Super Street Fighter 2 Turbo/O. E. Honda: Difference between revisions

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| align="center" colspan="2" | Simplified (Short) || align="center" colspan="2" | 9 || align="center" colspan="3" | 13 || align="center" | 10 || align="center" | 4
| align="center" colspan="2" | Simplified (Short) || align="center" colspan="2" | 9 || align="center" colspan="3" | 13 || align="center" | 10 || align="center" | 4
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| align="center" colspan="2" | Frame Count (Frwrd) || align="center" colspan="2" | 9 || align="center" | 9 (3 + 3 +3) || align="center" | 2 || align="center" | 2 || align="center" | 12 || align="center" | 5
| align="center" colspan="2" | Frame Count (Forward) || align="center" colspan="2" | 9 || align="center" | 9 (3 + 3 +3) || align="center" | 2 || align="center" | 2 || align="center" | 12 || align="center" | 5
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| align="center" colspan="2" | Simplified (Forward) || align="center" colspan="2" | 9 || align="center" colspan="3" | 13 || align="center" | 12 || align="center" | 5
| align="center" colspan="2" | Simplified (Forward) || align="center" colspan="2" | 9 || align="center" colspan="3" | 13 || align="center" | 12 || align="center" | 5

Revision as of 07:06, 18 August 2012

ST Main Page
The Characters

Old E. Honda's portrait in Super Turbo

Introduction

Why pick Old Honda? Old Honda loses ST Honda's 360 grab mixups, but gains important things as well:

  • Regains his standing sweep kicks
  • Has better ground fierce attacks
  • Retains moving handslap

So the basics are HF-style grabby-into-slappy mixups.

Picking Old E.Honda

To select O.E.Honda, choose E.Honda and then press ↑ ↑ ↑ ↓ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Secondary
Ehonda-old1.gif Ehonda-old2.gif

--Born2SPD

Moves Analysis

Normal Moves

Ground Normals

Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.

  • Close/Far Standing Jab:
Damage 17 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stcljab2&4 stfarjab2&4.png OEHonda stcljab3 stfarjab3.png OEHonda stcljab2&4 stfarjab2&4.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count 2 2 4 2 1
Simplified 1 + 4 4 3


  • Crouching Jab:
Damage 17 OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png OEHonda crjab2&4.png OEHonda crjab3.png OEHonda crjab2&4.png OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count 2 2 8 2 1
Simplified 1 + 4 8 3


  • Close/Far Standing Strong:
Damage 21 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stclstrng2&6 stfarstrng2&6.png OEHonda stclstrng3&5 stfarstrng3&5.png OEHonda stclstrng4 stfarstrng4.png OEHonda stclstrng3&5 stfarstrng3&5.png OEHonda stclstrng2&6 stfarstrng2&6.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 2 2 2 4 2 2 1
Simplified 1 + 6 4 5


  • Crouching Strong:
Damage 21 OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png OEHonda crstrng2&6.png OEHonda crstrng3&5.png OEHonda crstrng4.png OEHonda crstrng3&5.png OEHonda crstrng2&6.png OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 2 2 2 8 6 4 1
Simplified 1 + 6 8 11


  • Close/Far Standing Fierce:
Damage 26 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stclfrc2&8 stfarfrc2&8.png OEHonda stclfrc3 stfarfrc3.png OEHonda stclfrc4 stfarfrc4.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 3 4
Simplified 1 + 6 7
OEHonda stclfrc5 stfarfrc5.png OEHonda stclfrc6 stfarfrc6.png OEHonda stclfrc7 stfarfrc7.png OEHonda stclfrc2&8 stfarfrc2&8.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Frame Count 7 5 3 2 1
Simplified 18


  • Crouching Fierce:
Damage 27 OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png OEHonda crfrc2.png OEHonda crfrc3.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel Yes*
Frame Advantage ?
Frame Count 2 3 4
Simplified 1 + 5 4
OEHonda crfrc4&6.png OEHonda crfrc5.png OEHonda crfrc4&6.png OEHonda crfrc7.png OEHonda crfrc8.png OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png
Frame Count 6 8 6 4 3 1
Simplified 28


  • Close Standing Short:
Damage 16 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stclshrt2&4.png OEHonda stclshrt3.png OEHonda stclshrt2&4.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage ?
Frame Count 1 2 3 3 1
Simplified 1 + 3 3 4


  • Far Standing Short:
Damage 17 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stfarshrt2&6 stfarfrwrd2&6 stclrh2&8 stfarrh2&6.png OEHonda stfarshrt3&5 stfarfrwrd3&5 stfarrh3&5.png OEHonda stfarshrt4.png OEHonda stfarshrt3&5 stfarfrwrd3&5 stfarrh3&5.png OEHonda stfarshrt2&6 stfarfrwrd2&6 stclrh2&8 stfarrh2&6.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 3 4 3 3 1
Simplified 1 + 9 4 7


