Street Fighter 6/E.Honda

From SuperCombo Wiki


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:
  • Having a special move that you can genuinely center your gameplan around and which pretty much the entire cast is afraid of
  • A fast, aggressive kit based on getting in and pressuring the opponent safely
  • Big damage for making solid reads coupled with excellent Drive Bar damage in blockstrings
  • Lots of options for continuing offense, even while on the back foot
  • Not having a Throw Loop, which really hurts your pressure
  • Relying heavily on your special moves to control neutral, many of which need charge
  • Having an all-in or all-out playstyle with very high committment
  • Being extremely weak against Perfect Parry


Classic & Modern Versions Comparison

List of differences with Modern E. Honda
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Power Stomp (3HK)
    • Can still be performed in Toko Shizume (5M~3M) Target Combo
Shortcut-Only Specials
  • Oicho Throw (2S)
    • Heavy/OD Only
Assist Combos
  • A[L~L~L]: 2LK ~ 2LP ~ L Hundred Hands
  • A[M~M~M~M]: 2MP ~ OD Sumo Dash ~ Teppo Slap 1 ~ SA2
    • No SA2: 2MP ~ OD Sumo Dash ~ Teppo Slap 1 ~ Teppo Slap 2
    • On Block: stops at Teppo Slap 2 (manually stop at Teppo Slap 1 for frame advantage)
    • Burnout: 2MP ~ L Hundred Hands
  • A[H~H~H~H~H]: 5HK (2 hits) ~ OD Hundred Hands ~ 2LP ~ M Headbutt ~ SA3
    • Burnout: 5HK (2 hits) ~ H Hundred Hands ~ SA3
    • On Block: stops at OD/H Hundred Hands; 5HK cancels on 1st hit vs. crouch block
Miscellaneous Changes
  • N/A


E. Honda
SF6 Ehonda Portrait.png
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

Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Ehonda 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA TC 300 LH +4 -1

5MP
Standing Medium Punch
5MP
SF6 Ehonda 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 13 Sp SA TC 700 LH +6 +1

5HP
Standing Heavy Punch
5HP
SF6 Ehonda 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(9) 7 20 Sp SA 900 LH +1(+4) -6(-3)

5LK
Standing Light Kick
5LK
SF6 Ehonda 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Sp SA 300 LH +5 -1

5MK
Standing Medium Kick
5MK
SF6 Ehonda 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 16 - 700 LH +4 -3

5HK
Standing Heavy Kick
5HK
SF6 Ehonda 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(1)4 22 Sp SA 400x2 LH -1 -5(-11)

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Ehonda 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 10 Chn Sp SA 300 LH +4 -1

2MP
Crouching Medium Punch
2MP
SF6 Ehonda 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 16 Sp SA 600 LH +3 -3

2HP
Crouching Heavy Punch
2HP
SF6 Ehonda 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 17(19) - 800 LH +3(+5) -3(-1)

2LK
Crouching Light Kick
2LK
SF6 Ehonda 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 9 Chn 200 L +3 -3

2MK
Crouching Medium Kick
2MK
SF6 Ehonda 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 17 - 500 L +6 -2

2HK
Crouching Heavy Kick
2HK
SF6 Ehonda 2hk.png

2HK
Dohyo Sweep
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(6)5 14 - 900 L HKD +30(+39) -10(-1)

Jumping Normals

j.LP
Jumping Light Punch
j.LK
SF6 Ehonda jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H +3(+9) -1(+5)

j.MP
Jumping Medium Punch
j.MP
SF6 Ehonda jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 8 3 land - 700 H +5(+11) +1(+7)

j.HP
Jumping Heavy Punch
j.HP
SF6 Ehonda jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H +9(+15) +5(+11)

j.LK
Jumping Light Kick
j.LK
SF6 Ehonda jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H +5(+10) +1(+6)

j.MK
Jumping Medium Kick
j.MK
SF6 Ehonda jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 700 H +8(+13) +4(+9)

j.HK
Jumping Heavy Kick
j.HK
SF6 Ehonda jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 8 3 land - 800 H +8(+15) +4(+11)

Command Normals

Target Combos

Universal Mechanics

Throws

Forward Throw (LPLK)
Throw
LPLK
SF6 Ehonda lplk.png

LPLK
Saba Ori
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Ehonda 4lplk.png

4LPLK
Tawara Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +24 -

Drive Moves

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Ehonda hphk.png

HPHK
Sumo Crunch
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.

Drive Reversal (6HPHK)
Drive Reversal
SF6 Ehonda 6hphk.png

6HPHK
Raiden-Ho (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

Armor Break; See Drive Reversal.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Ehonda mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.

Drive Rush (66)
Drive Rush
66
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             No results

See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Ehonda 5pppkkk.png
""

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
88 [178] 45 - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Ehonda 6pppkkk.png
""

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
100 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Ehonda 4pppkkk.png
""

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
205 (total) - - - - - - -

Special Moves

Move Name (236P)
Placeholder
236P
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No results No results No results

Super Arts

Level 1 Super (236236P)
Level 1 Super Art
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

             No results

Level 2 Super (214214P)
Level 2 Super Art
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

             No results

Level 3 Super ()
Level 3 Super Art
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
CA version grants 500 extra damage

             No results

No results


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