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|
Line 51: |
Line 51: |
| * Jump MP hitbox changed. Still strong as an air-to-air, but will lose more often against ground opponents. | | * Jump MP hitbox changed. Still strong as an air-to-air, but will lose more often against ground opponents. |
| * Standing HP does 120 damage in the first 3 active frames, 80 from the 4th frame after, so know it will do less damage when use as a poke against ground opponents. | | * Standing HP does 120 damage in the first 3 active frames, 80 from the 4th frame after, so know it will do less damage when use as a poke against ground opponents. |
| * Jump HP does 100 damage now (was 120). | | * Jump Foward HP does 100 damage now (was 120). |
| * During backdash, Honda is now considered airborne right after invincibility ends. | | * During backdash, Honda is now considered airborne right after invincibility ends. |
|
| |
|
| |
|
| ==The Basics== | | ==The Basics== |
E. Honda
Edmund Honda may be the greatest sumo wrestler to ever have lived and his skills as a sumo wrestler are unrivaled. However, Honda was appalled that the rest of the world did not respect his form of combat and set out to prove to the world that sumo was indeed the strongest form of martial arts there was. His journeys around the world have garnered him an eclectic set of friends, ranging from fellow wrestler Zangief to fellow food connoisseur El Fuerte and the otaku Japanophile Sodom.
In a nutshell
Honda's strength definitely lies in his... well, strength. High damage is where Honda shines the most as, whether on offense or defense, his best options all result is a huge amount of damage. While Honda specializes in being defensive and, oftentimes, is more effective from a defensive standpoint, don't underestimate his ablity to get in with a well-placed Jumping Strong that leads into huge damage. But when Honda is playing a strong defense, he can easily be one of the hardest shells to crack in the game.
Moves
Unique Attacks
Target Combo
close mp --- df + hk
2nd hit: high
Throws
Sabori
f or n + lp + lk
throw
Rice Bale Throw
b + lp + lk
throw
Special Moves
Hundred Hand Slap
press p repeatedly
Requires 5 punch button presses; ex
Sumo Headbutt
b (charge) f + p
ex armorbreak
Sumo Smash
d (charge) u + k
2nd hit: high ; ex
Oicho Throw
hcb + p
throw ex
Super Combo
Super Killer Head Ram
b (charge) f b f + p
Ultra Combos
Ultimate Killer Head Ram
b (charge) f b f + 3p
armorbreak
Orochi Breaker
hcb hcb + 3p
throw
AE Changes
- Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air.
- Ultra 1 has projectile invincibility until the last active frame.
- Ultra 2's command has been changed to two half-circle backs from a 720 motion. It's easier to get it out now. Also, while its range increased, it starts up in 2-frames so it's possible to dodge it after screen freeze.
- Jump MP hitbox changed. Still strong as an air-to-air, but will lose more often against ground opponents.
- Standing HP does 120 damage in the first 3 active frames, 80 from the 4th frame after, so know it will do less damage when use as a poke against ground opponents.
- Jump Foward HP does 100 damage now (was 120).
- During backdash, Honda is now considered airborne right after invincibility ends.
The Basics
Combos
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
40
|
50
|
20
|
sp/su
|
6
|
2
|
6
|
+3
|
+6
|
|
|
Close
|
HL
|
30*50
|
50*50
|
40*20
|
sp/su
|
7
|
2(4)1
|
9
|
+4
|
+7
|
|
|
Close
|
HL
|
120[100]
|
200[150]
|
60
|
su
|
8
|
6
|
12
|
0
|
+5
|
|
|
Close
|
HL
|
30
|
50
|
20
|
sp/su
|
5
|
3
|
6
|
+2
|
+5
|
|
|
Close
|
HL
|
90
|
100
|
40
|
sp/su
|
5
|
3
|
12
|
-1
|
+2
|
|
|
Close
|
HL
|
30*100
|
125*75
|
60*20
|
su
|
6
|
2*3
|
14
|
+1
|
+6
|
|
|
Far
|
HL
|
40
|
