Hundred Hand Slap.
Enhanced Hands causes Honda to end his usual Hundred Hands attack with a downwards chop on hit. The chop causes a large amount of hitstun against grounded opponents and bounces airborne ones, allowing Honda to extend his combo afterwards. Grounded non-OD enhanced hands can link 2LP afterwards, enhanced OD hands can link 5LP afterwards. The bounce against airborne allows Honda to connect Headbutt, LP/MP/OD Hands, or OD Sumo Slam.
Enhanced Hands also gains the ability to be canceled into from certain moves that are otherwise not special-cancelable. Honda can cancel the following extra moves into Enhanced Hands:
- 2HP
- Later frames of 5HP (early frames are already special-cancelable)
- Neko Damashi (22P)
Hundred Hand Slap (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(4)2(2)1(2)2(1)1(1)2 [2(4)2(2)1(1)2(1)1(10)2] |
14 | SA3 | 80x5,400 (800) [80x5,450 (850)] |
LH | +2[+4] | -4 |
- Cancel Hitconfirm Window: 36f [49f] (Super)
- Sumo Spirit version counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 2(4)2(1)1(3)1(2)1(3)1(3)1(2)1(2)2 [2(4)2(2)1(3)1(2)1(4)1(1)1(14)2] |
17[14] | SA3 | 80x8,360 (1000) [80x7,490 (1050)] |
LH | +2[+4] | -8 |
- Cancel Hitconfirm Window: 51f [63f] (Super)
- Sumo Spirit version counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(2)1(2)1(2)1(1)2 [2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(1)1(1)1(14)2] |
17[14] | SA3 | 80x11,320 (1200) [80x10,450 (1250)] |
LH | +2[+4] | -8 |
- Cancel Hitconfirm Window: 66f [79f] (Super)
- Sumo Spirit version counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 4(6)2(3)2(3)2(4)2(2)2(2)2(2)2(1)2 [4(6)2(3)2(3)2(4)2(1)2(1)1(1)1(10)2] |
12 | SA2 SA3 | 80x8,160 (800) [80x9,130 (850)] |
LH | +4[+6] | -3 |
- Cancel Hitconfirm Window: 62f [73f] (Super)
[] refers to enhanced Sumo Spirit version.
Honda steps forward and attacks with repeated slaps. Heavier strengths advance further forward and hit additional times. The rapid multiple hits allow the move to beat Drive Impact and other armored moves, and if it does do this, the extra frame advantage from a counter-hit allows Honda to get a short combo afterward.
Not recommended to use in neutral due to being fairly minus on block. LP Hands is only -4 and can be safe if spaced well, but MP and HP Hands are always punishable. Hundred Hands is mainly useful in combos, especially the version enhanced by Sumo Spirit, as it allows for several possible extensions. Despite hitting several times, only counts as a single attack for damage scaling purposes.
Sumo Headbutt ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 1~22 | 2+18(17) land | SA3 | 1400(1000) | LH | KD +40 | -3 |
- Anti-Air Invuln: 4-13f; Airborne 14-33f (Forced Knockdown state)
- 1f less landing recovery on block
- Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
- Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 1~24 | 2+18(20) land | SA3 | 1400(1100) | LH | KD +40 | -3 |
- Anti-Air Invuln: 5-13f; Airborne 14-35f (Forced Knockdown state)
- 2f extra landing recovery on block
- Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
- Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 1~34 | 2+18(20) land | SA3 | 1500(1300) | LH | KD +40 | -3 |
- Anti-Air Invuln: 6-16f; Airborne 18-30(49)f (Forced Knockdown state)
- 2f extra landing recovery on block
- Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
- Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 5,1~30 | 30(37) land | - | 600,1000 | LH | KD +36(+37) | -20 |
- Armor: 1-8f, 9-34f; Airborne 14-25(34)f (Forced Knockdown state)
- Can absorb 2 hits if they occur during the 2 separate armor windows
- 2 hits (1st only connects at close range); 7f extra landing recovery on block
All Versions:
- 40f charge time; charge lasts up to 10f after releasing back direction
- () refers to reduced damage from active frame 5 onward
- Active frames end upon contact with opponent; all active frames result in the same frame advantage
An all-purpose neutral tool, counterpoke, anti-air, and combo ender, Sumo Headbutt is a core part of Honda's gameplan. Meterless versions are -4 on block, safe against every 4-frame button in the game due to its high pushback. The pushback is so high that some characters struggle to take back their turn even when they are at frame advantage; the exact spacing can vary on block, which may cause opponents to whiff their counterattack for an easy whiff punish.
Each version of Headbutt has different properties and travel speeds. LP Headbutt has the slowest travel speed and shortest distance, traveling ~50% of the screen length. While this makes it easier to react to, this is useful for messing with the opponent's parry timing. Since Perfect Parry is the primary counter to Honda's neutral tools, switching between Headbutt strengths is a good way to increase the difficulty. Honda can even whiff LP Headbutt from just beyond its max range, then land and punish the opponent's whiffed parry with a throw or Oicho Throw. LP Headbutt also has less landing recovery if the opponent armors through it with Drive Impact, making it more likely to land safely so Honda can counter with his own DI.
MP Headbutt travels ~80% of the screen and is the most effective overall at mid-range, working consistently from cancels and in juggles. It's fairly hard to react with parry at this range, making it more likely to chip away at the opponent's Drive gauge.
HP Headbutt has the highest damage and the highest travel speed once airborne, but the slower startup makes it more restrictive in combos and juggles. From beyond round start distance, the travel speed makes it the fastest overall option. It also travels incredibly far, continuing until Honda reaches the opponent or beyond the current edge of the screen. The opponent usually cannot bait this version with a jump unless Honda flies directly into the corner, as he will continue a long distance after crossing under. At the moment Honda gets behind the opponent, 10 more active frames will play out before starting his landing recovery (unless he reaches the corner before then).
Headbutts makes an excellent tool for bullying the opponent's Drive gauge, chipping away 0.75 bars on the LP/MP versions and 1 full bar on the HP version. If it happens to whiff punish the opponent's pokes, it also drains a whopping 1.25 Drive bars on its own. Keep in mind that the opponent will actually gain ~1/2 bar of Drive gauge on every successful parry attempt, so mindlessly using Headbutt can actually be harmful for winning the Drive meter war. Predictable Headbutt timing also makes Honda susceptible to Perfect Parry for a free punish, and longer range Headbutts can even be intercepted with Drive Impact on reaction for even more damage.
All meterless Headbutts have anti-air invulnerability, making it Honda's best anti-air when charge is available. However, this invulnerability does not apply to the first few startup frames, and it runs out when Honda becomes airborne. If you Headbutt too late, or if an opponent is able to adjust their air timing (such as with a divekick), Honda can still get hit; consider OD Sumo Smash or an air-to-air in these scenarios. Honda can cancel the early Headbutt active frames into SA3, making it a good option to increase his anti-air damage despite the significant damage scaling applied.
OD Headbutt has armor immediately on startup and can absorb up to 2 hits depending on when they occur. While a useful reversal, it loses to throws and causes Honda to take some recoverable damage; this prevents him from using it to absorb an attack at low health. Unlike meterless headbutts, the OD version is extremely punishable, though not quite as unsafe as most OD reversals.
Absorbing an attack with OD Headbutt causes Honda to incur only 7f hitstop; this makes it impossible to safe jump against him with a medium/heavy normal, so all setups must be adjusted to use light normals instead. OD Headbutt can reach full screen; if it whiffs under the opponent's jump, he will start his landing recovery beginning on frame 26 at the earliest. This affects whether or not Honda will land near the opponent, or continue flying past them to make the punish more difficult.
Sumo Smash ([2]8K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(45) | 4(26)8 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
- Airborne 7-48f (Forced Knockdown state)
- Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(42) | 4(24)7 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
- Airborne 7-45f (Forced Knockdown state)
- Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(39) | 4(22)6 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
- Airborne 7-42f (Forced Knockdown state)
- Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6(31~36) | 12(13~17)9 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +2 |
- Anti-Air Invuln: 5-17f; Airborne 5-39f (Forced Knockdown state)
- Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
[] refers to reduced damage on the cross-up downward hit.
Hits twice, once as Honda leaps up into the air (though it misses crouching opponents), then again as he slams downward with his butt. The L, M, and H versions of Sumo Smash all have slight differences in timing as they're falling. This difference is important if opponents are attempting to perfect parry Sumo Slam.
Honda can steer where he will land by holding left, right, or neutral while ascending. Honda can direct the slam to hit cross-up or same side even from fairly far away, although Buttslam deals slightly less damage as a cross-up.
Buttslam allows Honda to bully his way in on defensive opponents. The falling attack does fairly well against normal anti-airs, and the cross-up element can mess with opponents trying to use a DP or charge input to anti-air. Drive Impact can armor through the slam but the attack itself tends to whiff under Honda, letting him punish. The Buttslam is +1 on block, letting him frame trap challenges with 2LP, but he is too far away to enforce a throw mixup (defender can walk back out of any throw options). The rising hit is also fairly fast and has surprisingly good horizontal range, letting Honda "counterpoke" with random Buttslams or do annoying things like 2LP > [2]8K on block. It is also a good combo ender, dealing good damage and leading to a knockdown with Honda close and at good frame advantage to set up oki.
If the downward part of Buttslam hits as a Punish Counter (mainly if Honda reads a fireball and Buttslams over it), the opponent will be ground bounced. Honda can confirm with 5HK into a full combo of his choice.
OD Buttslam has air invincibility on the way up, making it a good alternative anti-air. It can be used to catch people neutral jumping at midrange, attempting to avoid Headbutt.
Oicho Throw (63214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2000 (2300) | T | HKD +7 | - |
- Range: 1.19; cannot be canceled into from normals
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2200 (2645) | T | HKD +7 | - |
- Range: 1.09; cannot be canceled into from normals
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2400 (2760) | T | HKD +7 | - |
- Range: 0.99; cannot be canceled into from normals
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2800 (3220) | T | HKD +7 | - |
- Range: 1.19; cannot be canceled into from normals
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
() refers to damage on Punish Counter.
Honda's command grab. All versions have identical frame data, differing only in range and damage. Of non-OD versions, LK Oicho Throw has the farthest range and the lowest damage, while HK Oicho Throw has the shortest range and highest damage. OD Oicho Throw has the highest damage overall with the same range as the LK version. However, the LK version's range is still relatively short. For example, both Zangief and Lily's LP command grabs outrange Honda significantly. Honda usually needs to have established a close position and frame advantage on the opponent to attempt an Oicho Throw as it is very difficult to use in neutral.
On whiff, Oicho Throw has massive recovery frames, opening Honda up to easy and high-damage punishes from the opponent. The more resources your opponent has, the higher risk a whiffed Oicho Throw becomes.
Oicho Throw is +7 on hit but places both characters away from each other, approximately round-start distance. So while Oicho Throw can represent a lot of damage, it resets Honda's offense. Players must use good judgment when assessing the risk/reward. An HK Oicho Throw might close out a round against a cornered opponent with low life, but a midscreen LK Oicho Throw is only 2000 damage and effectively resets the match to neutral. Honda players should mix normal throws into their offense as they are lower risk and lead to stronger oki.
Honda's 3HK overhead, both the normal version and the 5MP~3HK target combo, can be kara-canceled into Oicho Throw.
Be aware that minor differences in spacing can cause Oicho Throw to whiff due to its short range. For example, an opponent who blocks Sumo Slam ([2]8K) is often in range of LK/OD Oicho Throw, but it is not guaranteed. Characters walking backward for just a few frames can also make Oicho Throw whiff. Oicho Throw is therefore stronger in the corner where positioning is more reliable.
If you Oicho Throw an opponent in the corner, they will recover slightly forward of the corner, leaving a small gap for cross-ups.
Sumo Dash (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 51 total | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13(11) | - | 34 total | - | - | - | - | - |
"Stance" special command walk. Honda moves forward, taking three steps in total. Sumo Dash's primary purpose is to access its follow-up specials: Teppo Triple Slap and Taiho Cannon Lift.
Non-OD versions are completely identical. OD Sumo Dash has two main benefits: it allows Honda to access the follow-up specials 1 frame earlier than he normally can (13f instead of 14f), which gives some extra combo potential. It also improves the follow-up specials themselves, typically by giving them superior recovery or damage.
Teppo Triple Slap 1 (236K~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14+9 | 3(13)3 | 22 | SA3 | 400x2 | LH | KD +42 | -3 |
- Cancel Hitconfirm Window: 44f (Super) / 51f (Follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13+9 | 3(13)3 | 17 | SA2 SA3 | 400x2 | LH | +3 | +3 |
- Cancel Hitconfirm Window: 44f (Super) / 51f (Follow-up)
One of two options from Sumo Dash. Honda steps forward and attacks twice with his palm. LP/MP/HP versions are identical. It is easy to hit confirm Triple Slap 1, either continuing the move into Triple Slap 2 by pressing P again or canceling into super art 3. The OD version of Triple Slap 1 can also be canceled into super art 2.
On hit, this move is +42, which is one of Honda's strongest offensive situations since it leads to a safe jump. Even midscreen if an opponent backrolls, Honda gets a j.HK safe jump after this move. You will also be close enough to empty jump Oicho Throw if the opponent commits to blocking. If the opponent does not move, they will be in range for HK Oicho Throw. However, any back walk will put the opponent out of range of HK Oicho Throw, and opponents will naturally back walk if blocking high, so MK Oicho will be more consistent overall. The range can also vary if Triple Slap 1 hits from a far distance, so be aware of how far away Honda is from the opponent.
OD Triple Slap 1 is +45, however, and so a safe jump will not work unless manually delayed a few frames.
Triple Slap 1 is -3 on block and is a frame trap after a blocked 5HP. While safe, being -3 next to an opponent is dangerous, so this is a high-risk frame trap.
OD Triple Slap 1 is +2 on block, generating follow-up pressure. Note that Triple Slap 1 will lose to Drive Impact and can be reacted to, especially the OD version with its yellow flash.
This move is important when the opponent is in burnout, as the +4 frame bonus means more buttons will frame trap when leading into Triple Slap 1. The move becomes +1 on block, allowing follow-up pressure. As an example, 2MP > Triple Slap 1 is a frame trap. You can hit confirm with 2LP > 2LP afterward, comboing on hit or doing a frame trap HP headbutt on block. If you sneak in another 2MP at any point, you can reset the entire sequence.
Teppo Triple Slap 2 (236K~P~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 38 | - | 600 | LH | KD +22 | -24 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 38 | - | 800 | LH | KD +54 | -24 |
Follow-up to Teppo Triple Slap by pressing an additional punch button. It is now very punishable on block. Triple Slap adds a hefty amount of damage and still gives Honda oki potential near the corner, but knocks the opponent very far away, sacrificing midscreen Oki and the ability to score a safe jump like he can from Double Slap.
It is also worth noting that Triple Slap can not be canceled into supers, the way that the initial two hits can. If Honda intends to combo into SA2 (via OD Sumo Dash) or SA3, he needs to omit this attack.
Taiho Cannon Lift (236K~2P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(17)3 | 32(15) | SA3 | 400x2 | LH | KD +64 | -22 |
- Cancel Hitconfirm Window: 54f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(17)3 | 32(15) | SA2 SA3 | 500x2 | LH | KD +64 | -22 |
- Cancel Hitconfirm Window: 54f (Super)
Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or Drive Rush normal of his choice. Comboing into Taiho Cannon is a great way to increase Honda's damage potential, but it should never be used in neutral due to its slow startup and terrible recovery.
Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for the first hit of 5HK. The slightly faster startup of OD Sumo Dash allows Honda to additionally combo from the 2nd hit of 5HK, as well as from 5HP. Other factors such as Drive Rush advantage or Punish Counters can allow Honda to combo into Taiho Cannon from other normals, but the primary way remains 5HK(1).
Although Taiho Cannon can be super-canceled, this should never be done because both SA2 and SA3 will whiff under the launched opponent. Instead, Honda can complete the launcher and juggle into super, or juggle into a special move (such as HP/OD Hands) and super-cancel that move instead.
Neko Damashi (22P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 5 | 14 | Sp* SA3 | 600 | LH | +3(+7) | -3(+1) |
- Cancel Hitconfirm Window: 19f (Super / Sumo Spirit 214P)
Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version.
