Ground Normals
Damage |
7 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/9
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+7
|
Damage |
13 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
6/4/14
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+6
|
- Standing Fierce

/Close Fierce
:
Damage |
16 |
 |
|
Stun |
18/8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
7/6/20
|
Block Stun |
-3
|
Hit Stun/Counter Hit |
-2/Launch
|
- Far Standing Fierce
:
Damage |
16 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/6
|
Frame Count |
8/3/33
|
Block Stun |
-13
|
Hit Stun/Counter Hit |
-12/Launch
|
- Standing Short

:
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/11
|
Block Stun |
-1
|
Hit Stun/Counter Hit |
+0/+5
|
- Close Standing Short
:
Damage |
7 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/3/13
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+7
|
- Far Standing Short
:
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/2/17
|
Block Stun |
-5
|
Hit Stun/Counter Hit |
-4/+1
|
- Standing Forward

:
Damage |
7+6 |
 |
|
Stun |
2x2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/1x2
|
Frame Count |
4/2/4/12
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+8
|
- Close Standing Forward
:
Damage |
5 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4
|
Frame Count |
6/4/13
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+7
|
- Far Standing Forward
:
Damage |
7+13 |
 |
|
Stun |
2x2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/1+4
|
Frame Count |
4/2/2/20
|
Block Stun |
-3
|
Hit Stun/Counter Hit |
-2/+2
|
Damage |
10+8 |
 |
|
Stun |
4x2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/1x2(A)3x2(XV)
|
Frame Count |
6/2/2/27
|
Block Stun |
-6
|
Hit Stun/Counter Hit |
-5/Launch
|
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/11
|
Block Stun |
-1
|
Hit Stun/Counter Hit |
+0/+5
|
Damage |
13 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
5/5/17
|
Block Stun |
-3
|
Hit Stun/Counter Hit |
-2/+2
|
- Crouching Fierce

:
Damage |
18 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(V)
|
Frame Count |
8/3/33
|
Block Stun |
-13
|
Hit Stun/Counter Hit |
-
|
- Crouching Fierce
:
Damage |
9+7 |
 |
|
Stun |
2+4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3x2
|
Frame Count |
5/4/6/5/16
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/Launch
|
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/9
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+7
|
- Crouching Forward

:
Damage |
7+5 |
 |
|
Stun |
2x2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/2x2
|
Frame Count |
4/3/20
|
Block Stun |
-2
|
Hit Stun/Counter Hit |
-1/+3
|
- Crouching Forward
:
Damage |
12 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/1
|
Frame Count |
5/5/11
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+8
|
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
6/5/27
|
Block Stun |
-9
|
Hit Stun/Counter Hit |
-
|
Air Normals
- Neutral Jump Jab

:
Damage |
7 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/*
|
- Diagonal Jump Jab

:
Damage |
7 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/*
|
- Jump Jab
:
Damage |
7 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
9/10/*
|
Damage |
12 |
 |
|
Stun |
11/4
|
Meter on whiff/hit |
1/1
|
Frame Count |
6/6/*
|
Damage |
12 |
 |
|
Stun |
11/4
|
Meter on whiff/hit |
1/3(A)1(X)4(V)
|
Frame Count |
6/6/*
|
Damage |
16 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
7/6/*
|
Damage |
16 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
7/6/*
|
- Neutral Jump Short

:
Damage |
7 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/*
|
- Neutral Jump Short
:
Damage |
6 |
|
Stun |
2
|
Meter on whiff/hit |
0/6
|
Frame Count |
11/8/*
|
Damage |
7 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/16/*
|
- Neutral Jump Forward

:
Damage |
13 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)4(V)
|
Frame Count |
9/12/*
|
- Diagonal Jump Forward

:
Damage |
12 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)4(V)
|
Frame Count |
9/16/*
|
- Neutral Jump Forward
:
Damage |
13 |
|
Stun |
2
|
Meter on whiff/hit |
1/6
|
Frame Count |
11/6/*
|
- Diagonal Jump Forward
:
Damage |
13 |
|
Stun |
2
|
Meter on whiff/hit |
1/6
|
Frame Count |
11/7/*
|
Same hitbox/hurtbox properties as diagonal jump mk.
Damage |
16 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
10/6/*
|
- Diagonal Jump Roundhouse:
Damage |
15 |
|
Stun |
4
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
10/4/*
|
Command Normals
Damage |
8+6 |
 |
|
Stun |
2x2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/1x2
|
Frame Count |
6/2/2/19
|
Block Stun |
-2
|
Hit Stun/Counter Hit |
-1/+4
|
- Harai Geri:
+
Damage |
15 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
14/4/27
|
Block Stun |
-8
|
Hit Stun/Counter Hit |
-7/Launch
|
- Flying Sumo Press
(diagonal jump):
+
Damage |
12 |
|
Stun |
4
|
Meter on whiff/hit |
1/4
|
Frame Count |
9/16/*
|
Throws
Tawara Nage:
/
+
Damage |
20 |
|
Stun |
0
|
Range |
29
|
Meter on whiff/hit |
1(A)3(XV)
|
Frame Count |
5/1/16
|
Saba Ori:
/
+
Damage |
8+2x(1~17)*¹ |
|
Stun |
0
|
Range |
29
|
Meter on whiff/hit |
1(A)3(XV)
|
Frame Count |
5/1/16
|
Tsuriyane Nage:
Any direction but
/
+
Damage |
20 |
|
Stun |
0
|
Range |
17
|
Meter on whiff/hit |
1(A)3(XV)
|
Frame Count |
1/1/1(before landing)
|
Alpha Counter
During Blockstun
+
+
of same strength
Damage |
4 |
 |
|
Frame Count |
25/4/20
|
Invincibility |
0-25
|
Damage |
4 |
|
Frame Count |
26/5/26
|
Invincibility |
0-26
|
Special Moves
Hyakuretsu Harite: Punch rapidly [X Z V]
-E.Honda will slap furiously in front of himself with his arms as blurs.
Pressing LP rapidly will continue to slap until the button is neutral,
while MP or HP rapidly will make E. Honda dash forward quickly with one
quick flurry of slaps.
Super Zutsuki: CB,F+Punch [X Z V]
-E.Honda will shoot himself across the screen with a quick headbutt. The
stronger the Punch button used, the faster and farther E.Honda will
headbutt. Up close, using HP will hit twice.
Super Hyakkan Otoshi: CD,U+Kick [X Z V]
-E.Honda leaps into the air with a Sumo Press attack, then drops straight
down will a Bum Drop. The stronger the Kick button used, the higher and
faster E.Honda leaps in the air. Up close, using LK or MK will hit twice,
but HK will hit only once.
Ooichou Nage (throw): 360º Motion+Punch [X Z V]
-E.Honda will slam his opponent into the ground with one arm, then
somersault into the air and land on them with his bum. This throwing attack
must be done right next to the opponent.
Super Combos
Oni Musou: CB,F,B,F+Punch [X Z]
-A more powerful version of the Super Zutsuki, E.Honda will perform two
headbutts in a row. At Level 3, he will perform two headbutts finished with
a Hyakuretsu Harite slapping attack.
Level 1: 2 Hits Level 2: 2 Hits Level 3: 8 Hits
Fuji Drop: CB,F,B,F+Kick [Z]
-E.Honda does a slightly rising Super Zutsuki forward, then scoops upward with
both arms. If the scooping punch knocks the opponent into the air, he will
follow and hit them with a Super Hyakkan Otoshi.
Level 1: 4 Hits Level 2: 5 Hits Level 3: 6 Hits
Orochi Kudaki: 720º Motion+Punch [Z(LV3)]
-A much more powerful version of the Ooichou Nage, E. Honda will thrust his
opponent into the ground twice, then leap high into the air and descend with
a powerful bum drop. This must be done right next to the opponent.
Level 3: 3 Hits