50
|
20
|
sp/su
|
6
|
2
|
6
|
+3
|
+6
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
8
|
3
|
12
|
-1
|
+2
|
|
|
Far
|
HL
|
120
|
200
|
60
|
su
|
10
|
6
|
16
|
-2
|
+2
|
|
|
Far
|
HL
|
40
|
50
|
20
|
sp/su
|
5
|
2
|
7
|
+2
|
+5
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
8
|
2
|
12
|
0
|
+3
|
|
|
Far
|
L
|
100
|
150
|
60
|
-
|
7
|
3
|
22
|
-7
|
-3
|
|
|
crouch
|
HL
|
40
|
50
|
20
|
sp/su
|
4
|
4
|
7
|
0
|
+3
|
|
|
crouch
|
HL
|
80
|
100
|
40
|
su
|
8
|
3
|
11
|
0
|
+3
|
|
|
crouch
|
L
|
140
|
200
|
60
|
su
|
11
|
4
|
16
|
-2
|
+2
|
|
|
crouch
|
L
|
30
|
50
|
20
|
sp/su
|
5
|
2
|
7
|
+2
|
+5
|
|
|
crouch
|
L
|
80
|
100
|
40
|
sp/su
|
7
|
3
|
11
|
0
|
+3
|
|
|
crouch
|
L
|
120
|
200
|
60
|
-
|
14
|
2
|
14
|
+2
|
-
|
|
|
Jump up
|
H
|
60
|
50
|
20
|
-
|
7
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
6
|
8
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
120
|
200
|
60
|
-
|
8
|
10
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
7
|
9
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
9
|
9
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
130
|
200
|
60
|
-
|
7
|
9
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
60
|
50
|
20
|
-
|
7
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
100
|
40
|
-
|
7
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
8
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
6
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
100
|
40
|
-
|
6
|
8
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
110
|
200
|
60
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
+
|
H
|
130
|
200
|
60
|
sp/su
|
30
|
2
|
19
|
-3
|
-
|
|
|
Target Combo 1
|
H
|
130
|
200
|
60
|
sp/su
|
30
|
2
|
19
|
-3
|
-
|
|
|
Focus Attack LVL 1
|
HL
|
80
|
100
|
20
|
-
|
21
|
2
|
35
|
-21
|
-21
|
|
|
Focus attack LVL 2
|
HL
|
100
|
150
|
40
|
-
|
17+12
|
2
|
35
|
-15
|
-
|
|
|
Focus attack LVL 3
|
-
|
160
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.90
|
140
|
180
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Back throw
|
0.90
|
150
|
100
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Hundred Hands
|
HL
|
30x3
|
20x3
|
20/10x3
|
su
|
6
|
???
|
16
|
+1
|
+5
|
|
|
Hundred Hands
|
HL
|
30x4
|
20x4
|
20/10x4
|
su
|
9
|
???
|
15
|
+4
|
+8
|
|
|
Hundred Hands
|
HL
|
15x7
|
20x7
|
20/10x7
|
su
|
9
|
???
|
13
|
+3
|
+10
|
|
|
Hundred Hands (???)
|
HL
|
???
|
20xN
|
0/10xN
|
su
|
4
|
1(3)2(4)1(2)2(4)1(3)2
|
7
|
+8
|
+12
|
|
|
Hundred Hands
|
HL
|
20x7
|
20x7
|
-250/0
|
su
|
9
|
???
|
19
|
0
|
+4
|
|
|
Headbutt
|
HL
|
130[120]
|
200
|
30/40
|
su
|
13
|
17
|
14+13
|
-9
|
-
|
|
|
Headbutt
|
HL
|
140[130]
|
200
|
30/40
|
su
|
9
|
21
|
14+13
|
-13
|
-
|
|
|
Headbutt
|
HL
|
160[140]
|
200
|
30/40
|
su
|
8
|
48
|
14+22
|
-16
|
-
|
|
|
Headbutt
|
HL
|
160[140]
|
200
|
-250/0
|
su
|
8
|
25
|
14+13
|
-8
|
-
|
|
|
Butt Drop
|
HL*H
|
80*100
|
100*150
|
30/30*20
|
-
|
14
|
7(14)6
|
18
|
-2
|
-
|
|
|
Butt Drop
|
HL*H
|
90*110
|
100*150
|
30/30*20
|
-
|
14
|
7(14)9
|
18
|
-2
|
-
|
|
|
Butt Drop
|
HL*H
|
100*120
|
100*150
|
30/30*20
|
-
|
14
|
7(14)15
|
18
|
-3
|
-
|
|
|
Butt Drop
|
HL*H
|
100*80
|
100*100
|
-250/0
|
-
|
9
|
6(14)12
|
18
|
-2
|
-
|
|
|
Ohicho
|
??
|
???
|
100
|
30/80
|
-
|
5
|
2
|
41
|
-
|
-
|
|
|
Ohicho
|
1.52
|
190
|
100
|
-250/0
|
-
|
5
|
2
|
41
|
-
|
-
|
|
|
Super Combo
|
HL
|
160*240
|
0
|
-1000/0
|
-
|
1+8
|
13(36)23
|
14+17
|
-6
|
-
|
|
|
Super Combo
|
HL
|
160*240
|
0
|
-1000/0
|
-
|
1+9
|
16(36)23
|
14+17
|
-6
|
-
|
|
|
Super Combo
|
HL
|
160*240
|
0
|
-1000/0
|
-
|
1+9
|
25(36)23
|
14+17
|
-6
|
-
|
|
|
Ultra Combo 1
|
HL
|
60*450
|
0
|
0/0
|
-
|
0+11
|
24
|
22+13
|
-15
|
-
|
|
|
Ultra Combo 2
|
1.16
|
450
|
0
|
0/0
|
-
|
0+1
|
2
|
70
|
-
|
-
|
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: