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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 (5LP~MP) | ||
Rarely used by itself. 2LP has a virtually identical range, deals the same damage, and is 1 frame faster. | |||
5LP can be used as an emergency anti-air against shallow jump-in attacks, in situations where 5HP and headbutt would be too slow. | |||
5LP is used most often as part of the Double Slap target combo. [[Street_Fighter_6/E.Honda#5LP~MP|See the 5LP~MP section]] for more information. | |||
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Revision as of 19:50, 25 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 (5LP~MP)
Rarely used by itself. 2LP has a virtually identical range, deals the same damage, and is 1 frame faster.
5LP can be used as an emergency anti-air against shallow jump-in attacks, in situations where 5HP and headbutt would be too slow.
5LP is used most often as part of the Double Slap target combo. See the 5LP~MP section for more information.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 4 | 13 | Sp SA TC | 700 | LH | +6 | +1 |
- Chains into Toko Shizume target combo. (3HK)
- Moves Honda forward slightly
One of Honda's most important normals. This move is +1 on block (up to +3 if done meaty on opponent's wakeup). This move forces the opponent to make a defensive guess, as otherwise this move allows you to maintain plus frames indefinitely.
This move is very strong if drive rushed. On hit, this move combos into standing heavy kick (5HK) or crouching medium punch (2MP). On block, you are +5 and can follow up with many offensive options. Because you have such large frame advantage in either case, it is easy to react to drive impact. Drive rush 5MP is a core part of Honda's offense.
The 3HK followup is an overhead and can be kara-canceled into oicho throw. Normally, there is a wide gap between 5MP and the 3HK allowing an opponent to press a button. If you do the 5MP out of drive rush, the 3HK followup becomes a frame trap.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8(9) | 7 | 20 | Sp SA | 900 | LH | +1(+4) | -6(-3) |
Honda's main anti-air button when he cannot use headbutt. This move causes a crumple on punish counter, so it's an important whiff punish move and your main combo starter in punish situations (such as after blocking a reversal).
Although 5HP is an 8-frame move, the first frame only hits above him. When used against a grounded opponent, this hits between frames 9-12. The exact frame data varies based on whether the opponent is standing or crouching and their distance from Honda.
Frames 1-3 can be special canceled. If Honda has sumo spirit, all frames can be canceled into hundred hand slap.
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.
After a punish counter, if the opponent is close enough, you can forward dash into 5HK to start your combo. If the opponent is too far, you can also drive rush into 5HK.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 9 | Sp SA | 300 | LH | +5 | -1 |
Honda's secondary 4-frame button (after 2LP) and his button with the overall shortest duration (14 frames start to finish on whiff).
Does not chain into any other move, but is +5 on hit (compared to 2LP being +4), which links into 5LP > 5MP target combo, so 5LK has higher damage potential.
5LK can be blocked high or low, but its hitbox is low to the ground, which is relevant in some interactions. Marisa's gladius, for instance, has armor that would absorb 2LP but is beaten by 5LK.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 4 | 16 | - | 700 | LH | +4 | -3 |
A neutral poke that cannot be special canceled. In general, this move is less useful than 5MP as they have the same startup, the same damage, very similar ranges, both are +4 on hit but 5MK is -3 on block (compared to 5MP +1), and 5MP can be special canceled. However, 5MK moves Honda forward a greater distance than 5MP, so you can use this move to advance while maintaining back charge.
5MK also has utility after forward throw for meterless hit confirms. See the forward throw listing for more information.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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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 |
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4 | 3 | 10 | Chn Sp SA | 300 | LH | +4 | -1 |
- Honda's primary 4-frame move
- Chains into 2LP or 2LK, and chains *from* 2LK
- Your go-to hit confirm and defensive poke
An extremely important button. You'll press this more than anything else. 2LK > 2LP and 2LP > 2LP are common hit confirms. At close ranges, you can hit an additional 2LP.
You can combo 2LP into LP hundred hand slap and LP/MP headbutt. (HP headbutt combos only at extremely close range.) If the opponent is standing, 2LP also combos into sumo smash, but sumo smash will whiff on a crouching opponent.
Critically, 2LP can be canceled into drive rush. On hit, 2LP > drive rush combos into any 4-5 frame button, which then can be linked into 8-9 frame moves. On block, 2LP > drive rush leads to frame traps and continued offensive pressure.
Because headbutt is safe on block, you can cancel a single 2LP into headbutt with minimal risk, skipping the need to hit confirm. This is useful at awkward ranges where 2LP > 2LP would whiff. At far ranges, 2LP > LP hundred hand slap is also safe.
Because 2LP chains into and from 2LK, at close ranges you can chain 2LP > 2LK > 2LP. This moves a low attack later into the sequence, which can catch people who stopped blocking low.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 4 | 16 | Sp SA | 600 | LH | +3 | -3 |
An important button for all parts of the game.
In neutral, this is a decent poke and can be canceled into specials, drive rush, or drive impact. However, be careful because this button is relatively short. Buttons such as Kim 5MK and Ken 2MK clearly outrange Honda 2MP, so if you press aggressively in some matchups you will be punished. Also be aware how far this reaches after your own blockstrings. For example, 2MP will whiff after 2LK > 2LP > 2LP.
In blockstrings, this is a frametrap whenever you are +5 to +7. Notably, drive rush 5MP is +5, so 2MP is a common follow-up. Because 2MP can be canceled into drive impact, you can react if the opponent tries to DI out of pressure.
In combos, 2MP is used to convert off a variety of +8 situations, usually off of 5MP. Punish counter 5MP and drive rush 5MP are both +8, allowing you to continue the combo with 2MP. Punish counter 2LP also links into 2MP, although 2MP can whiff at far distances.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 4 | 17(19) | - | 800 | LH | +3(+5) | -3(-1) |
An advancing poke with long range. At 800 damage, this move adds up quickly against opponents who aren't watching their feet. However, this move is relatively slow at 11 frames and can be difficult to use against characters with fast, long-range neutral pokes.
Safe on block at -3 but susceptible to whiff punishes. Although +3 on hit, Honda will often be too far away to continue any pressure.
If you have sumo spirit activated, 2HP can cancel into hundred hand slap, which then links into additional damage due to the sumo spirit follow-up. This makes 2HP a significant threat, allowing Honda to convert into massive damage off a far-reaching low attack.
2HP moves forward a significant amount, allowing Honda to advance while maintaining down and back charges.
2HP can be used out of drive rush and is plus on both hit and block. Without sumo spirit, 2MK is often a stronger option as it is faster, also hits low, and creates higher frame advantage. Drive rush 2MK, for example, is +9 on hit and links into 2MP, while drive rush 2HP is only +7. However, drive rush 2HP is useful if you need the extra range or have sumo spirit active and can cancel into hundred hand slap.
Because 2HP moves forward, it is possible to hit on a later active frame if spaced correctly, which adjusts the frame data slightly. For example, this move is -3 on block if hit close but can be -1 on block if hit far.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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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 |
Do not compare this to other 2MKs in the game. This is a mediocre neutral poke and cannot be special canceled. You will rarely use this button to check someone's feet while shimmying back and forth.
The notable feature of 2MK is being +5 on hit, which combos into 5LP > 5MP target combo. This is a higher-reward alternative to normals that are +4, with the risk being that 2MK is worse on block. For example, 5MP is +1 on block and 2MK is -2.
The other use of 2MK is out of drive rush. Drive rush > 2MK is a relatively fast low attack that covers a lot of distance, and at +9 on hit leads into decent combos.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 3(6)5 | 14 | - | 900 | L | HKD +30(+39) | -10(-1) |
A relatively slow and short-range sweep. Most characters can punish a blocked sweep with a sweep of their own, but Honda is matchup-dependent. There are many sweeps Honda cannot punish with his own.
Harai kick (6HK) has longer range and is only -5 on block, so it is a stronger option in many cases if you want to check someone's feet. However, the reward of a successful sweep is higher, as a +30 hard knockdown allows Honda to dash forward and run offense without spending drive gauge. On a punish counter, 2HK is +45, giving ample time to set up offense.
2HK moves Honda slightly forward. This move technically hits twice, but the second hit is behind Honda and the situations where that would hit an opponent are extremely rare.
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) |
Honda's fastest air-to-air button. Useful when you need to react quickly to an airborne attack.
If done immediately, j.LP hits standing opponents.
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) |
Has a larger horizontal range than j.MK, but generates smaller frame advantage when landing. Exact frame data depends on height, but everything else equal, if you press j.MP rather than j.MK, you will land with fewer plus frames. Use this when you need a quick horizontal attack in the air.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 4 | 3 land | - | 800 | H | +9(+15) | +5(+11) |
Honda's highest-damage air-to-air option. Relatively slow to start up, but good if you can react quickly to a jump and it is 1 frame faster than j.HK and neutral jump HP. Can also be used as a jump-in attack as it does the same damage as j.HK.
8j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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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.
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) |
This is Honda's secondary crossup after flying sumo press (j.2MK). In many scenarios, j.2MK is the superior option as it deals more damage and creates more frame advantage on hit and block. However, you can use j.LK to alter the timing of your jump-in pressure.
As an example, j.2MK is +7 or higher on block, while j.LK is +5 at most. This means you can hit a deep j.LK and immediately oicho throw as a mixup, while you would have to delay the oicho throw after a j.2MK.
Note that j.LK can be +0 to +5 on block depending on how deep you hit the opponent. In general, if you're using this button, you want to hit the opponent deep as otherwise the situation is neutral.
In situations where you're landing very close to the opponent, you can adjust the timing of j.LK to hit in front or hit crossup.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 6 | 3 land | - | 700 | H | +8(+13) | +4(+9) |
Has less horizontal range than j.MP but pops the opponent up higher, generating greater frame advantage when landing. Exact frame data depends on height, but everything else equal, if you press j.MK rather than j.MP, you will land with more plus frames. Use this when you want a relatively fast air-to-air that generates frame advantage on landing.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 8 | 3 land | - | 800 | H | +8(+15) | +4(+11) |
Honda's go-to jump in button. Leads to big damage on hit and large frame advantage if blocked. A poor air-to-air button as this move has slow startup and a downward-facing hitbox.
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 |
A standing overhead attack with a short range. Can be done by itself or via the Toko Shizume target combo (5MP~3HK). In general, Power Stomp is used in specific offensive sequences where it hits meaty or frame traps. This move is otherwise slow to start up and has a short range, making it extremely risky to use in neutral.
At only +3, Power Stomp does not combo on normal hit, but +3 is a strong offensive situation. Honda can frame trap with any light button or normal throw.
For Power Stomp to combo, it must counterhit or be done out of drive rush. You can also time Power Stomp to hit on a later frame on an opponent's wakeup, making it up to +8 on hit.
Power Stomp can be kara canceled into other throws, most importantly into oicho throw (631214K). This overhead/throw mixup is a core part of Honda's offense. Canceling into Neko Damashi (22P) can hit opponents trying to jump out. If you have Sumo Spirit installed, Neko Damashi can be hit confirmed into Hundred Hand Slap, converting into a large combo.
See the 5MP~3HK section for additional information specific to that combo.
j.2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 9 | 3 land | - | 500 | H | +10(+13) | +6(+9) |
Must be performed while jumping forward. If you input j.2MK during a neutral or backward jump, you will perform a normal j.MK.
Honda's primary crossup and a good jump-in button if you need to cover both your left and right sides (for example, if an opponent might walk under you). Against normal-height characters, Flying Sumo Press is minimum +7 on block but can be higher if you hit deep. It is minimum +11 on hit.
5MP is a strong followup after Flying Sumo Press. On block, 5MP will frame trap and is plus on block, enabling follow-up pressure. On hit, 5MP will combo and can be linked into 2LP.
Against tall characters (such as Zangief and Marisa), Flying Sumo Press is minimum +6 on block and +10 on hit. 5MP will trade with 4-frame buttons but can be comboed afterward. On hit, 5MP will hit as normal. You can also hit Flying Sumo Press deeper to create more frame advantage.
On punish counter, Flying Sumo Press is minimum +14 against tall characters and +15 against others. If you recognize a punish counter situation, you have plenty of time to hit a heavy button afterward and do a high-damage combo.
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 | - |
Honda's forward throw does not generate oki midscreen if the opponent backrolls. Even with drive rush, the opponent wakes up too quickly, and Honda cannot threaten with any meaty attack. For this reason, in midscreen, consider backthrow, which generates greater frame advantage.
In the corner (or on hard knockdown after a punish counter throw), Honda must use drive rush to generate significant oki. Drive rush 5MP leaves a 4-frame gap, which can technically be traded with a 4-frame attack. However, Honda is still +8 after the trade and can link 2MP. Any button faster than 10 frames will beat non-reversal attacks.
Without drive rush, Honda can still walk forward and challenge with normals. This is one situation where 5MK can be useful since it moves Honda forward significantly. If 5MK hits meaty, you can link into 2LP and combo. Other normals are harder or impossible to hit confirm.
Be aware that Honda does not get throw loops off forward throw in any situation. If you attempt to walk up throw or drive rush throw (normal or oicho), the opponent will be able to mash out with fast buttons.
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: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
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 armor on startup which can absorb 2 hits, 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 | - |
Honda's command grab. All versions have identical frame data, with the difference being range and damage. LK version reaches the farthest but has the lowest damage, while HK Oicho deals higher damage but has more limited range. Even the LK version's range is not particularly long, and so Oicho usually requires Honda to already be up close and have established some amount of advantage before he can threaten it. OD Oicho has LK's range while also having damage even better than the HK version.
An opponent who blocks/parries Sumo Slam ([2]8K) will almost always be placed in range of both LK and OD Oicho. The forces the opponent into a strike/throw situation where they must decide between blocking a 2LP follow-up from Honda or try to escape a potential Oicho. Honda can also attempt Oicho in most situations where he would attempt a normal throw, such as after having the opponent block a meaty/DR 5MP, or on their wake-up. However, Oicho's long recovery gives it additional risk when compared to mixing with a regular throw; an opponent who backdashes or jumps the command grab attempt will likely get a full combo punish.
Honda's 3HK overhead, both the normal version and the 5MP target combo version, can be kara-canceled into Oicho Throw in order to surprise opponents.
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 | - | - | - | - | - |
"Stance" special command walk. Honda moves forward, taking three steps in total. Sumo Dash's primary purpose is to access its follow-up specials: Teppo Triple Slap and Taiho Cannon Lift.
Non-OD versions are completely identical. OD Sumo Dash has two main benefits: it allows Honda to access the follow-up specials 1 frame earlier than he normally can (13f instead of 14f), which gives some extra combo potential. It also improves the follow-up specials themselves, typically by giving them superior recovery or damage.
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 |
One of two possible options from Sumo Dash. Honda continues to step forward, while attacking twice with his palms. Button strength has no effect.
Teppo Double is safe on block (and the version from OD Sumo Dash is plus), making it okay to occasionally use in neutral or in pressure for harassing the opponent and their drive gauge. It especially shines when the opponent is in Burnout, getting enough frame advantage for Honda to loop back into this special and pile on chip damage.
By pressing any additional Punch button, Honda can transition into Teppo Triple Slap 2 (see below). Honda may not want to do this, even if he confirms the hit, because Teppo Double gives much better okizeme potential; leaving the opponent much closer to Honda while also letting him recover much faster.
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 |
Follow-up to Teppo Triple Slap by pressing an additional punch button. It is now very punishable on block. Triple Slap adds a hefty amount of damage and still gives Honda oki potential near the corner, but knocks the opponent very far away, sacrificing midscreen Oki and the ability to score a safejump like he can from Double Slap.
It is also worth noting that Triple Slap can not be canceled into supers, the way that the initial two hits can. If Honda intends to combo into SA2 (via OD Sumo Dash) or SA3, he needs to omit this attack.
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 |
Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or Drive Rush normal of his choice. Comboing into Taiho Cannon is a great way to increase Honda's damage potential, but it should never be used in neutral due to its slow startup and terrible recovery.
Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for the first hit of 5HK. The slightly faster startup of OD Sumo Dash allows Honda to additionally combo from the 2nd hit of 5HK, as well as from 5HP. Other factors such as Drive Rush advantage or Punish Counters can allow Honda to combo into Taiho Cannon from other normals, but the primary way remains 5HK(1).
Although Taiho Cannon can be super-canceled, this should never be done because both SA2 and SA3 will whiff under the launched opponent. Instead, Honda can complete the launcher and juggle into super, or juggle into a special move (such as HP/OD Hands) and super-cancel that move instead.
Neko Damashi (22P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 5 | 14 | Sp* SA3 | 600 | LH | +3(+7) | -3(+1) |
Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version.
In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and counterhit the opponent behind it. On counterhit/punish counter, Honda can usually mash 2LP to link afterwards into a short combo. In practice, the 11f startup, relatively short active window, and limited range make this difficult to both space and time. However, Clap is safe on block, and so you can attempt to catch people with it.
If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP.
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 |
- Full invuln frame 1, strike invuln frames 2-7.
Honda's SA1 is a fast reversal. It is useful because Honda's main non-super reversal (OD Headbutt) is vulnerable to throws, but SA1 will blow through both strikes and throws. On hit, SA1 knocks the opponent to fullscreen distance. This means that the specific knockdown advantage varies depending on screen position, although Honda will essentially never get oki on SA1 unless he already has the opponent cornered when he lands it.
Besides canceling a normal move into SA1, Honda can juggle into SA1 from Taiho Cannon Lift, or from the ground bounce causes by Enhanced Hands on an airborne opponent. This can situationally provide a higher-damage combo ender then the special move Honda might normally juggle with in these situations.
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 |
- Full invuln frame 1-15
Super version of Sumo Headbutt. Can be used as a reversal similar to SA1, as a combo ender after OD Hands/Headbutt/Teppo, or as a long-range anti-air.
Level 3 Super (214214P)
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 |
- Full invuln frames 1-11.
Standard cinematic SA3. Very easy to combo into from any version of 214P, and can also cancel from the early active frames of Headbutt where Honda is still grounded.
Like many level 3 supers, can be used as a last-ditch reversal, but remember that Show of Force (level 1 super) is also a reversal and is slightly faster to start up. SA3 should only be used when the extra damage is important.
If SA3 hits high enough, which is rare, it will not trigger the cinematic and instead hit a single time. The damage of the single hit is indicated in (). This can only really happen if the super is used as an anti-air at a very weird angle, or if Honda tries to juggle Headbutt > SA3 very early.
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
88 | [178] | 45 | - | - | - | - | - |
- Active frames refer to 1-hit armor
- 310f total animation
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) | - | - | - | - | - | - | - |