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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 order to pass on his extensive knowledge of sumo, Honda adopted a son named Jin Ichiro. He can be seen on the East Asia Overpass stage. | 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 order to pass on his extensive knowledge of sumo, Honda adopted a son named Jin Ichiro. He can be seen on the East Asia Overpass stage. | ||
| | | | ||
E. Honda is a well-rounded power character who aims for getting high amounts of damage within seconds of connecting a hit-confirm. His signature Hundred Hand Slap is one of the easiest moves to hit-confirm, and deals excellent damage on its own. His Headbutt is, surprisingly, both an excellent anti-ait tool and a good tool for moving him forward. If he gets in close enough, Honda can also make you respect his Oicho Throw, which has excellent invincibility for a command grab. He can also play defensive and patiently wait to time out the opponent should he have the life lead. Honda's main problem is one that has stuck to him like moths to flame - fireball characters. Any character with fireballs can make the fight an instant uphill battle for Honda, as there is little he can do other than jump over them and hope to punish something. | E. Honda is a well-rounded power character who aims for getting {{high}} amounts of damage within seconds of connecting a hit-confirm. His signature Hundred Hand Slap is one of the easiest moves to hit-confirm, and deals excellent damage on its own. His Headbutt is, surprisingly, both an excellent anti-ait tool and a good tool for moving him forward. If he gets in close enough, Honda can also make you respect his Oicho Throw, which has excellent invincibility for a command grab. He can also play defensive and patiently wait to time out the opponent should he have the life lead. Honda's main problem is one that has stuck to him like moths to flame - fireball characters. Any character with fireballs can make the fight an {{instant}} uphill battle for Honda, as there is little he can do other than jump over them and hope to punish something. | ||
}} | }} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shikofumi | df + hk | high }} | {{SSFIVMoveListRow | Shikofumi | {{df}} + {{hk}} | {{high}} }} | ||
{{SSFIVMoveListRow | Target Combo | close mp --- df + hk | 2nd hit: high }} | {{SSFIVMoveListRow | Target Combo | close {{mp}} {{---}} {{df}} + {{hk}} | 2nd hit: {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Sabori | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Sabori | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Rice Bale Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Rice Bale Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 29: | Line 29: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hundred Hand Slap | press p repeatedly | Requires 5 punch button presses; ex }} | {{SSFIVMoveListRow | Hundred Hand Slap | press {{p}} repeatedly | Requires 5 punch button presses; {{ex}} }} | ||
{{SSFIVMoveListRow | Sumo Headbutt | b (charge) f + p | ex armorbreak }} | {{SSFIVMoveListRow | Sumo Headbutt | {{b}} (charge) {{f}} + {{p}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Sumo Smash | d (charge) u + k | 2nd hit: high ; ex }} | {{SSFIVMoveListRow | Sumo Smash | {{d}} (charge) {{u}} + {{k}} | 2nd hit: {{high}} ; {{ex}} }} | ||
{{SSFIVMoveListRow | Oicho Throw | hcb + p | throw ex }} | {{SSFIVMoveListRow | Oicho Throw | {{hcb}} + {{p}} | {{throw}} {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Super Killer Head Ram | b (charge) f b f + p | }} | {{SSFIVMoveListRow | Super Killer Head Ram | {{b}} (charge) {{f}} {{b}} {{f}} + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Ultimate Killer Head Ram | b (charge) f b f + 3p | armorbreak }} | {{SSFIVMoveListRow | Ultimate Killer Head Ram | {{b}} (charge) {{f}} {{b}} {{f}} + {{3p}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Orochi Breaker | hcb hcb + 3p | throw }} | {{SSFIVMoveListRow | Orochi Breaker | {{hcb}} hcb + {{3p}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |40 | | align="center" |40 | ||
Line 303: | Line 303: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 317: | Line 317: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Fierce.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |140 | | align="center" |140 | ||
Line 331: | Line 331: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Short.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |30 | | align="center" |30 | ||
Line 345: | Line 345: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Forward.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |80 | | align="center" |80 | ||
Line 359: | Line 359: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Roundhouse.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |120 | | align="center" |120 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |60 | | align="center" |60 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |120 | | align="center" |120 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |130 | | align="center" |130 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |60 | | align="center" |60 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
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| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |110 | | align="center" |110 | ||
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| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~14f upper body strike invincible, | | align="center" |1~14f projectile and upper body strike invincible, 15~29f lower body projectile invincible, 15f~ airborne, armor break, recovery on hit/block is 29f, charge 55f, [] refers to first 2 active frames | ||
| | | | | | ||
|- | |- | ||
Line 762: | Line 762: | ||
| align="center" |-13 | | align="center" |-13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~10f lower body strike invincible, | | align="center" |1~10f projectile and lower body strike invincible, 11~29f lower body projectile invincible, 11f~ airborne, armor break, recovery hit/block is 33f, charge 55f, [] refers to first 2 active frames | ||
| | | | | | ||
|- | |- | ||
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| | | | | | ||
|- | |- | ||
| | | | |Oicho Throw [[File:Jab.gif]] | ||
| align="center" |1.50 | | align="center" |1.50 | ||
| align="center" |160 | | align="center" |160 | ||
Line 863: | Line 863: | ||
| | | | | | ||
|- | |- | ||
| | | | |Oicho Throw [[File:Strong.gif]] | ||
| align="center" |1.35 | | align="center" |1.35 | ||
| align="center" |170 | | align="center" |170 | ||
Line 877: | Line 877: | ||
| | | | | | ||
|- | |- | ||
| | | | |Oicho Throw [[File:Fierce.gif]] | ||
| align="center" |1.30 | | align="center" |1.30 | ||
| align="center" |180 | | align="center" |180 | ||
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| | | | | | ||
|- | |- | ||
| | | | |Oicho Throw [[File:EX.gif]] | ||
| align="center" |1.52 | | align="center" |1.52 | ||
| align="center" |190 | | align="center" |190 | ||
| align="center" | | | align="center" |150 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |- | | align="center" |- | ||
Line 916: | Line 916: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~12f Invincible, | | align="center" |1~12f Invincible, 13~80f projectile invincible (or until it hits), 8~44f 55f~ airborne, untechable limited juggle knockdown, pursuit property, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 930: | Line 930: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~11f Invincible, | | align="center" |1~11f Invincible, 12~84f projectile invincible (or until it hits), 8~48f 59f~ airborne, untechable limited juggle knockown, pursuit property, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 944: | Line 944: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~8f Invincible, | | align="center" |1~8f Invincible, 9~103f projectile invincible (or until it hits), 8~57f 71f~ airborne, untechable limited juggle knockown, pursuit property, charge 55f | ||
| | | | | | ||
|- | |- | ||
Line 967: | Line 967: | ||
| align="center" |0/0 | | align="center" |0/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |0+1 | | align="center" |0+1 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |70 | | align="center" |70 | ||
Line 1,003: | Line 1,003: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:24, 9 December 2020


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 order to pass on his extensive knowledge of sumo, Honda adopted a son named Jin Ichiro. He can be seen on the East Asia Overpass stage.
In a nutshell
E. Honda is a well-rounded power character who aims for getting amounts of damage within seconds of connecting a hit-confirm. His signature Hundred Hand Slap is one of the easiest moves to hit-confirm, and deals excellent damage on its own. His Headbutt is, surprisingly, both an excellent anti-ait tool and a good tool for moving him forward. If he gets in close enough, Honda can also make you respect his Oicho Throw, which has excellent invincibility for a command grab. He can also play defensive and patiently wait to time out the opponent should he have the life lead. Honda's main problem is one that has stuck to him like moths to flame - fireball characters. Any character with fireballs can make the fight an
uphill battle for Honda, as there is little he can do other than jump over them and hope to punish something.
Players to Watch
Coungster, Mike Ross
Moves
Unique Attacks








Throws









Special Moves
















Super Combo





Ultra Combos









AE ver. 2012 Changes
Sumo Headbutt
Made upper body totally invincible from start until 14th frame for light version. Changed damage until 2nd active frame from 130 to 100 for light version. Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.
Heavy Hundred Hand Slap
Expanded final hit’s hitbox forward, making it easier to connect with all characters.
Orochi Breaker
Changed easy command.
Ultimate Killer Head Ram
Made KO possible even when the move’s first hit is double hit.
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.
- Far 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.
- Diagonal Jump Foward HP does 100 damage now (was 120).
- During backdash, Honda is now considered airborne right after invincibility ends.