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very good poke and v trigger activation route, especially if you have vs2 up | :very good poke and v trigger activation route, especially if you have vs2 up | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/E.Honda/normal/Harai-Geri}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/E.Honda/normal/Harai-Geri}} | ||
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Revision as of 09:46, 27 October 2022
Introduction
About E.Honda
One of the original 8 world warriors joins the fight in season 4.
Honda is possibly the most volatile character in the game. His tools, weirdly enough, give him a very skewed matchup chart compared to every other character in the game. He does better against a lot of top tiers than many other characters however, he has more trouble with some mid and low tiers compared to everyone else as well. This makes him the perfect counter pick character, and to accomplish this, he has some amazing buttons and specials. His Hundred Hand Slap is a plus on block, fast move that moves Honda forward, and his EX Sumo Smash allows him to get in easily and continue his obnoxious pressure. The constant threat of his command grab and armor breaking VT1 only adds to his pressure. If you want an incredibly volatile character that has all the tools he needs to be a great counter pick, then check out Honda.
Final Patch
Players to Watch
E.Honda | |
---|---|
Vitals | |
Life Points | 1050 |
Stun Points | 1075 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.044 |
Backward Walk Speed | 0.027 |
Forward Dash Speed | 20 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.661 |
Backward Dash Distance | 0.951 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 49(5+40+4) |
Neutral Jump Speed | 49(5+40+4) |
Forward Jump Speed | 48(4+40+4) |
Forward Jump Distance | 2.08 |
Backward Jump Distance | 1.8 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.9 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
7or9HP
8HP
8LK
8MK
8HK
Command Normals
9 > 2MK
6HK
3HK
Target Combos
5MP > 3HK
5LP > 5MP
5LP > 5MP > MPMK (VS1)
Throws
LPLK
4LPLK
Special Moves
LP (mash)
MP (mash)
HP (mash)
PP (mash)
46LP
46MP
46HP
46PP
28LK
28MK
28HK
28KK
63214LP
63214MP
63214HP
63214PP
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
HPHK
HPHK (hold)
HPHK (release)
HPHK > HPHK
V-Trigger 2
HPHK (VT2)
HPHK
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP