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

From SuperCombo Wiki
(→‎Zangief: Adding of matchup tools and knowledghe)
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| icon        = Juri
| icon        = Juri
| favorability = {{sf6-adv|E|50.00%}}
| favorability = {{sf6-adv|E|50.00%}}
| data        =  
| data        = 2lk 2lp 2lp xx clap seems to always be at least +4 on crouching juri, from anywhere on the stage, midscreen or corner. Watch this space as more investigation is done
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Revision as of 10:04, 15 January 2025


Click the character's portrait to open their Wiki page.

A.K.I.
SF6 A.K.I. Icon.png E.Honda vs. A.K.I. (48.38%)
No Data
Akuma
SF6 Akuma Icon.png E.Honda vs. Akuma (44.20%)
No Data
Blanka
SF6 Blanka Icon.png E.Honda vs. Blanka (59.31%)
No Data
Cammy
SF6 Cammy Icon.png E.Honda vs. Cammy (55.19%)
No Data
Chun-Li
SF6 Chun-Li Icon.png E.Honda vs. Chun-Li (46.66%)

Serenity Stream stance will low-profile the following moves:

  • nj.HP, j.2MK (same-side), 22P (Clap)
Dee Jay
SF6 DeeJay Icon.png E.Honda vs. DeeJay (51.39%)
No Data
Dhalsim
SF6 Dhalsim Icon.png E.Honda vs. Dhalsim (52.63%)
No Data
Ed
SF6 Ed Icon.png E.Honda vs. Ed (48.14%)
No Data
E.Honda
SF6 Ehonda Icon.png E.Honda vs. E.Honda (50%)
No Data
Guile
SF6 Guile Icon.png E.Honda vs. Guile (55.72%)
No Data
Jamie
SF6 Jamie Icon.png E.Honda vs. Jamie (53.21%)
No Data
JP
SF6 JP Icon.png E.Honda vs. JP (48.00%)
No Data
Juri
SF6 Juri Icon.png E.Honda vs. Juri (50.00%)
2lk 2lp 2lp xx clap seems to always be at least +4 on crouching juri, from anywhere on the stage, midscreen or corner. Watch this space as more investigation is done
Ken
SF6 Ken Icon.png E.Honda vs. Ken (43.78%)

You can always SA1 when Ken does LK/MK Jinrai Kick for a guaranteed punish.

Headbutt is a consistent answer to Dragonlash on reaction but can lose if done too late.
Kimberly
SF6 Kimberly Icon.png E.Honda vs. Kimberly (48.93%)
No Data
Lily
SF6 Lily Icon.png E.Honda vs. Lily (45.04%)
No Data
Luke
SF6 Luke Icon.png E.Honda vs. Luke (50.43%)
No Data
M.Bison
SF6 Mbison Icon.png E.Honda vs. M.Bison (51.81%)
No Data
Manon
SF6 Manon Icon.png E.Honda vs. Manon (46.37%)
No Data
Marisa
SF6 Marisa Icon.png E.Honda vs. Marisa (49.27%)
No Data
Rashid
SF6 Rashid Icon.png E.Honda vs. Rashid (46.91%)
No Data
Ryu
SF6 Ryu Icon.png E.Honda vs. Ryu (46.87%)
No Data
Terry
SF6 Terry Icon.png E.Honda vs. Terry (51.68%)
No Data
Zangief
SF6 Zangief Icon.png E.Honda vs. Zangief (44.80%)
  • Go after his feet with 2HP and 6HK every now and then. This keeps him from mindlessly throwing out charge punch(5[HP] to beat your 5MP. If you don’t show you’re willing and able to stop charge punch, you will struggle to play neutral.
  • Try to headbutt on block as little as possible as Honda puts himself into a mixup every time he does. Try to headbutt only if he’s walking forward a lot, whiffs charge punch or he’s just hitting a lot of buttons.
  • Having sumo spirit stocked every possibility will help. Landing a headbutt gives you an opportunity for sumo spirit. 2HP is a really solid punish for Zangief's sweep(2HK) and with sumo spirit Honda gets a full combo to push him to the corner. You can even buffer OD hands from 2hp in hopes it connects when in a pinch.
  • Gief players love to hold up forward or drive reversal when you corner them to escape. After buttslam on hit, dash up 2lp, delay 2lp is a good drive reversal bait giving you a punish on block and it beats jump. The delay 2lp is to bait the drive reversal, but also gives you time to confirm to loop back into buttslam or combo of your choosing.
  • Once you’ve established that you’re capable of locking him down on his wake-up start mixing in throws. When he’s cornered use normal throw more than command grab because the risk of him making the read and jumping out is too great. You can at least anti air him if you whiff throw.
  • Bait Gief into doing charge punch by neutral jumping at max j.HP range. He will try to charge punch your j.HP so empty jump and punish with DI. Sometimes he will lariat, so much easier to react and punish with DI.



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