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{{Character Top SF6 | chara={{SUBPAGENAME}} | tag=EHonda }} | {{Character Top SF6 | chara={{SUBPAGENAME}} | tag=EHonda }} | ||
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| title = Standing Light Punch | | title = Standing Light Punch | ||
| subtitle = | | subtitle = | ||
| input = 5LP | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_5lp|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_5lp|caption=}} | ||
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{{AttackDataCargo-SF6/Query|e.honda_5lp}} | {{AttackDataCargo-SF6/Query|e.honda_5lp}} | ||
* '''Cancel Hitconfirm Window:''' 13f (18f 5LP~MP TC) | * '''Cancel Hitconfirm Window:''' 13f (18f 5LP~MP TC) | ||
* '''{{clr| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB | ||
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
<br> | <br> | ||
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| title = Standing Medium Punch | | title = Standing Medium Punch | ||
| subtitle = | | subtitle = | ||
| input = 5MP | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} 5M | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_5mp|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_5mp|caption=}} | ||
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* Chains into Toko Shizume Target Combo ({{clr|M|5MP}}~{{clr|H|3HK}}) | * Chains into Toko Shizume Target Combo ({{clr|M|5MP}}~{{clr|H|3HK}}) | ||
* '''Cancel Hitconfirm Window:''' 16f | * '''Cancel Hitconfirm Window:''' 16f | ||
* '''{{clr| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+8}} oB | ||
<br> | <br> | ||
One of Honda's most important normals. This move is {{sf6-adv|P|+1}} on block, and up to {{sf6-adv|VP|+4}} with meaty timing. The hitbox is great, with a disjoint in front of his hand. Combined with this move's significant forward movement, {{clr|M|5MP}} is an indispensable neutral tool. The pushback is pretty high, so Honda can't continuously abuse his frame advantage to pressure the opponent, but it's useful for starting pressure sequences that drain the opponent's Drive gauge. | One of Honda's most important normals. This move is {{sf6-adv|P|+1}} on block, and up to {{sf6-adv|VP|+4}} with meaty timing. The hitbox is great, with a disjoint in front of his hand. Combined with this move's significant forward movement, {{clr|M|5MP}} is an indispensable neutral tool. The pushback is pretty high, so Honda can't continuously abuse his frame advantage to pressure the opponent, but it's useful for starting pressure sequences that drain the opponent's Drive gauge. | ||
This move is very strong out of {{clr| | This move is very strong out of {{clr|DR|Drive Rush}}, making it a core part of Honda's offense. On hit, {{clr|DR|DR~}}{{clr|M|5MP}} has several follow-up links depending on the spacing it connects. At closer ranges, {{clr|H|5HK}} will combo for a [[#Taiho_Cannon_Lift_(236K~2P)|Taiho Cannon Lift]] juggle, but the spacing requirements are more strict against crouching opponents. A more consistent follow-up is to use a second {{clr|M|5MP}}; Honda can follow this with {{clr|L|5LP}}~{{clr|M|MP}} at most ranges. With a Sumo Spirit stock, Honda can link into {{clr|H|5HP}} > {{clr|H|214HP}} even at absolute max range for a strong conversion. | ||
On block, {{clr| | On block, {{clr|DR|DR~}}{{clr|M|5MP}} is {{sf6-adv|P|+5}} with a wide array of options to mix up the opponent. If the opponent uses an early {{clr|DR|Drive Impact}}, Honda can simply cancel into his own {{clr|DR|DI}}; a late {{clr|DR|Drive Impact}} will not punish this button's short recovery, allowing him to fully recover before inputting {{clr|DR|DI}}. | ||
The {{clr|H|3HK}} follow-up target combo is an overhead that can be kara-canceled into special moves (most notably [[#Oicho_Throw_(63214K)|Oicho Throw]]). Normally, there is a gap between the hits that allows opponents to interrupt the {{clr|H|3HK}}. If you do the {{clr|M|5MP}} out of {{clr| | The {{clr|H|3HK}} follow-up target combo is an overhead that can be kara-canceled into special moves (most notably [[#Oicho_Throw_(63214K)|Oicho Throw]]). Normally, there is a gap between the hits that allows opponents to interrupt the {{clr|H|3HK}}. If you do the {{clr|M|5MP}} out of {{clr|DR|Drive Rush}}, this becomes a true frame trap. | ||
}} | }} | ||
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| title = Standing Heavy Punch | | title = Standing Heavy Punch | ||
| subtitle = | | subtitle = | ||
| input = 5HP | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} 5H | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|e.honda_5hp|caption=}} | {{MoveDataCargoImage|imageHeight=180px|e.honda_5hp|caption=}} | ||
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{{AttackDataCargo-SF6/Query|e.honda_5hp}} | {{AttackDataCargo-SF6/Query|e.honda_5hp}} | ||
* '''Anti-Air Invuln (Upper Body):''' 8-10f (cannot hit cross-up) | * '''Anti-Air Invuln (Upper Body):''' 8-10f (cannot hit cross-up) | ||
* Punish Counter: KD +77(+80) Crumple / {{sf6-jug|limited juggle}} OTG state vs. airborne | * {{clr|PC|Punish Counter}}: KD +77(+80) Crumple / {{sf6-jug|limited juggle}} OTG state vs. airborne | ||
* '''Cancel Hitconfirm Window:''' 16f (17f for Sumo Spirit 214P) | * '''Cancel Hitconfirm Window:''' 16f (17f for Sumo Spirit 214P) | ||
** Special/{{clr| | ** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame | ||
* '''{{clr| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+10}} oB | ||
* Extends a hurtbox on frame 10 that is vulnerable to projectiles | * Extends a hurtbox on frame 10 that is vulnerable to projectiles | ||
<br> | <br> | ||
An all-purpose anti-air, counterpoke, juggle, and whiff punish tool. The exact frame advantage varies depending on the spacing and whether the opponent is standing or crouching. Although {{clr|H|5HP}} is an 8-frame move, the first frame only hits above him for anti-air purposes and the second frame has incredibly short range against grounded opponents. Realistically, you should consider the startup to be 10 frames for most combo and punish applications. | An all-purpose anti-air, counterpoke, juggle, and whiff punish tool. The exact frame advantage varies depending on the spacing and whether the opponent is standing or crouching. Although {{clr|H|5HP}} is an 8-frame move, the first frame only hits above him for anti-air purposes and the second frame has incredibly short range against grounded opponents. Realistically, you should consider the startup to be 10 frames for most combo and punish applications. | ||
Only the first 3 active frames can be special canceled, so ranged combos and buffers will not work. However, Sumo Spirit allows for later active frames to cancel into Hundred Hand Slap. The remaining 4 active frames are a solid neutral poke but are less rewarding. | Only the first 3 active frames can be special canceled, so ranged combos and buffers will not work. However, Sumo Spirit allows for later active frames to cancel into Hundred Hand Slap. The remaining 4 active frames are a solid neutral poke but are less rewarding. Canceling a close range hit into Sumo Dash gives Honda time to confirm into Taiho Cannon Lift on hit, or frame trap with Teppo Triple Slap on block. This trades with 4-frame normals, usually resulting in a {{clr|L|5LP}}~{{clr|M|MP}} trade combo in Honda's favor. If you expect the opponent to Perfect Parry this gap, you can simply delay the Triple Slap a bit, or perform an empty Sumo Dash and punish the whiffed Parry with Oicho Throw. Once the opponent is aware of how risky it is to press buttons after {{clr|H|5HP}}, Honda can get away with a lot more free pressure. | ||
The crumple state on Punish Counter allows for strong follow-up conversions. From close | The crumple state on {{clr|PC|Punish Counter}} allows for strong follow-up conversions from a much greater distance. From a particular range (close, but not point blank), he can follow up with a forward dash into {{clr|H|5HK (1)}} > Taiho Cannon Lift. For more consistency, and to allow longer range conversions, it's best to start this juggle with {{clr|DR|DR~}}{{clr|H|5HP}} instead. | ||
{{clr|H|5HP}} is not very effective at counterpoking against projectile characters due to the extended hurtbox that appears before it reaches its max range. If the opponent attempts a late {{clr| | {{clr|H|5HP}} is not very effective at counterpoking against projectile characters due to the extended hurtbox that appears before it reaches its max range. If the opponent attempts a late {{clr|DR|Drive Impact}} in neutral, the 20f recovery may allow Honda to block or counter after being armor absorbed; the opponent's forward movement may also cause the early active frames to connect, allowing Honda to cancel into his own DI. | ||
The vertical hitbox is very disjointed during the early active frames, making it a strong anti-air when Headbutt is not charged. If it lands as an anti-air Punish Counter, the opponent is slammed down into a short juggle state; {{clr|H|5HP}} must be canceled to capitalize on this juggle, which requires some situational awareness. The vertical hitbox also allows {{clr|H|5HP}} to work well in juggle routes, like Taiho Cannon Lift into {{clr| | The vertical hitbox is very disjointed during the early active frames, making it a strong anti-air when Headbutt is not charged. If it lands as an anti-air {{clr|PC|Punish Counter}}, the opponent is slammed down into a short juggle state; {{clr|H|5HP}} must be canceled to capitalize on this juggle, which requires some situational awareness. The vertical hitbox also allows {{clr|H|5HP}} to work well in juggle routes, like Taiho Cannon Lift into {{clr|DR|DR~}}{{clr|H|5HP}}. | ||
}} | }} | ||
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| title = Standing Light Kick | | title = Standing Light Kick | ||
| subtitle = | | subtitle = | ||
| input = 5LK | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} -- | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_5lk|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_5lk|caption=}} | ||
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{{AttackDataCargo-SF6/Query|e.honda_5lk}} | {{AttackDataCargo-SF6/Query|e.honda_5lk}} | ||
* '''Cancel Hitconfirm Window:''' 12f | * '''Cancel Hitconfirm Window:''' 12f | ||
* '''{{clr| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB | ||
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
<br> | <br> | ||
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| title = Standing Medium Kick | | title = Standing Medium Kick | ||
| subtitle = | | subtitle = | ||
| input = 5MK | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} -- | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_5mk|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_5mk|caption=}} | ||
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* '''Cancel Hitconfirm Window:''' 16f (Sumo Spirit 214P only, any strength) | * '''Cancel Hitconfirm Window:''' 16f (Sumo Spirit 214P only, any strength) | ||
<br> | <br> | ||
A neutral poke that can be special canceled into [[#Hundred_Hand_Slap_(214P)|Hundred Hand Slap]] when [[#Sumo_Spirit_(22K)|Sumo Spirit]] is active. Less useful overall than {{clr|M|5MP}}, which is cancelable, plus on block, and harder to whiff punish, with otherwise similar properties. However, {{clr|M|5MK}} does have one significant advantage over {{clr|M|5MP}} - its hitbox allows it to go over many low attacks. At {{sf6-adv|VP|+6}} on | A neutral poke that can be special canceled into [[#Hundred_Hand_Slap_(214P)|Hundred Hand Slap]] when [[#Sumo_Spirit_(22K)|Sumo Spirit]] is active. Less useful overall than {{clr|M|5MP}}, which is cancelable, plus on block, and harder to whiff punish, with otherwise similar properties. However, {{clr|M|5MK}} does have one significant advantage over {{clr|M|5MP}} - its hitbox allows it to go over many low attacks. At {{sf6-adv|VP|+6}} on {{clr|PC|Counter-hit}} and {{sf6-adv|VP|+8}} on {{clr|PC|Punish Counter}}, it can be a solid tool for keeping {{clr|M|2MK}}-happy opponents in line. | ||
The forward movement makes it useful after a corner Forward Throw, allowing a meterless confirm into {{clr|L|2LP}}. Opponents are more likely to mash reversal normals in corner throw situations due to Honda's weak throw loop game, so this is a useful way to keep them honest. | The forward movement makes it useful after a corner Forward Throw, allowing a meterless confirm into {{clr|L|2LP}}. Opponents are more likely to mash reversal normals in corner throw situations due to Honda's weak throw loop game, so this is a useful way to keep them honest. | ||
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| title = Standing Heavy Kick | | title = Standing Heavy Kick | ||
| subtitle = | | subtitle = | ||
| input = 5HK | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} A[H] | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_5hk|1|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_5hk|1|caption=}} | ||
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{{AttackDataCargo-SF6/Query|e.honda_5hk}} | {{AttackDataCargo-SF6/Query|e.honda_5hk}} | ||
* 1st hit forces stand (short range vs. crouching) | * 1st hit forces stand (short range vs. crouching) | ||
* 2nd hit whiffs vs. | * 2nd hit whiffs vs. crouching opponents unless they extend a vertical hurtbox ({{sf6-adv|VM|-11}} oB) | ||
* Puts airborne opponents into {{sf6-jug|free juggle}} state (1st hit), {{sf6-jug|limited juggle}} state (2nd hit) | * Puts airborne opponents into {{sf6-jug|free juggle}} state (1st hit), {{sf6-jug|limited juggle}} state (2nd hit) | ||
* Counter-hit/Punish Counter advantage carries through both hits | * {{clr|PC|Counter-hit/Punish Counter}} advantage carries through both hits | ||
* '''Cancel Hitconfirm Window:''' 34f (1st hit: 18f on hit, 21f on crouch block) | * '''Cancel Hitconfirm Window:''' 34f (1st hit: 18f on hit, 21f on crouch block) | ||
* '''{{clr| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+8}} oB, 2nd hit {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+11}} oB | ||
<br> | <br> | ||
A 2-hitting move that is most useful in Honda's Punish and {{clr| | A 2-hitting move that is most useful in Honda's Punish and {{clr|DR|Drive Rush}} confirm routes. The 1st hit combos naturally into Taiho Cannon Lift, though it does less damage than a {{clr|H|5HP}} starter. The 2nd hit has a bit less hitstun, but still combos naturally even into {{clr|H|HP Hands}}. | ||
It's best to hitconfirm into this button, as the 2nd hit whiffs on crouch blocking opponents. The confirm window is quite lenient, so you can cancel it to avoid being punished with quick reactions. The first hit actually has an even longer cancel window against crouch block, since normally the 2nd hit would connect before this point. Crouching opponents will be forced to stand and take both hits, assuming they are close enough for the first hit to connect. At farther ranges, {{clr|H|5HK}} can whiff entirely. | It's best to hitconfirm into this button, as the 2nd hit whiffs on crouch blocking opponents. The confirm window is quite lenient, so you can cancel it to avoid being punished with quick reactions. The first hit actually has an even longer cancel window against crouch block, since normally the 2nd hit would connect before this point. Crouching opponents will be forced to stand and take both hits, assuming they are close enough for the first hit to connect. At farther ranges, {{clr|H|5HK}} can whiff entirely. | ||
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| title = Crouching Light Punch | | title = Crouching Light Punch | ||
| subtitle = | | subtitle = | ||
| input = 2LP | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=150px|e.honda_2lp|caption=}} | {{MoveDataCargoImage|imageHeight=150px|e.honda_2lp|caption=}} | ||
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* Chains into {{clr|L|2LP}}/{{clr|L|2LK}} (true blockstring) | * Chains into {{clr|L|2LP}}/{{clr|L|2LK}} (true blockstring) | ||
* '''Cancel Hitconfirm Window:''' 13f | * '''Cancel Hitconfirm Window:''' 13f | ||
* '''{{clr| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB | ||
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
* Topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air | |||
<br> | <br> | ||
An extremely important defensive poke and hitconfirm tool, you'll press this button more than any other. Starting a light chain with {{clr|L|2LP}} keeps the opponent locked in a true blockstring, preventing them from using an invincible reversal. At close range, it has enough range for a 3-hit light confirm; a string like {{clr|L|2LP}} > {{clr|L|2LK}} > {{clr|L|2LP}} is useful for opening up opponents trying to walk, dash, or jump out of pressure after blocking the first attack. | An extremely important defensive poke and hitconfirm tool, you'll press this button more than any other. Starting a light chain with {{clr|L|2LP}} keeps the opponent locked in a true blockstring, preventing them from using an invincible reversal. At close range, it has enough range for a 3-hit light confirm; a string like {{clr|L|2LP}} > {{clr|L|2LK}} > {{clr|L|2LP}} is useful for opening up opponents trying to walk, dash, or jump out of pressure after blocking the first attack. | ||
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Because Headbutt is safe on block, you can cancel a single {{clr|L|2LP}} into Headbutt with minimal risk, skipping the need to hitconfirm. This is useful at awkward ranges where {{clr|L|2LP}} > {{clr|L|2LP}} would whiff. At far ranges, {{clr|L|2LP}} > {{clr|L|LP Hundred Hand Slap}} is also safe. | Because Headbutt is safe on block, you can cancel a single {{clr|L|2LP}} into Headbutt with minimal risk, skipping the need to hitconfirm. This is useful at awkward ranges where {{clr|L|2LP}} > {{clr|L|2LP}} would whiff. At far ranges, {{clr|L|2LP}} > {{clr|L|LP Hundred Hand Slap}} is also safe. | ||