In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and counter-hit the opponent behind it. On counter-hit/punish counter, Honda can usually mash 2LP to link afterwards into a short combo. In practice, the 11f startup, relatively short active window, and limited range make this difficult to both space and time. However, Clap is safe on block, and so you can attempt to catch people with it.
If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP.
Super Arts
Level 1 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 5 | 48 | - | 2000 | LH | KD +13(+38) | -33 |
- Full Invuln: 1f (until freeze); Strike/Throw Invuln: 2-11f; Armor Break
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
SA1 is a fast reversal and combo tool. It's especially important to Honda because OD Headbutt is susceptible to throws; threatening with this Super can force the opponent to lay off their pressure occasionally, unless they have meaty projectile options to bypass the strike/throw invincibility.
On hit, the opponent is launched toward the wall; Honda's knockdown advantage depends on the distance from the edge of the screen, with farther launches leading to greater advantage. In most cases, Honda won't be able to secure any follow-up oki unless the opponent was already cornered to begin with. SA1 works well in juggles, such as after Enhanced Hundred Hand Slap or a Taiho Cannon Lift launcher. This can provide a bit more damage than a meterless ender, especially in a highly scaled combo.
Level 2 Super ([4]646K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(2),1~21 | 2+43 land | - | 2850(2800) | LH | HKD +13 | -27 |
- Full Invuln: 1-18f; Projectile Invuln: 19-36f; Armor Break
- Airborne 14f~land (Forced Knockdown state)
- 40f charge time; charge lasts up to 28f after releasing back direction
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- If only 2nd hit connects, 0.95 bars (hit) / 0.45 bars (block)
- 40% minimum damage scaling
Super version of Sumo Headbutt. Hits twice at close range, but most of the damage applies to the 2nd hit. SA2's primary use is countering projectiles; the projectile invuln lasts an incredibly long time, and the travel speed allows it to reach full screen fairly quickly. The range and invincibility also makes it an effective anti-air against farther range jumps that would otherwise be tricky to deal with. While it can be used as a reversal similar to SA1, this is best reserved for characters that can threaten with meaty projectiles due to the extra cost. Works well as a juggle ender, particularly after 214PP or 236KK~P which are both safe and easily confirmable.
If SA2 whiffs under the opponent's jump, he will start his landing recovery beginning on frame 24 at the earliest; this means he will usually land close enough for an easy punish if the opponent jumps to bait the Super. If the entire SA2 active frames manage to whiff without crossing under the opponent, Honda's landing recovery becomes 12+33 instead of 2+43 (no functional difference, but slightly more likely to get hit airborne by a descending jump normal).
Level 3 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(8)3 | 51 | - | 4000 (2500) | LH | HKD +11 (KD +19) | -34 |
- Full Invuln: 1-11f; Armor Break
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block); unaffected by non-cinematic hit
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(8)3 | 51 | - | 4500 (2750) | LH | HKD +34 (KD +19) | -34 |
- Full Invuln: 1-11f; Armor Break
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block); unaffected by non-cinematic hit
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A forward-moving SA3 that triggers a cinematic from ~1/2 screen; if the first 3 active frames whiff, the 2nd hit triggers a weaker non-cinematic version with no Hard Knockdown, which is indicated with () in the frame data.
A great combo tool, SA3 cancels from any version of Hundred Hand Slap, meterless Headbutt (early active frames), or any Sumo Dash follow-up except for the final hit of Teppo Triple Slap. It is often used to cap off Honda's massively damaging punish combos. Attempting a very early Headbutt > SA3 cancel is one scenario where the non-cinematic hit can trigger even at closer ranges, as the opponent can be launched too high for the first hit to connect.
Because it hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Honda uses a blockstring into SA3, but this requires them to be aware of the gimmick and to have full awareness of the HP and Drive meter situation.
Like SA1 and SA2, this is also an effective reversal; due to the high cost, it should mostly be reserved for last-ditch efforts where the extra damage can secure a win. It also has a niche use in situations where SA1 won't work (vs. projectile hitboxes) and you won't have enough time to charge SA2.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
88 | [178] | 45 | - | - | - | - | - |
- Armor (1-hit): 88-266f; [] refers to active armored period
- 310f total animation
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
100 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
205 (total) | - | - | - | - | - | - | - |