< Street Fighter 6 | E.Honda
(The +4 clap vs. crouching Juri applies to every standard character - removed that note, and instead listed the exceptions where it doesn't work) |
|||
Line 28: | Line 28: | ||
| favorability = {{sf6-adv|VP|55.4%}} | | 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). | |||
}} | }} | ||
Line 82: | Line 83: | ||
| favorability = {{sf6-adv|E|50%}} | | favorability = {{sf6-adv|E|50%}} | ||
| 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 Honda's wide hurtbox (can still be spaced manually, but very precise). | |||
}} | }} | ||
Line 121: | Line 123: | ||
| icon = Juri | | icon = Juri | ||
| favorability = {{sf6-adv|E|51.3%}} | | favorability = {{sf6-adv|E|51.3%}} | ||
| data = | | data = | ||
}} | }} | ||
Line 187: | Line 189: | ||
| favorability = {{sf6-adv|E|49.1%}} | | 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). | |||
}} | }} | ||
Line 224: | Line 227: | ||
* 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. | * 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 {{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. | * 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
![]() |
Matchup Favorability
Favorability ratings are based on data collected by @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. |
Click the character's portrait to open their Wiki page.
A.K.I.
Akuma
Blanka

- 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

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

Serenity Stream stance will low-profile the following moves:
- nj.HP, j.2MK (same-side), 22P (Clap)
Dee Jay
Dhalsim
Ed
E.Honda

- 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
Guile
Jamie
JP
Juri
Ken

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
Lily
Luke
M.Bison
Mai
Manon
Marisa

- 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
Ryu
Terry
Zangief

- 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).