< Street Fighter 6 | E.Honda
(→j.2MK) |
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(9 intermediate revisions by the same user not shown) | |||
Line 163: | Line 163: | ||
| cancel = Sp SA | | cancel = Sp SA | ||
| hitconfirm = 16 (17 SS 214P) | | hitconfirm = 16 (17 SS 214P) | ||
| hitAdv = {{sf6-adv| | | hitAdv = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+4)}} | ||
| blockAdv = {{sf6-adv|VM|-6}}{{sf6-adv|M|(-3)}} | | blockAdv = {{sf6-adv|VM|-6}}{{sf6-adv|M|(-3)}} | ||
| punishAdv = KD +77(+80) Crumple | | punishAdv = KD +77(+80) Crumple | ||
| perfParryAdv = {{sf6-adv|VM|-24(-21)}} | | perfParryAdv = {{sf6-adv|VM|-24(-21)}} | ||
| DRcancelHit = {{sf6-adv|VP|+ | | DRcancelHit = {{sf6-adv|VP|+17}} | ||
| DRcancelBlk = {{sf6-adv|VP|+10}} | | DRcancelBlk = {{sf6-adv|VP|+10}} | ||
| afterDRHit = {{sf6-adv| | | afterDRHit = {{sf6-adv|VP|+5(+8)}} | ||
| afterDRBlk = {{sf6-adv|M|-2}}{{sf6-adv|P|(+1)}} | | afterDRBlk = {{sf6-adv|M|-2}}{{sf6-adv|P|(+1)}} | ||
| hitstun = | | hitstun = 27 | ||
| blockstun = 20 | | blockstun = 20 | ||
| hitstop = 13 | | hitstop = 13 | ||
Line 184: | Line 184: | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.46 (0.97) | | 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; Honda's most important meterless route into 236K~2P launcher (higher damage and identical range compared to 5HK 1st hit) | ||
}} | }} | ||
Line 294: | Line 294: | ||
| jugLimit = 0,1 | | jugLimit = 0,1 | ||
| atkRange = 1.554 (0.974) | | atkRange = 1.554 (0.974) | ||
| notes = 1st hit forces stand (can only connect on crouchers at close range); 2nd hit whiffs vs. crouch block | | notes = 1st hit forces stand (can only connect on crouchers at close range); 2nd hit whiffs vs. crouching opponents unless they extend a vertical hurtbox; if 1st hit connects on crouch block and the 2nd hit whiffs, the cancel window of the first hit is extended, making it possible to confirm into a safe special move; 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; gives Honda a meterless combo into 236K~2P launcher (weaker than 5HP starter, but required in some routes like CH 5MP/2MK or DR~2LP) | ||
}} | }} | ||
=== Crouching Normals === | === Crouching Normals === | ||
Line 527: | Line 526: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|VP| | | hitAdv = {{sf6-adv|P|+3}}{{sf6-adv|VP|(+9)}} | ||
| blockAdv = {{sf6-adv| | | blockAdv = {{sf6-adv|M|-1}}{{sf6-adv|VP|(+5)}} | ||
| punishAdv = {{sf6-adv|VP| | | punishAdv = {{sf6-adv|VP|+7(+13)}} | ||
| perfParryAdv = {{sf6-adv|VM| | | perfParryAdv = {{sf6-adv|VM|-8}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 13 | | hitstun = 13 | ||
| blockstun = 9 | | blockstun = 9 | ||
Line 559: | Line 558: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|VP| | | hitAdv = {{sf6-adv|VP|+5(+11)}} | ||
| blockAdv = {{sf6-adv|VP| | | blockAdv = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+7)}} | ||
| punishAdv = {{sf6-adv|VP| | | punishAdv = {{sf6-adv|VP|+9(+15)}} | ||
| perfParryAdv = {{sf6-adv|VM| | | perfParryAdv = {{sf6-adv|VM|-8}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 15 | | hitstun = 15 | ||
| blockstun = 11 | | blockstun = 11 | ||
Line 591: | Line 590: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|VP| | | hitAdv = {{sf6-adv|VP|+9(+15)}} | ||
| blockAdv = {{sf6-adv|VP| | | blockAdv = {{sf6-adv|VP|+5(+11)}} | ||
| punishAdv = {{sf6-adv|VP| | | punishAdv = {{sf6-adv|VP|+13(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM| | | perfParryAdv = {{sf6-adv|VM|-8}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
Line 623: | Line 622: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|VP| | | hitAdv = {{sf6-adv|VP|+12(+15)}} | ||
| blockAdv = {{sf6-adv|VP| | | blockAdv = {{sf6-adv|VP|+8(+11)}} | ||
| punishAdv = {{sf6-adv|VP| | | punishAdv = {{sf6-adv|VP|+16(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM| | | perfParryAdv = {{sf6-adv|VM|-5}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
Line 655: | Line 654: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|VP| | | hitAdv = {{sf6-adv|VP|+5(+10)}} | ||
| blockAdv = {{sf6-adv|P| | | blockAdv = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+6)}} | ||
| punishAdv = {{sf6-adv|VP| | | punishAdv = {{sf6-adv|VP|+9(+14)}} | ||
| perfParryAdv = {{sf6-adv|VM| | | perfParryAdv = {{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 14 | | hitstun = 14 | ||
| blockstun = 10 | | blockstun = 10 | ||
Line 687: | Line 686: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|VP| | | hitAdv = {{sf6-adv|VP|+8(+13)}} | ||
| blockAdv = {{sf6-adv|VP| | | blockAdv = {{sf6-adv|VP|+4(+9)}} | ||
| punishAdv = {{sf6-adv|VP| | | punishAdv = {{sf6-adv|VP|+12(+17)}} | ||
| perfParryAdv = {{sf6-adv|VM| | | perfParryAdv = {{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 17 | | hitstun = 17 | ||
| blockstun = 13 | | blockstun = 13 | ||
Line 719: | Line 718: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|VP| | | hitAdv = {{sf6-adv|VP|+8(+15)}} | ||
| blockAdv = {{sf6-adv|VP| | | blockAdv = {{sf6-adv|VP|+4(+11)}} | ||
| punishAdv = {{sf6-adv|VP| | | punishAdv = {{sf6-adv|VP|+12(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM| | | perfParryAdv = {{sf6-adv|VM|-9}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
Line 1,440: | Line 1,439: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 10,11 | | jugLimit = 10,11 | ||
| 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 41); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); | | 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 41); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back | ||
}} | }} | ||
Line 1,473: | Line 1,472: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 10,11 | | jugLimit = 10,11 | ||
| 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); | | 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); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back | ||
}} | }} | ||
Line 1,506: | Line 1,505: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 10,11 | | jugLimit = 10,11 | ||
| 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); | | 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); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back | ||
}} | }} | ||
Line 1,540: | Line 1,539: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 20,21 | | jugLimit = 20,21 | ||
| 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); | | 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); 1st hit whiffs on crouching opponents and cannot hit cross-up; 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) | ||
}} | }} | ||
Line 1,552: | Line 1,551: | ||
| damage = 2000 (2300) | | damage = 2000 (2300) | ||
| dmgScaling = 20% Immediate | | dmgScaling = 20% Immediate | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = 52 | | recovery = 52 | ||
| total = 61 | | total = 61 | ||
Line 1,576: | Line 1,575: | ||
| damage = 2200 (2645) | | damage = 2200 (2645) | ||
| dmgScaling = 20% Immediate | | dmgScaling = 20% Immediate | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = 52 | | recovery = 52 | ||
| total = 61 | | total = 61 | ||
Line 1,600: | Line 1,599: | ||
| damage = 2400 (2760) | | damage = 2400 (2760) | ||
| dmgScaling = 20% Immediate | | dmgScaling = 20% Immediate | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = 52 | | recovery = 52 | ||
| total = 61 | | total = 61 | ||
Line 1,624: | Line 1,623: | ||
| damage = 2800 (3220) | | damage = 2800 (3220) | ||
| dmgScaling = 20% Immediate | | dmgScaling = 20% Immediate | ||
| startup = | | startup = 6 | ||
| active = | | active = 4 | ||
| recovery = 52 | | recovery = 52 | ||
| total = 61 | | total = 61 | ||
Line 1,702: | Line 1,701: | ||
| driveDmgBlk = 2500x2 | | driveDmgBlk = 2500x2 | ||
| driveDmgHit = [2500x2] | | driveDmgHit = [2500x2] | ||
| driveGain = | | driveGain = 2000x2 | ||
| superGainHit = 500x2 (350x2) | | superGainHit = 500x2 (350x2) | ||
| superGainBlk = 250x2 (125x2) | | superGainBlk = 250x2 (125x2) | ||
Line 1,708: | Line 1,707: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 15,16 | | jugLimit = 15,16 | ||
| notes = Puts opponents into limited juggle state on hit, allowing for Super or P follow-up to juggle; safe but minus on block; canceling into the final P follow-up creates a 2f frame trap that can punish opponents trying to retake their turn; sets up a safe jump anywhere on screen | | notes = Puts opponents into limited juggle state on hit, allowing for Super or P follow-up to juggle; incredibly disjointed hitbox for neutral approaches; safe but minus on block (recovers outside the opponent's throw range if well spaced); canceling into the final P follow-up creates a 2f frame trap that can punish opponents trying to retake their turn; sets up a safe jump anywhere on screen | ||
}} | }} | ||
Line 1,727: | Line 1,726: | ||
| hitconfirm = 44 SA / 51 Follow-up | | hitconfirm = 44 SA / 51 Follow-up | ||
| hitAdv = {{sf6-adv|P|+3}} | | hitAdv = {{sf6-adv|P|+3}} | ||
| blockAdv = {{sf6-adv|P|+ | | blockAdv = {{sf6-adv|P|+3}} | ||
| punishAdv = {{sf6-adv|VP|+7}} | | punishAdv = {{sf6-adv|VP|+7}} | ||
| perfParryAdv = {{sf6-adv|VM|-18}} | | perfParryAdv = {{sf6-adv|VM|-18}} | ||
| hitstun = 39(23) | | hitstun = 39(23) | ||
| blockstun = | | blockstun = 39(23) | ||
| hitstop = 9,15 | | hitstop = 9,15 | ||
| driveDmgBlk = 2500x2 | | driveDmgBlk = 2500x2 | ||
Line 1,740: | Line 1,739: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 15,16 | | jugLimit = 15,16 | ||
| notes = Honda advances forward with frame advantage on hit or block for more mixups/pressure; puts airborne opponents into limited juggle state; | | notes = Honda advances forward with frame advantage on hit or block for more mixups/pressure; incredibly disjointed hitbox for neutral approaches; puts airborne opponents into limited juggle state; always a true blockstring into the follow-up attack (should only be done on hit unless it will chip out) | ||
}} | }} | ||
Line 1,802: | Line 1,801: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 20 | | jugLimit = 20 | ||
| notes = Easily hitconfirmable ender after a safe 236KK~P starter; ender cannot be performed on whiff; | | notes = Easily hitconfirmable ender after a safe 236KK~P starter; ender cannot be performed on whiff; true blockstring from 236KK~P | ||
}} | }} | ||
Line 1,971: | Line 1,970: | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 5.758 (1.323) | | 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; becomes projectile invincible on hit up until the fully invincible cinematic ender (ensures a full connect even against slow projectiles); 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 | ||
}} | }} | ||
Latest revision as of 07:24, 9 March 2025
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
|
|||||
![]() ![]() |
|||||
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
|
|||||
---|---|---|---|---|---|
MPMK or 66 Drive Rush Cancel
|
|||||
![]() ![]() |
|||||
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
|
|||||
---|---|---|---|---|---|
214MP Hundred Hand Slap
|
|||||
File:SF6 Ehonda 214mp.png File:SF6 Ehonda 214mp hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
214HP Hundred Hand Slap
|
|||||
File:SF6 Ehonda 214hp.png File:SF6 Ehonda 214hp hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
[4]6MP Sumo Headbutt
|
|||||
File:SF6 Ehonda 46mp.png File:SF6 Ehonda 46mp hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
[4]6HP Sumo Headbutt
|
|||||
File:SF6 Ehonda 46hp.png File:SF6 Ehonda 46hp hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
[4]6PP Sumo Headbutt
|
|||||
![]() File:SF6 Ehonda 46pp hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
[2]8MK Sumo Smash
|
|||||
File:SF6 Ehonda 28mk.png File:SF6 Ehonda 28mk hitbox.png |
|||||
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); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back |
[2]8HK
E.Honda
e.honda_28hk
|
|||||
---|---|---|---|---|---|
[2]8HK Sumo Smash
|
|||||
File:SF6 Ehonda 28hk.png File:SF6 Ehonda 28hk hitbox.png |
|||||
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); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back |
[2]8KK
E.Honda
e.honda_28kk
|
|||||
---|---|---|---|---|---|
[2]8KK Sumo Smash
|
|||||
![]() File:SF6 Ehonda 28kk hitbox.png |
|||||
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); 1st hit whiffs on crouching opponents and cannot hit cross-up; 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
|
|||||
---|---|---|---|---|---|
63214MK Oicho Throw
|
|||||
File:SF6 Ehonda 63214mk.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2200 (2645) | - | 20% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 4 | 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
|
|||||
---|---|---|---|---|---|
63214HK Oicho Throw
|
|||||
File:SF6 Ehonda 63214hk.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2400 (2760) | - | 20% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 4 | 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
|
|||||
---|---|---|---|---|---|
236K Sumo Dash
|
|||||
![]() File:SF6 Ehonda 236k hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
236KK Sumo Dash
|
|||||
![]() File:SF6 Ehonda 236kk hitbox.png |
|||||
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
|
|||||
---|---|---|---|---|---|
236KK~P Teppo Triple Slap 1
|
|||||
![]() File:SF6 Ehonda 236kk p hitbox.png |
|||||
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) | 39(23) | 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 | +3 | ||||
Notes | |||||
Honda advances forward with frame advantage on hit or block for more mixups/pressure; incredibly disjointed hitbox for neutral approaches; puts airborne opponents into limited juggle state; always a true blockstring into the follow-up attack (should only be done on hit unless it will chip out) |
Teppo Triple Slap 2
236K~P~P
236KK~P~P
E.Honda
e.honda_236kk_p_p
|
|||||
---|---|---|---|---|---|
236KK~P~P Teppo Triple Slap 2
|
|||||
![]() File:SF6 Ehonda 236kk p p hitbox.png |
|||||
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; true blockstring from 236KK~P |
Taiho Cannon Lift
236K~2P
236KK~2P
E.Honda
e.honda_236kk_2p
|
|||||
---|---|---|---|---|---|
236KK~2P Taiho Cannon Lift
|
|||||
![]() File:SF6 Ehonda 236kk 2p hitbox.png |
|||||
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