(Added neutral jump HP and a few more move descriptions) |
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{{AttackDataCargo-SF6/Query|e.honda_5lp}} | {{AttackDataCargo-SF6/Query|e.honda_5lp}} | ||
*Chains into Double Slap target combo | *Chains into Double Slap target combo (5MP) | ||
1 frame slower startup than Honda's other light normals, meaning it will not combo in situations where 2LP will (for example, Honda is +4 on hit after Enhanced Hands). Also makes it slightly worse for mashing out of pressure. | 1 frame slower startup than Honda's other light normals, meaning it will not combo in situations where 2LP will (for example, Honda is +4 on hit after Enhanced Hands). Also makes it slightly worse for mashing out of pressure. | ||
In exchange, target combo out of 5LP lets Honda combo into stronger specials than he would have access too from his other light normals. | In exchange, target combo out of 5LP lets Honda combo into stronger specials than he would have access too from his other light normals. | ||
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{{AttackDataCargo-SF6/Query|e.honda_5mp}} | {{AttackDataCargo-SF6/Query|e.honda_5mp}} | ||
*Chains into Toko Shizume target combo. | *Chains into Toko Shizume target combo. (3HK) | ||
*Moves Honda forward slightly | *Moves Honda forward slightly | ||
Honda's only normal that is generically plus on block. Good poke and solid pressure tool. 5MP meaty on opponent's wakeup will let you react to Drive Impact, punishes attempts to mash wakeup jump or wakeup backdash out of Honda's throws, and keeps you at advantage if they block. | Honda's only normal that is generically plus on block. Good poke and solid pressure tool. 5MP meaty on opponent's wakeup will let you react to Drive Impact, punishes attempts to mash wakeup jump or wakeup backdash out of Honda's throws, and keeps you at advantage if they block. | ||
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{{AttackDataCargo-SF6/Query|e.honda_2lp}} | {{AttackDataCargo-SF6/Query|e.honda_2lp}} | ||
* Chains into 2LP | |||
Very fast and low-commitment jab, can be used to mash out of pressure. 2LP 2LP > LP Hands or 2LP 2LP > LP Headbutt are basic confirms and can even be unpunishable on block due to pushback. | Very fast and low-commitment jab, can be used to mash out of pressure. 2LP 2LP > LP Hands or 2LP 2LP > LP Headbutt are basic confirms and can even be unpunishable on block due to pushback. | ||
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{{AttackDataCargo-SF6/Query|e.honda_2lk}} | {{AttackDataCargo-SF6/Query|e.honda_2lk}} | ||
*Chains into 2LP | |||
}} | }} | ||
Revision as of 17:54, 5 June 2023
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Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
Introduction
A sumo wrestler looking to bring the sport worldwide, E. Honda has the skills of a yokozuna, but his constant globetrotting has prevented his promotion. Also an expert chef renowned for mouthwatering chanko stew.
Edmond Honda is a powerful and aggressive rushdown character with a speciality in long-range advancing offense. Honda's entire gameplan revolves around his signature sumo moves, burying opponents under a barrage of slaps, headbutts and ground slams until he's the only one left standing.
Honda's core move is Sumo Headbutt, a forward-moving special that just about does it all. If blocked normally, headbutt is safe and deals significant damage to the opponent's drive gauge. On hit, headbutt deals 1000+ damage and knocks down, leading to strong setplay. At close ranges, the headbutt is fast to start up and is difficult to react to or punish. Headbutt is also an anti-air, and OD headbutt has armor frames and works as a reversal. Opponents therefore can't carelessly approach Honda, as successful headbutts will get them slammed backwards. If opponents choose to block, they will burn out due to drive gauge damage, allowing Honda to begin nearly endless pressure against them. This forces opponents to take action and make risky guesses, and Honda capitalizes by forcing these interactions.
Outside of headbutt, Honda also has a great set of brawling tools. In close range, Honda has strong normals and target combos. Standing medium punch (5MP) is +1 on block and leads to tricky offensive sequences. At far range, Honda can poke with crouching medium punch (2MP) and Harai Kick (6HK). Oicho Throw (a damage-dealing command grab) and Sumo Smash (a combo finisher and anti-air that is plus on block) round out Honda's offense. Once he's gotten the hit, Honda is capable of dealing exceptional damage thanks to the mighty Hundred-Hand Slap, an incredible combo starter/filler/ender that is safe on block. Allowing Honda to stay still at fullscreen will let him apply Sumo Spirit, a buff that makes successful conversions with Hundred-Hand Slap hurt even more. All of this can make Honda very difficult to deal with once he's gotten close.
While Honda's offense is nothing short of devastating, it does have one major weakness: commitment. Unlike a lot of characters, Honda is all-in or all-out. He has poor movement speed, meaning his footsies can be somewhat lacking. He lacks a throw loop, and Oicho Throw resets him back to neutral on landing it. While Honda has great pokes, his Medium normals are notably either stubbier or slower than the majority of the cast, and he lacks a low to cancel into Drive Rush for demonstrating neutral control. Thus, Honda relies quite a bit on headbutt to get the job done in many matchups. That said, headbutt is a fantastic move that compliments Honda's gameplan well, so smart Honda players have to learn when to go ham and when to back off and be patient. Honda rewards both styles well, as any sumo should. If you love getting up close and personal and live for the feeling of landing a good headbutt or hand slap, there's no better Rikishi to show you the ropes than E. Honda.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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E. Honda | |
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Vitals | |
Life Points | 10500 |
Ground Movement | |
Forward Walk Speed | 0.045 |
Backward Walk Speed | 0.025 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.058 |
Backward Dash Distance | 0.601 |
Drive Rush Min. Distance (Throw) | 0.213 |
Drive Rush Min. Distance (Block) | 1.769 |
Drive Rush Max Distance | 3.375 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.9 |
Throw Hurtbox | 0.43 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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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.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 10 | Sp SA TC | 300 | LH | +4 | -1 |
- Chains into Double Slap target combo (5MP)
1 frame slower startup than Honda's other light normals, meaning it will not combo in situations where 2LP will (for example, Honda is +4 on hit after Enhanced Hands). Also makes it slightly worse for mashing out of pressure. In exchange, target combo out of 5LP lets Honda combo into stronger specials than he would have access too from his other light normals.
Can work as an emergency anti-air against shallow jump-ins in a pinch.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 13 | Sp SA TC | 700 | LH | +6 | +1 |
- Chains into Toko Shizume target combo. (3HK)
- Moves Honda forward slightly
Honda's only normal that is generically plus on block. Good poke and solid pressure tool. 5MP meaty on opponent's wakeup will let you react to Drive Impact, punishes attempts to mash wakeup jump or wakeup backdash out of Honda's throws, and keeps you at advantage if they block.
Target combo into overhead can open up defensive players, either by letting the 3HK overhead complete or by kara-canceling into Oicho Throw
Canceling 5MP into Drive Rush can start Honda's offense on block, and can be confirmed into 5HK or any normal on hit for good damage.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(9) | 7 | 20 | Sp SA | 900 | LH | +1(+4) | -6(-3) |
Honda chops in a downward arc. Earlier active frames hit close to Honda and above him, later active frames hit lower and farther out. Early active frames (1-?) are special-cancelable. However, the later few active frames can not be canceled, except into Enhanced Hands.
Good anti-air for when Honda does not have Headbutt charged. Can also be used as a counterpoke against characters trying to zone Honda with long-range normals. 20f recovery means it will sometimes be fast enough to punish attempts to Drive Impact through it.
Causes a crumple on Punish Counter. In most cases, Honda can Parry -> Drive Rush 5HK to start a combo off this.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 9 | Sp SA | 300 | LH | +5 | -1 |
+5 on hit means it links into 5LP to go into target combo
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 16 | - | 700 | LH | +4 | -3 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 2(1)4 | 22 | Sp SA | 400x2 | LH | -1 | -5(-11) |
Hits twice. First part will force standing on hit (but not on block), second hit whiffs against crouching (in which case Honda is -11 instead of -5). Both hits are special-cancelable, although the first hit causes more hitstun and can combo into things the second hit can not.
First hit of 5HK is Honda's primary way to combo into Taiho Cannon Lift and therefore one of his most important combo tools. Second hit still combos into many useful specials including HP Hands and can be Drive Rush canceled to start an offense similarly to 5MP.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 10 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 2LP
Very fast and low-commitment jab, can be used to mash out of pressure. 2LP 2LP > LP Hands or 2LP 2LP > LP Headbutt are basic confirms and can even be unpunishable on block due to pushback.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 16 | Sp SA | 600 | LH | +3 | -3 |
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 4 | 17(19) | - | 800 | LH | +3(+5) | -3(-1) |
Relatively low-risk advancing low poke. Because it moves Honda forward, it can be used to advance without letting go of a down-back charge.
Drive Rush into 2HP is a low attack to pair with 3HK overhead, will be plus on block, and links into 5LP target combo on hit.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 9 | Chn | 200 | L | +3 | -3 |
- Chains into 2LP
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 3 | 17 | - | 500 | L | +6 | -2 |
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(6)5 | 14 | - | 900 | L | HKD +30(+39) | -10(-1) |
Hits twice, but the second hit is behind Honda, where it will almost never connect.
Outclassed by 6HK in terms of range and is more likely to be punished on block, but is slightly faster and will score a Hard Knockdown even on a normal hit.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 6 | 3 land | - | 300 | H | +3(+9) | -1(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 8 | 3 land | - | 700 | H | +5(+11) | +1(+7) |
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4 | 3 land | - | 800 | H | +9(+15) | +5(+11) |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 700 | H | +8(+13) | +4(+9) |
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 8 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
8j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 8 | 3 land | - | 800 | H | +12(+15) | +8(+11) |
While performing this move, hold left or right to steer Honda through the air, altering his trajectory. Double-palm hitbox in front of Honda makes this move useful for neutral. Repeated j.8HPs can be used as a pre-emptive air-to-air or even to stuff grounded approaches. Can also be used to advance forward and attack from a range where opponents are not expecting it.
Command Normals
6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 21 | - | 900 | L | +1 | -5 |
Honda advances forward while attacking with a standing Low kick. Forward movement gives 6HK surprising range which can clip opponents who are playing footsies from outside of his usual poke range.
Drive Rush into 6HK is +7 and can connect unexpectedly from nearly full-screen. Letting Honda confirm into 5LP target combo.
3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 6 | 18 | kara | 800 | H | +3 | -3 |
Honda's standing overhead. Has limited range but can be used to open people up if Honda is close. Can be done raw or chained into from 5MP via his Toko Shizume target combo.
Power Stomp is not quite plus enough on hit for Honda to get a combo normally, but any method of getting additional frame advantage can push Honda over the edge to linking 2LP or 5LP. Meaty stomp on the opponent's wakeup can be as good as +8, letting Honda link 2MP afterwards, although practical meaty setups will be closer to +5 or +6. Similarly, counterhit 3HK or Drive Rush 3HK are plus enough for Honda to link 5LP and go into Double Slap target combo.
3HK can be kara-canceled into special moves, but the active/recovery frames can not be canceled. Frame 15 seems to be the latest a kara-cancel can be input, and a kara-cancel input earlier will come out on frame 15 regardless. The main purpose of this cancel is to fakeout into Oicho Throw (63214K). Honda can also kara into Clap (22P) in order to catch people trying to jump out of the Oicho setup.
j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 9 | 3 land | - | 500 | H | +10(+13) | +6(+9) |
- Can hit Crossup
Standard jump-in and ambiguous cross-up tool. Can set up tick throws into Oicho or regular throw on hit or block.
Target Combos
5LP~MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 4 | 20 | Sp SA | 600(480) | LH | KD +34 | -10 |
Honda's reward for being able to connect 5LP instead of his other, slightly faster light normals. The 5MP in this target combo has two notable differences from the regular variant:
- On hit, knocks the opponent airborne in a juggle state. This allows Honda to combo into nearly any of his special moves.
- Causes less blockstun and has longer recovery than normal. Where 5MP is +1 on block, target combo 5MP is -10.
5MP~3HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 6 | 18 | kara | 800 | H | +3 | -3 |
Target combo to chain 5MP into Honda's overhead. 3HK in this target combo is identical to the raw version.
5MP into either 3HK or into kara-cancel Oicho has a 6f gap; it will lose to mashed jabs and the overhead can be Drive Impacted or Drive Parried out of (although both of those options will lose to kara-Oicho). Drive Rush into target combo is the truly scary option. With the gap reduced to only 2 frames, both 3HK and Oicho will beat any mashed button. Additionally, 3HK will now connect fast enough to catch people trying to jump, and will recover in time to counter-DI a Drive Impact.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +17 | - |
Back Throw (4LPLK)
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- -
- Note: gaps of 8f or less cannot be escaped by jumping
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Notable Drive Rush cancel combo routes:
- Notable Drive Rush cancel blockstring gaps:
Special Moves
Sumo Spirit (22K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
51 | - | 1 | - | - | - | - | - |
Enhances the next use of Hundred Hand Slap.
Enhanced Hands causes Honda to end his usual Hundred Hands attack with a downwards chop on hit. The chop causes a large amount of hitstun against grounded opponents and bounces airborne ones, allowing Honda to extend his combo afterwards. Grounded non-OD enhanced hands can link 2LP afterwards, enhanced OD hands can link 5LP afterwards. The bounce against airborne allows Honda to connect Headbutt, LP/MP/OD Hands, or OD Sumo Slam.
Enhanced Hands also gains the ability to be canceled into from certain moves that are otherwise not special-cancelable. Honda can cancel the following extra moves into Enhanced Hands:
- 2HP
- Later frames of 5HP (early frames are already special-cancelable)
- Neko Damashi (22P)
Hundred Hand Slap (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(4)2(2)1(2)2(1)1(1)2 [2(4)2(2)1(1)2(1)1(10)2] |
14 | SA3 | 80x5,400 (800) [80x5,450 (850)] |
LH | +2[+4] | -4 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 2(4)2(1)1(3)1(2)1(3)1(3)1(2)1(2)2 [2(4)2(2)1(3)1(2)1(4)1(1)1(14)2] |
17[14] | SA3 | 80x8,360 (1000) [80x7,490 (1050)] |
LH | +2[+4] | -8 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(2)1(2)1(2)1(1)2 [2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(1)1(1)1(14)2] |
17[14] | SA3 | 80x11,320 (1200) [80x10,450 (1250)] |
LH | +2[+4] | -8 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
19 | 4(6)2(3)2(3)2(4)2(2)2(2)2(2)2(1)2 [4(6)2(3)2(3)2(4)2(1)2(1)1(1)1(10)2] |
12 | SA2 SA3 | 80x8,160 (800) [80x9,130 (850)] |
LH | +4[+6] | -3 |
Honda steps forward and attacks with repeated slaps. Heavier strengths advance further forward and hit additional times. The rapid multiple hits allow the move to beat Drive Impact and other armored moves, and if it does do this, the extra frame advantage from a counterhit allows Honda to get a short combo afterward.
Not recommended to use in neutral due to being fairly minus on block. LP Hands is only -4 and can be safe if spaced well, but MP and HP Hands are always punishable. Hundred Hands is mainly useful in combos, especially the version enhanced by Sumo Spirit, as it allows for several possible extensions. Despite hitting several times, only counts as a single attack for damage scaling purposes.
Sumo Headbutt ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 1~22 | 2+18(17) land | SA3 | 1400(1000) | LH | KD +40 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 1~24 | 2+18(20) land | SA3 | 1400(1100) | LH | KD +40 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 1~34 | 2+18(20) land | SA3 | 1500(1300) | LH | KD +40 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 5,1~30 | 30(37) land | - | 600,1000 | LH | KD +36(+37) | -20 |
All-purpose neutral tool. All versions are slightly minus on block, but cause enough pushback to be unpunishable. Headbutt is a mostly safe way for Honda to harass the opponent, counterpoke, and drain their drive meter.
All versions of Headbutt have anti-air invincibility, making it Honda's best anti-air so long as he has a charge ready. Headbutt is grounded during startup and airborne during the active frames. It can pass over certain low pokes, and goes over grounded projectiles like Juri's.
Headbutt recovers fast enough that a late attempt to armor through it with Drive Impact will allow Honda to recover and DI back. However, predictable Headbutts, especially at long range, can be reacted to in time to punish with an early Drive Impact. Varying your Headbutt timings and harassing from midscreen rather than fullscreen are key ways to make this more difficult to pull off. Additionally, HP Headbutt travels the fastest and is thus the hardest to react to.
Opponents may also attempt to Perfect Parry spammed headbutts in order to punish, mixing up different Headbutt speeds can throw off the opponent's timing enough to only give them a regular parry or even cause them to get hit.
OD Headbutt has armored startup, making it Honda's main reversal, and it can also be used to push through fireballs or other pokes. However, unlike the non-OD versions, it is easy to punish on block. OD Headbutt is still grounded during startup, and being armored rather than invincible means Honda can be thrown or command grabbed out of it.
Sumo Smash ([2]8K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(45) | 4(26)8 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(42) | 4(24)7 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(39) | 4(22)6 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +1 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6(31~36) | 12(13~17)9 | 17 land | - | 400,1000 [800] | LH,H | HKD +23[+27] | +2 |
Hits twice, once as Honda leaps up into the air, then again as he slams downward with his butt. There is no difference between non-OD versions of Buttslam, but Honda can steer where he will land by holding left or right while ascending. Honda can direct the slam to hit cross-up or same side even from fairly far away, although Buttslam deals slightly less damage as a crossup.
Buttslam allows Honda to bully his way in on defensive opponents, the falling attack does fairly well against normal anti-airs, and the cross-up element can mess with opponents trying to use a DP or charge input to anti-air. Drive Impact can armor through the slam but the attack itself tends to whiff under Honda, letting him punish. The buttslam is +1 on block and leaves Honda close enough to give him a Strike/Throw mixup. The rising hit is also fairly fast and has surprisingly good horizontal range, letting Honda "counterpoke" with random buttslams or do annoying things like 2LP > [2]8K on block. It is also a good combo ender, dealing good damage and leading to a knockdown with Honda close and at good frame advantage to set up oki.
If the downward part of Buttslam hits as a Punish Counter (mainly if Honda reads a fireball and buttslams over it), the opponent will be ground bounced. Honda can confirm with 5HK into a full combo of his choice.
OD Buttslam has air invincibility on the way up, making it a good alternative anti-air. It can be used to catch people neutral jumping at midrange, attempting to avoid Headbutt.
Oicho Throw (63214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2000 (2300) | T | HKD +7 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2200 (2645) | T | HKD +7 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2400 (2760) | T | HKD +7 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 52 | - | 2800 (3220) | T | HKD +7 | - |
Sumo Dash (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 51 total | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13(11) | - | 34 total | - | - | - | - | - |
Teppo Triple Slap 1 (236K~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14+9 | 3(13)3 | 22 | SA3 | 400x2 | LH | KD +42 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13+9 | 3(13)3 | 17 | SA2 SA3 | 400x2 | LH | +3 | +3 |
Teppo Triple Slap 2 (236K~P~P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 38 | - | 600 | LH | KD +22 | -24 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 3 | 38 | - | 800 | LH | KD +54 | -24 |
Taiho Cannon Lift (236K~2P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(17)3 | 32(15) | SA3 | 400x2 | LH | KD +64 | -22 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(17)3 | 32(15) | SA2 SA3 | 500x2 | LH | KD +64 | -22 |
Neko Damashi (22P)
Super Arts
Level 1 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 5 | 48 | - | 2000 | LH | KD +13(+38) | -33 |
Level 2 Super ([4]646K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2(2),1~21 | 2+43 land | - | 2850(2800) | LH | HKD +13 | -27 |
Level 3 Super ()
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(8)3 | 51 | - | 4000 (2500) | LH | HKD +11 (KD +19) | -34 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(8)3 | 51 | - | 4500 (2750) | LH | HKD +34 (KD +19) | -34 |
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
88 | [178] | 45 | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
100 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
205 (total) | - | - | - | - | - | - | - |