Critically, {{clr|L|2LP}} can be canceled into {{clr| | Critically, {{clr|L|2LP}} can be canceled into {{clr|DR|Drive Rush}}. It's one of the few light normals in the game that has frame advantage on a blocked {{clr|DR|DR Cancel}}, allowing for frame traps and strike/throw mixups; however, Honda cannot form a true blockstring from this cancel, making it vulnerable to invincible reversals. On hit, a {{clr|DR|DR Cancel}} links into {{clr|L|2LP}}/{{clr|L|5LK}} which gains enough advantage for a combo into {{clr|H|5HK}}. While any route into {{clr|L|5HK}} is useful, the extra scaling from a light normal starter and {{clr|DR|Drive Rush}} makes the damage quite low considering the high Drive gauge cost. | ||
}} | }} | ||
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| title = Crouching Medium Punch | | title = Crouching Medium Punch | ||
| subtitle = | | subtitle = | ||
| input = 2MP | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} A[M] | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_2mp|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_2mp|caption=}} | ||
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{{AttackDataCargo-SF6/Query|e.honda_2mp}} | {{AttackDataCargo-SF6/Query|e.honda_2mp}} | ||
* '''Cancel Hitconfirm Window:''' 16f | * '''Cancel Hitconfirm Window:''' 16f | ||
* '''{{clr| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB | ||
* Topmost hurtbox on frames 1-11 is vulnerable only to aerial attacks, preventing its use as an anti-air | |||
<br> | <br> | ||
An important button for all parts of Honda's gameplan. | An important button for all parts of Honda's gameplan. | ||
In neutral, this is a decent disjointed poke that can be canceled into specials, {{clr| | In neutral, this is a decent disjointed poke that can be canceled into specials, {{clr|DR|Drive Rush}}, or {{clr|DR|Drive Impact}}. However, be careful because this button is relatively short. Buttons such as Kimberly's {{clr|M|5MK}} and Ken's {{clr|M|2MK}} outrange Honda's {{clr|M|2MP}}, so you can be punished for pressing aggressively in some matchups. Also be aware of your own blockstring pushback; for example, {{clr|M|2MP}} whiffs after a blocked {{clr|L|2LK}} > {{clr|L|2LP}} > {{clr|L|2LP}} string. | ||
In blockstrings, this is a frame trap whenever you are {{sf6-adv|VP|+5}} to {{sf6-adv|VP|+7}}. Notably, {{clr| | In blockstrings, this is a frame trap whenever you are {{sf6-adv|VP|+5}} to {{sf6-adv|VP|+7}}. Notably, {{clr|DR|DR~}}{{clr|M|5MP}} is {{sf6-adv|VP|+5}}, so {{clr|M|2MP}} is a common follow-up. Because {{clr|M|2MP}} can be canceled into {{clr|DR|Drive Impact}}, you can react if the opponent tries to {{clr|DR|DI}} out of pressure. | ||
In combos, {{clr|M|2MP}} is used to convert off a variety of {{sf6-adv|VP|+8}} situations, usually off of {{clr|M|5MP}}. Punish Counter {{clr|M|5MP}} and {{clr| | In combos, {{clr|M|2MP}} is used to convert off a variety of {{sf6-adv|VP|+8}} situations, usually off of {{clr|M|5MP}}. {{clr|PC|Punish Counter}} {{clr|M|5MP}} and {{clr|DR|DR~}}{{clr|M|5MP}} are both {{sf6-adv|VP|+8}}, allowing you to continue the combo with {{clr|M|2MP}}. {{clr|PC|Punish Counter}} {{clr|L|2LP}} also links into {{clr|M|2MP}}, though it can whiff at far distances. | ||
}} | }} | ||
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| title = Crouching Heavy Punch | | title = Crouching Heavy Punch | ||
| subtitle = | | subtitle = | ||
| input = 2HP | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_2hp|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_2hp|caption=}} | ||
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{{clr|H|2HP}} moves forward a significant amount, allowing Honda to advance while maintaining down and back charges. It is also possible to space the move to hit on a later active frame for up to 2f better advantage on hit or block. | {{clr|H|2HP}} moves forward a significant amount, allowing Honda to advance while maintaining down and back charges. It is also possible to space the move to hit on a later active frame for up to 2f better advantage on hit or block. | ||
{{clr|H|2HP}} can be used out of {{clr| | {{clr|H|2HP}} can be used out of {{clr|DR|Drive Rush}} and is plus on both hit and block. Without Sumo Spirit, {{clr|M|2MK}} is often a stronger option as it is faster, hits low, and creates higher frame advantage. {{clr|DR|DR~}}{{clr|M|2MK}}, for example, is {{sf6-adv|VP|+9}} on hit and links into {{clr|M|2MP}}, while {{clr|DR|DR~}}{{clr|H|2HP}} is only {{sf6-adv|VP|+7}}. However, {{clr|DR|DR~}}{{clr|H|2HP}} is useful if you need the extra range, or for extra damage from a Sumo Spirit cancel. | ||
}} | }} | ||
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| title = Crouching Light Kick | | title = Crouching Light Kick | ||
| subtitle = | | subtitle = | ||
| input = 2LK | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} A[L] | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_2lk|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_2lk|caption=}} | ||
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* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | ||
<br> | <br> | ||
A useful tool in light chains to open up opponents that stop blocking low under pressure. Using {{clr|L|2LK}} as the first and/or second hit of a light chain increases the chance of landing a hit, but any chain after {{clr|L|2LK}} leaves a blockstring gap that the opponent can reversal through. Opponents mashing light normals in this gap can be | A useful tool in light chains to open up opponents that stop blocking low under pressure. Using {{clr|L|2LK}} as the first and/or second hit of a light chain increases the chance of landing a hit, but any chain after {{clr|L|2LK}} leaves a blockstring gap that the opponent can reversal through. Opponents mashing light normals in this gap can be {{clr|PC|Counter-hit}}, but this doesn't lead to anything useful due to Honda's slow normals (at best, {{clr|L|2LK}} > {{clr|L|CH 2LP}} > {{clr|H|HP Headbutt}} works for slightly more damage than a {{clr|M|MP Headbutt}} ender). | ||
Additionally, {{clr|L|2LK}} can be canceled into the enhanced [[#Hundred_Hand_Slap_(214P)|Hundred Hand Slap]] when [[#Sumo_Spirit_(22K)|Sumo Spirit]] is active - a potentially useful, low-risk buffer to catch back-walking opponents. | Additionally, {{clr|L|2LK}} can be canceled into the enhanced [[#Hundred_Hand_Slap_(214P)|Hundred Hand Slap]] when [[#Sumo_Spirit_(22K)|Sumo Spirit]] is active - a potentially useful, low-risk buffer to catch back-walking opponents. | ||
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| title = Crouching Medium Kick | | title = Crouching Medium Kick | ||
| subtitle = | | subtitle = | ||
| input = 2MK | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_2mk|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_2mk|caption=}} | ||
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Ordinarily, {{clr|M|2MK}} is a fairly unremarkable low that can't be special canceled and starts up slower than most other {{clr|M|2MK}}'s in the game. However, with the buff from [[#Sumo_Spirit_(22K)|Sumo Spirit]] active, {{clr|M|2MK}} becomes cancelable (and combo-able) into any version of the enhanced [[#Hundred_Hand_Slap_(214P)|Hundred Hand Slap]]. | Ordinarily, {{clr|M|2MK}} is a fairly unremarkable low that can't be special canceled and starts up slower than most other {{clr|M|2MK}}'s in the game. However, with the buff from [[#Sumo_Spirit_(22K)|Sumo Spirit]] active, {{clr|M|2MK}} becomes cancelable (and combo-able) into any version of the enhanced [[#Hundred_Hand_Slap_(214P)|Hundred Hand Slap]]. | ||
At {{sf6-adv|VP|+6}} on hit, Honda has several options for linking out of {{clr|M|2MK}} on normal hit. From {{clr| | At {{sf6-adv|VP|+6}} on hit, Honda has several options for linking out of {{clr|M|2MK}} on normal hit. From {{clr|DR|Drive Rush}}, {{clr|M|2MK}} becomes {{sf6-adv|VP|+10(+12)}} on hit, allowing Honda to link into {{clr|M|5MP}} from a plus-on-block low. | ||
}} | }} | ||
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| title = Crouching Heavy Kick | | title = Crouching Heavy Kick | ||
| subtitle = | | subtitle = | ||
| input = 2HK | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=150px|e.honda_2hk|caption=}} | {{MoveDataCargoImage|imageHeight=150px|e.honda_2hk|caption=}} | ||
Line 275: | Line 276: | ||
{{AttackDataCargo-SF6/Query|e.honda_2hk}} | {{AttackDataCargo-SF6/Query|e.honda_2hk}} | ||
* 2 hits; 2nd hit is behind E. Honda (better block/KD advantage) | * 2 hits; 2nd hit is behind E. Honda (better block/KD advantage) | ||
* Counter-hit/Punish Counter: HKD +45(+54) | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +45(+54) | ||
* Has juggle potential; not a Hard Knockdown when juggled into | * Has juggle potential; not a Hard Knockdown when juggled into | ||
** Backwards hit puts airborne opponents into {{sf6-jug|limited juggle}} state | ** Backwards hit puts airborne opponents into {{sf6-jug|limited juggle}} state | ||
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Harai kick ({{clr|H|6HK}}) has longer range and is only {{sf6-adv|VM|-5}} on block, so it is a stronger option in many cases if you want to check someone's feet. However, the reward of a successful sweep is higher, as a +30 Hard Knockdown allows Honda to dash forward and run offense without spending Drive gauge. | Harai kick ({{clr|H|6HK}}) has longer range and is only {{sf6-adv|VM|-5}} on block, so it is a stronger option in many cases if you want to check someone's feet. However, the reward of a successful sweep is higher, as a +30 Hard Knockdown allows Honda to dash forward and run offense without spending Drive gauge. | ||
The backwards hit grants better frame advantage, but there are very few practical ways to set it up. An opponent jumping over Honda from close range may land into the backwards active frames, leading to a Punish Counter if they input an air normal. There are also some {{clr| | The backwards hit grants better frame advantage, but there are very few practical ways to set it up. An opponent jumping over Honda from close range may land into the backwards active frames, leading to a {{clr|PC|Punish Counter}} if they input an air normal. There are also some {{clr|DR|Drive Rush}} juggles that can set this up for a side switch, allowing Honda to follow up {{clr|H|2HK}} with {{clr|L|214LP}}, {{clr|OD|[2]8KK}}, or a Super. | ||
}} | }} | ||
<br> | <br> | ||
Line 292: | Line 293: | ||
| title = Jumping Light Punch | | title = Jumping Light Punch | ||
| subtitle = | | subtitle = | ||
| input = j.LP | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=150px|e.honda_jlp|caption=}} | {{MoveDataCargoImage|imageHeight=150px|e.honda_jlp|caption=}} | ||
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| title = Jumping Medium Punch | | title = Jumping Medium Punch | ||
| subtitle = | | subtitle = | ||
| input = j.MP | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} j.M | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_jmp|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_jmp|caption=}} | ||
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| title = Jumping Heavy Punch | | title = Jumping Heavy Punch | ||
| subtitle = | | subtitle = | ||
| input = j.HP | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} j.H | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=150px|e.honda_jhp|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|e.honda_jhp|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|e.honda_jhp|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|e.honda_jhp}} | {{AttackDataCargo-SF6/Query|e.honda_jhp}} | ||
* Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter | * Spike knockdown vs. airborne opponents on {{clr|PC|Counter-hit/Punish Counter}} | ||
<br> | <br> | ||
Honda's highest-damage air-to-air option with a good horizontal hitbox. Relatively slow to start up, though it is 1f faster than {{clr|H|j.HK}} or {{clr|H|nj.HP}}. Good if you can react quickly to the opponent going airborne. Can also be used as a jump-in attack as it does the same damage as {{clr|H|j.HK}}. | Honda's highest-damage air-to-air option with a good horizontal hitbox. Relatively slow to start up, though it is 1f faster than {{clr|H|j.HK}} or {{clr|H|nj.HP}}. Good if you can react quickly to the opponent going airborne. Can also be used as a jump-in attack as it does the same damage as {{clr|H|j.HK}}. | ||
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=====<font style="visibility:hidden; float:right">8j.HP</font>===== | =====<font style="visibility:hidden; float:right">8j.HP</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Neutral | | title = Neutral Jumping Heavy Punch | ||
| subtitle = "Stop Sign" | | subtitle = "Stop Sign" | ||
| input = 8j.HP | | input = {{Classic_sf6}} 8j.HP<br>{{Modern_sf6}} 8j.H | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=160px|e.honda_8jhp|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|e.honda_8jhp|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|e.honda_8jhp|caption=}} | ||
Line 359: | Line 360: | ||
| title = Jumping Light Kick | | title = Jumping Light Kick | ||
| subtitle = | | subtitle = | ||
| input = j.LK | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_jlk|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_jlk|caption=}} | ||
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| title = Jumping Medium Kick | | title = Jumping Medium Kick | ||
| subtitle = | | subtitle = | ||
| input = j.MK | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} -- | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_jmk|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_jmk|caption=}} | ||
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| title = Jumping Heavy Kick | | title = Jumping Heavy Kick | ||
| subtitle = | | subtitle = | ||
| input = j.HK | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} -- | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_jhk|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_jhk|caption=}} | ||
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| title = Harai Kick | | title = Harai Kick | ||
| subtitle = | | subtitle = | ||
| input = 6HK | | input = {{Classic_sf6}} 6HK<br>{{Modern_sf6}} 6H | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|e.honda_6hk|caption=}} | {{MoveDataCargoImage|imageHeight=180px|e.honda_6hk|caption=}} | ||
Line 416: | Line 417: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|e.honda_6hk}} | {{AttackDataCargo-SF6/Query|e.honda_6hk}} | ||
* Punish Counter: KD +45 | * {{clr|PC|Punish Counter}}: KD +45 | ||
<br> | <br> | ||
Honda advances forward with a standing Low kick. The forward movement gives {{clr|H|6HK}} surprising range that can threaten opponents outside his usual footsies range. While slightly unsafe on block, the pushback usually keeps Honda safe if spaced properly. | Honda advances forward with a standing Low kick. The forward movement gives {{clr|H|6HK}} surprising range that can threaten opponents outside his usual footsies range. While slightly unsafe on block, the pushback usually keeps Honda safe if spaced properly. | ||
{{clr| | {{clr|DR|DR~}}{{clr|H|6HK}} is {{sf6-adv|VP|+5}} on hit and can connect from nearly full-screen, letting Honda confirm into {{clr|L|5LP}}~{{clr|M|MP}} while remaining safe on block. | ||
}} | }} | ||
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| title = Power Stomp | | title = Power Stomp | ||
| subtitle = | | subtitle = | ||
| input = 3HK | | input = {{Classic_sf6}} 3HK<br>{{Modern_sf6}} -- | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_3hk|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_3hk|caption=}} | ||
Line 440: | Line 441: | ||
A standing overhead with short range. Can be done by itself or via the Toko Shizume ({{clr|M|5MP}}~{{clr|H|3HK}}) Target Combo. In general, {{clr|H|3HK}} is used in specific offensive sequences where it hits meaty or as a frame trap. This move is otherwise slow to start up and has a short range, making it extremely risky to use in neutral. | A standing overhead with short range. Can be done by itself or via the Toko Shizume ({{clr|M|5MP}}~{{clr|H|3HK}}) Target Combo. In general, {{clr|H|3HK}} is used in specific offensive sequences where it hits meaty or as a frame trap. This move is otherwise slow to start up and has a short range, making it extremely risky to use in neutral. | ||
At only {{sf6-adv|P|+3}}, Power Stomp does not combo on normal hit, though it leaves Honda close for a strike/throw mixup. To get a combo afterward, it must | At only {{sf6-adv|P|+3}}, Power Stomp does not combo on normal hit, though it leaves Honda close for a strike/throw mixup. To get a combo afterward, it must {{clr|PC|Counter-hit}} or be done out of {{clr|DR|Drive Rush}}. You can also time it as a meaty on the opponent's wakeup or after an air reset, making it up to {{sf6-adv|VP|+8}} on hit or {{sf6-adv|P|+2}} on block. | ||
The startup of {{clr|H|3HK}} can be kara-canceled into any special or Super, most importantly into Oicho Throw (63214K). This overhead/throw mixup is a core part of Honda's offense. Canceling into Neko Damashi (22P) can hit opponents trying to jump out, and with the Sumo Spirit install this can be hitconfirmed into Hundred Hand Slap for a full combo. Kara-canceling into Sumo Smash is another great way to mix up the opponent, particularly ones who expect a command throw. With precise charge timing, you can even cancel {{clr|H|3HK}} startup into Sumo Headbutt, which can throw off the opponent's parry timing or bait a reaction that gets them hit. | The startup of {{clr|H|3HK}} can be kara-canceled into any special or Super, most importantly into Oicho Throw (63214K). This overhead/throw mixup is a core part of Honda's offense. Canceling into Neko Damashi (22P) can hit opponents trying to jump out, and with the Sumo Spirit install this can be hitconfirmed into Hundred Hand Slap for a full combo. Kara-canceling into Sumo Smash is another great way to mix up the opponent, particularly ones who expect a command throw. With precise charge timing, you can even cancel {{clr|H|3HK}} startup into Sumo Headbutt, which can throw off the opponent's parry timing or bait a reaction that gets them hit. | ||
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| title = Flying Sumo Press | | title = Flying Sumo Press | ||
| subtitle = | | subtitle = | ||
| input = j.2MK | | input = {{Classic_sf6}} j.2MK<br>{{Modern_sf6}} j.2M | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_j2mk|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_j2mk|caption=}} | ||
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| title = Double Slaps | | title = Double Slaps | ||
| subtitle = | | subtitle = | ||
| input = 5LP~MP | | input = {{Classic_sf6}} 5LP~MP<br>{{Modern_sf6}} 5L~L | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_5mp|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_5mp|caption=}} | ||
Line 481: | Line 482: | ||
* {{clr|M|MP}} can whiff at max range | * {{clr|M|MP}} can whiff at max range | ||
* '''Cancel Hitconfirm Window:''' 35-36f | * '''Cancel Hitconfirm Window:''' 35-36f | ||
* '''{{clr| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' KD +48 oH / {{sf6-adv|VP|+4}} oB | ||
<br> | <br> | ||
Leads to higher damage and stronger oki than combos that start with {{clr|L|2LP}}, which makes a {{sf6-adv|VP|+5}} situation much more valuable than a {{sf6-adv|VP|+4}} situation. This TC can actually be confirmed from the {{clr|L|5LP}} alone due to its extended hitconfirm window, but this is generally unnecessary since Honda has a safe Headbutt ender regardless. | Leads to higher damage and stronger oki than combos that start with {{clr|L|2LP}}, which makes a {{sf6-adv|VP|+5}} situation much more valuable than a {{sf6-adv|VP|+4}} situation. This TC can actually be confirmed from the {{clr|L|5LP}} alone due to its extended hitconfirm window, but this is generally unnecessary since Honda has a safe Headbutt ender regardless. | ||
On hit, the {{clr|L|5LP}}~{{clr|M|MP}} juggle state gives Honda time to build charge, and allows him to follow up with most specials and supers. On block, the TC is very unsafe at {{sf6-adv|VM|-10}}, unlike the advantageous {{clr|M|5MP}}. If the opponent attempts a {{clr| | On hit, the {{clr|L|5LP}}~{{clr|M|MP}} juggle state gives Honda time to build charge, and allows him to follow up with most specials and supers. On block, the TC is very unsafe at {{sf6-adv|VM|-10}}, unlike the advantageous {{clr|M|5MP}}. If the opponent attempts a {{clr|DR|Drive Impact}}, you can easily react to a {{clr|DR|counter-DI}} on either hit. | ||
A basic offensive sequence off Double Slaps is {{clr|L|5LP}}~{{clr|M|MP}} > Headbutt, {{clr|H|j.HK}}. The meterless Headbutt leaves Honda at +42 KD advantage, which sets up a corner [https://glossary.infil.net/?t=Safe%20Jump safe jump]. | A basic offensive sequence off Double Slaps is {{clr|L|5LP}}~{{clr|M|MP}} > Headbutt, {{clr|H|j.HK}}. The meterless Headbutt leaves Honda at +42 KD advantage, which sets up a corner [https://glossary.infil.net/?t=Safe%20Jump safe jump]. | ||
Line 494: | Line 495: | ||
| title = Toko Shizume | | title = Toko Shizume | ||
| subtitle = | | subtitle = | ||
| input = 5MP~3HK | | input = {{Classic_sf6}} 5MP~3HK<br>{{Modern_sf6}} 5M~3M | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_3hk|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_3hk|caption=}} | ||
Line 501: | Line 502: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|e.honda_5mp_3hk}} | {{AttackDataCargo-SF6/Query|e.honda_5mp_3hk}} | ||
* After {{clr|M|5MP}}: 7f gap on block, 2f gap on hit (requires {{clr| | * After {{clr|M|5MP}}: 7f gap on block, 2f gap on hit (requires {{clr|DR|Drive Rush}} for combo or frame trap) | ||
* Can kara-cancel into specials/supers on frames 15-16 (can start buffering on frame 9) | * Can kara-cancel into specials/supers on frames 15-16 (can start buffering on frame 9) | ||
* Kara-cancel into Oicho Throw also leaves a | * Kara-cancel into Oicho Throw also leaves a 5f interruptible gap on block | ||
* Front leg hurtbox is raised on frames 4-20 | * Front leg hurtbox is raised on frames 4-20 | ||
* Spike knockdown vs. airborne opponents (HKD +43~46) | * Spike knockdown vs. airborne opponents (HKD +43~46) | ||
Line 509: | Line 510: | ||
** Only useful when juggled into (HKD +11~14); unsafe on grounded hit ({{sf6-adv|VM|-30}}) | ** Only useful when juggled into (HKD +11~14); unsafe on grounded hit ({{sf6-adv|VM|-30}}) | ||
<br> | <br> | ||
Target combo from {{clr|M|5MP}} into Honda's safe overhead. Leaves an interruptible gap on block that loses to mashed jabs regardless of whether Honda ends with the stomp or an Oicho Throw; the stomp is also vulnerable to {{clr| | Target combo from {{clr|M|5MP}} into Honda's safe overhead. Leaves an interruptible gap on block that loses to mashed jabs regardless of whether Honda ends with the stomp or an Oicho Throw; the stomp is also vulnerable to {{clr|DR|Drive Impact}}. To avoid this, you should generally start this sequence with {{clr|DR|DR~}}{{clr|M|5MP}}. This makes both enders a frame trap, and {{clr|H|3HK}} will even catch opponents trying to jump away while being {{clr|DR|DI}}-safe. If the opponent wants to reversal instead, they will have to react quickly to the {{clr|H|3HK}} startup since {{clr|M|5MP}} is safe on its own. | ||
On hit, the stomp can be canceled into [[#Sumo_Spirit_(22K)|Sumo Spirit]] by pressing {{clr|H|2HK}} during recovery. This should only be used in juggles, like after a wallsplat or a launcher into {{clr| | On hit, the stomp can be canceled into [[#Sumo_Spirit_(22K)|Sumo Spirit]] by pressing {{clr|H|2HK}} during recovery. This should only be used in juggles, like after a wallsplat or a launcher into {{clr|DR|DR~}}{{clr|M|5MP}}; otherwise, Honda is extremely punishable. The cancel will not occur if the stomp whiffs or is blocked. | ||
}} | }} | ||
<br> | <br> | ||
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| title = Forward Throw | | title = Forward Throw | ||
| subtitle = | | subtitle = | ||
| input = LPLK | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=220px|e.honda_lplk|caption=}} | {{MoveDataCargoImage|imageHeight=220px|e.honda_lplk|caption=}} | ||
Line 527: | Line 528: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|e.honda_lplk}} | {{AttackDataCargo-SF6/Query|e.honda_lplk}} | ||
* Punish Counter: HKD +17 | * {{clr|PC|Punish Counter}}: HKD +17 | ||
* Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | ||
<br> | <br> | ||
Honda's forward throw does not generate oki midscreen if the opponent back rises. Even with {{clr| | Honda's forward throw does not generate oki midscreen if the opponent back rises. Even with {{clr|DR|Drive Rush}}, the opponent wakes up too quickly, and Honda cannot threaten with any meaty attack. For this reason, consider Back Throw when midscreen to generate better frame advantage. | ||
In the corner (or on a Punish Counter Hard Knockdown), Honda must use {{clr| | In the corner (or on a {{clr|PC|Punish Counter}} Hard Knockdown), Honda must use {{clr|DR|Drive Rush}} to generate useful oki with any normal 9f or faster. {{clr|DR|DR~}}{{clr|M|5MP}} also gives strong block advantage, but trades with 4-frame normals; this usually leaves him with enough advantage to link {{clr|M|2MP}} afterwards, but it depends on the hitstun of the opponent's attack. | ||
Without {{clr| | Without {{clr|DR|Drive Rush}}, Honda can still walk forward and challenge with normals. This is one situation where {{clr|M|5MK}} can be useful, since it moves Honda forward significantly. If {{clr|M|5MK}} hits meaty, you can link into {{clr|L|2LP}} for a combo. Other normals don't lead to a practical hitconfirm. | ||
Be aware that Honda does not get throw loops off forward throw in any situation. If you attempt to walk or {{clr| | Be aware that Honda does not get throw loops off forward throw in any situation. If you attempt to walk or {{clr|DR|Drive Rush}} into a normal throw or Oicho Throw, the opponent will be able to mash out with fast buttons. Before attempting this, condition the opponent with meaty strikes to convince them not to mash. | ||
}} | }} | ||
Line 543: | Line 544: | ||
| title = Back Throw | | title = Back Throw | ||
| subtitle = | | subtitle = | ||
| input = 4LPLK | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_4lplk|caption=}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_4lplk|caption=}} | ||
Line 551: | Line 552: | ||
{{AttackDataCargo-SF6/Query|e.honda_4lplk}} | {{AttackDataCargo-SF6/Query|e.honda_4lplk}} | ||
* Side switch | * Side switch | ||
* Punish Counter: HKD +24 | * {{clr|PC|Punish Counter}}: HKD +24 | ||
* Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | ||
<br> | <br> | ||
After throwing the opponent back into the corner, Honda is {{sf6-adv|VP|+5}} after a forward dash; from here, he can mix between a ranged normal or {{clr|L|LK}}/{{clr| | After throwing the opponent back into the corner, Honda is {{sf6-adv|VP|+5}} after a forward dash; from here, he can mix between a ranged normal or {{clr|L|LK}}/{{clr|OD|OD}} [[#Oicho_Throw_(63214K)|Oicho Throw]]. For 1 bar, {{clr|DR|Drive Rush}} lets Honda get close for a stronger mixup; {{clr|DR|DR~}}{{clr|H|2HP}} is a great option, leaving him {{sf6-adv|VP|+10 oH}}/{{sf6-adv|VP|+4 oB}} and close enough for a command throw or microwalk normal throw. Honda also has enough knockdown advantage to bait the opponent's wakeup reversal after activating {{clr|DR|Drive Rush}}. | ||
}} | }} | ||
<br> | <br> | ||
Line 563: | Line 564: | ||
| title = Drive Impact | | title = Drive Impact | ||
| subtitle = | | subtitle = | ||
| input = HPHK | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|e.honda_hphk|caption=}} | {{MoveDataCargoImage|imageHeight=180px|e.honda_hphk|caption=}} | ||
Line 570: | Line 571: | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|e.honda_hphk}} | {{AttackDataCargo-SF6/Query|e.honda_hphk}} | ||
* '''Armor (2-hit):''' 1-27f | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.539 (1.739 movement + 0.80 hitbox) | ||
* Applies 20% damage scaling to next hit when beginning a combo | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo | ||
* Combos when canceled from {{clr|H|5HK (1st)}} or Punish Counter {{clr|H|5HK (2nd)}}/{{clr|M|2MP}} (no corner wallsplat | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling | ||
* Combos when canceled from {{clr|H|5HP}}/{{clr|H|5HK (1st)}} or {{clr|PC|Punish Counter}} {{clr|H|5HK (2nd)}}/{{clr|M|5MP}}/{{clr|M|2MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | |||
* A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) | |||
** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes | |||
** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo | |||
See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | ||
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* '''Marisa (214K)''', frame 3 armor | * '''Marisa (214K)''', frame 3 armor | ||
* '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | ||
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. | |||
* {{clr|H|5HK (2nd)}} > {{clr| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. | ||
* {{clr|H|5HP}} > {{clr| | * {{clr|H|5HK (2nd)}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit, but whiffs on crouch block | ||
* {{clr| | * {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | ||
* {{clr| | * {{clr|DR|DR~}}{{clr|M|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | ||
* {{clr| | * {{clr|DR|DR~}}{{clr|H|5HK (1st)}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | ||
* {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | |||
}} | }} | ||
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| title = Drive Reversal | | title = Drive Reversal | ||
| subtitle = | | subtitle = | ||
| input = 6HPHK | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|e.honda_6hphk|caption=}} | {{MoveDataCargoImage|imageHeight=180px|e.honda_6hphk|caption=}} | ||
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| info = | | info = | ||
{{AttackDataCargo-SF6/Query|e.honda_6hphk}} | {{AttackDataCargo-SF6/Query|e.honda_6hphk}} | ||
* '''Full Invuln:''' 1-22f; Armor Break | * '''Full Invuln:''' 1-22f; '''Range:''' 2.019; Armor Break | ||
* 5f extra recovery on hit | * 5f extra recovery on hit; 4f screen freeze during startup | ||
{{AttackDataCargo-SF6/Query|e.honda_6hphk_recovery}} | |||
* '''Full Invuln:''' 1-20f; '''Range:''' 2.019; Armor Break | |||
* 5f extra recovery on hit; no screen freeze | |||
See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | ||
}} | }} | ||
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| title = Drive Parry | | title = Drive Parry | ||
| subtitle = | | subtitle = | ||
| input = MPMK | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|e.honda_mpmk|caption=}} | {{MoveDataCargoImage|imageHeight=180px|e.honda_mpmk|caption=}} | ||
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}} | }} | ||
=====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Drive Rush | | title = Drive Rush | ||
| subtitle = | | subtitle = | ||
| input = 66 | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=160px|e.honda_mpmk_66_pdr|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight= | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|e.honda_mpmk_66_pdr|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|e. | {{AttackDataCargo-SF6/Query|e.honda_mpmk_66_pdr}} | ||
* 1-bar version performed out of Parry | |||
* Startup is 1+8 immediately after successful Parry | |||
{{AttackDataCargo-SF6/Query|e.honda_mpmk_66_drc}} | |||
* 3-bar version performed on hit/block from a cancelable normal | |||
** Can also be performed from whiffed cancelable light normals | |||
See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/E.Honda/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | |||
* Startup refers to minimum time before an attack can cancel the {{clr|DR|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 | |||
* Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | ||
** Only applies scaling once per combo; does not apply when | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo | ||
Distance: | |||
* 0.213 (min, cancel into immediate Throw) | |||
* 1.769 (min, earliest blocking/movement frame) | |||
* 3.375 (max, final {{clr|DR|DR}} frame) | |||
}} | }} | ||
<br> | <br> | ||
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{{MoveDataCargo | {{MoveDataCargo | ||
| title = Sumo Spirit | | title = Sumo Spirit | ||
| subtitle = | | subtitle = Hands Power-up | ||
| input = 22K | | input = {{Classic_sf6}} 22K<br>{{Modern_sf6}} 22M or 22H | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=205px|e.honda_22k|caption=}} | {{MoveDataCargoImage|imageHeight=205px|e.honda_22k|caption=}} | ||
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{{MoveDataCargo | {{MoveDataCargo | ||
| title = Hundred Hand Slap | | title = Hundred Hand Slap | ||
| subtitle = | | subtitle = Sumo Slaps | ||
| input = 214P | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 5S (L) | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=210px|e.honda_214lp|caption=}} | {{MoveDataCargoImage|imageHeight=210px|e.honda_214lp|caption=}} | ||
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[] refers to enhanced Sumo Spirit version. This enhanced version can also be canceled into from {{clr|L|2LK}}, {{clr|M|2MK}}, {{clr|M|5MK}}, {{clr|H|2HP}}, and the later active frames of {{clr|H|5HP}}. | [] refers to enhanced Sumo Spirit version. This enhanced version can also be canceled into from {{clr|L|2LK}}, {{clr|M|2MK}}, {{clr|M|5MK}}, {{clr|H|2HP}}, and the later active frames of {{clr|H|5HP}}. | ||
Honda steps forward and attacks with repeated slaps. The {{clr|L|LP}} version can be safe if well-spaced, but Hundred Hand Slap is not generally used as a neutral tool unless the opponent is in Burnout. Heavier strengths advance further forward, gaining more hits and damage but becoming more unsafe on block. Only the {{clr| | Honda steps forward and attacks with repeated slaps. The {{clr|L|LP}} version can be safe if well-spaced, but Hundred Hand Slap is not generally used as a neutral tool unless the opponent is in Burnout. Heavier strengths advance further forward, gaining more hits and damage but becoming more unsafe on block. Only the {{clr|OD|OD}} version is safe on block, and is a decent pressure tool if the opponent is in Burnout. | ||
The rapid hits allow it to consistently beat armored moves like {{clr| | The rapid hits allow it to consistently beat armored moves like {{clr|DR|Drive Impact}}; when this happens, the {{clr|PC|Counter-hit}} bonus advantage will allow Honda to combo into {{clr|L|2LP}} afterwards. | ||
Hundred Hand Slap is primarily a combo tool, giving plenty of time to confirm into {{clr| | Hundred Hand Slap is primarily a combo tool, giving plenty of time to confirm into {{clr|SA|SA3}} for big damage. The {{clr|OD|OD}} version gives a follow-up link into {{clr|L|2LP}} and pushes the opponent far during the animation. A Sumo Spirit enhancement gives meterless Hands the same link as the {{clr|OD|OD}} version, but with a little extra damage scaling build in. The {{clr|M|MP}}/{{clr|H|HP}} enhanced versions leave Honda very close to the opponent on hit, allowing him to push a throw mixup on hit instead of finishing the combo. Enhanced {{clr|OD|OD Hundred Hand Slap}} becomes {{sf6-adv|VP|+6}} on hit, but since Honda doesn't have any fast mediums, this really only grants a link into {{clr|L|5LP}}~{{clr|M|MP}}. | ||
}} | }} | ||
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{{MoveDataCargo | {{MoveDataCargo | ||
| title = Sumo Headbutt | | title = Sumo Headbutt | ||
| subtitle = | | subtitle = | ||
| input = [4]6P | | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X or [4]S (M) | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|e.honda_46lp|caption=}} | {{MoveDataCargoImage|imageHeight=180px|e.honda_46lp|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|e.honda_46lp|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|e.honda_46lp|caption=}} | ||
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* 1f less landing recovery on block; extra pushback on block vs. Burnout | * 1f less landing recovery on block; extra pushback on block vs. Burnout | ||
* '''Cancel Hitconfirm Window:''' 17f (Super, only first 4 active frames are cancelable) | * '''Cancel Hitconfirm Window:''' 17f (Super, only first 4 active frames are cancelable) | ||
* Applies 30% damage scaling to next hit when beginning a combo (Headbutt > {{clr| | * Applies 30% damage scaling to next hit when beginning a combo (Headbutt > {{clr|SA|SA3}} starter: 40% total scaling) | ||
