Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
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{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name=E. Honda | ||
|image= | |image= | ||
|health= | |health=1050 | ||
|chains= | |chains=Command Normals | ||
|forwarddash= | |walkspeed=1.5 (Below Average) | ||
|backdash= | |forwarddash= 27 | ||
|movement= | |dashdistance= 2.3 | ||
|backdash= 20 | |||
|backdashinvuln= 4~13 Throw Invuln | |||
|movement=Hoverdash | |||
|content= | |content= | ||
== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''Honda went down the wrong alley and was offered the forbidden chanko stew that gives you power at a dark price. He has become a regular.'' | ||
----- | ----- | ||
'''E. Honda''' is an extremely unusual '''grappler.''' While many grapplers focus solely on strike/throw mixups, Honda comes with a hoverdash instead of a normal dash. This hoverdash can be cancelled into air normals, allowing Honda to create fast overheads or fake into lows or grabs easily. This strange mixup game is backed up by an even more unique tool among grapplers, 236K '''Stomp.'''. This is a seismo-esque projectile, where the version dictates the location of the hitbox. Honda can cancel this stomp into his hoverdash, allowing for powerful combos or unique punishes. | |||
Honda excels up close with his aforementioned mixup potential, where he can threaten overheads from hoverdash or empty hoverdash lows. His standard pressure is still strong however thanks to 6MP, a two hit plus on block normal which can be cancelled into off normals and into specials. His damage is extremely high thanks to 236K working as a launcher and his ability to relaunch with 6HP, and all combos can end in a hard knockdown with j.214K Sumo Smash. | |||
Honda can struggle somewhat in neutral, as while he has great pokes to control the ground, he's lacking in strong anti-airs to dissuade jumping. j.2MP, 5HK, 6HP, and 236P can all work as anti-airs, but fill different niches, forcing him to decide in the moment and punishing him should he be wrong. j.2MP requires you to be airborne, 5HK has a hurtbox extension, 6HP has a lot of startup and recovery, and 236P is extremely consistent but very low reward. Honda also struggles in mobility, as his hoverdash replaces a standard dash, and unlike his hoverdash twin Yun he lacks the top tier walkspeed to make up for it. | |||
If you want a character who steamrolls with flashy combos and unique offense made of hoverdash mixups on oki and sustained plus frames on offense, with the threat of massive damage behind them all, Honda is a great pick to play. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = |
Latest revision as of 15:22, 28 November 2023
Introduction
Honda went down the wrong alley and was offered the forbidden chanko stew that gives you power at a dark price. He has become a regular.
E. Honda is an extremely unusual grappler. While many grapplers focus solely on strike/throw mixups, Honda comes with a hoverdash instead of a normal dash. This hoverdash can be cancelled into air normals, allowing Honda to create fast overheads or fake into lows or grabs easily. This strange mixup game is backed up by an even more unique tool among grapplers, 236K Stomp.. This is a seismo-esque projectile, where the version dictates the location of the hitbox. Honda can cancel this stomp into his hoverdash, allowing for powerful combos or unique punishes.
Honda excels up close with his aforementioned mixup potential, where he can threaten overheads from hoverdash or empty hoverdash lows. His standard pressure is still strong however thanks to 6MP, a two hit plus on block normal which can be cancelled into off normals and into specials. His damage is extremely high thanks to 236K working as a launcher and his ability to relaunch with 6HP, and all combos can end in a hard knockdown with j.214K Sumo Smash.
Honda can struggle somewhat in neutral, as while he has great pokes to control the ground, he's lacking in strong anti-airs to dissuade jumping. j.2MP, 5HK, 6HP, and 236P can all work as anti-airs, but fill different niches, forcing him to decide in the moment and punishing him should he be wrong. j.2MP requires you to be airborne, 5HK has a hurtbox extension, 6HP has a lot of startup and recovery, and 236P is extremely consistent but very low reward. Honda also struggles in mobility, as his hoverdash replaces a standard dash, and unlike his hoverdash twin Yun he lacks the top tier walkspeed to make up for it.
If you want a character who steamrolls with flashy combos and unique offense made of hoverdash mixups on oki and sustained plus frames on offense, with the threat of massive damage behind them all, Honda is a great pick to play.
Strengths | Weaknesses |
---|---|
|
|
E. Honda | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 1050 |
Chains | Command Normals |
Walkspeed | 1.5 (Below Average) |
Forward Dash Duration | 27 frames |
Forward Dash Distance | 2.3 |
Backdash Duration | 20 frames |
Backdash Invuln | 4~13 Throw Invuln frames |
Unique Movement | Hoverdash |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Edmond Honda, more commonly known as E. Honda, is a video game character from the Street Fighter series, first appearing in Street Fighter II. He is an honorable champion Sumo wrestler that values tradition.