Street Fighter 6/E.Honda/Strategy: Difference between revisions

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(Remove Oicho after +4 beaten by jabs)
(okizeme post drive impact no crumple)
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*** 2MP (frame trap)
*** 2MP (frame trap)
|-
|-
| '''Drive Impact'''<br>(No Crumple) || +35 || ?
| '''Drive Impact'''<br>(No Crumple) || +35 || when would you want to ever drive impact: Post parry ! Your combo will be heavily scaled anyway, so unless you can guarantee a kill, it may be worth it to attack the opponents drive gauge instead
 
 
At far distances, PC 5MP cancels into DI, and pc 5HP links to DI. Close up, you can do PC 5HK xx DI to do a guaranteed 2 bars of drive damage for 1 of your bars.
 
 
at +35 you can:
*DR slight delay 5MP
*dash DR 2MK to beat attacks or trade 4f attacks > on trade can follow up with 5MP or 5HK(1)
*or Dr long delay 2MK (beaten by backroll)
 
(corner only)
*DR 3HK  VERY meaty overhead
*2lk, 2lk frame kill > +5 Meaty Oichi, not quite meaty 2MP , 2MK (will catch jumps)
*2LK chain 2LK frame kill > +11, meaty 5mp
|-
|-
| '''Drive Reversal''' || +23 ||
| '''Drive Reversal''' || +23 ||

Revision as of 09:06, 7 December 2024


Neutral

Headbutt and Sumo Slam are the core of Honda's neutral.

Use Headbutt not only to cover horizontal space and check forward walking, but also to anti-air and push the opponent closer to the corner on both hit and block.

Use Sumo Slam to start pressure on block, alter your air trajectory, go over fireballs, perform a cross-up overhead, or to generally confuse the opponent.

Other useful moves: 2LP, 5MP, 2MP, 6HP, 6HK

Situational: 2HP (largely when you have Sumo Spirit active, it's underwhelming otherwise), neutral jump j.HP, forward jump j.2MK

Drive rush into 5MP (+5 oB, +8 oH), 2MK (+2 oB, +9 oH), or 3HK (+1 oB, +6 oH) are the best options in the neutral. Use DR 5MP for the best pressure, and DR 2MK/3HK for a low and overhead, respectively.

Offense

Frame Traps

Light Chains -

Sumo Slam (+1) -> 2LP or 5LP

Sumo Slam (+1) -> Throw (close)

5MP (+1) -> 2LP or 5LP

5MP (+1) -> Throw (close)

DR 3HK (+1) -> 2LP or 5LP

DR 3HK (+1) -> Throw (close)

OD Teppo Triple Slap 1 (+2) -> 2LP or 5LP

OD Teppo Triple Slap 1 (+2) -> 2LK

OD Teppo Tripple Slap 1 (+2) -> Throw (close)

DR 2MK (+2) -> 2LP or 5LP

DR 2MK (+2) -> 2LK

DR 2MK (+2) -> Throw (close)

DR 5MP (+5) -> 2MP

DR 5MP (+5) -> Oicho Throw

DR 5MP 3HK target combo is a frame trap

Okizeme and Mixups

If you are unsure what okizeme means, please follow this link. [1]. He does a much better job explaining than the writer could.

Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Sumo Slam +23
  • If you take anything from this segment, learn that in Season 2, Sumo Slam is the best oki you can possibly get, because the opponent cannot back roll.
  • Okizeme is the same regardless of midscreen or corner
  • 3HK (-1 oB, +5 oH)
  • Drive Rush 5MP (+8 oB, +13 oH)
  • Drive Rush 5MK (+4 oB, +11 oH)
  • Walk forward 2MK (-2 oB, +6 oH)
  • Walk forward 5MP (at best +4 oB,+9 oH)
  • Dash (+4)
    • 2LK 2LP 2LP
    • Throw
    • Oicho Throw
  • Whiff 2LP (+6)
    • 5MP (+1 oB, +6 oH)
    • Oicho Throw
  • Whiff 5LP (+7)
    • 5MP (+1 oB, +6 oH)
    • 2MK (-2 oB, +6 oH)
    • Oicho Throw
  • Whiff 2LK (+9)
    • 2MK (-1 oB, +7 oH)
    • Oicho Throw
  • 3HK Kara Buttslam (3HK~[2](7/8/9)HK)
Forward Throw +17
  • Midscreen
    • Nothing guaranteed
    • Can install, but this is not always safe as some characters can drive rush and counterhit us out of it, especially if they don't back roll
  • Corner
    • DR~5MP is +5 oB and trades with reversal 4f normals for a potential trade combo
Back Throw +24
  • Corner
    • Dash (+5)
      • L/OD Oicho Throw (frame trap)
      • 2MP (frame trap)
Drive Impact
(No Crumple)
+35 when would you want to ever drive impact: Post parry ! Your combo will be heavily scaled anyway, so unless you can guarantee a kill, it may be worth it to attack the opponents drive gauge instead


At far distances, PC 5MP cancels into DI, and pc 5HP links to DI. Close up, you can do PC 5HK xx DI to do a guaranteed 2 bars of drive damage for 1 of your bars.


at +35 you can:

  • DR slight delay 5MP
  • dash DR 2MK to beat attacks or trade 4f attacks > on trade can follow up with 5MP or 5HK(1)
  • or Dr long delay 2MK (beaten by backroll)

(corner only)

  • DR 3HK VERY meaty overhead
  • 2lk, 2lk frame kill > +5 Meaty Oichi, not quite meaty 2MP , 2MK (will catch jumps)
  • 2LK chain 2LK frame kill > +11, meaty 5mp
Drive Reversal +23
  • Midscreen
    • Nothing guaranteed
    • Can install, but this is not always safe as some characters can drive rush and counterhit us out of it, especially if they don't back roll
  • Corner
    • Dash (+4)
2HK HKD +30
HKD +45 (CH/PC)
  • Normal hit (+30)
    • Dash 5MP (+3 oB/+8 oH)
    • Walk up 2MK (-2 oB/+6 oH)
    • Drive Rush 3HK (+1 oB/+7 oh)
    • Drive Rush 3HK Kara Oicho Throw
PC 6HK
(Harai Kick)
KD +45
  • Midscreen
    • 2x Dash (+7)
      • Only in range for a mixup if the opponent does not back roll.
  • Corner
    • 2x Dash (+7)
      • Oicho Throw
      • 5MP (+1 oB, +6 oH)
PC 5LP~MP
(Double Slaps)
KD +34 ?
[4]6P
(Sumo Headbutt, all strengths)
+42 (air hit), +40 (ground hit)
  • Air hit (eg. 236K~2P, DR 4HK(2) into [4]6HP or installed-214HP into [4]6HP)
    • Midscreen
    • Corner
      • Safe jump with immediate j.HK or 8j.HP
        • Easily done after enhanced 236K~2P, 5LP~MP, and Enhanced 214P in juggles
      • Whiff 2LP
        • 3HK (+2 oB, +8 oH)
  • Ground hit
    • Midscreen
      • Drive Rush 5MP (+5 oB, +10 oH) - manually timed.
      • Drive Rush 2MK (+2 oB, +10 oH) - manually timed.
      • Installing is usually quite safe.
    • Corner
    • Whiff 2MK (+12)
      • 5MP (+4 oB, +10 oH)
    • Whiff 5LK
      • 3HK (+2 oB, +8 oH)
236K~P
(Teppo Triple Slap)
+43 (air hit)
  • Auto-timed safe jump with immediate j.HK, easily done after 236K~2P or 5LP~MP. Works midscreen.
63214K
(Oicho Throw)
HKD +7
  • Recovers too far away for any follow-up oki
SA1 - 236236P
(Show of Force)
+13~38
  • Advantage depends on distance from corner (longer distance gives higher advantage)
  • Corner (+13)
    • 2HP (+0 oB, +6 oH)
    • 22P (+0 oB, +6 oH)
    • Slight delay 2MK (-2 oB, +6 oH)
    • Slight delay 5MP (+1 oB, +6 oH)
    • Walk up Oicho Throw
    • Walk up 2LK 2LP 2LP
SA2 - [4]646K
(Ultimate Killer Head Ram)
HKD +13
  • Corner
    • 2HP (+0 oB, +6 oH)
    • 22P (+0 oB, +6 oH)
    • Slight delay 2MK (-2 oB, +6 oH)
    • Slight delay 5MP (+1 oB, +6 oH)
    • Walk up Oicho Throw
    • Walk up 2LK 2LP 2LP
SA3 - 214214P
(The Final Bout)
HKD +11
+19 (2nd hit)
?
CA - 214214P
(The Final Bout)
HKD +34
+19 (2nd hit)
?


Basic sequences

Sumo headbutt and sumo smash create two of Honda's fundamental offensive scenarios.


Headbutt

Against a grounded opponent, headbutt is +40 on hit.

  • Midscreen, you can forward dash then drive rush to hit the opponent on wakeup. Drive rush 5MP is Honda's major threat in this scenario, as it leads to large frame advantage and continued pressure on either hit or block.
  • In the corner, you can press 5MK (as a frame kill) then 5MP, which will hit the opponent meaty. If done properly, you will hit the opponent on a late frame of 5MP, generating additional frame advantage (+3 on block and +6 on hit).

As an example sequence, you can do the following against a cornered opponent: headbutt knockdown, 5MK (frame kill), 5MP, 2P, 2P, medium headbutt.

If they wake up by pressing a button or jumping, 5MP will combo into 2P, letting you combo into headbutt. If they wake up with DI, you can cancel 5MP or 2P into your own DI. If they block the entire sequence, you will have dealt approximately 2 drive bars of damage.

Against an airborne or juggled opponent, headbutt is +41 or higher on hit. When the opponent is +42, +43, or +44, Honda gets a safe jump.

  • The most consistent way to achieve +42 is to use 5LP > 5MP target combo. 5LP > 5MP > headbutt is +42 and enables a safe jump.
  • Anti-air headbutt can lead to a safe jump if timed correctly, but requires good timing or a quick assessment of whether you hit the opponent at the correct height.


Sumo Smash

With Season 2, your opponent cannot back roll after a hit sumo slam. This opens up a huge world of options for Honda, as you are +23 oB frames and right in their face. Possible options include:

  • Drive rush 5MP/2MK for a meaty attack
  • Dash 2LK/throw/oichi for an autotimed strike throw
  • Immediate stomp (3HK) for an overhead attack, but perfect parry beats it.
  • Walk forward 5MP/2MK/throw/oichi will build a little bit of OD bar back but needs manual timing
  • Frame kill 2LP for 5MP will perfectly set up a meaty 5MP meterlessly
  • Frame kill 2LK sets up 2MK/oichi
  • Kara stomp into buttslam to bait reversals (3HK~ [2]8K)


vs. Burnout

Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LK/2LP 5LP/2LK 2MP/5HK 2MK/5HP 5MP/5MK 2HP/2HK 6HK 3HK
5LP~DRC 2 3 6 7 8 9 12 20
5MP~DRC 0 0 0 1 2 3 6 14
5HP~DRC 0 0 0 0 0 1 4 12
5LK~DRC 4 5 8 9 10 11 14 22
5HK(1)~DRC 0 0 0 1 2 3 6 14
5HK(2)~DRC 0 0 0 0 0 0 3 11
2LP~DRC 2 3 6 7 8 9 12 20
2MP~DRC 0 0 1 2 3 4 7 15
5LP~MP~DRC 0 1 4 5 6 7 10 18


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LK~DRC +6 ?
5LP~DRC +7
2LP~DRC
5MP~DRC +13 ?
2MP~DRC
5HP~DRC +15 ?
5HK(2)~DRC
5HK(1)~DRC +17 ?
5LP~MP~DRC +Free Juggle ?


Defense

Reversals

  • Blocking. Blocking is the most important option. Loses to throw. Beats attacks, shimmys, the opponent jumping, delayed attacks, drive impact. When you commit to blocking, make sure you look for shimmy attempts and try to catch them with 2MK. Do not underestimate blocking.
  • Delay throw tech. The timing has to be done so that Honda will block all moves, and automatically throw tech any throw attempts. Will beat attacks, and throws, but loses to shimmys, delayed attacks, and the opponent simply waiting.
  • Drive Reversal. With season 2, Honda has access to Drive Reversal. To perform Drive Reversal, Hold 6+HP+HK. This beats throws and attacks and delayed attacks. This loses to jumping, and shimmying. This is a very good spend of only 2 bars and is an excellent get off me tool, but is less effective for characters with good 6 frame punishes. *CHARACTERS GO HERE.
  • Jump forward. Risky, but can get you out of the corner. Loses to immediate attacks, can punish delayed attacks, beats throws.
  • Parry, and attempting Perfect Parry. Tapping and releasing parry gives you two opportunities to perfect parry. This loses to the same thing that blocking does, but also loses to the opponent waiting.
  • Mash 2LP/2LK. Loses to meaty attacks, meaty throws. Beats delayed attacks, and can beat shimmys, though shimmys are hard to deal with.
  • OD Headbutt. Very effective against safe jumps due to armoured hitstop. If you see your opponent go for a safejump, OD headbutt will completely blow it up, as well as going through most projectile Oki situations. In many other situations, this loses to throws entirely, and loses to empty safe jumps or safe jumps done with a light button, as those will cause headbutt to be blocked. Almost entirely replaced by Drive Reversal in Season 2, as that is safer on block, but can be a useful tool to cycle through.
  • Level 1. Level 1 super is an excellent excellent tool and is one of the main reasons to pick Honda. It is fast at 7 frames, it goes a long distance, and is completely invulnerable. Using it on wakeup will beat throws and attacks, but it will lose to projectile oki, such as Guiles 214P, and it will lose to the opponent waiting and blocking. Sometimes this move beats opponents jumping but do not trust it to.
  • Level 2. Level 2 is projectile invulnerable and will beat your opponent performing projectile Oki, such as a meaty fireball from Ken. In all other situations, commit to level 1, as this beats and loses to the same situations.
  • Level 3. Why spend an extra 2 bars to cash out when Level 1 is faster, and level 2 is projectile invulnerable. Use rarely or never. There are some situations when its usable, such as when you are in burnout and you can hold back to block, and you simply buffer SA3 the entire time you're in block stun.

Anti-Airs

  • Headbutt

Best for when the opponent is in front of you.

  • 5HP

Very reliable anti-air normal, hits in front, directly above, and even slightly behind you.

  • OD Sumo Slam

Invincible to air attacks on the way up.

Anti-Projectile

  • Level 2 Super

Goes extremely far, invincible on startup. Can be done on reaction.

  • OD Headbutt

Has two hits of armor and starts up relatively quickly. Can be done on reaction. Best to use this at around midscreen as if used full screen the opponent may be able to recover in time and block it.

  • 22P

Destroys one hit of a projectile if clap's hitbox intersects with it. Generally unreliably, parry is safer and works against multi-hit projectiles as well.

  • Sumo Slam

More difficult/impossible to do on reaction given Sumo Slam's long startup, but if used well pre-emptively, Sumo Slam can go over fireballs and punish counter the opponent's recovery into a full juggle combo.

Fighting vs. E. Honda


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