{{AttackDataCargo-SF6/Query|e.honda_46mp}} | {{AttackDataCargo-SF6/Query|e.honda_46mp}} | ||
* '''Anti-Air Invuln:''' 5-13f; '''Airborne''' 14-35f ({{FKD}} state) | * '''Anti-Air Invuln:''' 5-13f; '''Airborne''' 14-35f ({{FKD}} state) | ||
* 2f extra landing recovery on block; extra pushback on block vs. Burnout | * 2f extra landing recovery on block; extra pushback on block vs. Burnout | ||
* '''Cancel Hitconfirm Window:''' 17f (Super, only first 4 active frames are cancelable) | * '''Cancel Hitconfirm Window:''' 17f (Super, only first 4 active frames are cancelable) | ||
* Applies 30% damage scaling to next hit when beginning a combo (Headbutt > {{clr| | * Applies 30% damage scaling to next hit when beginning a combo (Headbutt > {{clr|SA|SA3}} starter: 40% total scaling) | ||
{{AttackDataCargo-SF6/Query|e.honda_46hp}} | {{AttackDataCargo-SF6/Query|e.honda_46hp}} | ||
* '''Anti-Air Invuln:''' 6-16f; '''Airborne''' 18-30(49)f ({{FKD}} state) | * '''Anti-Air Invuln:''' 6-16f; '''Airborne''' 18-30(49)f ({{FKD}} state) | ||
* 2f extra landing recovery on block | * 2f extra landing recovery on block; extra pushback on block vs. Burnout | ||
* '''Cancel Hitconfirm Window:''' 17f (Super, only first 4 active frames are cancelable) | * '''Cancel Hitconfirm Window:''' 17f (Super, only first 4 active frames are cancelable) | ||
* Applies 30% damage scaling to next hit when beginning a combo (Headbutt > {{clr| | * Applies 30% damage scaling to next hit when beginning a combo (Headbutt > {{clr|SA|SA3}} starter: 40% total scaling) | ||
{{AttackDataCargo-SF6/Query|e.honda_46pp}} | {{AttackDataCargo-SF6/Query|e.honda_46pp}} | ||
* '''Armor:''' 1-8f, 9-34f; '''Airborne''' 14-25(34)f ({{FKD}} state) | * '''Armor:''' 1-8f, 9-34f; '''Airborne''' 14-25(34)f ({{FKD}} state) | ||
** Can absorb 2 hits if they occur during the 2 separate armor windows | ** Can absorb 2 hits if they occur during the 2 separate armor windows | ||
* 2 hits (1st only connects at close range); 7f extra landing recovery on block | * 2 hits (1st only connects at close range); 7f extra landing recovery on block | ||
* Punish | * {{clr|PC|Punish Counter}} state for the move's full duration | ||
<br> | <br> | ||
'''All Versions:''' | '''All Versions:''' | ||
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* Active frames end upon contact with opponent; all active frames result in the same frame advantage | * Active frames end upon contact with opponent; all active frames result in the same frame advantage | ||
<br> | <br> | ||
An all-purpose neutral tool, counterpoke, anti-air, and combo ender, Sumo Headbutt is a core part of Honda's gameplan. Meterless versions are {{sf6-adv|M|-3}} on block, and they usually recover around the max range of the opponent's 4f normal (though sometimes the opponent's 4f normal can whiff). If the opponent is in Burnout, the extra pushback | An all-purpose neutral tool, counterpoke, anti-air, and combo ender, Sumo Headbutt is a core part of Honda's gameplan. Meterless versions are {{sf6-adv|M|-3}} on block, and they usually recover around the max range of the opponent's 4f normal (though sometimes the opponent's 4f normal can whiff). If the opponent is in Burnout, the extra pushback usually leaves both characters out of range for any light normals, making it hard for Honda to push his advantage. | ||
Each version of Headbutt has different properties and travel speeds. {{clr|L|LP Headbutt}} has the slowest travel speed and shortest distance, traveling ~50% of the screen length. While this makes it easier to react to, this is useful for messing with the opponent's parry timing. Since Perfect Parry is the primary counter to Honda's neutral tools, switching between Headbutt strengths is a good way to increase the difficulty. Honda can even whiff {{clr|L|LP Headbutt}} from just beyond its max range, then land and punish the opponent's whiffed parry with a throw or Oicho Throw. {{clr|L|LP Headbutt}} also has less landing recovery if the opponent armors through it with {{clr| | Each version of Headbutt has different properties and travel speeds. {{clr|L|LP Headbutt}} has the slowest travel speed and shortest distance, traveling ~50% of the screen length. While this makes it easier to react to, this is useful for messing with the opponent's parry timing. Since Perfect Parry is the primary counter to Honda's neutral tools, switching between Headbutt strengths is a good way to increase the difficulty. Honda can even whiff {{clr|L|LP Headbutt}} from just beyond its max range, then land and punish the opponent's whiffed parry with a throw or Oicho Throw. {{clr|L|LP Headbutt}} also has less landing recovery if the opponent armors through it with {{clr|DR|Drive Impact}}, making it more likely to land safely so Honda can counter with his own {{clr|DR|DI}}. | ||
{{clr|M|MP Headbutt}} travels ~80% of the screen and is the most effective overall at mid-range, working consistently from cancels and in juggles. The 4th active frame even has extra range for opponents already in hitstun, making it more likely to successfully combo into the full damage hit. It's fairly hard to react with parry at this range, making it more likely to chip away at the opponent's Drive gauge. | {{clr|M|MP Headbutt}} travels ~80% of the screen and is the most effective overall at mid-range, working consistently from cancels and in juggles. The 4th active frame even has extra range for opponents already in hitstun, making it more likely to successfully combo into the full damage hit. It's fairly hard to react with parry at this range, making it more likely to chip away at the opponent's Drive gauge. | ||
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{{clr|H|HP Headbutt}} has the highest damage and the highest travel speed once airborne, but the slower startup makes it more restrictive in combos and juggles. From beyond round start distance, the travel speed makes it the fastest overall option. It also travels incredibly far, continuing until Honda reaches the opponent. If the opponent jumps and Honda flies underneath, he will start his landing recovery once 15 active frames have played out; an early neutral jump will allow the opponent to land and punish Honda, while a predictive back jump usually lets the opponent come down with a full {{clr|H|j.HP}}/{{clr|H|j.HK}} punish. | {{clr|H|HP Headbutt}} has the highest damage and the highest travel speed once airborne, but the slower startup makes it more restrictive in combos and juggles. From beyond round start distance, the travel speed makes it the fastest overall option. It also travels incredibly far, continuing until Honda reaches the opponent. If the opponent jumps and Honda flies underneath, he will start his landing recovery once 15 active frames have played out; an early neutral jump will allow the opponent to land and punish Honda, while a predictive back jump usually lets the opponent come down with a full {{clr|H|j.HP}}/{{clr|H|j.HK}} punish. | ||
Headbutts makes an excellent tool for bullying the opponent's Drive gauge, chipping away 0.75 bars on the {{clr|L|LP}}/{{clr|M|MP}} versions and 1 full bar on the {{clr|H|HP}} version. If it happens to whiff punish the opponent's pokes, it also drains a whopping 1.25 Drive bars on its own. Keep in mind that the opponent will actually gain ~1/2 bar of Drive gauge on every successful parry attempt, so mindlessly using Headbutt can actually be harmful for winning the Drive meter war. Predictable Headbutt timing also makes Honda susceptible to Perfect Parry for a free punish, and longer range Headbutts can even be intercepted with {{clr| | Headbutts makes an excellent tool for bullying the opponent's Drive gauge, chipping away 0.75 bars on the {{clr|L|LP}}/{{clr|M|MP}} versions and 1 full bar on the {{clr|H|HP}} version. If it happens to whiff punish the opponent's pokes, it also drains a whopping 1.25 Drive bars on its own. Keep in mind that the opponent will actually gain ~1/2 bar of Drive gauge on every successful parry attempt, so mindlessly using Headbutt can actually be harmful for winning the Drive meter war. Predictable Headbutt timing also makes Honda susceptible to Perfect Parry for a free punish, and longer range Headbutts can even be intercepted with {{clr|DR|Drive Impact}} on reaction for even more damage. | ||
All meterless Headbutts have anti-air invulnerability, making it Honda's best anti-air when charge is available. However, this invulnerability does not apply to the first few startup frames, and it runs out when Honda becomes airborne. If you Headbutt too late, or if an opponent is able to adjust their air timing (such as with a divekick), Honda can still get hit; consider {{clr| | All meterless Headbutts have anti-air invulnerability, making it Honda's best anti-air when charge is available. However, this invulnerability does not apply to the first few startup frames, and it runs out when Honda becomes airborne. If you Headbutt too late, or if an opponent is able to adjust their air timing (such as with a divekick), Honda can still get hit; consider {{clr|OD|OD Sumo Smash}} or an air-to-air in these scenarios. Honda can cancel the early Headbutt active frames into {{clr|SA|SA3}}, making it a good option to increase his anti-air damage despite the significant damage scaling applied. | ||
{{clr| | {{clr|OD|OD Headbutt}} has armor immediately on startup and can absorb up to 2 hits depending on when they occur. While a useful reversal, it loses to throws and causes Honda to take some recoverable damage; this prevents him from using it to absorb an attack at low health. Unlike meterless headbutts, the {{clr|OD|OD}} version is extremely punishable, though not quite as unsafe as most {{clr|OD|OD}} reversals. | ||
Absorbing an attack with {{clr| | Absorbing an attack with {{clr|OD|OD Headbutt}} causes Honda to incur only 7f hitstop; this makes it impossible to safe jump against him with a medium/heavy normal, so all setups must be adjusted to use light normals instead. {{clr|OD|OD Headbutt}} can reach full screen; if it whiffs under the opponent's jump, he will start his landing recovery beginning on frame 26 at the earliest. This affects whether or not Honda will land near the opponent, or continue flying past them to make the punish more difficult. | ||
}} | }} | ||
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| title = Sumo Smash | | title = Sumo Smash | ||
| subtitle = Buttslam | | subtitle = Buttslam | ||
| input = [2]8K | | input = {{Classic_sf6}} [2]8K<br>{{Modern_sf6}} [2]8X | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=175px|e.honda_28lk|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|e.honda_28lk|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|e.honda_28lk|caption=}} | ||
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{{AttackDataCargo-SF6/Query|e.honda_28lk}} | {{AttackDataCargo-SF6/Query|e.honda_28lk}} | ||
* '''Airborne''' 7-48f ({{FKD}} state) | * '''Airborne''' 7-48f ({{FKD}} state) | ||
* Punish Counter (downward hit): KD +55 ({{sf6-jug|limited juggle}} state) | * {{clr|PC|Punish Counter}} (downward hit): KD +55 ({{sf6-jug|limited juggle}} state) | ||
* Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | ||
{{AttackDataCargo-SF6/Query|e.honda_28mk}} | {{AttackDataCargo-SF6/Query|e.honda_28mk}} | ||
* '''Airborne''' 7-45f ({{FKD}} state) | * '''Airborne''' 7-45f ({{FKD}} state) | ||
* Punish Counter (downward hit): KD +55 ({{sf6-jug|limited juggle}} state) | * {{clr|PC|Punish Counter}} (downward hit): KD +55 ({{sf6-jug|limited juggle}} state) | ||
* Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | ||
{{AttackDataCargo-SF6/Query|e.honda_28hk}} | {{AttackDataCargo-SF6/Query|e.honda_28hk}} | ||
* '''Airborne''' 7-42f ({{FKD}} state) | * '''Airborne''' 7-42f ({{FKD}} state) | ||
* Punish Counter (downward hit): KD +55 ({{sf6-jug|limited juggle}} state) | * {{clr|PC|Punish Counter}} (downward hit): KD +55 ({{sf6-jug|limited juggle}} state) | ||
* Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | ||
{{AttackDataCargo-SF6/Query|e.honda_28kk}} | {{AttackDataCargo-SF6/Query|e.honda_28kk}} | ||
* '''Anti-Air Invuln:''' 5-17f; '''Airborne''' 5-39(43)f ({{FKD}} state) | * '''Anti-Air Invuln:''' 5-17f; '''Throw Invuln:''' 5-13f; '''Airborne''' 5-39(43)f ({{FKD}} state) | ||
* Punish Counter (downward hit): KD +54 ({{sf6-jug|limited juggle}} state) | * {{clr|PC|Punish Counter}} (downward hit): KD +54 ({{sf6-jug|limited juggle}} state) | ||
* Can delay 2nd hit startup time by holding Kick button (+4f for {{clr|L|[LK]}}, +2f for {{clr|M|[MK]}}) | * Can delay 2nd hit startup time by holding Kick button (+4f for {{clr|L|[LK]}}, +2f for {{clr|M|[MK]}}) | ||
* Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | * Applies 25% damage scaling to next hit when beginning a combo (100/75/65...) | ||
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Honda can steer mid-air by holding left, right, or neutral while ascending. This lets him direct the slam to hit cross-up or same side even from fairly far away (but note that Buttslam deals slightly less damage as a cross-up). The upward hit is fairly fast and has surprisingly good horizontal range, letting Honda "counterpoke" with random Buttslams or do annoying strings like {{clr|L|2LP}} > Buttslam on block. It is also a good combo ender, granting good damage and a hard knockdown and leaving Honda point blank with excellent frame advantage. | Honda can steer mid-air by holding left, right, or neutral while ascending. This lets him direct the slam to hit cross-up or same side even from fairly far away (but note that Buttslam deals slightly less damage as a cross-up). The upward hit is fairly fast and has surprisingly good horizontal range, letting Honda "counterpoke" with random Buttslams or do annoying strings like {{clr|L|2LP}} > Buttslam on block. It is also a good combo ender, granting good damage and a hard knockdown and leaving Honda point blank with excellent frame advantage. | ||
Buttslam allows Honda to bully his way in on defensive opponents. {{clr| | Buttslam allows Honda to bully his way in on defensive opponents. {{clr|DR|Drive Impact}} can armor through the 2nd hit, but it often results in a whiff that gives Honda a full punish. The ambiguous left/right spacing can make it hard for uppercut-type specials to anti-air, so most players will want to counter with a normal instead. The lower hurtbox is quite vulnerable to anti-air normals, but the timing variation between each strength of Sumo Smash can make it hard for some characters to punish consistently. Note that if the opponent does anti-air successfully, Honda will be put into a {{FKD}} state for an easy follow-up juggle. | ||
Sumo Smash is slightly plus on block, but the high pushback prevents Honda from frame trapping with {{clr|L|2LP}} or using a tick command throw. It does excellent Drive damage on block, but opponents can easily Parry the 2nd hit on reaction unless they're in Burnout. If the downward slam hits as a Punish Counter, the opponent will be ground bounced. Honda can then confirm with {{clr|H|5HK}} into a juggle of choice. This most commonly occurs when predicting a fireball or when the opponent mistimes their anti-air attempt. | Sumo Smash is slightly plus on block, but the high pushback prevents Honda from frame trapping with {{clr|L|2LP}} or using a tick command throw. It does excellent Drive damage on block, but opponents can easily Parry the 2nd hit on reaction unless they're in Burnout. If the downward slam hits as a {{clr|PC|Punish Counter}}, the opponent will be ground bounced. Honda can then confirm with {{clr|H|5HK}} into a juggle of choice. This most commonly occurs when predicting a fireball or when the opponent mistimes their anti-air attempt. | ||
{{clr| | {{clr|OD|OD Buttslam}} has air invincibility on the way up, making it a good alternative anti-air. It can be used to catch people neutral jumping at midrange, attempting to avoid Headbutt. It has slightly better block advantage than the meterless versions, but still has significant pushback. To make it harder for the opponent to predict the Perfect Parry timing, Honda can hold {{clr|L|LK}} or {{clr|M|MK}} to hang in the air, slightly delaying the downward slam in the same way as the meterless versions. | ||
}} | }} | ||
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{{MoveDataCargo | {{MoveDataCargo | ||
| title = Oicho Throw | | title = Oicho Throw | ||
| subtitle = | | subtitle = Command Grab | ||
| input = 63214K | | input = {{Classic_sf6}} 63214K<br>{{Modern_sf6}} 2S (H) | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=200px|e.honda_63214lk|caption=}} | ||
---- | ---- | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=230px|e.honda_63214lk|2|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|e.honda_63214lk|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|e.honda_63214lk|caption=}} | ||
Line 842: | Line 856: | ||
* Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | ||
<br> | <br> | ||
() refers to damage on Punish Counter. | () refers to damage on {{clr|PC|Punish Counter}}. | ||
Honda's command grab. All versions have identical frame data, differing only in range and damage. Of the non-OD versions, {{clr|L|LK Oicho Throw}} has the farthest range and the lowest damage, while {{clr|H|HK Oicho Throw}} has the shortest range and highest damage. {{clr|OD|OD Oicho Throw}} has the highest damage overall with the same range as the {{clr|L|LK}} version. However, the {{clr|L|LK}} version's range is still relatively short. For example, both Zangief and Lily's {{clr|L|LP}} command grabs outrange Honda significantly. Honda usually needs to have established a close position and frame advantage on the opponent to attempt an Oicho Throw as it is very difficult to use in neutral. | |||
Honda's | Oicho Throw is Honda's best {{clr|DR|Drive Reversal}} punish (unless a light confirm into Super will win the game). If a {{clr|DR|Drive Reversal}} hits near its max range, it's possible that some or all versions of Oicho will no longer reach, but this generally only applies to the wakeup version when Honda is quite far from the opponent. | ||
On whiff, Oicho Throw has massive recovery frames, opening Honda up to easy and high-damage punishes from the opponent. The more resources your opponent has, the higher risk a whiffed Oicho Throw becomes. | On whiff, Oicho Throw has massive recovery frames, opening Honda up to easy and high-damage punishes from the opponent. The more resources your opponent has, the higher risk a whiffed Oicho Throw becomes. | ||
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{{MoveDataCargo | {{MoveDataCargo | ||
| title = Sumo Dash | | title = Sumo Dash | ||
| subtitle = | | subtitle = Walk | ||
| input = 236K | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X or 6S | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=200px|e.honda_236k|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-SF6/Query|e.honda_236k}} | {{AttackDataCargo-SF6/Query|e.honda_236k}} | ||
Line 876: | Line 890: | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Teppo Triple Slap 1 | | title = Teppo Triple Slap 1 | ||
| subtitle = | | subtitle = Walk~Slap | ||
| input = 236K~P | | input = {{Classic_sf6}} 236K~P<br>{{Modern_sf6}} 236X~5X or 6S~5X | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=190px|e.honda_236k_p|caption=}} | ||
---- | ---- | ||
{{MoveDataCargoImage|imageHeight=180px|e. | {{MoveDataCargoImage|imageHeight=180px|e.honda_236k_p|2|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|e.honda_236k_p|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|e.honda_236k_p|caption=}} | ||
Line 892: | Line 906: | ||
* '''Cancel Hitconfirm Window:''' 44f (Super) / 51f (Follow-up) | * '''Cancel Hitconfirm Window:''' 44f (Super) / 51f (Follow-up) | ||
<br> | <br> | ||
One of two options from Sumo Dash; the button strength does not affect the dash or the slap follow-up. Honda steps forward and attacks twice with his palm. It is easy to hit confirm Triple Slap 1, either continuing the move into Triple Slap 2 by pressing P again, or canceling directly into a Super. | One of two options from Sumo Dash; the button strength does not affect the dash or the slap follow-up. Honda steps forward and attacks twice with his palm. The hitbox is incredibly disjointed on each hit, making it a great grounded approach tool, though it carries the risk of being jumped for a full punish. It is easy to hit confirm Triple Slap 1, either continuing the move into Triple Slap 2 by pressing P again, or canceling directly into a Super. | ||
The meterless version gives Honda a +42 knockdown setup; this makes it one of his best offensive tools since it leads to an auto-timed safe jump anywhere on the screen with {{clr|H|j.HK}}. If the opponent respects this safe jump, Honda can instead empty jump into {{clr|L|LK}}/{{clr| | The meterless version gives Honda a +42 knockdown setup; this makes it one of his best offensive tools since it leads to an auto-timed safe jump anywhere on the screen with {{clr|H|j.HK}}. If the opponent respects this safe jump, Honda can instead empty jump into {{clr|L|LK}}/{{clr|OD|OD}} [[#Oicho_Throw_(63214K)|Oicho Throw]], which will even catch an opponent back walking after a midscreen back rise. Note that the safe jump and Oicho Throw mixup can fail if Triple Slap 1 connects farther away from the opponent. | ||
Triple Slap 1 is {{sf6-adv|M|-3}} on block and frame traps after a blocked {{clr|H|5HP}}. While risky, being {{sf6-adv|M|-3}} next to the opponent also allows Honda to fish for a Perfect Parry attempt in the event that the move is blocked. | Triple Slap 1 is {{sf6-adv|M|-3}} on block and frame traps after a blocked {{clr|H|5HP}}. While risky, being {{sf6-adv|M|-3}} next to the opponent also allows Honda to fish for a Perfect Parry attempt in the event that the move is blocked. If spaced out from mid range, Honda can recover outside the opponent's throw range. | ||
{{clr| | {{clr|OD|OD}} Triple Slap 1 leaves grounded opponents standing, giving a point blank strike/throw mixup on hit or block if you choose not to use the follow-up hit. Note that Triple Slap 1 will lose to {{clr|DR|Drive Impact}} and can be reacted to, especially with yellow flash of the {{clr|OD|OD}} version. Only a Super cancel can keep Honda safe in this situation since the follow-up hit is too slow to break armor. | ||
Triple Slap 1 becomes much stronger when the opponent is in Burnout; not only does it become {{sf6-adv|P|+1}} (or {{sf6-adv|VP|+6}} for {{clr| | Triple Slap 1 becomes much stronger when the opponent is in Burnout; not only does it become {{sf6-adv|P|+1}} (or {{sf6-adv|VP|+6}} for {{clr|OD|OD}}), but more buttons can frame trap into it like {{clr|M|5MP}}, {{clr|M|2MP}}, and {{clr|H|5HK(1)}}. Because the opponent needs to respect {{clr|L|2LP}} after blocking, you can take a small risk to reset this pressure string with another medium starter, dealing chip damage and increasing the likelihood that the opponent will make a risky defensive decision. | ||
}} | }} | ||
Line 906: | Line 920: | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Teppo Triple Slap 2 | | title = Teppo Triple Slap 2 | ||
| subtitle = | | subtitle = Walk~Slap Finisher | ||
| input = 236K~P~P | | input = {{Classic_sf6}} 236K~P~P<br>{{Modern_sf6}} 236X~5X~X or 6S~5X~X | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=200px|e.honda_236k_p_p|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|e.honda_236k_p_p|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|e.honda_236k_p_p|caption=}} | ||
Line 918: | Line 930: | ||
* 2f blockstring gap after 236K~P; cannot be performed on whiff | * 2f blockstring gap after 236K~P; cannot be performed on whiff | ||
{{AttackDataCargo-SF6/Query|e.honda_236kk_p_p}} | {{AttackDataCargo-SF6/Query|e.honda_236kk_p_p}} | ||
* | * True blockstring {{clr|OD|236KK~P}}; cannot be performed on whiff | ||
<br> | <br> | ||
A follow-up to Teppo Triple Slap 1, performed by inputting a second punch button. While easily hitconfirmed into, this attack is very unsafe on block. It can be used sparingly as a gimmicky frame trap on block if you expect the opponent will try to take their turn back | A follow-up to Teppo Triple Slap 1, performed by inputting a second punch button. While easily hitconfirmed into, this attack is very unsafe on block. It can be used sparingly as a gimmicky frame trap on block if you expect the opponent will try to take their turn back after the meterless version (and only if the opponent is not in Burnout). | ||
Triple Slap 2 adds a hefty amount of damage while still granting corner oki, but it sacrifices midscreen oki and the powerful safe jump of Triple Slap 1. If you want to cancel into a Super for extra damage, this ender must be omitted, since only the 2nd punch of Triple Slap 1 is cancelable. | Triple Slap 2 adds a hefty amount of damage while still granting corner oki, but it sacrifices midscreen oki and the powerful safe jump of Triple Slap 1. If you want to cancel into a Super for extra damage, this ender must be omitted, since only the 2nd punch of Triple Slap 1 is cancelable. | ||
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{{MoveDataCargo | {{MoveDataCargo | ||
| title = Taiho Cannon Lift | | title = Taiho Cannon Lift | ||
| subtitle = | | subtitle = Walk~Launcher | ||
| input = 236K~2P | | input = {{Classic_sf6}} 236K~2P<br>{{Modern_sf6}} 236X~2X or 6S~2X | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=210px|e.honda_236k_2p|caption=}} | ||
---- | ---- | ||
{{MoveDataCargoImage|imageHeight=180px|e. | {{MoveDataCargoImage|imageHeight=180px|e.honda_236k_2p|2|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|e.honda_236k_2p|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|e.honda_236k_2p|caption=}} | ||
Line 943: | Line 955: | ||
* '''Cancel Hitconfirm Window:''' 54f (Super) | * '''Cancel Hitconfirm Window:''' 54f (Super) | ||
<br> | <br> | ||
Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or {{clr| | Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or {{clr|DR|Drive Rush}} normal of his choice. Comboing into Taiho Cannon is a great way to increase Honda's damage potential, but it should never be used in neutral due to its slow startup and terrible recovery. | ||
Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for | Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for {{clr|H|5HP}} and first hit of {{clr|H|5HK}}. The slightly faster startup of OD Sumo Dash allows Honda to additionally combo from the 2nd hit of {{clr|H|5HK}}. Other factors such as {{clr|DR|Drive Rush}} advantage or {{clr|PC|Punish Counters}} can allow Honda to combo into Taiho Cannon from other normals, but the primary way remains {{clr|H|5HK(1)}} and {{clr|H|5HP}}. | ||
Although Taiho Cannon can be super-canceled, this should never be done because both {{clr| | Although Taiho Cannon can be super-canceled, this should never be done because both {{clr|SA|SA2}} and {{clr|SA|SA3}} will whiff under the launched opponent. Instead, Honda can complete the launcher and juggle into super, or juggle into a special move (such as HP/OD Hands) and super-cancel that move instead. | ||
}} | }} | ||
Line 954: | Line 966: | ||
| title = Neko Damashi | | title = Neko Damashi | ||
| subtitle = Clap | | subtitle = Clap | ||
| input = 22P | | input = {{Classic_sf6}} 22P<br>{{Modern_sf6}} 22L | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=190px|e.honda_22p|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|e.honda_22p|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|e.honda_22p|caption=}} | ||
Line 967: | Line 979: | ||
Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version. | Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version. | ||
In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and | In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and {{clr|PC|Counter-hit}} the opponent behind it. On {{clr|PC|Counter-hit/Punish Counter}}, Honda can usually mash 2LP to link afterwards into a short combo. In practice, the 11f startup, relatively short active window, and limited range make this difficult to both space and time. However, Clap is safe on block, and so you can attempt to catch people with it. | ||
If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP. | If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP. | ||
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| title = Show of Force | | title = Show of Force | ||
| subtitle = Level 1 Super Art | | subtitle = Level 1 Super Art | ||
| input = 236236P | | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=200px|e.honda_236236p|caption=}} | {{MoveDataCargoImage|imageHeight=200px|e.honda_236236p|caption=}} | ||
Line 988: | Line 1,000: | ||
* 30% minimum damage scaling | * 30% minimum damage scaling | ||
<br> | <br> | ||
{{clr| | {{clr|SA|SA1}} is a fast reversal and combo tool. It's especially important to Honda because {{clr|OD|OD Headbutt}} is susceptible to throws; threatening with this Super can force the opponent to lay off their pressure occasionally, unless they have meaty projectile options to bypass the strike/throw invincibility. | ||
On hit, the opponent is launched toward the wall; Honda's knockdown advantage depends on the distance from the edge of the screen, with farther launches leading to greater advantage. In most cases, Honda won't be able to secure any follow-up oki unless the opponent was already cornered to begin with. {{clr| | On hit, the opponent is launched toward the wall; Honda's knockdown advantage depends on the distance from the edge of the screen, with farther launches leading to greater advantage. In most cases, Honda won't be able to secure any follow-up oki unless the opponent was already cornered to begin with. {{clr|SA|SA1}} works well in juggles, such as after Enhanced Hundred Hand Slap or a Taiho Cannon Lift launcher. This can provide a bit more damage than a meterless ender, especially in a highly scaled combo. | ||
}} | }} | ||
Line 997: | Line 1,009: | ||
| title = Ultimate Killer Head Ram | | title = Ultimate Killer Head Ram | ||
| subtitle = Level 2 Super Art | | subtitle = Level 2 Super Art | ||
| input = [4]646K | | input = {{classic_sf6}} [4]646K<br>{{Modern_sf6}} [4]646M or [4]HS | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight= | {{MoveDataCargoImage|imageHeight=175px|e.honda_4646k|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=140px|e.honda_4646k|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|e.honda_4646k|caption=}} | ||
Line 1,006: | Line 1,018: | ||
{{AttackDataCargo-SF6/Query|e.honda_4646k}} | {{AttackDataCargo-SF6/Query|e.honda_4646k}} | ||
* '''Full Invuln:''' 1-18f; '''Projectile Invuln:''' 19-36f; Armor Break | * '''Full Invuln:''' 1-18f; '''Projectile Invuln:''' 19-36f; Armor Break | ||
** Projectile invuln is extended on hit (prevents slow projectiles from punishing Honda) | |||
* '''Airborne''' 14f~land ({{FKD}} state) | * '''Airborne''' 14f~land ({{FKD}} state) | ||
* 40f charge time; charge lasts up to 28f after releasing back direction | * 40f charge time; charge lasts up to 28f after releasing back direction | ||
Line 1,012: | Line 1,025: | ||
* 40% minimum damage scaling | * 40% minimum damage scaling | ||
<br> | <br> | ||
The Super version of Sumo Headbutt. Hits twice at close range, but most of the damage applies to the 2nd hit. {{clr| | The Super version of Sumo Headbutt. Hits twice at close range, but most of the damage applies to the 2nd hit. {{clr|SA|SA2}}'s primary use is countering projectiles; the projectile invuln lasts an incredibly long time, and the travel speed allows it to reach full screen fairly quickly. Once Honda makes contact, even slow projectiles like A.K.I.'s Nightshade Pulse or Rashid's {{clr|SA|SA2}} cannot stop the full animation. This Super becomes even more effective with Modern controls; as long as he has charge, Honda can instantly react to any projectile for an easy punish. | ||
The range and invincibility make {{clr| | The range and invincibility make {{clr|SA|SA2}} an effective anti-air against farther range jumps that would otherwise be tricky to deal with. While it can be used as a reversal similar to {{clr|SA|SA1}}, this is best reserved for characters that can threaten with meaty projectiles due to the extra cost. | ||
Works well as a juggle ender, particularly after {{clr| | Works well as a juggle ender, particularly after {{clr|OD|OD Hundred Hand Slap}} or {{clr|OD|OD Teppo Triple Slap}}, which are both safe and easily confirmable. | ||
If {{clr| | If {{clr|SA|SA2}} whiffs under the opponent's jump, Honda will start his landing recovery beginning on frame 24 at the earliest; this means he will usually land close enough for an easy punish if the opponent jumps to bait the Super. If the entire {{clr|SA|SA2}} active frames manage to whiff without crossing under the opponent, Honda's landing recovery becomes 12+33 instead of 2+43 (no functional difference, but slightly more likely to get hit airborne by a descending jump normal). | ||
}} | }} | ||
Line 1,025: | Line 1,038: | ||
| title = The Final Bout | | title = The Final Bout | ||
| subtitle = Level 3 Super Art | | subtitle = Level 3 Super Art | ||
| input = 214214P | | input = {{classic_sf6}} 214214P<br>{{Modern_sf6}} 214214H or 2HS | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=140px|e.honda_214214p|caption=}} | {{MoveDataCargoImage|imageHeight=140px|e.honda_214214p|caption=}} | ||
Line 1,048: | Line 1,061: | ||
A forward-moving Super that triggers a cinematic from ~1/2 screen; if the first 3 active frames whiff, the 2nd hit triggers a weaker non-cinematic version with no Hard Knockdown, which is indicated with () in the frame data. | A forward-moving Super that triggers a cinematic from ~1/2 screen; if the first 3 active frames whiff, the 2nd hit triggers a weaker non-cinematic version with no Hard Knockdown, which is indicated with () in the frame data. | ||
A great combo tool, {{clr| | A great combo tool, {{clr|SA|SA3}} cancels from any version of Hundred Hand Slap, meterless Headbutt (early active frames), or any Sumo Dash follow-up except for the final hit of Teppo Triple Slap. It is often used to cap off Honda's massively damaging punish combos. Attempting a very early Headbutt > {{clr|SA|SA3}} cancel is one scenario where the non-cinematic hit can trigger even at closer ranges, as the opponent can be launched too high for the first hit to connect. | ||
Because it hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Honda uses a blockstring into {{clr| | Because it hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Honda uses a blockstring into {{clr|SA|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. | ||
Like {{clr| | Like {{clr|SA|SA1}} and {{clr|SA|SA2}}, this is also an effective reversal; due to the high cost, it should mostly be reserved for last-ditch efforts where the extra damage can secure a win. It also has a niche use in situations where {{clr|SA|SA1}} won't work (vs. projectile hitboxes) and you won't have enough time to charge {{clr|SA|SA2}}. | ||
}} | }} | ||
<br> | <br> | ||
Line 1,061: | Line 1,074: | ||
| title = Neutral Taunt | | title = Neutral Taunt | ||
| subtitle = | | subtitle = | ||
| input = 5PPPKKK | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_5pppkkk|caption='' "Just bring it!" ''}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_5pppkkk|caption='' "Just bring it!" ''}} | ||
Line 1,076: | Line 1,089: | ||
| title = Forward Taunt | | title = Forward Taunt | ||
| subtitle = | | subtitle = | ||
| input = 6PPPKKK | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_6pppkkk|caption='' "You ready to rumble, chump?" ''}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_6pppkkk|caption='' "You ready to rumble, chump?" ''}} | ||
Line 1,087: | Line 1,100: | ||
| title = Back Taunt | | title = Back Taunt | ||
| subtitle = | | subtitle = | ||
| input = 4PPPKKK | | input = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=160px|e.honda_4pppkkk|caption='' "You know what? I'm all fired up!" ''}} | {{MoveDataCargoImage|imageHeight=160px|e.honda_4pppkkk|caption='' "You know what? I'm all fired up!" ''}} |
Latest revision as of 11:24, 17 March 2025
Introduction
A sumo wrestler looking to bring the sport worldwide, E. Honda has the skills of a yokozuna, but his constant globetrotting has prevented his promotion. Also an expert chef renowned for mouthwatering chanko stew.
Edmond Honda is a powerful and aggressive rushdown character with a speciality in long-range advancing offense. Honda's entire gameplan revolves around his signature sumo moves, burying opponents under a barrage of slaps, headbutts and ground slams until he's the only one left standing.
Honda's core move is Sumo Headbutt, a forward-moving special that just about does it all. If blocked normally, headbutt is safe and deals significant damage to the opponent's drive gauge. On hit, headbutt deals 1000+ damage and knocks down, leading to strong setplay. At close ranges, the headbutt is fast to start up and is difficult to react to or punish. Headbutt is also an anti-air, and OD headbutt has armor frames and works as a reversal. Opponents therefore can't carelessly approach Honda, as successful headbutts will get them slammed backwards. If opponents choose to block, they will burn out due to drive gauge damage, allowing Honda to begin nearly endless pressure against them. This forces opponents to take action and make risky guesses, and Honda capitalizes by forcing these interactions.
Outside of headbutt, Honda also has a great set of brawling tools. In close range, Honda has strong normals and target combos. Standing medium punch (5MP) is +1 on block and leads to tricky offensive sequences. At far range, Honda can poke with crouching medium punch (2MP) and Harai Kick (6HK). Oicho Throw (a damage-dealing command grab) and Sumo Smash (a combo finisher and anti-air that is plus on block) round out Honda's offense. Once he's gotten the hit, Honda is capable of dealing exceptional damage thanks to the mighty Hundred-Hand Slap, an incredible combo starter/filler/ender that is safe on block. Allowing Honda to stay still at fullscreen will let him apply Sumo Spirit, a buff that makes successful conversions with Hundred-Hand Slap hurt even more. All of this can make Honda very difficult to deal with once he's gotten close.
While Honda's offense is nothing short of devastating, it does have one major weakness: commitment. Unlike a lot of characters, Honda is all-in or all-out. He has poor movement speed, meaning his footsies can be somewhat lacking. He lacks a throw loop, and Oicho Throw resets him back to neutral on landing it. While Honda has great pokes, his Medium normals are notably either stubbier or slower than the majority of the cast, and he lacks a low to cancel into Drive Rush for demonstrating neutral control. Thus, Honda relies quite a bit on headbutt to get the job done in many matchups. That said, headbutt is a fantastic move that compliments Honda's gameplan well, so smart Honda players have to learn when to go ham and when to back off and be patient. Honda rewards both styles well, as any sumo should. If you love getting up close and personal and live for the feeling of landing a good headbutt or hand slap, there's no better Rikishi to show you the ropes than E. Honda.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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E. Honda | |
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Vitals | |
Life Points | 10500 |
Ground Movement | |
Forward Walk Speed | 0.045 |
Backward Walk Speed | 0.025 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.058 |
Backward Dash Distance | 0.601 |
Drive Rush Min. Distance (Throw) | 0.213 |
Drive Rush Min. Distance (Block) | 1.769 |
Drive Rush Max Distance | 3.375 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.9 |
Throw Hurtbox | 0.43 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 10 | Sp SA TC | 300 | LH | +4 | -1 |
- Cancel Hitconfirm Window: 13f (18f 5LP~MP TC)
- Drive Rush cancel advantage: +7 oH / +2 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Rarely used by itself, since 2LP is faster with nearly identical range. Instead, it is usually chained into the 5LP~MP Double Slap Target Combo for a juggle into Headbutt. This TC cancel is extremely lenient for a light normal, though it doesn't matter much since Headbutt is safe on block. Note that at max range, this TC can whiff.
5LP can be used as an emergency anti-air against shallow air attacks, in situations where 5HP and Headbutt would be too slow.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 13 | Sp SA TC | 700 | LH | +6 | +1 |
- Moves Honda forward
- Chains into Toko Shizume Target Combo (5MP~3HK)
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +13 oH / +8 oB
One of Honda's most important normals. This move is +1 on block, and up to +4 with meaty timing. The hitbox is great, with a disjoint in front of his hand. Combined with this move's significant forward movement, 5MP is an indispensable neutral tool. The pushback is pretty high, so Honda can't continuously abuse his frame advantage to pressure the opponent, but it's useful for starting pressure sequences that drain the opponent's Drive gauge.
This move is very strong out of Drive Rush, making it a core part of Honda's offense. On hit, DR~5MP has several follow-up links depending on the spacing it connects. At closer ranges, 5HK will combo for a Taiho Cannon Lift juggle, but the spacing requirements are more strict against crouching opponents. A more consistent follow-up is to use a second 5MP; Honda can follow this with 5LP~MP at most ranges. With a Sumo Spirit stock, Honda can link into 5HP > 214HP even at absolute max range for a strong conversion.
On block, DR~5MP is +5 with a wide array of options to mix up the opponent. If the opponent uses an early Drive Impact, Honda can simply cancel into his own DI; a late Drive Impact will not punish this button's short recovery, allowing him to fully recover before inputting DI.
The 3HK follow-up target combo is an overhead that can be kara-canceled into special moves (most notably Oicho Throw). Normally, there is a gap between the hits that allows opponents to interrupt the 3HK. If you do the 5MP out of Drive Rush, this becomes a true frame trap.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(9) | 7 | 20 | Sp SA | 900 | LH | +1(+4) | -6(-3) |
- Anti-Air Invuln (Upper Body): 8-10f (cannot hit cross-up)
- Punish Counter: KD +77(+80) Crumple / limited juggle OTG state vs. airborne
- Cancel Hitconfirm Window: 16f (17f for Sumo Spirit 214P)
- Special/DR cancel is delayed until after 2nd active frame
- Drive Rush cancel advantage: +17 oH / +10 oB
- Extends a hurtbox on frame 10 that is vulnerable to projectiles
An all-purpose anti-air, counterpoke, juggle, and whiff punish tool. The exact frame advantage varies depending on the spacing and whether the opponent is standing or crouching. Although 5HP is an 8-frame move, the first frame only hits above him for anti-air purposes and the second frame has incredibly short range against grounded opponents. Realistically, you should consider the startup to be 10 frames for most combo and punish applications.
Only the first 3 active frames can be special canceled, so ranged combos and buffers will not work. However, Sumo Spirit allows for later active frames to cancel into Hundred Hand Slap. The remaining 4 active frames are a solid neutral poke but are less rewarding. Canceling a close range hit into Sumo Dash gives Honda time to confirm into Taiho Cannon Lift on hit, or frame trap with Teppo Triple Slap on block. This trades with 4-frame normals, usually resulting in a 5LP~MP trade combo in Honda's favor. If you expect the opponent to Perfect Parry this gap, you can simply delay the Triple Slap a bit, or perform an empty Sumo Dash and punish the whiffed Parry with Oicho Throw. Once the opponent is aware of how risky it is to press buttons after 5HP, Honda can get away with a lot more free pressure.
The crumple state on Punish Counter allows for strong follow-up conversions from a much greater distance. From a particular range (close, but not point blank), he can follow up with a forward dash into 5HK (1) > Taiho Cannon Lift. For more consistency, and to allow longer range conversions, it's best to start this juggle with DR~5HP instead.
5HP is not very effective at counterpoking against projectile characters due to the extended hurtbox that appears before it reaches its max range. If the opponent attempts a late Drive Impact in neutral, the 20f recovery may allow Honda to block or counter after being armor absorbed; the opponent's forward movement may also cause the early active frames to connect, allowing Honda to cancel into his own DI.
The vertical hitbox is very disjointed during the early active frames, making it a strong anti-air when Headbutt is not charged. If it lands as an anti-air Punish Counter, the opponent is slammed down into a short juggle state; 5HP must be canceled to capitalize on this juggle, which requires some situational awareness. The vertical hitbox also allows 5HP to work well in juggle routes, like Taiho Cannon Lift into DR~5HP.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 9 | Sp SA | 300 | LH | +5 | -1 |
- Cancel Hitconfirm Window: 12f
- Drive Rush cancel advantage: +6 oH / 0 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Honda's secondary 4-frame button (after 2LP) and his button with the shortest total duration at 14f.
Does not chain into any other move, but is +5 on hit (compared to 2LP being +4), which links into 5LP~MP Target Combo, so 5LK has higher damage potential.
5LK can be blocked high or low, but its hitbox is low to the ground, which is relevant in some interactions. Marisa's Gladius, for instance, has armor that would absorb 2LP but is beaten by 5LK.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 16 | - | 700 | LH | +4 | -3 |
- Front leg hurtbox is raised on frames 7-13 (useful vs. low pokes)
- Cancel Hitconfirm Window: 16f (Sumo Spirit 214P only, any strength)
A neutral poke that can be special canceled into Hundred Hand Slap when Sumo Spirit is active. Less useful overall than 5MP, which is cancelable, plus on block, and harder to whiff punish, with otherwise similar properties. However, 5MK does have one significant advantage over 5MP - its hitbox allows it to go over many low attacks. At +6 on Counter-hit and +8 on Punish Counter, it can be a solid tool for keeping 2MK-happy opponents in line.
The forward movement makes it useful after a corner Forward Throw, allowing a meterless confirm into 2LP. Opponents are more likely to mash reversal normals in corner throw situations due to Honda's weak throw loop game, so this is a useful way to keep them honest.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2(1)4 | 22 | Sp SA | 400x2 | LH | -1 | -5(-11) |
- 1st hit forces stand (short range vs. crouching)
- 2nd hit whiffs vs. crouching opponents unless they extend a vertical hurtbox (-11 oB)
- Puts airborne opponents into free juggle state (1st hit), limited juggle state (2nd hit)
- Counter-hit/Punish Counter advantage carries through both hits
- Cancel Hitconfirm Window: 34f (1st hit: 18f on hit, 21f on crouch block)
- Drive Rush cancel advantage: +17 oH / +8 oB, 2nd hit +15 oH / +11 oB
A 2-hitting move that is most useful in Honda's Punish and Drive Rush confirm routes. The 1st hit combos naturally into Taiho Cannon Lift, though it does less damage than a 5HP starter. The 2nd hit has a bit less hitstun, but still combos naturally even into HP Hands.
It's best to hitconfirm into this button, as the 2nd hit whiffs on crouch blocking opponents. The confirm window is quite lenient, so you can cancel it to avoid being punished with quick reactions. The first hit actually has an even longer cancel window against crouch block, since normally the 2nd hit would connect before this point. Crouching opponents will be forced to stand and take both hits, assuming they are close enough for the first hit to connect. At farther ranges, 5HK can whiff entirely.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 10 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 2LP/2LK (true blockstring)
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +7 oH / +2 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air
An extremely important defensive poke and hitconfirm tool, you'll press this button more than any other. Starting a light chain with 2LP keeps the opponent locked in a true blockstring, preventing them from using an invincible reversal. At close range, it has enough range for a 3-hit light confirm; a string like 2LP > 2LK > 2LP is useful for opening up opponents trying to walk, dash, or jump out of pressure after blocking the first attack.
2LP can combo into LP Hundred Hand Slap or LP/MP Headbutt; HP Headbutt also combos, but only at extremely close range making it impractical in most scenarios. If the opponent is standing, Honda can also build the charge for a Sumo Smash cancel, but the upwards hit whiffs on crouching opponents.
Because Headbutt is safe on block, you can cancel a single 2LP into Headbutt with minimal risk, skipping the need to hitconfirm. This is useful at awkward ranges where 2LP > 2LP would whiff. At far ranges, 2LP > LP Hundred Hand Slap is also safe.
Critically, 2LP can be canceled into Drive Rush. It's one of the few light normals in the game that has frame advantage on a blocked DR Cancel, allowing for frame traps and strike/throw mixups; however, Honda cannot form a true blockstring from this cancel, making it vulnerable to invincible reversals. On hit, a DR Cancel links into 2LP/5LK which gains enough advantage for a combo into 5HK. While any route into 5HK is useful, the extra scaling from a light normal starter and Drive Rush makes the damage quite low considering the high Drive gauge cost.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 16 | Sp SA | 600 | LH | +3 | -3 |
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +13 oH / +7 oB
- Topmost hurtbox on frames 1-11 is vulnerable only to aerial attacks, preventing its use as an anti-air
An important button for all parts of Honda's gameplan.
In neutral, this is a decent disjointed poke that can be canceled into specials, Drive Rush, or Drive Impact. However, be careful because this button is relatively short. Buttons such as Kimberly's 5MK and Ken's 2MK outrange Honda's 2MP, so you can be punished for pressing aggressively in some matchups. Also be aware of your own blockstring pushback; for example, 2MP whiffs after a blocked 2LK > 2LP > 2LP string.
In blockstrings, this is a frame trap whenever you are +5 to +7. Notably, DR~5MP is +5, so 2MP is a common follow-up. Because 2MP can be canceled into Drive Impact, you can react if the opponent tries to DI out of pressure.
In combos, 2MP is used to convert off a variety of +8 situations, usually off of 5MP. Punish Counter 5MP and DR~5MP are both +8, allowing you to continue the combo with 2MP. Punish Counter 2LP also links into 2MP, though it can whiff at far distances.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 4 | 17(19) | - | 800 | LH | +3(+5) | -3(-1) |
- 2f extra recovery on whiff or armor absorb
- Cancel Hitconfirm Window: 18f (Sumo Spirit 214P only, any strength)
An advancing poke with long range. Useful as a way to check someone trying to advance into footsies range. However, this move is relatively slow and can be difficult to use against characters with fast, long-range neutral pokes. Despite its visual appearance, this move does not hit low and can be blocked standing.
Safe on block at -3 but susceptible to whiff punishes. Although +3 on hit, Honda will often be too far away to continue any pressure.
If you have Sumo Spirit activated, 2HP can cancel into Hundred Hand Slap for a high damage combo extension. This makes 2HP a significant threat, allowing Honda to convert into massive damage off a far-reaching poke.
2HP moves forward a significant amount, allowing Honda to advance while maintaining down and back charges. It is also possible to space the move to hit on a later active frame for up to 2f better advantage on hit or block.
2HP can be used out of Drive Rush and is plus on both hit and block. Without Sumo Spirit, 2MK is often a stronger option as it is faster, hits low, and creates higher frame advantage. DR~2MK, for example, is +9 on hit and links into 2MP, while DR~2HP is only +7. However, DR~2HP is useful if you need the extra range, or for extra damage from a Sumo Spirit cancel.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 9 | Chn | 200 | L | +3 | -3 |
- Chains into 2LP/2LK (not a true blockstring)
- Cancel Hitconfirm Window: 12f (Sumo Spirit 214P; only LP version combos)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A useful tool in light chains to open up opponents that stop blocking low under pressure. Using 2LK as the first and/or second hit of a light chain increases the chance of landing a hit, but any chain after 2LK leaves a blockstring gap that the opponent can reversal through. Opponents mashing light normals in this gap can be Counter-hit, but this doesn't lead to anything useful due to Honda's slow normals (at best, 2LK > CH 2LP > HP Headbutt works for slightly more damage than a MP Headbutt ender).
Additionally, 2LK can be canceled into the enhanced Hundred Hand Slap when Sumo Spirit is active - a potentially useful, low-risk buffer to catch back-walking opponents.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3 | 17 | - | 500 | L | +6 | -2 |
- Cancel Hitconfirm Window: 15f (Sumo Spirit 214P only, any strength)
Ordinarily, 2MK is a fairly unremarkable low that can't be special canceled and starts up slower than most other 2MK's in the game. However, with the buff from Sumo Spirit active, 2MK becomes cancelable (and combo-able) into any version of the enhanced Hundred Hand Slap.
At +6 on hit, Honda has several options for linking out of 2MK on normal hit. From Drive Rush, 2MK becomes +10(+12) on hit, allowing Honda to link into 5MP from a plus-on-block low.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(6)5 | 14 | - | 900 | L | HKD +30(+39) | -10(-1) |
- 2 hits; 2nd hit is behind E. Honda (better block/KD advantage)
- Counter-hit/Punish Counter: HKD +45(+54)
- Has juggle potential; not a Hard Knockdown when juggled into
- Backwards hit puts airborne opponents into limited juggle state
A relatively slow and short-range sweep that moves Honda slightly forward. Most characters can punish a blocked sweep with a sweep of their own, but Honda is matchup-dependent. There are many sweeps Honda cannot punish with his own.
Harai kick (6HK) has longer range and is only -5 on block, so it is a stronger option in many cases if you want to check someone's feet. However, the reward of a successful sweep is higher, as a +30 Hard Knockdown allows Honda to dash forward and run offense without spending Drive gauge.
The backwards hit grants better frame advantage, but there are very few practical ways to set it up. An opponent jumping over Honda from close range may land into the backwards active frames, leading to a Punish Counter if they input an air normal. There are also some Drive Rush juggles that can set this up for a side switch, allowing Honda to follow up 2HK with 214LP, [2]8KK, or a Super.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 6 | 3 land | - | 300 | H | +3(+9) | -1(+5) |
- Can be used as a fuzzy instant overhead
Honda's fastest air-to-air button with a good horizontal hitbox. Useful when you need to react quickly to an airborne attack. The instant overhead property can be useful for closing out a round after a low-health opponent blocks a deep jump-in, but it's very unsafe if the opponent blocks or survives the hit.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 8 | 3 land | - | 700 | H | +5(+11) | +1(+7) |
- Puts airborne opponents into limited juggle state
A solid air-to-air that hits above Honda before extending his arm forward and down in a chopping motion, offering great coverage. Honda's knockdown advantage varies greatly depending on when it connects on the opponent's jump, but he generally has time to advance forward to pressure the opponent's wakeup. If performed out of a back jump, Honda will be left far from the opponent, allowing him to safely set up Sumo Spirit unless he was already cornered.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | - | 800 | H | +9(+15) | +5(+11) |
- Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter
Honda's highest-damage air-to-air option with a good horizontal hitbox. Relatively slow to start up, though it is 1f faster than j.HK or nj.HP. Good if you can react quickly to the opponent going airborne. Can also be used as a jump-in attack as it does the same damage as j.HK.
8j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 8 | 3 land | - | 800 | H | +12(+15) | +8(+11) |
- Hold Left/Right to steer momentum in the air
- Forward movement is faster than backward movement
A powerful air normal with a great air-to-air hitbox that can also stuff grounded approaches. The ability to alter his trajectory allows Honda to threaten with a jump-in or empty jump at ranges where the opponent cannot consistently anti-air both options. It is also good for avoiding projectiles that Honda would otherwise land on. Because the opponent will not know exactly where Honda will land, this button can be used to set up mixups like an empty jump into Oicho Throw as soon as he lands.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Can hit cross-up
This is Honda's secondary cross-up; Flying Sumo Press (j.2MK) is usually superior as it deals more damage and creates more frame advantage, but you can use j.LK to alter the timing of your jump-in pressure. As an example, the lower hitstun/blockstun of j.LK can create trickier tick throw setups with Oicho Throw that don't require delaying the throw.
The block advantage varies from 0 to +5 depending on how deep it connects; in general, you want to connect as deep as possible for frame advantage. The timing of the button press can also affect whether it hits in front or as a cross-up when used at certain ranges.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 700 | H | +8(+13) | +4(+9) |
Has less horizontal range than j.MP but causes an air reset, allowing Honda to go for a quick mixup upon landing. It also has more hit advantage on grounded opponents, allowing stronger follow-up combos.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 8 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
Honda's go-to jump in button. Leads to big damage on hit and large frame advantage if blocked. A poor air-to-air button as this move has slow startup and a downward-facing hitbox.
Command Normals
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 21 | - | 900 | L | +1 | -5 |
- Punish Counter: KD +45
Honda advances forward with a standing Low kick. The forward movement gives 6HK surprising range that can threaten opponents outside his usual footsies range. While slightly unsafe on block, the pushback usually keeps Honda safe if spaced properly.
DR~6HK is +5 on hit and can connect from nearly full-screen, letting Honda confirm into 5LP~MP while remaining safe on block.
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 6 | 18 | kara | 800 | H | +3 | -3 |
- Can kara-cancel into specials/supers on frames 15-16 (can start buffering on frame 9)
- Front leg hurtbox is raised on frames 4-20 (can avoid low pokes)
- Spike knockdown vs. juggled opponents (HKD +42~43)
A standing overhead with short range. Can be done by itself or via the Toko Shizume (5MP~3HK) Target Combo. In general, 3HK is used in specific offensive sequences where it hits meaty or as a frame trap. This move is otherwise slow to start up and has a short range, making it extremely risky to use in neutral.
At only +3, Power Stomp does not combo on normal hit, though it leaves Honda close for a strike/throw mixup. To get a combo afterward, it must Counter-hit or be done out of Drive Rush. You can also time it as a meaty on the opponent's wakeup or after an air reset, making it up to +8 on hit or +2 on block.
The startup of 3HK can be kara-canceled into any special or Super, most importantly into Oicho Throw (63214K). This overhead/throw mixup is a core part of Honda's offense. Canceling into Neko Damashi (22P) can hit opponents trying to jump out, and with the Sumo Spirit install this can be hitconfirmed into Hundred Hand Slap for a full combo. Kara-canceling into Sumo Smash is another great way to mix up the opponent, particularly ones who expect a command throw. With precise charge timing, you can even cancel 3HK startup into Sumo Headbutt, which can throw off the opponent's parry timing or bait a reaction that gets them hit.
See the 5MP~3HK section for more information on that specific combo.
j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 9 | 3 land | - | 500 | H | +10(+13) | +6(+9) |
- Forward jump only; can hit cross-up
Honda's primary cross-up and a good jump-in if the opponent is in a position where they could walk under Honda.
Against normal-height characters, j.2MK is at least +7 on block and +11 on hit, though it can be 1f worse against tall characters like Zangief or Marisa. Since Honda's 10f 5MP is the primary button to hit after landing, this can lead to a trade on these characters if you don't delay the j.2MK slightly. On hit, a 5MP will always combo, allowing a 2LP link or a mixup. If you notice the opponent whiffed an attack as you're jumping, be ready to follow up with a much stronger option like 5HP or 5HK.
Target Combos
5LP~MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 4 | 20 | Sp SA | 600(480) | LH | KD +34 | -10 |
- Puts opponent into limited juggle state on hit
- MP can whiff at max range
- Cancel Hitconfirm Window: 35-36f
- Drive Rush cancel advantage: KD +48 oH / +4 oB
Leads to higher damage and stronger oki than combos that start with 2LP, which makes a +5 situation much more valuable than a +4 situation. This TC can actually be confirmed from the 5LP alone due to its extended hitconfirm window, but this is generally unnecessary since Honda has a safe Headbutt ender regardless.
On hit, the 5LP~MP juggle state gives Honda time to build charge, and allows him to follow up with most specials and supers. On block, the TC is very unsafe at -10, unlike the advantageous 5MP. If the opponent attempts a Drive Impact, you can easily react to a counter-DI on either hit.
A basic offensive sequence off Double Slaps is 5LP~MP > Headbutt, j.HK. The meterless Headbutt leaves Honda at +42 KD advantage, which sets up a corner safe jump.
5MP~3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 6 | 18 | kara | 800 | H | +3 | -3 |
- After 5MP: 7f gap on block, 2f gap on hit (requires Drive Rush for combo or frame trap)
- Can kara-cancel into specials/supers on frames 15-16 (can start buffering on frame 9)
- Kara-cancel into Oicho Throw also leaves a 5f interruptible gap on block
- Front leg hurtbox is raised on frames 4-20
- Spike knockdown vs. airborne opponents (HKD +43~46)
- Cancelable into Sumo Spirit on hit by inputting 2HK
- Only useful when juggled into (HKD +11~14); unsafe on grounded hit (-30)
Target combo from 5MP into Honda's safe overhead. Leaves an interruptible gap on block that loses to mashed jabs regardless of whether Honda ends with the stomp or an Oicho Throw; the stomp is also vulnerable to Drive Impact. To avoid this, you should generally start this sequence with DR~5MP. This makes both enders a frame trap, and 3HK will even catch opponents trying to jump away while being DI-safe. If the opponent wants to reversal instead, they will have to react quickly to the 3HK startup since 5MP is safe on its own.
On hit, the stomp can be canceled into Sumo Spirit by pressing 2HK during recovery. This should only be used in juggles, like after a wallsplat or a launcher into DR~5MP; otherwise, Honda is extremely punishable. The cancel will not occur if the stomp whiffs or is blocked.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +17 | - |
- Punish Counter: HKD +17
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Honda's forward throw does not generate oki midscreen if the opponent back rises. Even with Drive Rush, the opponent wakes up too quickly, and Honda cannot threaten with any meaty attack. For this reason, consider Back Throw when midscreen to generate better frame advantage.
In the corner (or on a Punish Counter Hard Knockdown), Honda must use Drive Rush to generate useful oki with any normal 9f or faster. DR~5MP also gives strong block advantage, but trades with 4-frame normals; this usually leaves him with enough advantage to link 2MP afterwards, but it depends on the hitstun of the opponent's attack.
Without Drive Rush, Honda can still walk forward and challenge with normals. This is one situation where 5MK can be useful, since it moves Honda forward significantly. If 5MK hits meaty, you can link into 2LP for a combo. Other normals don't lead to a practical hitconfirm.
Be aware that Honda does not get throw loops off forward throw in any situation. If you attempt to walk or Drive Rush into a normal throw or Oicho Throw, the opponent will be able to mash out with fast buttons. Before attempting this, condition the opponent with meaty strikes to convince them not to mash.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +24 | - |
- Side switch
- Punish Counter: HKD +24
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
After throwing the opponent back into the corner, Honda is +5 after a forward dash; from here, he can mix between a ranged normal or LK/OD Oicho Throw. For 1 bar, Drive Rush lets Honda get close for a stronger mixup; DR~2HP is a great option, leaving him +10 oH/+4 oB and close enough for a command throw or microwalk normal throw. Honda also has enough knockdown advantage to bait the opponent's wakeup reversal after activating Drive Rush.
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
- Armor (2-hit): 1-27f; Range: 2.539 (1.739 movement + 0.80 hitbox)
- On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
- On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
- Combos when canceled from 5HP/5HK (1st) or Punish Counter 5HK (2nd)/5MP/2MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
- A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
- This happens because a blocked DI is not considered a "hit" for combo purposes
- Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HK (2nd): 6[2] (stand block only)
- 5HP: 7[3]
- 5MP, 5HK (1st): 9[5]
- 2MP: 10[6]
- 5LP~MP: 13[9]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
- 5HK (2nd)* > DI: 2f blockstring gap prevents opponent from absorbing the hit, but whiffs on crouch block
- 5HP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- DR~5MP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~5HK (1st)* > DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~2MP* > DI: 2f blockstring gap prevents opponent from absorbing the hit
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Range: 2.019; Armor Break
- 5f extra recovery on hit; 4f screen freeze during startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-20f; Range: 2.019; Armor Break
- 5f extra recovery on hit; no screen freeze
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (MPMK~66)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3+8 | - | 15(37) | - | - | - | - | - |
- 1-bar version performed out of Parry
- Startup is 1+8 immediately after successful Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(37) | - | - | - | - | - |
- 3-bar version performed on hit/block from a cancelable normal
- Can also be performed from whiffed cancelable light normals
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
- 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
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
- 0.213 (min, cancel into immediate Throw)
- 1.769 (min, earliest blocking/movement frame)
- 3.375 (max, final DR frame)
Special Moves
Sumo Spirit (22K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
51 | - | 1 | - | - | - | - | - |
Enhances the next use of Hundred Hand Slap.
Enhanced Hands causes Honda to end his usual Hundred Hands attack with a downwards chop on hit. The chop causes a large amount of hitstun against grounded opponents and bounces airborne ones, allowing Honda to extend his combo afterwards. Grounded non-OD enhanced hands can link 2LP afterwards, enhanced OD hands can link 5LP afterwards. The bounce against airborne allows Honda to connect Headbutt, LP/MP/OD Hands, or OD Sumo Slam.
Enhanced Hands also gains the ability to be canceled into from certain moves that are otherwise not special-cancelable. Honda can cancel the following extra moves into Enhanced Hands:
- 2HP
- Later frames of 5HP (early frames are already special-cancelable)
- 5MK
- 2MK
- 2LK
- Neko Damashi (22P)
Hundred Hand Slap (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(4)2(2)1(2)2(1)1(1)2 [2(4)2(2)1(1)2(1)1(10)2] |
14 | SA3 | 80x5,400 (800) [80x5,450 (850)] |
LH | +2[+4] | -4 |
- Cancel Hitconfirm Window: 36f [49f] (Super)
- Sumo Spirit enhanced version counts as 2 hits for damage scaling when comboed into (applies to next hit)
- Enhanced version puts airborne opponents into limited juggle OTG bounce state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 2(4)2(1)1(3)1(2)1(3)1(3)1(2)1(2)2 [2(4)2(2)1(3)1(2)1(4)1(1)1(14)2] |
17[14] | SA3 | 80x8,360 (1000) [80x7,490 (1050)] |
LH | +2[+4] | -8 |
- Cancel Hitconfirm Window: 51f [63f] (Super)
- Sumo Spirit enhanced version counts as 2 hits for damage scaling when comboed into (applies to next hit)
- Enhanced version puts airborne opponents into limited juggle OTG bounce state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(2)1(2)1(2)1(1)2 [2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(1)1(1)1(14)2] |
17[14] | SA3 | 80x11,320 (1200) [80x10,450 (1250)] |
LH | +2[+4] | -8 |
- Cancel Hitconfirm Window: 66f [79f] (Super)
- Sumo Spirit enhanced version counts as 2 hits for damage scaling when comboed into (applies to next hit)
- Enhanced version puts airborne opponents into limited juggle OTG bounce state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 4(6)2(3)2(3)2(4)2(2)2(2)2(2)2(1)2 [4(6)2(3)2(3)2(4)2(1)2(1)1(1)1(10)2] |
12 | SA2 SA3 | 80x8,160 (800) [80x9,130 (850)] |
LH | +4[+6] | -3 |
- Cancel Hitconfirm Window: 62f [73f] (Super)
- Sumo Spirit enhanced version puts airborne opponents into limited juggle OTG bounce state
[] refers to enhanced Sumo Spirit version. This enhanced version can also be canceled into from 2LK, 2MK, 5MK, 2HP, and the later active frames of 5HP.
Honda steps forward and attacks with repeated slaps. The LP version can be safe if well-spaced, but Hundred Hand Slap is not generally used as a neutral tool unless the opponent is in Burnout. Heavier strengths advance further forward, gaining more hits and damage but becoming more unsafe on block. Only the OD version is safe on block, and is a decent pressure tool if the opponent is in Burnout.
The rapid hits allow it to consistently beat armored moves like Drive Impact; when this happens, the Counter-hit bonus advantage will allow Honda to combo into 2LP afterwards.
Hundred Hand Slap is primarily a combo tool, giving plenty of time to confirm into SA3 for big damage. The OD version gives a follow-up link into 2LP and pushes the opponent far during the animation. A Sumo Spirit enhancement gives meterless Hands the same link as the OD version, but with a little extra damage scaling build in. The MP/HP enhanced versions leave Honda very close to the opponent on hit, allowing him to push a throw mixup on hit instead of finishing the combo. Enhanced OD Hundred Hand Slap becomes +6 on hit, but since Honda doesn't have any fast mediums, this really only grants a link into 5LP~MP.
Sumo Headbutt ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 1~22 | 2+18(17) land | SA3 | 1400(1000) | LH | KD +40 | -3 |
- Anti-Air Invuln: 4-13f; Airborne 14-33f (Forced Knockdown state)
- 1f less landing recovery on block; extra pushback on block vs. Burnout
- Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
- Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 1~24 | 2+18(20) land | SA3 | 1400(1100) | LH | KD +40 | -3 |
- Anti-Air Invuln: 5-13f; Airborne 14-35f (Forced Knockdown state)
- 2f extra landing recovery on block; extra pushback on block vs. Burnout
- Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
- Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 1~34 | 2+18(20) land | SA3 | 1500(1300) | LH | KD +40 | -3 |
- Anti-Air Invuln: 6-16f; Airborne 18-30(49)f (Forced Knockdown state)
- 2f extra landing recovery on block; extra pushback on block vs. Burnout
- Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
- Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 5,1~30 | 30(37) land | - | 600,1000 | LH | KD +36(+37) | -20 |
- Armor: 1-8f, 9-34f; Airborne 14-25(34)f (Forced Knockdown state)
- Can absorb 2 hits if they occur during the 2 separate armor windows
- 2 hits (1st only connects at close range); 7f extra landing recovery on block
- Punish Counter state for the move's full duration
All Versions:
- 40f charge time; charge lasts up to 10f after releasing back direction
- () refers to reduced damage from active frame 5 onward
- Active frames end upon contact with opponent; all active frames result in the same frame advantage
An all-purpose neutral tool, counterpoke, anti-air, and combo ender, Sumo Headbutt is a core part of Honda's gameplan. Meterless versions are -3 on block, and they usually recover around the max range of the opponent's 4f normal (though sometimes the opponent's 4f normal can whiff). If the opponent is in Burnout, the extra pushback usually leaves both characters out of range for any light normals, making it hard for Honda to push his advantage.
Each version of Headbutt has different properties and travel speeds. LP Headbutt has the slowest travel speed and shortest distance, traveling ~50% of the screen length. While this makes it easier to react to, this is useful for messing with the opponent's parry timing. Since Perfect Parry is the primary counter to Honda's neutral tools, switching between Headbutt strengths is a good way to increase the difficulty. Honda can even whiff LP Headbutt from just beyond its max range, then land and punish the opponent's whiffed parry with a throw or Oicho Throw. LP Headbutt also has less landing recovery if the opponent armors through it with Drive Impact, making it more likely to land safely so Honda can counter with his own DI.
MP Headbutt travels ~80% of the screen and is the most effective overall at mid-range, working consistently from cancels and in juggles. The 4th active frame even has extra range for opponents already in hitstun, making it more likely to successfully combo into the full damage hit. It's fairly hard to react with parry at this range, making it more likely to chip away at the opponent's Drive gauge.
HP Headbutt has the highest damage and the highest travel speed once airborne, but the slower startup makes it more restrictive in combos and juggles. From beyond round start distance, the travel speed makes it the fastest overall option. It also travels incredibly far, continuing until Honda reaches the opponent. If the opponent jumps and Honda flies underneath, he will start his landing recovery once 15 active frames have played out; an early neutral jump will allow the opponent to land and punish Honda, while a predictive back jump usually lets the opponent come down with a full j.HP/j.HK punish.
Headbutts makes an excellent tool for bullying the opponent's Drive gauge, chipping away 0.75 bars on the LP/MP versions and 1 full bar on the HP version. If it happens to whiff punish the opponent's pokes, it also drains a whopping 1.25 Drive bars on its own. Keep in mind that the opponent will actually gain ~1/2 bar of Drive gauge on every successful parry attempt, so mindlessly using Headbutt can actually be harmful for winning the Drive meter war. Predictable Headbutt timing also makes Honda susceptible to Perfect Parry for a free punish, and longer range Headbutts can even be intercepted with Drive Impact on reaction for even more damage.
All meterless Headbutts have anti-air invulnerability, making it Honda's best anti-air when charge is available. However, this invulnerability does not apply to the first few startup frames, and it runs out when Honda becomes airborne. If you Headbutt too late, or if an opponent is able to adjust their air timing (such as with a divekick), Honda can still get hit; consider OD Sumo Smash or an air-to-air in these scenarios. Honda can cancel the early Headbutt active frames into SA3, making it a good option to increase his anti-air damage despite the significant damage scaling applied.
OD Headbutt has armor immediately on startup and can absorb up to 2 hits depending on when they occur. While a useful reversal, it loses to throws and causes Honda to take some recoverable damage; this prevents him from using it to absorb an attack at low health. Unlike meterless headbutts, the OD version is extremely punishable, though not quite as unsafe as most OD reversals.
Absorbing an attack with OD Headbutt causes Honda to incur only 7f hitstop; this makes it impossible to safe jump against him with a medium/heavy normal, so all setups must be adjusted to use light normals instead. OD Headbutt can reach full screen; if it whiffs under the opponent's jump, he will start his landing recovery beginning on frame 26 at the earliest. This affects whether or not Honda will land near the opponent, or continue flying past them to make the punish more difficult.
Sumo Smash ([2]8K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(45) | 4(26)8 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
- Airborne 7-48f (Forced Knockdown state)
- Punish Counter (downward hit): KD +55 (limited juggle state)
- Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(42) | 4(24)7 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
- Airborne 7-45f (Forced Knockdown state)
- Punish Counter (downward hit): KD +55 (limited juggle state)
- Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(39) | 4(22)6 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
- Airborne 7-42f (Forced Knockdown state)
- Punish Counter (downward hit): KD +55 (limited juggle state)
- Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6(31~36) | 12(13~17)9 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +2 |
- Anti-Air Invuln: 5-17f; Throw Invuln: 5-13f; Airborne 5-39(43)f (Forced Knockdown state)
- Punish Counter (downward hit): KD +54 (limited juggle state)
- Can delay 2nd hit startup time by holding Kick button (+4f for [LK], +2f for [MK])
- Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
[] refers to reduced damage on the cross-up downward hit.
Hits twice; once as Honda leaps up into the air, then again as he slams downward with his butt. The upward hit whiffs on crouching opponents. The L, M, and H versions all have slight timing differences on the downward hit. This is important for disrupting the opponent's Perfect Parry attempts.
Honda can steer mid-air by holding left, right, or neutral while ascending. This lets him direct the slam to hit cross-up or same side even from fairly far away (but note that Buttslam deals slightly less damage as a cross-up). The upward hit is fairly fast and has surprisingly good horizontal range, letting Honda "counterpoke" with random Buttslams or do annoying strings like 2LP > Buttslam on block. It is also a good combo ender, granting good damage and a hard knockdown and leaving Honda point blank with excellent frame advantage.
Buttslam allows Honda to bully his way in on defensive opponents. Drive Impact can armor through the 2nd hit, but it often results in a whiff that gives Honda a full punish. The ambiguous left/right spacing can make it hard for uppercut-type specials to anti-air, so most players will want to counter with a normal instead. The lower hurtbox is quite vulnerable to anti-air normals, but the timing variation between each strength of Sumo Smash can make it hard for some characters to punish consistently. Note that if the opponent does anti-air successfully, Honda will be put into a Forced Knockdown state for an easy follow-up juggle.
Sumo Smash is slightly plus on block, but the high pushback prevents Honda from frame trapping with 2LP or using a tick command throw. It does excellent Drive damage on block, but opponents can easily Parry the 2nd hit on reaction unless they're in Burnout. If the downward slam hits as a Punish Counter, the opponent will be ground bounced. Honda can then confirm with 5HK into a juggle of choice. This most commonly occurs when predicting a fireball or when the opponent mistimes their anti-air attempt.
OD Buttslam has air invincibility on the way up, making it a good alternative anti-air. It can be used to catch people neutral jumping at midrange, attempting to avoid Headbutt. It has slightly better block advantage than the meterless versions, but still has significant pushback. To make it harder for the opponent to predict the Perfect Parry timing, Honda can hold LK or MK to hang in the air, slightly delaying the downward slam in the same way as the meterless versions.
Oicho Throw (63214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2000 (2300) | T | HKD +7 | - |
- Range: 1.19; cannot be canceled into from normals
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2200 (2645) | T | HKD +7 | - |
- Range: 1.09; cannot be canceled into from normals
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2400 (2760) | T | HKD +7 | - |
- Range: 0.99; cannot be canceled into from normals
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2800 (3220) | T | HKD +7 | - |
- Range: 1.19; cannot be canceled into from normals
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
() refers to damage on Punish Counter.
Honda's command grab. All versions have identical frame data, differing only in range and damage. Of the non-OD versions, LK Oicho Throw has the farthest range and the lowest damage, while HK Oicho Throw has the shortest range and highest damage. OD Oicho Throw has the highest damage overall with the same range as the LK version. However, the LK version's range is still relatively short. For example, both Zangief and Lily's LP command grabs outrange Honda significantly. Honda usually needs to have established a close position and frame advantage on the opponent to attempt an Oicho Throw as it is very difficult to use in neutral.
Oicho Throw is Honda's best Drive Reversal punish (unless a light confirm into Super will win the game). If a Drive Reversal hits near its max range, it's possible that some or all versions of Oicho will no longer reach, but this generally only applies to the wakeup version when Honda is quite far from the opponent.
On whiff, Oicho Throw has massive recovery frames, opening Honda up to easy and high-damage punishes from the opponent. The more resources your opponent has, the higher risk a whiffed Oicho Throw becomes.
Oicho Throw has +7 knockdown advantage, but places both characters away from each other at approximately round-start distance. So while Oicho Throw can represent a lot of damage, it resets Honda's offense. Players must use good judgment when assessing the risk/reward. HK Oicho Throw might close out a round against a cornered opponent with low life, but a midscreen LK Oicho Throw is only 2000 damage and effectively resets the match to neutral. Honda players should mix normal throws into their offense as they are lower risk and lead to stronger oki. If you Oicho Throw an opponent in the corner, they will recover slightly forward of the corner, leaving a small gap for cross-ups.
Honda's 3HK overhead can be kara-canceled into Oicho Throw from both the regular and Target Combo versions.
Sumo Dash (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 51 total | - | - | - | - | - |
- Dash Movement Speed: 0.052
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13(11) | - | 34 total | - | - | - | - | - |
- Dash Movement Speed: 0.067
"Stance" special command walk. Honda moves forward, taking three steps in total. Sumo Dash's primary purpose is to access its follow-up specials: Teppo Triple Slap and Taiho Cannon Lift.
Non-OD versions are completely identical. OD Sumo Dash has two main benefits: it allows Honda to access the follow-up specials 1 frame earlier than he normally can (13f instead of 14f), which gives some extra combo potential. It also improves the follow-up specials themselves, typically by giving them superior recovery or damage.
Teppo Triple Slap 1 (236K~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14+9 | 3(13)3 | 22 | SA3 | 400x2 | LH | KD +42 | -3 |
- Cancel Hitconfirm Window: 44f (Super) / 51f (Follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13+9 | 3(13)3 | 17 | SA2 SA3 | 400x2 | LH | +3 | +3 |
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 44f (Super) / 51f (Follow-up)
One of two options from Sumo Dash; the button strength does not affect the dash or the slap follow-up. Honda steps forward and attacks twice with his palm. The hitbox is incredibly disjointed on each hit, making it a great grounded approach tool, though it carries the risk of being jumped for a full punish. It is easy to hit confirm Triple Slap 1, either continuing the move into Triple Slap 2 by pressing P again, or canceling directly into a Super.
The meterless version gives Honda a +42 knockdown setup; this makes it one of his best offensive tools since it leads to an auto-timed safe jump anywhere on the screen with j.HK. If the opponent respects this safe jump, Honda can instead empty jump into LK/OD Oicho Throw, which will even catch an opponent back walking after a midscreen back rise. Note that the safe jump and Oicho Throw mixup can fail if Triple Slap 1 connects farther away from the opponent.
Triple Slap 1 is -3 on block and frame traps after a blocked 5HP. While risky, being -3 next to the opponent also allows Honda to fish for a Perfect Parry attempt in the event that the move is blocked. If spaced out from mid range, Honda can recover outside the opponent's throw range.
OD Triple Slap 1 leaves grounded opponents standing, giving a point blank strike/throw mixup on hit or block if you choose not to use the follow-up hit. Note that Triple Slap 1 will lose to Drive Impact and can be reacted to, especially with yellow flash of the OD version. Only a Super cancel can keep Honda safe in this situation since the follow-up hit is too slow to break armor.
Triple Slap 1 becomes much stronger when the opponent is in Burnout; not only does it become +1 (or +6 for OD), but more buttons can frame trap into it like 5MP, 2MP, and 5HK(1). Because the opponent needs to respect 2LP after blocking, you can take a small risk to reset this pressure string with another medium starter, dealing chip damage and increasing the likelihood that the opponent will make a risky defensive decision.
Teppo Triple Slap 2 (236K~P~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 38 | - | 600 | LH | KD +22 | -24 |
- 2f blockstring gap after 236K~P; cannot be performed on whiff
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 38 | - | 800 | LH | KD +54 | -24 |
- True blockstring 236KK~P; cannot be performed on whiff
A follow-up to Teppo Triple Slap 1, performed by inputting a second punch button. While easily hitconfirmed into, this attack is very unsafe on block. It can be used sparingly as a gimmicky frame trap on block if you expect the opponent will try to take their turn back after the meterless version (and only if the opponent is not in Burnout).
Triple Slap 2 adds a hefty amount of damage while still granting corner oki, but it sacrifices midscreen oki and the powerful safe jump of Triple Slap 1. If you want to cancel into a Super for extra damage, this ender must be omitted, since only the 2nd punch of Triple Slap 1 is cancelable.
Taiho Cannon Lift (236K~2P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(17)3 | 32(15) | SA3 | 400x2 | LH | KD +64 | -22 |
- Cancel Hitconfirm Window: 54f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(17)3 | 32(15) | SA2 SA3 | 500x2 | LH | KD +64 | -22 |
- Cancel Hitconfirm Window: 54f (Super)
Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or Drive Rush normal of his choice. Comboing into Taiho Cannon is a great way to increase Honda's damage potential, but it should never be used in neutral due to its slow startup and terrible recovery.
Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for 5HP and first hit of 5HK. The slightly faster startup of OD Sumo Dash allows Honda to additionally combo from the 2nd hit of 5HK. Other factors such as Drive Rush advantage or Punish Counters can allow Honda to combo into Taiho Cannon from other normals, but the primary way remains 5HK(1) and 5HP.
Although Taiho Cannon can be super-canceled, this should never be done because both SA2 and SA3 will whiff under the launched opponent. Instead, Honda can complete the launcher and juggle into super, or juggle into a special move (such as HP/OD Hands) and super-cancel that move instead.
Neko Damashi (22P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 5 | 14 | Sp* SA3 | 600 | LH | +3(+7) | -3(+1) |
- Anti-Air Invuln (Head): 1-14f; cannot hit cross-up
- 1-hit projectile clash hitbox during active frames
- Cancel Hitconfirm Window: 19f (Super / Sumo Spirit 214P)
Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version.
In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and Counter-hit the opponent behind it. On Counter-hit/Punish Counter, Honda can usually mash 2LP to link afterwards into a short combo. In practice, the 11f startup, relatively short active window, and limited range make this difficult to both space and time. However, Clap is safe on block, and so you can attempt to catch people with it.
If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP.
Super Arts
Level 1 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 5 | 48 | - | 2000 | LH | KD +13(+38) | -33 |
- Strike/Throw Invuln: 1-11f; Armor Break
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
SA1 is a fast reversal and combo tool. It's especially important to Honda because OD Headbutt is susceptible to throws; threatening with this Super can force the opponent to lay off their pressure occasionally, unless they have meaty projectile options to bypass the strike/throw invincibility.
On hit, the opponent is launched toward the wall; Honda's knockdown advantage depends on the distance from the edge of the screen, with farther launches leading to greater advantage. In most cases, Honda won't be able to secure any follow-up oki unless the opponent was already cornered to begin with. SA1 works well in juggles, such as after Enhanced Hundred Hand Slap or a Taiho Cannon Lift launcher. This can provide a bit more damage than a meterless ender, especially in a highly scaled combo.
Level 2 Super ([4]646K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(2),1~21 | 2+43 land | - | 2850(2800) | LH | HKD +13 | -27 |
- Full Invuln: 1-18f; Projectile Invuln: 19-36f; Armor Break
- Projectile invuln is extended on hit (prevents slow projectiles from punishing Honda)
- Airborne 14f~land (Forced Knockdown state)
- 40f charge time; charge lasts up to 28f after releasing back direction
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- If only 2nd hit connects, 0.95 bars (hit) / 0.45 bars (block)
- 40% minimum damage scaling
The Super version of Sumo Headbutt. Hits twice at close range, but most of the damage applies to the 2nd hit. SA2's primary use is countering projectiles; the projectile invuln lasts an incredibly long time, and the travel speed allows it to reach full screen fairly quickly. Once Honda makes contact, even slow projectiles like A.K.I.'s Nightshade Pulse or Rashid's SA2 cannot stop the full animation. This Super becomes even more effective with Modern controls; as long as he has charge, Honda can instantly react to any projectile for an easy punish.
The range and invincibility make SA2 an effective anti-air against farther range jumps that would otherwise be tricky to deal with. While it can be used as a reversal similar to SA1, this is best reserved for characters that can threaten with meaty projectiles due to the extra cost.
Works well as a juggle ender, particularly after OD Hundred Hand Slap or OD Teppo Triple Slap, which are both safe and easily confirmable.
If SA2 whiffs under the opponent's jump, Honda will start his landing recovery beginning on frame 24 at the earliest; this means he will usually land close enough for an easy punish if the opponent jumps to bait the Super. If the entire SA2 active frames manage to whiff without crossing under the opponent, Honda's landing recovery becomes 12+33 instead of 2+43 (no functional difference, but slightly more likely to get hit airborne by a descending jump normal).
Level 3 Super (214214P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(8)3 | 51 | - | 4000 (2500) | LH | HKD +11 (KD +19) | -34 |
- Full Invuln: 1-11f; Armor Break
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block); unaffected by non-cinematic hit
- Cinematic time regenerates ~2.4 Drive bars for E. Honda
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(8)3 | 51 | - | 4500 (2750) | LH | HKD +34 (KD +19) | -34 |
- Full Invuln: 1-11f; Armor Break
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block); unaffected by non-cinematic hit
- Cinematic time regenerates ~2.2 Drive bars for E. Honda
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
A forward-moving Super that triggers a cinematic from ~1/2 screen; if the first 3 active frames whiff, the 2nd hit triggers a weaker non-cinematic version with no Hard Knockdown, which is indicated with () in the frame data.
A great combo tool, SA3 cancels from any version of Hundred Hand Slap, meterless Headbutt (early active frames), or any Sumo Dash follow-up except for the final hit of Teppo Triple Slap. It is often used to cap off Honda's massively damaging punish combos. Attempting a very early Headbutt > SA3 cancel is one scenario where the non-cinematic hit can trigger even at closer ranges, as the opponent can be launched too high for the first hit to connect.
Because it hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Honda uses a blockstring into SA3, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation.
Like SA1 and SA2, this is also an effective reversal; due to the high cost, it should mostly be reserved for last-ditch efforts where the extra damage can secure a win. It also has a niche use in situations where SA1 won't work (vs. projectile hitboxes) and you won't have enough time to charge SA2.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
88 | [178] | 45 | - | - | - | - | - |
- Armor (1-hit): 88-266f; [] refers to active armored period
- 310f total animation
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
100 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
205 (total) | - | - | - | - | - | - | - |