  • Crouching Short:
Damage 16 OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png OEHonda crshrt2&6 crfrwrd2&6.png OEHonda crshrt3&5 crfrwrd5.png OEHonda crshrt4.png OEHonda crshrt3&5 crfrwrd5.png OEHonda crshrt2&6 crfrwrd2&6.png OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 3 3 3 3 1
Simplified 1 + 9 3 7


  • Close Standing Forward:
Damage 19 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stclfrwrd2&4.png OEHonda stclfrwrd3.png OEHonda stclfrwrd2&4.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 5 7 1
Simplified 1 + 6 5 8


  • Far Standing Forward:
Damage 21 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stfarshrt2&6 stfarfrwrd2&6 stclrh2&8 stfarrh2&6.png OEHonda stfarshrt3&5 stfarfrwrd3&5 stfarrh3&5.png OEHonda stfarfrwrd4.png OEHonda stfarshrt3&5 stfarfrwrd3&5 stfarrh3&5.png OEHonda stfarshrt2&6 stfarfrwrd2&6 stclrh2&8 stfarrh2&6.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 3 4 5 6 1
Simplified 1 + 9 4 12


  • Crouching Forward:
Damage 12+21 OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png OEHonda crshrt2&6 crfrwrd2&6.png OEHonda crfrwrd3.png OEHonda crfrwrd4.png OEHonda crshrt3&5 crfrwrd5.png OEHonda crshrt2&6 crfrwrd2&6.png OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png
Stun 5~11+5~11
Stun Timer 60+60
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 3 6 5 4 1
Simplified 1 + 6 3 6 10


  • Close Standing Roundhouse:
Damage 4+26 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stfarshrt2&6 stfarfrwrd2&6 stclrh2&8 stfarrh2&6.png OEHonda stclrh3&7.png OEHonda stclrh4.png OEHonda stclrh5.png
Stun 3~9+10~16
Stun Timer 40+80
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 2 2 3 3 5
Simplified 1 + 7 3 5
OEHonda stclrh6.png OEHonda stclrh3&7.png OEHonda stfarshrt2&6 stfarfrwrd2&6 stclrh2&8 stfarrh2&6.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Frame Count 8 6 3 1
Simplified 18


  • Far Standing Roundhouse:
Damage 24 OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png OEHonda stfarshrt2&6 stfarfrwrd2&6 stclrh2&8 stfarrh2&6.png OEHonda stfarshrt3&5 stfarfrwrd3&5 stfarrh3&5.png OEHonda stfarrh4.png OEHonda stfarshrt3&5 stfarfrwrd3&5 stfarrh3&5.png OEHonda stfarshrt2&6 stfarfrwrd2&6 stclrh2&8 stfarrh2&6.png OEHonda stcljab1&5 stfarjab1&5 stclstrng1&7 stfarstrng1&7 stclfrc1&9 stfarfrc1&9 stclshrt1&5 stfarshrt1&7 stfarfrwrd1&7 stclfrwrd1&5 stclrh1&9 stfarrh1&7.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 3 6 8 10 1
Simplified 1 + 9 6 19


  • Crouching Roundhouse:
Damage 27 OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png OEHonda crrh2.png OEHonda crrh3.png OEHonda crrh4.png OEHonda crrh5.png OEHonda crrh6.png OEHonda crjab1&5 crstrng1&7 crfrc1&9 crshrt1&7 crfrwrd1&7 crrh1&7.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 4 6 4 8 6 1
Simplified 1 + 7 6 4 8 7

Aerial Normals

  • Neutral Jumping Jab:
Damage 17 OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png OEHonda njjab2 djjab2 njstrng2&8 djstrng2&8.png OEHonda njjab3 djjab3 njstrng7 djstrng7.png OEHonda njjab4.png OEHonda njjab5 djjab5 njstrng5 djstrng5.png
Stun 1~7
Stun Timer 40
Frame Count 2 3 3 30
Simplified 8 30


  • Diagonal Jumping Jab:
Damage 14 OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png OEHonda njjab2 djjab2 njstrng2&8 djstrng2&8.png OEHonda njjab3 djjab3 njstrng7 djstrng7.png OEHonda djjab4.png OEHonda njjab5 djjab5 njstrng5 djstrng5.png
Stun 1~7
Stun Timer 40
Frame Count 2 3 3 30
Simplified 8 30


  • Neutral Jumping Strong:
Damage 19 OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png OEHonda njjab2 djjab2 njstrng2&8 djstrng2&8.png OEHonda njstrng3 djstrng3.png OEHonda njstrng4.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 4 12
Simplified 7 16
OEHonda njjab5 djjab5 njstrng5 djstrng5.png OEHonda njstrng6 djstrng6.png OEHonda njjab3 djjab3 njstrng7 djstrng7.png OEHonda njjab2 djjab2 njstrng2&8 djstrng2&8.png
Frame Count 8 4 4
Simplified


  • Diagonal Jumping Strong:
Damage 19 OEHonda djstrng1.png OEHonda njjab2 djjab2 njstrng2&8 djstrng2&8.png OEHonda njstrng3 djstrng3.png OEHonda djstrng4.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 4 12
Simplified 7 16
OEHonda njjab5 djjab5 njstrng5 djstrng5.png OEHonda njstrng6 djstrng6.png OEHonda njjab3 djjab3 njstrng7 djstrng7.png OEHonda njjab2 djjab2 njstrng2&8 djstrng2&8.png
Frame Count 8 4 4
Simplified


  • Neutral Jumping Fierce:
Damage 27 OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png OEHonda njfrc2&6 djfrc2&6.png OEHonda njfrc3 djfrc3.png OEHonda njfrc4 djfrc4.png OEHonda njfrc5 djfrc5.png OEHonda njfrc2&6 djfrc2&6.png OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Stun 11~17
Stun Timer 60
Frame Count 3 4 6 8 4 4
Simplified 7 6


  • Diagonal Jumping Fierce:
Damage 26 OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png OEHonda njfrc2&6 djfrc2&6.png OEHonda njfrc3 djfrc3.png OEHonda njfrc4 djfrc4.png OEHonda njfrc5 djfrc5.png OEHonda njfrc2&6 djfrc2&6.png OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Stun 3~9
Stun Timer 40
Frame Count 3 4 8 8 4 4
Simplified 7 8


  • Neutral Jumping Short:
Damage 14 OEHonda njshrt1&5 djfrwrd1&5 djrh1&5.png OEHonda njshrt2&4 djfrwrd2&4 djrh2&4.png OEHonda njshrt3.png OEHonda njshrt2&4 djfrwrd2&4 djrh2&4.png OEHonda njshrt1&5 djfrwrd1&5 djrh1&5.png
Stun 1~7
Stun Timer 40
Frame Count 3 4 30 4
Simplified 7 30


  • Diagonal Jumping Short:
Damage 14 OEHonda djshrt1.png OEHonda djshrt2.png OEHonda djshrt3.png
Stun 1~7
Stun Timer 40
Frame Count 3 4
Simplified 7


  • Neutral Jumping Forward:
Damage 19 OEHonda njfrwrd1&5 njrh1&5.png OEHonda njfrwrd2&4 njrh2&4.png OEHonda njfrwrd3.png OEHonda njfrwrd2&4 njrh2&4.png OEHonda njfrwrd1&5 njrh1&5.png OEHonda njfrwrd6 njrh6.png OEHonda njfrwrd7 njrh7.png OEHonda njfrwrd8 njrh8.png OEHonda njfrwrd9 njrh9.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 12 4 4 4 4 4
Simplified 7 12


  • Diagonal Jumping Forward:
Damage 19 OEHonda njshrt1&5 djfrwrd1&5 djrh1&5.png OEHonda njshrt2&4 djfrwrd2&4 djrh2&4.png OEHonda djfrwrd3.png OEHonda njshrt2&4 djfrwrd2&4 djrh2&4.png OEHonda njshrt1&5 djfrwrd1&5 djrh1&5.png OEHonda djfrwrd6 djrh6.png OEHonda djfrwrd7 djrh7.png OEHonda djfrwrd8 djrh8.png OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Stun 5~11
Stun Timer 50
Frame Count 3 4 12 4 4 4 4 4
Simplified 7 12


  • Neutral Jumping Roundhouse:
Damage 26 OEHonda njfrwrd1&5 njrh1&5.png OEHonda njfrwrd2&4 njrh2&4.png OEHonda njrh3.png OEHonda njfrwrd2&4 njrh2&4.png OEHonda njfrwrd1&5 njrh1&5.png OEHonda njfrwrd6 njrh6.png OEHonda njfrwrd7 njrh7.png OEHonda njfrwrd8 njrh8.png OEHonda njfrwrd9 njrh9.png
Stun 11~17
Stun Timer 60
Frame Count 3 4 12 4 4 4 4 4
Simplified 7 12


  • Diagonal Jumping Roundhouse:
Damage 26 OEHonda njshrt1&5 djfrwrd1&5 djrh1&5.png OEHonda njshrt2&4 djfrwrd2&4 djrh2&4.png OEHonda djrh3.png OEHonda njshrt2&4 djfrwrd2&4 djrh2&4.png OEHonda njshrt1&5 djfrwrd1&5 djrh1&5.png OEHonda djfrwrd6 djrh6.png OEHonda djfrwrd7 djrh7.png OEHonda djfrwrd8 djrh8.png OEHonda njjab1 djjab1 njstrng1 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Stun 3~9
Stun Timer 40
Frame Count 3 4 10 4 4 4 4 4
Simplified 7 10

Command Normals

  • Double Knee Attack: (On ground and close, ←/→ + Forward)
Damage 22+14 OEHonda knee1&9.png OEHonda knee2&8.png OEHonda knee3&7.png OEHonda knee4.png OEHonda knee5.png
Stun 5~11+5~11
Stun Timer 60+60
Chain Cancel No
Special Cancel No
Frame Advantage ?
Frame Count 3 3 3 3 3
Simplified 1 + 9 3 3
OEHonda knee6.png OEHonda knee3&7.png OEHonda knee2&8.png OEHonda knee1&9.png
Frame Count 2 2 2 1
Simplified 7


  • Flying Sumo Press: (Jump diagonally, ↙/↓/↘ + Forward)
Damage 21 OEHonda sumo1.png OEHonda sumo2.png OEHonda sumo3.png
Stun 5~11
Stun Timer 50
Frame Count 3 4
Simplified 7

Throws

E.Honda can throw using Strong, Fierce and Roundhouse. All his throws have the same range, which happens to be the best normal throw range in the game.

  • Tawara Nage: (←/→ + Strong)
Damage 32 OEHonda throwbf.png OEHonda throw.png OEHonda throwbf.png
Stun 7~13
Stun Timer 100
Range (from axis) 64
(from throwable box) 36

E.Honda tosses the opponent. The direction of the joystick determines the direction the enemy gets tossed at. Better used in the rare cases where you find yourself cornered and want to corner the opponent.

  • Saba Ori: (←/→ + Fierce)
Damage 24 + 4*n OEHonda throwbf.png OEHonda throw.png OEHonda throwbf.png
Set amount of hits 8
Holds do no stun
Range (from axis) 64
(from throwable box) 36

This is the throw you will be using the most. It's untechable, does nice damage, and sets up crossup / walk under / tick shenanigans. You can even crossup / walk under when in the corner after a fierce grab (you can walk under, cr. RH for a crossup, or go for a crossup d + Forward, cr.Jab, Oicho, etc). Note that some characters (Balrog, Cammy, DeeJay, Vega, Fei Long) cannot be walked under outside of the corner.

  • Sekkan Kyaku: (←/→ + Roundhouse)
Damage 24 + 4*n OEHonda throwbf.png OEHonda throw.png OEHonda throwbf.png
Set amount of hits 7
Holds do no stun
Range (from axis) 64
(from throwable box) 36

E.Honda's knee bash. The only use I see in this throw is for throw mashing (so an HHS will not come out) because the Fierce throw gives you a better positioning when the opponent releases himself from the grab.

Special Moves

All motions are listed under the assumption that E.Honda is facing right.

  • Hyakuretsu Harite a.k.a. Hundred Hands Slap: (Press P repeatedly)
  • Startup:
OEHonda hhs1&10.png OEHonda hhs2&9.png
Frame Count (Jab) 1 3
Simplified (Jab) 4
Frame Count (Strong) 3 4
Simplified (Strong) 7
Frame Count (Fierce) 4 6
Simplified (Fierce) 10
  • Active:
Damage (Jab) 21/19 OEHonda hhs3.png OEHonda hhs4.png OEHonda hhs5.png
Damage (Strong) 22/21
Damage (Fierce) 24/22
Stun 5~11
Stun Timer 100
Frame Count (Jab) 4 4 4
Frame Count (Strong) 2 2 2
Frame Count (Fierce) 1 1 1
OEHonda hhs6.png OEHonda hhs7.png OEHonda hhs8.png
Frame Count (Jab) 4 4 4
Frame Count (Strong) 2 2 2
Frame Count (Fierce) 1 1 1

NOTE: That frame data only provides the frame data for one "cycle" of the HHS animation, but does not present the Minimal Durations of the move. So, in case you only do the 4 punch presses needed you will get the minimal duration. Note that O.E.Honda can slap forever unlike N.E.Honda which has a limit. That detailed frame data can be found here:

Cycles 1 2 3 Total
Jab MIN 4 4 4 3 X X 15
Strong MIN 2 2 2 2 2 2 2 1 X X X X 15
Fierce MIN 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 X X X 15
Cycles 1 2 3 Total
  • Recovery:
OEHonda hhs2&9.png OEHonda hhs1&10.png
Frame Count (Jab) 1 1
Simplified (Jab) 2
Frame Count (Strong) 3 1
Simplified (Strong) 4
Frame Count (Fierce) 5 1
Simplified (Fierce) 6

The lower damage value is for the low hitting frames.

  • Super Zutsuki a.k.a. Headbutt: (Charge ←, →, P)

Detailed Input: (Charge ← for at least 60f, [0~7f] → [0~10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)

  • Startup+Active:
Damage (Jab) 24 Jab & Strong Only OEHonda hb1.png OEHonda hb2.png Jab Strong & Fierce Jab Strong & Fierce OEHonda hb5.png
Damage (Strong) 26 OEHonda hb0jab&strng.png OEHonda hb3jab.png OEHonda hb3.png OEHonda hb4jab.png OEHonda hb4.png
Damage (Fierce) 27
Stun 9~15
Stun Timer 100
Frame Count (Jab) 3 4 6 3 3 22
Simplified (Jab) 13 6 22
Frame Count (Strong) 1 2 6 2 2 53
Simplified (Strong) 11 2 53
Frame Count (Fierce) X 1 4 1 1 53
Simplified (Fierce) 6 1 53
  • Recovery/knockback: (If it hits during the airbone part, the knockback will be airbone till the 4º hitbox image)
OEHonda hblands1.png OEHonda hblands2.png OEHonda hblands3.png OEHonda hblands4.png OEHonda hblands5.png OEHonda hblands6.png OEHonda hblands7.png
Frame Count 4 4 4 8/9 2 2 1
Simplified 25/26

Jab headbutt will be your main defensive tool. It has invincibility on startup and has excellent vertical and horizontal range, which makes jumping in or getting in-close Honda a nearly impossible task. Learn to time your Jab headbutt and matches against non-fireballers will become way easier.
Fierce version is very fast and can be used to safely pressure and punish mistakes (whiffs or people coming down from a jumping attack for example) at mid range. Avoid using it from full-screen especially if out opponent is near the corner as he can jump it on reaction and punish you afterwards.

  • Super Hyakkan Otoshi a.k.a. Butt Drop: (Charge ↓, ↑, K)

Detailed Input: (Charge ↓ for at least 60f, [0~7f] ↑ [0~10/9/7/5f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)

  • Startup:
OEHonda bdrop1.png OEHonda bdrop2.png OEHonda bdrop3.png OEHonda bdrop4.png OEHonda bdrop5.png OEHonda bdrop6.png
Frame Count (Short) 1 4 5 2 5 4
Simplified (Short) 21
Frame Count (Forward) 1 3 4 2 5 4
Simplified (Forward) 19
Frame Count (Rh) 1 3 4 2 4 4
Simplified (Rh) 18... (42)
  • Active+Recovery:
Damage (Short) 21 Short & Forward Roundhouse File:OEHonda bdrop8to10anm.png OEHonda bdrop11.png OEHonda bdrop12.png OEHonda bdrop13.png OEHonda bdrop14.png
Damage (Frwrd) 24 OEHonda bdrop7.png OEHonda bdrop7rh.png
Damage (Rh) 27
Stun 9~15/2~8
Stun Timer 100/90
Frame Count (Short) 9 9 (3 + 3 +3) 2 2 10 4
Simplified (Short) 9 13 10 4
Frame Count (Forward) 9 9 (3 + 3 +3) 2 2 12 5
Simplified (Forward) 9 13 12 5
Frame Count (Rh) 11 9 (3 + 3 +3) 2 2 15 6
Simplified (Rh) ...24 (42) 15 6

Short version hits on the way up (so it's a decent antiand is useful to get over projectiles from far away. Forward hits on the way up too, can be used to stuff projectile attempts at the right distance, and is a risky way to get over projectiles (can be punished by sweeps -shotos- and jumping attacks -Guile, DeeJay- if they see it coming). Roundhouse should be used mainly for crossups, mixups and setting ticks rather than as a way to avoid projectiles, as it is extremely easy to punish in those situations. It hits only on the way down unlike the other versions.
To use as a pressure / mixup tool, it's a good idea to do cr.Short xx Smash, varying strenghts to make the opponent guess if you are going to cross-up or not, and mixing up ticks in-between.
The lower stun value is for the downward active part of the Short version only.

The Basics

Advanced Strategy

Match-ups

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