Street Fighter 6/E.Honda/Matchups: Difference between revisions

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(The +4 clap vs. crouching Juri applies to every standard character - removed that note, and instead listed the exceptions where it doesn't work)
 
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{{Character Subnav SF6 | chara=E.Honda }}
{{Character Subnav SF6 | chara=E.Honda }}
{{#vardefine:player|E.Honda}}
{{#vardefine:player|E.Honda}}
{{Ambox | border=yellow | icon=Icon_warning.png | type=Matchup Favorability| info=Favorability ratings are based on data collected by [https://twitter.com/CatCammy6/status/1846404501411909763 @CatCammy6] on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play.<br>'''Most recent data update:''' 15 October 2024}}
{{Ambox | border=yellow | icon=Icon_warning.png | type=Matchup Favorability| info=Favorability ratings are based on data collected by [https://twitter.com/catcammy6/status/1915957808844988551 @CatCammy6] on Twitter based on ranked matches of similarly-skilled high rank players. This should not be taken as 100% factual, as even highly ranked players may lack information due to the rarity of certain matchups. These stats may also differ from those found at other levels of play.<br>'''Most recent data update:''' 25 April 2025}}
<!--- Use {{sf6-adv|VM/M/E/P/VP|x%}} template for matchup win percentage. VM <45 / M 45-48 / E 48-52 / P 52-55 / VP >55  --->
<!--- Use {{sf6-adv|VM/M/E/P/VP|x%}} template for matchup win percentage. VM <45 / M 45-48 / E 48-52 / P 52-55 / VP >55  --->


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| character    = A.K.I.
| character    = A.K.I.
| icon        = A.K.I.
| icon        = A.K.I.
| favorability = {{sf6-adv|E|48.38%}}
| favorability = {{sf6-adv|E|49.3%}}
| data        =  
| data        =  
}}
}}
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| character    = Akuma
| character    = Akuma
| icon        = Akuma
| icon        = Akuma
| favorability = {{sf6-adv|VM|44.20%}}
| favorability = {{sf6-adv|E|49.5%}}
| data        =  
| data        =  
}}
}}
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| character    = Blanka
| character    = Blanka
| icon        = Blanka
| icon        = Blanka
| favorability = {{sf6-adv|VP|59.31%}}
| favorability = {{sf6-adv|VP|55.4%}}
| data        =  
| data        =  
* After a {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|2LP}} starter vs. a crouching opponent, 22P (Clap) does not hit meaty due to Blanka's wide hurtbox (can still be spaced manually, but very precise).
}}
}}


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| character    = Cammy
| character    = Cammy
| icon        = Cammy
| icon        = Cammy
| favorability = {{sf6-adv|VP|55.19%}}
| favorability = {{sf6-adv|VP|55.2%}}
| data        =  
| data        =  
'''Beating Cammy's {{clr|SA|SA3}} Startup''': {{clr|H|HP Sumo Headbutt ([4]6HP)}} hits Cammy
'''Beating Cammy's {{clr|SA|SA3}} Startup''': {{clr|H|HP Sumo Headbutt ([4]6HP)}} hits Cammy
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| character    = Chun-Li
| character    = Chun-Li
| icon        = Chun-Li
| icon        = Chun-Li
| favorability = {{sf6-adv|M|46.66%}}
| favorability = {{sf6-adv|E|48.7%}}
| data        =  
| data        =  


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| character    = DeeJay
| character    = DeeJay
| icon        = DeeJay
| icon        = DeeJay
| favorability = {{sf6-adv|P|51.39%}}
| favorability = {{sf6-adv|P|53.4%}}
| data        =  
| data        =  
}}
}}
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| character    = Dhalsim
| character    = Dhalsim
| icon        = Dhalsim
| icon        = Dhalsim
| favorability = {{sf6-adv|P|52.63%}}
| favorability = {{sf6-adv|P|52.2%}}
| data        =  
| data        =  
}}
}}
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| character    = Ed
| character    = Ed
| icon        = Ed
| icon        = Ed
| favorability = {{sf6-adv|E|48.14%}}
| favorability = {{sf6-adv|E|49.3%}}
| data        =  
| data        =  
}}
}}
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| icon        = Ehonda
| icon        = Ehonda
| favorability = {{sf6-adv|E|50%}}
| favorability = {{sf6-adv|E|50%}}
| data        =
* After a {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|2LP}} starter vs. a crouching opponent, 22P (Clap) does not hit meaty due to Honda's wide hurtbox (can still be spaced manually, but very precise).
}}
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-SF6 | player ={{#var:player}}
| character    = Elena
| icon        = Elena
| favorability = {{sf6-adv|E|?%}}
| data        =  
| data        =  
}}
}}
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| character    = Guile
| character    = Guile
| icon        = Guile
| icon        = Guile
| favorability = {{sf6-adv|VP|55.72%}}
| favorability = {{sf6-adv|P|52.8%}}
| data        =  
| data        =  
}}
}}
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| character    = Jamie
| character    = Jamie
| icon        = Jamie
| icon        = Jamie
| favorability = {{sf6-adv|P|53.21%}}
| favorability = {{sf6-adv|P|54.0%}}
| data        =  
| data        =  
}}
}}
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| character    = JP
| character    = JP
| icon        = JP
| icon        = JP
| favorability = {{sf6-adv|E|48.00%}}
| favorability = {{sf6-adv|M|48.0%}}
| data        =  
| data        =  
}}
}}
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| character    = Juri
| character    = Juri
| icon        = Juri
| icon        = Juri
| favorability = {{sf6-adv|E|50.00%}}
| favorability = {{sf6-adv|E|51.3%}}
| data        = 2lk 2lp 2lp xx clap seems to always be at least +4 on crouching juri, from anywhere on the stage, midscreen or corner. Watch this space as more investigation is done
| data        =  
}}
}}


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| character    = Ken
| character    = Ken
| icon        = Ken
| icon        = Ken
| favorability = {{sf6-adv|VM|43.78%}}
| favorability = {{sf6-adv|M|45.8%}}
| data        = You can always {{clr|SA|SA1}} when Ken does {{clr|L|LK}}/{{clr|M|MK}} Jinrai Kick for a guaranteed punish.  
| data        = You can always {{clr|SA|SA1}} when Ken does {{clr|L|LK}}/{{clr|M|MK}} Jinrai Kick for a guaranteed punish.  
Headbutt is a consistent answer to Dragonlash on reaction but can lose if done too late.
Headbutt is a consistent answer to Dragonlash on reaction but can lose if done too late.
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| character    = Kimberly
| character    = Kimberly
| icon        = Kimberly
| icon        = Kimberly
| favorability = {{sf6-adv|E|48.93%}}
| favorability = {{sf6-adv|E|49.2%}}
| data        =  
| data        =  
}}
}}
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| character    = Lily
| character    = Lily
| icon        = Lily
| icon        = Lily
| favorability = {{sf6-adv|M|45.04%}}
| favorability = {{sf6-adv|M|47.4%}}
| data        =  
| data        =  
}}
}}
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| character    = Luke
| character    = Luke
| icon        = Luke
| icon        = Luke
| favorability = {{sf6-adv|E|50.43%}}
| favorability = {{sf6-adv|E|48.7%}}
| data        =  
| data        =  
}}
}}
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| character    = M.Bison
| character    = M.Bison
| icon        = Mbison
| icon        = Mbison
| favorability = {{sf6-adv|E|51.81%}}
| favorability = {{sf6-adv|P|53.0%}}
| data        =  
| data        =  
}}
}}
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| character    = Mai
| character    = Mai
| icon        = Mai
| icon        = Mai
| favorability = {{sf6-adv|E|?%}}
| favorability = {{sf6-adv|E|48.0%}}
| data        =  
| data        =  
}}
}}
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| character    = Manon
| character    = Manon
| icon        = Manon
| icon        = Manon
| favorability = {{sf6-adv|M|46.37%}}
| favorability = {{sf6-adv|E|49.2%}}
| data        =  
| data        =  
}}
}}
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| character    = Marisa
| character    = Marisa
| icon        = Marisa
| icon        = Marisa
| favorability = {{sf6-adv|E|49.27%}}
| favorability = {{sf6-adv|E|49.1%}}
| data        =  
| data        =  
* After a {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|2LP}} starter vs. a crouching opponent, 22P (Clap) does not hit meaty due to Marisa's wide hurtbox (can still be spaced manually, but very precise).
}}
}}


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| character    = Rashid
| character    = Rashid
| icon        = Rashid
| icon        = Rashid
| favorability = {{sf6-adv|M|46.91%}}
| favorability = {{sf6-adv|E|50.0%}}
| data        =  
| data        =  
}}
}}
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| character    = Ryu
| character    = Ryu
| icon        = Ryu
| icon        = Ryu
| favorability = {{sf6-adv|M|46.87%}}
| favorability = {{sf6-adv|E|49.9%}}
| data        =  
| data        =  
}}
}}
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| character    = Terry
| character    = Terry
| icon        = Terry
| icon        = Terry
| favorability = {{sf6-adv|E|51.68%}}
| favorability = {{sf6-adv|E|49.5%}}
| data        =  
| data        =  
}}
}}
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| character    = Zangief
| character    = Zangief
| icon        = Zangief
| icon        = Zangief
| favorability = {{sf6-adv|VM|44.80%}}
| favorability = {{sf6-adv|VM|44.8%}}
| data        = * Go after his feet with {{clr|H|2HP}} and {{clr|H|6HK}} every now and then. This keeps him from mindlessly throwing out charge punch(5[HP] to beat your {{clr|M|5MP}}. If you don’t show you’re willing and able to stop charge punch, you will struggle to play neutral.  
| data        = * Go after his feet with {{clr|H|2HP}} and {{clr|H|6HK}} every now and then. This keeps him from mindlessly throwing out charged {{clr|H|5[HP]}} to beat your {{clr|M|5MP}}. If you don’t show you’re willing and able to stop charge punch, you will struggle to play neutral.  
* Try to headbutt on block as little as possible as Honda puts himself into a mixup every time he does. Try to headbutt only if he’s walking forward a lot, whiffs charge punch or he’s just hitting a lot of buttons.  
* Try to headbutt on block as little as possible as Honda puts himself into a mixup every time he does. Try to headbutt only if he’s walking forward a lot, whiffs charge punch or he’s just hitting a lot of buttons.  
* Having sumo spirit stocked every possibility will help. Landing a headbutt gives you an opportunity for sumo spirit. {{clr|H|2HP}} is a really solid punish for Zangief's sweep(2HK) and with sumo spirit Honda gets a full combo to push him to the corner. You can even buffer OD hands from 2hp in hopes it connects when in a pinch.  
* Have Sumo Spirit stocked whenever possible. Landing a Headbutt gives you an opportunity for the install. {{clr|H|2HP}} is a really solid punish for Zangief's sweep, and with Sumo Spirit Honda gets a full combo to push him to the corner. You can even buffer {{clr|OD|OD Hands}} from {{clr|H|2HP}} in hopes it connects when in a pinch.  
* Gief players love to hold up forward or drive reversal when you corner them to escape. After buttslam on hit, dash up 2lp, delay 2lp is a good drive reversal bait giving you a punish on block and it beats jump. The delay 2lp is to bait the drive reversal, but also gives you time to confirm to loop back into buttslam or combo of your choosing.  
* Gief players love to hold up forward or {{clr|DR|Drive Reversal}} to escape the corner. After a Buttslam knockdown, dash up into {{clr|L|2LP}}, {{clr|L|delay 2LP}} to bait {{clr|DR|Drive Reversal}} and punish attempted jumps with a hitconfirm into another Buttslam or Headbutt.
* Once you’ve established that you’re capable of locking him down on his wake-up start mixing in throws. When he’s cornered use normal throw more than command grab because the risk of him making the read and jumping out is too great. You can at least anti air him if you whiff throw.  
* Once you’ve established that you’re capable of locking him down on his wakeup, start mixing in throws. When he’s cornered, normal throws are preferable to command throws, as the risk of him jumping out is too great. Normal throws allow an anti-air on whiff.
*Bait Gief into doing charge punch by neutral jumping at max {{clr|H|j.HP}} range. He will try to charge punch your {{clr|H|j.HP}} so empty jump and punish with DI. Sometimes he will lariat, so much easier to react and punish with DI.
* Bait Gief into doing charged {{clr|H|5[HP]}} by neutral jumping at max {{clr|H|j.HP}} range. They may try to charge punch your {{clr|H|nj.HP}}, so empty jump and punish with {{clr|DR|DI}}. Lariat will also whiff at this range, and can be punished the same way.
* After a {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|2LP}} starter vs. a crouching opponent, 22P (Clap) does not hit meaty due to Zangief's wide hurtbox (can still be spaced manually, but very precise).
}}
}}



Latest revision as of 11:21, 27 April 2025


Click the character's portrait to open their Wiki page.

A.K.I.
SF6 A.K.I. Icon.png E.Honda vs. A.K.I. (49.3%)
No Data
Akuma
SF6 Akuma Icon.png E.Honda vs. Akuma (49.5%)
No Data
Blanka
SF6 Blanka Icon.png E.Honda vs. Blanka (55.4%)
  • After a 2LK~2LP~2LP starter vs. a crouching opponent, 22P (Clap) does not hit meaty due to Blanka's wide hurtbox (can still be spaced manually, but very precise).
Cammy
SF6 Cammy Icon.png E.Honda vs. Cammy (55.2%)

Beating Cammy's SA3 Startup: HP Sumo Headbutt ([4]6HP) hits Cammy

  • Useful if Cammy uses SA3 on reaction to your Drive Rush; in neutral, you can just jump away.
  • Works because SA3 is airborne for all of its active frames
Chun-Li
SF6 Chun-Li Icon.png E.Honda vs. Chun-Li (48.7%)

Serenity Stream stance will low-profile the following moves:

  • nj.HP, j.2MK (same-side), 22P (Clap)
Dee Jay
SF6 DeeJay Icon.png E.Honda vs. DeeJay (53.4%)
No Data
Dhalsim
SF6 Dhalsim Icon.png E.Honda vs. Dhalsim (52.2%)
No Data
Ed
SF6 Ed Icon.png E.Honda vs. Ed (49.3%)
No Data
E.Honda
SF6 Ehonda Icon.png E.Honda vs. E.Honda (50%)
  • After a 2LK~2LP~2LP starter vs. a crouching opponent, 22P (Clap) does not hit meaty due to Honda's wide hurtbox (can still be spaced manually, but very precise).
Elena
SF6 Elena Icon.png E.Honda vs. Elena (?%)
No Data
Guile
SF6 Guile Icon.png E.Honda vs. Guile (52.8%)
No Data
Jamie
SF6 Jamie Icon.png E.Honda vs. Jamie (54.0%)
No Data
JP
SF6 JP Icon.png E.Honda vs. JP (48.0%)
No Data
Juri
SF6 Juri Icon.png E.Honda vs. Juri (51.3%)
No Data
Ken
SF6 Ken Icon.png E.Honda vs. Ken (45.8%)

You can always SA1 when Ken does LK/MK Jinrai Kick for a guaranteed punish.

Headbutt is a consistent answer to Dragonlash on reaction but can lose if done too late.
Kimberly
SF6 Kimberly Icon.png E.Honda vs. Kimberly (49.2%)
No Data
Lily
SF6 Lily Icon.png E.Honda vs. Lily (47.4%)
No Data
Luke
SF6 Luke Icon.png E.Honda vs. Luke (48.7%)
No Data
M.Bison
SF6 Mbison Icon.png E.Honda vs. M.Bison (53.0%)
No Data
Mai
SF6 Mai Icon.png E.Honda vs. Mai (48.0%)
No Data
Manon
SF6 Manon Icon.png E.Honda vs. Manon (49.2%)
No Data
Marisa
SF6 Marisa Icon.png E.Honda vs. Marisa (49.1%)
  • After a 2LK~2LP~2LP starter vs. a crouching opponent, 22P (Clap) does not hit meaty due to Marisa's wide hurtbox (can still be spaced manually, but very precise).
Rashid
SF6 Rashid Icon.png E.Honda vs. Rashid (50.0%)
No Data
Ryu
SF6 Ryu Icon.png E.Honda vs. Ryu (49.9%)
No Data
Terry
SF6 Terry Icon.png E.Honda vs. Terry (49.5%)
No Data
Zangief
SF6 Zangief Icon.png E.Honda vs. Zangief (44.8%)
  • Go after his feet with 2HP and 6HK every now and then. This keeps him from mindlessly throwing out charged 5[HP] to beat your 5MP. If you don’t show you’re willing and able to stop charge punch, you will struggle to play neutral.
  • Try to headbutt on block as little as possible as Honda puts himself into a mixup every time he does. Try to headbutt only if he’s walking forward a lot, whiffs charge punch or he’s just hitting a lot of buttons.
  • Have Sumo Spirit stocked whenever possible. Landing a Headbutt gives you an opportunity for the install. 2HP is a really solid punish for Zangief's sweep, and with Sumo Spirit Honda gets a full combo to push him to the corner. You can even buffer OD Hands from 2HP in hopes it connects when in a pinch.
  • Gief players love to hold up forward or Drive Reversal to escape the corner. After a Buttslam knockdown, dash up into 2LP, delay 2LP to bait Drive Reversal and punish attempted jumps with a hitconfirm into another Buttslam or Headbutt.
  • Once you’ve established that you’re capable of locking him down on his wakeup, start mixing in throws. When he’s cornered, normal throws are preferable to command throws, as the risk of him jumping out is too great. Normal throws allow an anti-air on whiff.
  • Bait Gief into doing charged 5[HP] by neutral jumping at max j.HP range. They may try to charge punch your nj.HP, so empty jump and punish with DI. Lariat will also whiff at this range, and can be punished the same way.
  • After a 2LK~2LP~2LP starter vs. a crouching opponent, 22P (Clap) does not hit meaty due to Zangief's wide hurtbox (can still be spaced manually, but very precise).



SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry