< Street Fighter 6 | E.Honda
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.28 | |||
| notes = Good range for a light normal; very lenient hitconfirm window into 5LP~MP Target Combo for a light normal (though the MP can whiff at max range) | | notes = Good range for a light normal; very lenient hitconfirm window into 5LP~MP Target Combo for a light normal (though the MP can whiff at max range) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.687 | |||
| notes = Good poke and pressure starter due to its hitbox priority, distance traveled, and block advantage | | notes = Good poke and pressure starter due to its hitbox priority, distance traveled, and block advantage | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.46 (0.97) | |||
| notes = 1st active frame only hits above Honda, and 2nd active frame only hits point blank (realistically 10f startup vs. grounded opponents in most scenarios); first 3 active frames are cancelable and a solid anti-air (cannot hit cross-up); Punish Counter causes a crumple vs. grounded opponents, or slams airborne opponents down into a free OTG juggle state (5HP must be canceled to combo afterwards); only the first 3 active frames are cancelable (with Sumo Spirit, later active frames can be canceled into 214P); final 4 active frames make 5HP a solid poke in neutral; extends a hurtbox on frame 10 that is vulnerable to projectiles; special/DR cancel is delayed until after 2nd active frame | | notes = 1st active frame only hits above Honda, and 2nd active frame only hits point blank (realistically 10f startup vs. grounded opponents in most scenarios); first 3 active frames are cancelable and a solid anti-air (cannot hit cross-up); Punish Counter causes a crumple vs. grounded opponents, or slams airborne opponents down into a free OTG juggle state (5HP must be canceled to combo afterwards); only the first 3 active frames are cancelable (with Sumo Spirit, later active frames can be canceled into 214P); final 4 active frames make 5HP a solid poke in neutral; extends a hurtbox on frame 10 that is vulnerable to projectiles; special/DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.12 | |||
| notes = 4f normal with less range than 2LP, but allows a link into 5LP on hit | | notes = 4f normal with less range than 2LP, but allows a link into 5LP on hit | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.543 | |||
| notes = No leg hurtbox (except for back foot) on frames 7-13, making it useful vs. low pokes; cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) | | notes = No leg hurtbox (except for back foot) on frames 7-13, making it useful vs. low pokes; cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) | ||
}} | }} | ||
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| jugIncrease = 0,1 | | jugIncrease = 0,1 | ||
| jugLimit = 0,1 | | jugLimit = 0,1 | ||
| atkRange = 1.554 (0.974) | |||
| notes = 1st hit forces stand (can only connect on crouchers at close range); 2nd hit whiffs vs. crouch block (this extends the cancel window of the first hit, making it possible to confirm into a safe special move vs. crouch block); 1st hit puts airborne opponents into a free juggle state; 2nd hit puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits | | notes = 1st hit forces stand (can only connect on crouchers at close range); 2nd hit whiffs vs. crouch block (this extends the cancel window of the first hit, making it possible to confirm into a safe special move vs. crouch block); 1st hit puts airborne opponents into a free juggle state; 2nd hit puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.23 | |||
| notes = Chains into 2LP/2LK; true blockstring when chained into 2LP; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Chains into 2LP/2LK; true blockstring when chained into 2LP; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.37 | |||
| notes = Great bufferable poke with strong hitbox priority; topmost hurtbox on frames 1-11 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Great bufferable poke with strong hitbox priority; topmost hurtbox on frames 1-11 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.917 (1.75) | |||
| notes = 2f extra recovery on whiff or if armor absorbed; not a low attack despite the animation; can be spaced to hit on later active frames for improved advantage; cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) | | notes = 2f extra recovery on whiff or if armor absorbed; not a low attack despite the animation; can be spaced to hit on later active frames for improved advantage; cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.11 | |||
| notes = Chains into 2LP/2LK; cancelable into 214P with Sumo Spirit enhancement (combos into LP version only) | | notes = Chains into 2LP/2LK; cancelable into 214P with Sumo Spirit enhancement (combos into LP version only) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.43 | |||
| notes = Low poke that can combo after hit (much stronger combo opportunities when used out of Drive Rush); cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) | | notes = Low poke that can combo after hit (much stronger combo opportunities when used out of Drive Rush); cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) | ||
}} | }} | ||
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| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 5,5 | | jugLimit = 5,5 | ||
| atkRange = 1.605 | |||
| notes = Has juggle potential (no longer a Hard Knockdown if juggled into); 2nd hit is behind E. Honda (safe on block and better KD Adv. if it connects); 2nd hit puts airborne opponents into limited juggle state (useful in some side-switch juggles) | | notes = Has juggle potential (no longer a Hard Knockdown if juggled into); 2nd hit is behind E. Honda (safe on block and better KD Adv. if it connects); 2nd hit puts airborne opponents into limited juggle state (useful in some side-switch juggles) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.31 | |||
| notes = Strong horizontal jump-in hitbox; can be used as a fuzzy instant overhead | | notes = Strong horizontal jump-in hitbox; can be used as a fuzzy instant overhead | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.38 | |||
| notes = Puts airborne opponents into limited juggle state | | notes = Puts airborne opponents into limited juggle state | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.30 | |||
| notes = Strong horizontal jump-in hitbox; causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter | | notes = Strong horizontal jump-in hitbox; causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.23 | |||
| notes = Can be steered forward or backward in the air (forward movement is faster than backward); great air-to-air hitbox | | notes = Can be steered forward or backward in the air (forward movement is faster than backward); great air-to-air hitbox | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.53 | |||
| notes = Cross-up | | notes = Cross-up | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.14 | |||
| notes = Decent air-to-air | | notes = Decent air-to-air | ||
}} | }} | ||
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| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.13 | |||
| notes = Farthest downward-reaching jump-in | | notes = Farthest downward-reaching jump-in | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.114 | |||
| notes = Ranged low poke that knocks down on Punish Counter; can be made safe due to pushback | | notes = Ranged low poke that knocks down on Punish Counter; can be made safe due to pushback | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = 0.95 | |||
| notes = Overhead with startup that can kara-cancel into specials/supers on frames 15-16 (can start buffering the cancel beginning on frame 9); Honda lifts up his front leg hurtbox on frames 4-20, making it strong vs. low pokes; slams juggled opponents down for a Hard Knockdown (+42~43) | | notes = Overhead with startup that can kara-cancel into specials/supers on frames 15-16 (can start buffering the cancel beginning on frame 9); Honda lifts up his front leg hurtbox on frames 4-20, making it strong vs. low pokes; slams juggled opponents down for a Hard Knockdown (+42~43) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.64 | |||
| notes = Cross-up; can only be performed during forward jump | | notes = Cross-up; can only be performed during forward jump | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.90 | |||
| notes = No corner throw loop, but can Drive Rush and meaty with any normal 9f or faster | | notes = No corner throw loop, but can Drive Rush and meaty with any normal 9f or faster | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.90 | |||
| notes = Side switch; after throwing opponent into corner, can Dash (+5) into LK/OD Oicho Throw or a ranged meaty, or use Drive Rush for strike/throw mixup (DR~2HP is +10/+4 auto-timed) | | notes = Side switch; after throwing opponent into corner, can Dash (+5) into LK/OD Oicho Throw or a ranged meaty, or use Drive Rush for strike/throw mixup (DR~2HP is +10/+4 auto-timed) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.539 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 2.019 | |||
| notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 2.019 | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 0x5,5 | | jugIncrease = 0x5,5 | ||
| jugLimit = 10x6 | | jugLimit = 10x6 | ||
| atkRange = 1.649 | |||
| notes = [] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version | | notes = [] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version | ||
}} | }} | ||
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| jugIncrease = 0x8,5 | | jugIncrease = 0x8,5 | ||
| jugLimit = 10x9 | | jugLimit = 10x9 | ||
| atkRange = 1.949 | |||
| notes = [] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version | | notes = [] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version | ||
}} | }} | ||
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| jugIncrease = 0x11,5 | | jugIncrease = 0x11,5 | ||
| jugLimit = 10x12 | | jugLimit = 10x12 | ||
| atkRange = 2.237 | |||
| notes = [] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version | | notes = [] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version | ||
}} | }} | ||
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| jugIncrease = 0x8,5 | | jugIncrease = 0x8,5 | ||
| jugLimit = 10x9 | | jugLimit = 10x9 | ||
| atkRange = 4.137 (1.691) | |||
| notes = [] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce) | | notes = [] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce) | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 20 | | jugLimit = 20 | ||
| atkRange = 2.861 (1.42/0.84) | |||
| notes = () refers to reduced damage on active frame 5 onward; 1f less landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~50% screen length; only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge | | notes = () refers to reduced damage on active frame 5 onward; 1f less landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~50% screen length; only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 20 | | jugLimit = 20 | ||
| atkRange = 3.877 (1.42/0.84) | |||
| notes = () refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~80% screen length; only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge | | notes = () refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~80% screen length; only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 20 | | jugLimit = 20 | ||
| atkRange = 6.85 (1.322/0.777) | |||
| notes = () refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); continues until it reaches opponent or edge of screen (variable Active and Total frame count); only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge; if Honda switches sides, he will start landing recovery (11+9 land) after 15 active frames (cannot safely fly under neutral jumps) | | notes = () refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); continues until it reaches opponent or edge of screen (variable Active and Total frame count); only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge; if Honda switches sides, he will start landing recovery (11+9 land) after 15 active frames (cannot safely fly under neutral jumps) | ||
}} | }} | ||
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| jugIncrease = 1,100 | | jugIncrease = 1,100 | ||
| jugLimit = 20,21 | | jugLimit = 20,21 | ||
| atkRange = 6.793 (0.797) | |||
| notes = 2 hits if used from close range; 2nd hit continues until it reaches opponent or edge of screen (variable Active and Total frame count); 7f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); 1 hit of armor before active frames, then another hit of armor that lasts until end of active frames; armor has fixed 7f hitstop that allows it to punish safe jumps using Medium/Heavy air normals (Light safe jumps can still block OD Headbutt); always -20 on block regardless of how meaty it connects; from frame 26 onward, Honda transitions to his 30f recovery animation if he switches sides with the opponent | | notes = 2 hits if used from close range; 2nd hit continues until it reaches opponent or edge of screen (variable Active and Total frame count); 7f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); 1 hit of armor before active frames, then another hit of armor that lasts until end of active frames; armor has fixed 7f hitstop that allows it to punish safe jumps using Medium/Heavy air normals (Light safe jumps can still block OD Headbutt); always -20 on block regardless of how meaty it connects; from frame 26 onward, Honda transitions to his 30f recovery animation if he switches sides with the opponent | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| atkRange = 1.19 | |||
| notes = Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19 | | notes = Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19 | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| atkRange = 1.09 | |||
| notes = Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.09 | | notes = Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.09 | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| atkRange = 0.99 | |||
| notes = Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 0.99 | | notes = Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 0.99 | ||
}} | }} | ||
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| driveGain = -20000 | | driveGain = -20000 | ||
| superGainHit = 3000 (2100) | | superGainHit = 3000 (2100) | ||
| atkRange = 1.19 | |||
| notes = Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19 | | notes = Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19 | ||
}} | }} | ||
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| jugIncrease = 3 | | jugIncrease = 3 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 1.422 (1.327) | |||
| notes = Has a 1-hit projectile clash hitbox during active frames; useful anti-air for horizontal approaches but cannot hit cross-up; can be spaced out for better hit/block advantage (can lead to extended combos); cancelable into enhanced 214P with Sumo Spirit; 8f hitstop when clashing with projectile | | notes = Has a 1-hit projectile clash hitbox during active frames; useful anti-air for horizontal approaches but cannot hit cross-up; can be spaced out for better hit/block advantage (can lead to extended combos); cancelable into enhanced 214P with Sumo Spirit; 8f hitstop when clashing with projectile | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 2.048 (1.882) | |||
| notes = Good range makes it useful as a 7f punish tool; KD Adv. depends on distance from the opposite wall | | notes = Good range makes it useful as a 7f punish tool; KD Adv. depends on distance from the opposite wall | ||
}} | }} | ||
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| airborne = 14~land (FKD) | | airborne = 14~land (FKD) | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 5.758 (1.323) | |||
| notes = 40f charge (charge lasts 28f after releasing back direction); travels full screen, making it a useful anti-projectile tool; first hit has very short range (slightly less damage and Drive damage from longer ranges); from frame 24 onward, Honda transitions to his 45f recovery animation if he switches sides with the opponent; if Honda whiffs entire SA2 without crossing under the opponent, landing recovery becomes 12+33 (total recovery time is unchanged); full dmg distribution: 50,500,100x14,900 | | notes = 40f charge (charge lasts 28f after releasing back direction); travels full screen, making it a useful anti-projectile tool; first hit has very short range (slightly less damage and Drive damage from longer ranges); from frame 24 onward, Honda transitions to his 45f recovery animation if he switches sides with the opponent; if Honda whiffs entire SA2 without crossing under the opponent, landing recovery becomes 12+33 (total recovery time is unchanged); full dmg distribution: 50,500,100x14,900 | ||
}} | }} | ||
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| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 2.40 (2.034) | |||
| notes = () refers to non-cinematic hit when 1st hit whiffs (1500 less damage, Drive Dmg is unaffected); cinematic time regenerates ~2.4 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit | | notes = () refers to non-cinematic hit when 1st hit whiffs (1500 less damage, Drive Dmg is unaffected); cinematic time regenerates ~2.4 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit | ||
}} | }} | ||
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| armor = Break | | armor = Break | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 2.40 (2.034) | |||
| notes = () refers to non-cinematic hit when 1st hit whiffs (1750 less damage, Drive Dmg is unaffected); available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit | | notes = () refers to non-cinematic hit when 1st hit whiffs (1750 less damage, Drive Dmg is unaffected); available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit | ||
}} | }} |
Revision as of 17:36, 10 October 2024
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
8j.HP
j.LK
j.MK
j.HK
Command Normals
6HK
3HK
j.2MK
Target Combos
5LP~MP
E.Honda
e.honda_5lp_mp
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5LP~MP Double Slaps
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File:SF6 Ehonda 5lp mp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600(480) | - | - | LH | Sp SA | 35-36 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
4 | 4 | 20 | - | 14 | 11 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
27 | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | KD +48 | +4 |
Punish Advantage | Perfect Parry Advantage | ||||
KD +34 | - | ||||
Hit Advantage | Block Advantage | ||||
KD +34 | -10 | ||||
Notes | |||||
Puts opponent into limited juggle state on hit; MP follow-up can whiff at max range; very lenient hitconfirm window from a light starter |
5MP~3HK
E.Honda
e.honda_5mp_3hk
|
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5MP~3HK Toko Shizume
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File:SF6 Ehonda 5mp 3hk.png File:SF6 Ehonda 5mp 3hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | - | - | H | kara | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
22 | 6 | 18 | 27 | 21 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -22 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -3 | ||||
Notes | |||||
Overhead Target Combo with a 6f gap between hits on block and 2f gap on hit (requires Drive Rush or Punish Counter to combo); 3HK startup can kara-cancel into specials/supers on frames 14-15 (can start buffering the cancel beginning on frame 9); kara-cancel into 63214K command throw also has a 7f interruptible gap; Honda lifts up his front leg hurtbox on frames 4-20; slams juggled opponents down for a Hard Knockdown (+43~46); the 3HK is cancelable into Sumo Spirit on hit by inputting 2HK (-30 vs. grounded opponents, only useful in juggles, HKD +11~14) |
Throws
LPLK
4LPLK
Drive Moves
HPHK
E.Honda
e.honda_hphk
|
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HPHK Sumo Crunch
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.539 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
E.Honda
e.honda_6hphk
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6HPHK Raiden-Ho (Block)
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.019 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
E.Honda
e.honda_6hphk_recovery
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6HPHK Raiden-Ho (Recovery)
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.019 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
E.Honda
e.honda_mpmk
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MPMK Drive Parry
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
E.Honda
e.honda_mpmk_66_pdr
|
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MPMK~66 Parry Drive Rush
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.213 (min/throw), 1.769 (min/block), 3.375 (max/final DR frame) |
E.Honda
e.honda_mpmk_66_drc
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MPMK or 66 Drive Rush Cancel
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Sumo Spirit
22K
Hundred Hand Slap
214LP
214MP
E.Honda
e.honda_214mp
|
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214MP Hundred Hand Slap
|
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File:SF6 Ehonda 214mp.png File:SF6 Ehonda 214mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
80x8,360 (1000) [80x7,490 (1050)] |
20x8,90 (250) | [Combo (2 hits)] | LH | SA3 | 51[63] |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
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] | 51(58) | 41 | 1x8,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
66[71] | 440x8,480 (4000) | [550x8,600 (5000)0] | 150x8,800 (2000) | 100x8,200 (70x8,140) | 50x8,100 (25x8,50) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0x8,1 | 0x8,5 | 10x9 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.949 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+6[+8] | -17(-16) | ||||
Hit Advantage | Block Advantage | ||||
+2[+4] | -8 | ||||
Notes | |||||
[] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version |
214HP
E.Honda
e.honda_214hp
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214HP Hundred Hand Slap
|
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File:SF6 Ehonda 214hp.png File:SF6 Ehonda 214hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
80x11,320 (1200) [80x10,450 (1250)] |
20x11,80 (300) | [Combo (2 hits)] | LH | SA3 | 66[79] |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
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] | 63(70) | 53 | 1x11,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
81[86] | 410x11,490 (5000) | [400x11,600 (5000)] | 150x11,350 (2000) | 80x11,120 (56x11,84) | 40x11,60 (20x11,30) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0x11,1 | 0x11,5 | 10x12 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.237 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+6[+8] | -19(-17) | ||||
Hit Advantage | Block Advantage | ||||
+2[+4] | -8 | ||||
Notes | |||||
[] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version |
214PP
Sumo Headbutt
[4]6LP
[4]6MP
E.Honda
e.honda_46mp
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[4]6MP Sumo Headbutt
|
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File:SF6 Ehonda 46mp.png File:SF6 Ehonda 46mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1400(1100) | 350(275) | 30% Starter | LH | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
10 | 1~24 | 2+18(20) land | - | 20 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
30(53) | 7500 | [12500] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
5-13 Air | - | 14-35 (FKD) | 1 | 1 | 20 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.877 (1.42/0.84) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +40 | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +40 | -3 | ||||
Notes | |||||
() refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~80% screen length; only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge |
[4]6HP
E.Honda
e.honda_46hp
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[4]6HP Sumo Headbutt
|
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File:SF6 Ehonda 46hp.png File:SF6 Ehonda 46hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1500(1300) | 375(325) | 30% Starter | LH | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 1~34 | 2+18(20) land | - | 20 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
34(67) | 10000 | [12500] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-16 Air | - | 18-30(49) (FKD) | 1 | 1 | 20 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 6.85 (1.322/0.777) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +40 | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +40 | -3 | ||||
Notes | |||||
() refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); continues until it reaches opponent or edge of screen (variable Active and Total frame count); only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge; if Honda switches sides, he will start landing recovery (11+9 land) after 15 active frames (cannot safely fly under neutral jumps) |
[4]6PP
E.Honda
e.honda_46pp
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[4]6PP Sumo Headbutt
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![]() File:SF6 Ehonda 46pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600,1000 | 150,250 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | 5,1~30 | 30(37) land | - | 23(18) | 11,11 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44(73) | 500,7500 | [3000] | -20000 | 300,700 (210,490) | 150,350 (75,175) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-8, 9-34 | 14-25(34) (FKD) | 1,100 | 1,100 | 20,21 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 6.793 (0.797) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +36(+37) | -41(-36) | ||||
Hit Advantage | Block Advantage | ||||
KD +36(+37) | -20 | ||||
Notes | |||||
2 hits if used from close range; 2nd hit continues until it reaches opponent or edge of screen (variable Active and Total frame count); 7f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); 1 hit of armor before active frames, then another hit of armor that lasts until end of active frames; armor has fixed 7f hitstop that allows it to punish safe jumps using Medium/Heavy air normals (Light safe jumps can still block OD Headbutt); always -20 on block regardless of how meaty it connects; from frame 26 onward, Honda transitions to his 30f recovery animation if he switches sides with the opponent |
Sumo Smash
[2]8LK
[2]8MK
E.Honda
e.honda_28mk
|
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[2]8MK Sumo Smash
|
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File:SF6 Ehonda 28mk.png File:SF6 Ehonda 28mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,1000 [800] | 100,250 [200] | 25% Starter | LH,H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11(42) | 4(24)7 | 17 land | - | 17,22 | 15,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 4000,10000 | [10000] | 500,1500 | 200,1000 (140,700) | 100,500 (50,250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 7-45 (FKD) | 1,1 | 1,1 | 10,11 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23[+55] | -19(-18) | ||||
Hit Advantage | Block Advantage | ||||
HKD +23[+27] | +1 | ||||
Notes | |||||
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 39); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back |
[2]8HK
E.Honda
e.honda_28hk
|
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[2]8HK Sumo Smash
|
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File:SF6 Ehonda 28hk.png File:SF6 Ehonda 28hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,1000 [800] | 100,250 [200] | 25% Starter | LH,H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11(39) | 4(22)6 | 17 land | - | 17,22 | 15,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
59 | 4000,10000 | [10000] | 500,1500 | 200,1000 (140,700) | 100,500 (50,250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 7-42 (FKD) | 1,1 | 1,1 | 10,11 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23[+55] | -19(-18) | ||||
Hit Advantage | Block Advantage | ||||
HKD +23[+27] | +1 | ||||
Notes | |||||
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 37); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back |
[2]8KK
E.Honda
e.honda_28kk
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[2]8KK Sumo Smash
|
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![]() File:SF6 Ehonda 28kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,1000 [800] | 100,250 [200] | 25% Starter | LH,H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6(31~36) | 12(13~17)9 | 17 land | - | 17,22 | 15,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
56~60 | 4000,8000 | [10000] | -20000 | 200,1000 (140,700) | 100,500 (50,250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
5-17 Air, 5-13 Throw | - | 5-39(43) (FKD) | 1,1 | 1,1 | 20,21 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +23[+54] | -19(-18) | ||||
Hit Advantage | Block Advantage | ||||
HKD +23[+27] | +2 | ||||
Notes | |||||
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 31); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back; holding LK or MK will cause Honda to hang mid-air before starting his descent (LK 4f longer, MK 2f longer) |
Oicho Throw
63214LK
63214MK
E.Honda
e.honda_63214mk
|
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---|---|---|---|---|---|
63214MK Oicho Throw
|
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File:SF6 Ehonda 63214mk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2200 (2645) | - | 20% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 3 | 52 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | - | [10000] | 2000 | 3000 (2100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.09 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +7 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +7 | - | ||||
Notes | |||||
Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.09 |
63214HK
E.Honda
e.honda_63214hk
|
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---|---|---|---|---|---|
63214HK Oicho Throw
|
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File:SF6 Ehonda 63214hk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2400 (2760) | - | 20% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 3 | 52 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | - | [10000] | 2000 | 3000 (2100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 0.99 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +7 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +7 | - | ||||
Notes | |||||
Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 0.99 |
63214KK
Sumo Dash
236K
E.Honda
e.honda_236k
|
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---|---|---|---|---|---|
236K Sumo Dash
|
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![]() File:SF6 Ehonda 236k hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 51 total | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
51 | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can cancel into P or 2P follow-ups on frames 14-43; Movement Speed: 0.052 |
236KK
E.Honda
e.honda_236kk
|
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236KK Sumo Dash
|
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![]() File:SF6 Ehonda 236kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13(11) | - | 34 total | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
34 | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can cancel into P follow-up on frames 13-27, or the 2P follow-up on frames 11-27; Movement Speed: 0.067 |
Teppo Triple Slap 1
236K~P
236KK~P
E.Honda
e.honda_236kk_p
|
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---|---|---|---|---|---|
236KK~P Teppo Triple Slap 1
|
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![]() File:SF6 Ehonda 236kk p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x2 | 100x2 | - | LH | SA2 SA3 | 44 SA / 51 Follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13+9 | 3(13)3 | 17 | 39(23) | 38(22) | 9,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44 | 2500x2 | [2500x2] | - | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1,1 | 1,1 | 15,16 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -18 | ||||
Hit Advantage | Block Advantage | ||||
+3 | +2 | ||||
Notes | |||||
Honda advances forward with frame advantage on hit or block for more mixups/pressure; puts airborne opponents into limited juggle state; can create a 1f frame trap by canceling into the final P follow-up on block, but since Honda is at frame advantage this is not a useful option |
Teppo Triple Slap 2
236K~P~P
236KK~P~P
E.Honda
e.honda_236kk_p_p
|
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236KK~P~P Teppo Triple Slap 2
|
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![]() File:SF6 Ehonda 236kk p p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 3 | 38 | - | 27 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
54 | 5000 | [5000] | - | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 20 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +54 | -39 | ||||
Hit Advantage | Block Advantage | ||||
KD +54 | -24 | ||||
Notes | |||||
Easily hitconfirmable ender after a safe 236KK~P starter; ender cannot be performed on whiff; 1f gap on block after 236KK~P but not useful for frame trapping since Honda has much safer options that beat any reversal button |
Taiho Cannon Lift
236K~2P
236KK~2P
E.Honda
e.honda_236kk_2p
|
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---|---|---|---|---|---|
236KK~2P Taiho Cannon Lift
|
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![]() File:SF6 Ehonda 236kk 2p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 | 125x2 | - | LH | SA2 SA3 | 54 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | 2(17)3 | 32(15) | - | 32(13) | 15,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
65(49) | 2500x2 | [2500x2] | - | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0,3 | 0,3 | 0,5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +64 | -33 | ||||
Hit Advantage | Block Advantage | ||||
KD +64 | -22 | ||||
Notes | |||||
Launches opponent into a limited juggle state; reduced recovery on hit only |
Neko Damashi
22P
Super Arts
236236P
[4]646K
214214P
214214P (CA)
E.Honda
e.honda_214214p(ca)
|
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---|---|---|---|---|---|
214214P The Final Bout (CA)
|
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![]() File:SF6 Ehonda 214214p(ca) hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 (2750) | 500,750 | 50% Minimum; 10% Immediate (Sp) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | 3(8)3 | 51 | - | 31(20) | 10,13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
73 | 5000x2 (10000) | 20000 | - | -30000 | -30000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-11 Full | Break | - | - | - | 99 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.40 (2.034) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +34 (KD +19) | -52 | ||||
Hit Advantage | Block Advantage | ||||
HKD +34 (KD +19) | -34 | ||||
Notes | |||||
() refers to non-cinematic hit when 1st hit whiffs (1750 less damage, Drive Dmg is unaffected); available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK