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{{SFVCharacterDiscussions|E.Honda|E.Honda|a8WFtaR}} | {{SFVCharacterDiscussions|E.Honda|E.Honda|a8WFtaR}} | ||
== Video Guides == | == Video Guides == | ||
=== [https://www.youtube.com/user/CapcomSF|StreetFighter Street Fighter] Official Character Introduction === | === [https://www.youtube.com/user/CapcomSF|StreetFighter Street Fighter] Official Character Introduction === | ||
<youtube>15Ld3WoCHFA</youtube> | <youtube>15Ld3WoCHFA</youtube> | ||
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====[https://www.youtube.com/watch?v=1ZHlVqf_CT4&list=PLOVyB2EcKbJkDL7LiiP6XYX52lsKhVrIi YouTube Playlist with previous season changes] ==== | ====[https://www.youtube.com/watch?v=1ZHlVqf_CT4&list=PLOVyB2EcKbJkDL7LiiP6XYX52lsKhVrIi YouTube Playlist with previous season changes] ==== | ||
== Other Useful Guides == | == Other Useful Guides == | ||
== Frame Data == | == Frame Data == | ||
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|- | |- | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
* CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits. | * CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits. | ||
* For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown | * For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown | ||
* Chip damage for normals refers to grey life inflicted | * Chip damage for normals refers to grey life inflicted | ||
== Combos == | == Combos == | ||
=== BnB === | === BnB === | ||
=== With Meter === | === With Meter === | ||
=== Corner === | === Corner === | ||
=== Crush Counter === | === Crush Counter === | ||
=== V-Trigger Cancels === | === V-Trigger Cancels === | ||
{{SFVCharacterVSystem | {{SFVCharacterVSystem | ||
| | | | ||
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Honda's VS1 is Neko Damashi. It's a clap that can nullify fireballs and start juggles. It's unsafe on block and not plus enough on hit to get you a combo, so it's best only used against fireballs or in juggles. | Honda's VS1 is Neko Damashi. It's a clap that can nullify fireballs and start juggles. It's unsafe on block and not plus enough on hit to get you a combo, so it's best only used against fireballs or in juggles. | ||
| | | | ||
Honda's VS2 is Sumo Spirit. Honda poses for 50 frames and charges up his next Hundred Hand Slap. The frame data remains the same on block, however every version gets better frame data on hit. All versions become +4 on hit, letting you link a st.lk after any version for good damage. The EX version becomes +6, letting you link a st.mk. In addition to the better frame data, when powered up, Honda can cancel any of his grounded normals into HHS, making his pokes even more threatening and giving him even better whiff punishes. | Honda's VS2 is Sumo Spirit. Honda poses for 50 frames and charges up his next Hundred Hand Slap. The frame data remains the same on block, however every version gets better frame data on hit. All versions become +4 on hit, letting you link a st.lk after any version for good damage. The EX version becomes +6, letting you link a st.mk. In addition to the better frame data, when powered up, Honda can {{cancel}} any of his grounded normals into HHS, making his pokes even more threatening and giving him even better whiff punishes. | ||
| | | | ||
Honda's VT1 is Onigawara, it's 3 bars and gives him access to a powered up headbutt by pressing hp+hk. This headbutt can be cancelled from any normal of special, making it a great combo ender. It has armor on startup, so it's fairly strong as an anti air and reversal. You can charge the headbutt, and when fully charged, it causes a guard break. The headbutt takes up about a third of your gauge, so functionally, you'll get 3 uses out of it. | Honda's VT1 is Onigawara, it's 3 bars and gives him access to a powered up headbutt by pressing hp+hk. This headbutt can be cancelled from any normal of special, making it a great combo ender. It has armor on startup, so it's fairly strong as an anti air and reversal. You can charge the headbutt, and when fully charged, it causes a guard break. The headbutt takes up about a third of your gauge, so functionally, you'll get 3 uses out of it. | ||
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=== Playing as E.Honda === | === Playing as E.Honda === | ||
=== Fighting Against E.Honda === | === Fighting Against E.Honda === | ||
[[Category: Street Fighter V]] | [[Category:Street Fighter V]] |
Revision as of 02:01, 9 December 2020
E.Honda
|
Summary
Bio
Bio
Why Pick E.Honda?
Why Play
Players To Watch
Change List
For list of all changes, see Change/Patch List
Season 3.5
TBW
Season 3 (Arcade Edition)
TBW
Move List
Unique Attacks
Special Moves
V-System (V-Trigger / V-Skill / V-Reversal)
Critical Art
E.Honda Discussions
Discussions regarding E.Honda
E.Honda Discord Link
Video Guides
Street Fighter Official Character Introduction
Bafael's At a Glance
YouTube Playlist with previous season changes
Other Useful Guides
Frame Data
- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stand LP | LP | 5 | 3 | 9 | 3 | 5 | 7 | 40 | 90 | H | ["sp","su","vt1","vt2"] | - | - | - | - | 48 | 108 |
Stand MP | MP | 7 | 4 | 13 | 2 | 5 | 7 | 70 | 120 | H | ["vt1","vt2"] | - | - | - | 11 | 84 | 144 |
Stand HP | HP | 8 | 6 | 22 | -7 | -2 | 0 | 90(80) | 150 | H | ["sp","su","vt1","vt2"] | - | - | - | CHIP | CH_DAMAGE | 180 |
Stand LK | LK | 4 | 3 | 8 | 2 | 4 | 6 | 40 | 90 | H | ["sp","su","vt1","vt2"] | - | - | - | - | 48 | 108 |
Stand MK | MK | 6 | 2 | 14 | 4 | 7 | 9 | 60 | 120 | H | ["sp","su","vt1","vt2"] | - | - | - | 9 | 72 | 144 |
Stand HK | HK | 8 | 2(1)3 | 21 | 2(-4) | 5 | 7 | 90(80) | 150 | H | ["vt1","vt2"] | - | - | - | CHIP | CH_DAMAGE | 180 |
Crouch LP | d+LP | 5 | 3 | 9 | 2 | 5 | 7 | 40 | 90 | H | ["sp","su","vt1","vt2"] | - | - | - | - | 48 | 108 |
Crouch MP | d+MP | 6 | 3 | 14 | 2 | 4 | 6 | 60 | 120 | H | ["vt1","vt2"] | - | - | - | 9 | 72 | 144 |
Crouch HP | d+HP | 10 | 2 | 21(20/26) | -5 | 4 | 25 | 100 | 150 | H | ["vt1","vt2"] | - | - | - | 16 | 120 | 180 |
Crouch LK | d+LK | 4 | 2 | 13 | 0 | 3 | 5 | 30 | 90 | L | ["sp","vt1","vt2"] | - | - | - | - | 36 | 108 |
Crouch MK | d+MK | 7 | 3 | 14 | -2 | 4 | 6 | 60 | 120 | L | ["vt1","vt2"] | - | - | - | 9 | 72 | 144 |
Crouch HK | d+HK | 7 | 2(8)2 | 14(17) | -9 | KD | KD | 100 | 150 | L | ["vt1","vt2"] | 71 | 22 | 27 | 16 | 120 | 180 |
Jump LP | u+LP | 4 | 5 | - | - | - | ? | 50 | 90 | M | - | - | - | - | - | 60 | 108 |
Jump MP | u+MP | 6 | 7 | - | - | - | ? | 70 | 120 | M | - | - | - | - | 11 | 84 | 144 |
Jump HP | u+HP | 7 | 3 | - | - | - | ? | 90 | 150 | M | - | - | - | - | 14 | 108 | 180 |
Neutral Jump HP | u+HP | 10 | 5 | - | - | - | ? | 90 | 150 | M | - | - | - | - | 14 | 108 | 180 |
Jump LK | u+LK | 4 | 9 | - | - | - | ? | 50 | 90 | M | - | - | - | - | - | 60 | 108 |
Jump MK | u+MK | 6 | 4 | - | - | - | ? | 70 | 120 | M | - | - | - | - | 11 | 84 | 144 |
Jump HK | u+HK | 9 | 6 | - | - | - | ? | 90 | 150 | M | - | - | - | - | 14 | 108 | 180 |
Flying Sumo Press | d+MK (air) | 12 | 9 | - | - | - | ? | 70 | 120 | M | - | - | - | - | 11 | 84 | 144 |
Harai-Geri | f+HK | 12 | 3 | 23(24) | -7 | 2 | 20 | 80 | 150 | H | ["vt1","vt2"] | - | - | - | 13 | 96 | 180 |
Chikara-Ashi | df+HK | 21(20) | 6 | 16 | 2 | 5 | 7 | 90 | 120 | H | ["vt1","vt2"] | 70 | 9 | 14 | 14 | 108 | 144 |
Tokoshizume | MP > df+HK | 7+20 | 6 | 16 | 2 | 5 | 7 | 70 | 100 | H | ["vt1","vt2"] | - | - | - | 11 | 84 | 120 |
Tsurane Harite | LP > MP | 5+7 | 4 | 19 | -6 | KD | KD | 50 | 100 | H | ["sp","su","vs1","vt1","vt2"] | 96 | 37 | 42 | 8 | 60 | 120 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Saba-Ori | LP+LK | 5 | 3 | 17 | - | KD | KD | 130 | 170 | T | - | 65 | 6 | 6 | ? | 156 | 204 |
Tawara Throw | b+LP+LK | 5 | 3 | 17 | - | KD | KD | 140 | 170 | T | - | 65 | 6 | 6 | ? | 168 | 204 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Onigawara | HP+HK (VT1) | 1 | - | 5 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Tajikarao | HP+HK (VT2) | 1 | - | 5 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Neko Damashi | MP+MK (VS1) | 15 | 4 | 24 | -6 | 3 | 5 | 60 | 120 | H | ["sp","su","vt1","vt2"] | - | - | - | ? | 72 | 144 |
Sumo Spirit | MP+MK (VS2) | - | - | 50 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Raiden-Ho | f+PPP | 17 | 2 | 24 | -2 | KD | KD | 60 | 0 | H | - | 78 | 19 | 24 | ? | 72 | 0 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Taunt | PPP+KKK | 1 | - | 60 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
LP Hundred Hand Slap | LP (mash) | 7 | 2(4)3(5)3 | 14 | 2 | 3(4) | ? | 100(110) | 160(170) | H | ["su","vt1"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
MP Hundred Hand Slap | MP (mash) | 17 | 2(3)2(5)2(3)2(5)2 | 14 | 1 | 3(4) | ? | 110(120) | 170(180) | H | ["su","vt1"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
HP Hundred Hand Slap | HP (mash) | 19 | 2(3)2(3)2(3)2(3)2(3)2(3)2 | 15 | -2 | 2(4) | ? | 120(130) | 180(190) | H | ["su","vt1"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
EX Hundred Hand Slap | PP (mash) | 16 | 2(3)2(2)2(3)2(3)2(3)2(2)2 | 15 | -2 | 4(6) | ? | 100(110) | 150(160) | H | ["vt1","vt2"] | - | - | - | ? | CH_DAMAGE | CH_STUN |
LP Sumo Headbutt | b,f+LP | 10(16) | 3(14) | 10+14(11+15) | -4 | KD | KD | 120(100) | 180(150) | H | ["su"] | 90 | 31 | 36 | ? | CH_DAMAGE | CH_STUN |
MP Sumo Headbutt | b,f+MP | 8(14) | 3(19) | 9+14(11+15) | -7 | KD | KD | 140(110) | 180(150) | H | ["su"] | 92 | 33 | 38 | ? | CH_DAMAGE | CH_STUN |
HP Sumo Headbutt | b,f+HP | 12(18) | 3(25) | 11+16(~) | -12 | KD | KD | 160(120) | 180(150) | H | ["su"] | 90 | 31 | 36 | ? | CH_DAMAGE | CH_STUN |
EX Sumo Headbutt | b,f+PP | 7(14) | 4(22) | 9+23(~) | -26 | KD | KD | 160(130) | 200(180) | H | - | 79(81) | 20(22) | 25(27) | ? | CH_DAMAGE | CH_STUN |
LK Sumo Smash | d,u+LK | 11 | 3(18)6 | 24 | -1(-3) / -3(-5) | KD | KD | 120(100) | 180(160) | H*M | - | 63~65(77) | 4~6(18) | 9~11(23) | ? | CH_DAMAGE | CH_STUN |
MK Sumo Smash | d,u+MK | 13 | 3(19)7 | 24 | -1(-3) / -3(-5) | KD | KD | 120(100) | 180(160) | H*M | - | 63~65(77) | 4~6(18) | 9~11(23) | ? | CH_DAMAGE | CH_STUN |
HK Sumo Smash | d,u+HK | 16 | 3(19)13 | 24 | -2(-3) / -4(-5) | KD | KD | 120(100) | 180(160) | H*M | - | 62~64(76) | 3~5(17) | 8~10(22) | ? | CH_DAMAGE | CH_STUN |
EX Sumo Smash | d,u+KK | 8 | 8(14)10 | 19 | 4(6) / -1(-3) | KD | KD | 160(140) | 200(180) | H*M | - | 68~70(84~85) | 9~11(25~26) | 14~16(30~31) | ? | CH_DAMAGE | CH_STUN |
LP Oicho Throw | hcb+LP | 7 | 2 | 60 | - | KD | KD | 140 | 180 | T | - | 49 | 10 | 10 | ? | 168 | 216 |
MP Oicho Throw | hcb+MP | 7 | 2 | 60 | - | KD | KD | 160 | 180 | T | - | 49 | 10 | 10 | ? | 192 | 216 |
HP Oicho Throw | hcb+HP | 7 | 2 | 60 | - | KD | KD | 180 | 180 | T | - | 49 | 10 | 10 | ? | 216 | 216 |
EX Oicho Throw | hcb+PP | 5 | 2 | 60 | - | KD | KD | 200 | 200 | T | - | 58 | 9 | 9 | ? | 240 | 240 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Kamigashima | qcf,qcf+P | 1+8 | 29 | 9+28 | -22 | KD | KD | 50*(4x27)*12*170 | 0 | H | - | 4 | 4 | 4 | ? | CH_DAMAGE | 0 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT1 | |||||||||||||||||
Oni-Daikaku | HP+HK | 10 | 3(3)21 | 10+10(11+14) | -4 | KD | KD | 120(100) | 200 | H | ["su","vt1"] | 90 | 31 | 36 | ? | CH_DAMAGE | 240 |
Oni-Daikaku (Hold) | HP+HK (Hold) | 60 | 3(3)21 | 10+10(11+14) | 27 | KD | KD | 180(160) | 200 | H | ["su","vt1"] | 90 | 31 | 36 | ? | CH_DAMAGE | 240 |
Oni-Daikaku (Release) | HP+HK (Release) | 3 | 3(3)21 | 10+10(11+14) | -4 | KD | KD | 120(100) | 200 | H | ["su","vt1"] | 90 | 31 | 36 | ? | CH_DAMAGE | 240 |
Oni-Muso | HP+HK > HP+HK | 3 | 3(3)21 | 10+10(11+14) | KD | KD | KD | 40*80 | 100*100 | H | ["su"] | 92 | 33 | 38 | ? | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT2 | |||||||||||||||||
Iwato Biraki | HP+HK | 28(17) | 20 | 44 | - | KD | KD | 180 | 200 | T | - | 62 | 22 | 22 | ? | 216 | 240 |
Notes
- CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
- For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
- Chip damage for normals refers to grey life inflicted
Combos
BnB
With Meter
Corner
Crush Counter
V-Trigger Cancels
V System
V Reversal
Standard 17 frame strike.
V Skill 1
Honda's VS1 is Neko Damashi. It's a clap that can nullify fireballs and start juggles. It's unsafe on block and not plus enough on hit to get you a combo, so it's best only used against fireballs or in juggles.
V Skill 2
Honda's VS2 is Sumo Spirit. Honda poses for 50 frames and charges up his next Hundred Hand Slap. The frame data remains the same on block, however every version gets better frame data on hit. All versions become +4 on hit, letting you link a st.lk after any version for good damage. The EX version becomes +6, letting you link a st.mk. In addition to the better frame data, when powered up, Honda can any of his grounded normals into HHS, making his pokes even more threatening and giving him even better whiff punishes.
V Trigger 1
Honda's VT1 is Onigawara, it's 3 bars and gives him access to a powered up headbutt by pressing hp+hk. This headbutt can be cancelled from any normal of special, making it a great combo ender. It has armor on startup, so it's fairly strong as an anti air and reversal. You can charge the headbutt, and when fully charged, it causes a guard break. The headbutt takes up about a third of your gauge, so functionally, you'll get 3 uses out of it.
V Trigger 2
Honda's VT2 is Tajikarao, it's 2 bars and gives him access to a running command grab by pressing hp+hk. The command grab can easily be compared to Hugo's Meat Squasher, as Honda picks you up, runs to the nearest corner, and then finally throws you down. Like his VT1 headbutt, this also has armor, making it a somewhat useful anti air and reversal. It can be cancelled into from any normal or special, and becomes a hit grab when done so it can properly combo.