Story
Date of Birth: 11/3/1960
Height: 6'2"
Weight: 304lbs
Measurements: B83", W 70", H 82"
Blood Type: A
Likes: Tiramisu, Chankonabe (A traditional Japanese stew)
Dislikes: Indecision, Chocolate cookies
Edmond Honda always loved sumo wrestling. From childhood, he would train single-mindedly with the end goal of becoming the greatest sumo wrestler of all time. As he grew up, so did his skills, landing Honda the title of Ōzeki. But the rest of the world didn't see sumo the same way as him. Not helping matters are recent cases of sumo wrestlers taking biochemical drugs in an attempt to strengthen themselves, placing doubt on the competitors. After capturing some dealers and learning of Shadaloo's involvment, he joins the World Warrior tournament, wishing to spread his love of sumo worldwide, use his dual-nationality name and face paint to remain covert as he investigates Shadaloo's dealings, and maybe even attain the coveted title of Yokozuna.
Overview
E. Honda is a character that alternates between rushdown, mixups, and extreme turtling to play him effectively. While he is nigh unbeatable when he's up close and personal, he has a hard time getting in from a distance, and lacks the tools to play from afar. This leads to Honda typically performing very well against characters without fireballs, but as soon as fireballs come into play the game turns into a test of patience where you will likely spend the entire match looking for a single opportunity to get in, and end the round right then and there once you do. He is generally considered a high-mid tier character.
Strengths | Weaknesses |
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New & Old Versions Comparison
To select Old E.Honda, choose E.Honda and then press ↑ ↑ ↑ ↓ Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- System Changes: O.E.Honda can not tech throws, does not have the Oicho Throw and Super;
- O.E.Honda has some differences in some of his normals:
- Close Standing Jab is exactly like the Far version. N.E.Honda received a new Close punch that combos into itself;
- Far Standing Jab has faster startup/recovery and can be special canceled;
- Crouching Jab can be special canceled;
- Close Standing Strong is exactly like the Far version. N.E.Honda received a new Close punch that can be used in ticking;
- Far Standing Strong has faster recovery;
- Crouching Strong has better range and priority and can be used as anti air;
- Close Standing Fierce first active part has less active frames and the other active part has more active frames and better priority/range. The total of active frames is the same though;
- Far Standing Fierce is exactly like the Far version. N.E.Honda has a different version of O.E.Honda's Crouching Fierce with worse priority, worse startup, no knockdown, less damage potential, and no special cancel, but with a lot better recovery;
- Crouching Fierce is his classic sweep punch. N.E.Honda received a new Crouching punch that hits twice;
- Close Standing Short is a low hitting kick. N.E.Honda received a new Close knee that can be used in ticking;
- Far Standing Short is a fast hitting sweep. N.E.Honda has a different version of O.E.Honda's Crouching Short with bigger hurtbox and worse priority;
- Crouching Short is his classic spear kick. N.E.Honda received a near identical version of O.E.Honda Close Standing Short instead;
- Close Standing Forward is a low hitting kick. N.E.Honda received a new Close knee that can be used in ticking;
- Far Standing Forward is a fast hitting sweep. N.E.Honda has a different version of O.E.Honda's Crouching Forward with bigger hurtbox, less damage on the first hit and worse priority;
- Crouching Forward is his classic 2-hit spear kick. N.E.Honda received a near identical version of O.E.Honda Close Standing Forward;
- Far Standing Roundhouse is his classic long range sweep. For N.E.Honda it's the same as the Close version and that long range sweep became a Command Normal;
- Neutral Jumping Jab is basically the same but with bigger hurtbox during the active frames. The horizontal priority is the same though;
- Diagonal Jumping Jab has faster startup and a lot more active frames but with bigger hurtbox during the active frames. The horizontal priority is the same though;
- Neutral Jumping Strong second active part has bigger hurtbox. The horizontal priority is the same though;
- Diagonal Jumping Strong has 2 active parts and more active frames, but the first hitting part has less active frames if compared with N.E.Honda's version;
- Neutral Jumping Fierce can not be steered and has bigger hurtbox during the active frames and some frames later. The horizontal priority is the same though;
- Diagonal Jumping Fierce has bigger hurtbox during the active frames and some frames later. The horizontal priority is the same though;
- Neutral Jumping Short has better horizontal priority;
- Both Jumping Forwards have better horizontal priority but worse vertical priority. Overall N.E.Honda's version is better;
- Neutral Jumping Roundhouse has a lot better priority and twice as many active frames;
- Diagonal Jumping Roundhouse has a lot better priority but can not be used as a crossup attack;
- O.E.Honda's HHS behaves differently: has a little faster startup, a lot faster recovery, less minimal attacking duration and steerable properties. N.E.Honda's version is slower and cannot be steered but Strong and Fierce versions create a fast impulse once activated;
- O.E.Honda's Headbutts do less knockback on block/hit;
- O.E.Honda's Jab Headbutt has slower startup and Strong headbutt has twice as much active frames;
- O.E.Honda's Butt Drop has smaller hitbox on the second active part (when he's falling) which gives him worse crossup ability;
In general, O.E.Honda has a better normal set (has a awesome Standing Jab, can use his Fierce Chop from any range, has all his knockdown normals from HF and most of his other normals have little benefits). But because his HHS is so different he is played in a different way (like HF Honda). Both versions have pretty much the same strength though, they are just played differently. Choose whichever version suits your style better.
Color Options
Jab | Strong | Fierce | Start | Old |
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Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Video Overview
E. Honda | |
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Character Data | |
Damage Scaling Factor | 25/32 |
Forward Walk Speed | 38 |
Backwards Walk Speed | 26 |
Pre-Jump Frames | 5 |
Forwards Jump Duration | 44 |
Backwards Jump Duration | 45 |
Landing Frames | 7* |
Jump Height Apex | 71 |
Forwards Jump Distance | 121 |
Backwards Jump Distance | 129 |
Soft Knockdown Recovery | 37 |
Hard Knockdown Recovery | 72 |
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cl.lp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[1] | 0~5 | 40 | Special, Super | Mid | 0-32 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 2 | 3 | 9 | +8 | 2/1 |
A quick palm thrust.
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Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[1] | 0~5 | 40 | None | Mid | 33+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 4 | 5 | 15 | +4 | 2/1 |
A far-reaching thrust.
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Click to toggle detailed hitbox data.
cl.mp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 60 | Super | Mid | 0-32 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 2 | 5 | 12 | +11 | 4/3 |
Another palm strike.
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Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 60 | None | Mid | 33+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 4 | 6 | 17 | +8 | 4/3 |
Similar to far st.jab with more range.
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Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[2] | 10~16 | 80 | None | Mid | 0-48 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 7 (5/2) | 18 | 32 | -3/+2 | 5/4 |
A chop with a huge arc.
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Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 3 | 3 | 5 | 2 |
Simplified | 7 | 7 |
- Recovery:
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Frame Count | 7 | 5 | 3 | 2 | 1 |
Simplified | 18 |
frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[2] | 10~16 | 80 | None | Mid | 49+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 4 | 18 | 30 | 0 | 5/4 |
A low punch that doesn't hit low.
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Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 0~5 | 40 | Special, Super | Mid | 0-11 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 3 | 5 | 12 | +5 | 2/1 |
A knee strike.
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Click to toggle detailed hitbox data.
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 0~5 | 40 | - | Mid | 12+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 3 | 7 | 20 | +3 | 2/1 |
A strange, high-ish kick.
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Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | None | Mid | 0-11 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 3 | 7 | 16 | +8 | 4/3 |
Close Short except you can't cancel it and it's slower.
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Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] + 24[1] | 5~11 x 2 | 60 x 2 | None | Mid | 12+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 9 (3 + 6) | 10 | 26 | -1 + +2(+1) | 4/3 |
Another weird high-ish kick.
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Click to toggle detailed hitbox data.
frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[2] + 30[0] | 3~9 + 10~16 | 40 + 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 (3 + 5) | 18 | 34 | -4 + -1(-2) | 5/4 |
An actual roundhouse kick.
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Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 2 | 2 | 3 | 3 | 5 |
Simplified | 8 | 3 | 5 |
- Recovery:
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Frame Count | 8 | 6 | 3 | 1 |
Simplified | 18 |
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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20[1] | 0~5 | 40 | Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 8 | 3 | 16 | +2 | 2/1 |
A crouching palm thrust.
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Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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24[1] | 5~11 | 60 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 8 | 11 | 26 | -1 | 4/3 |
A palm strike, now right handed.
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Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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[2] x 2 | 1~7 x 2 | 70 x 2 | Super/None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4(6)8 | 11 | 34 | -6 + +3(+2) | 5/4 |
Two palm strikes, one left, one right.
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Click to toggle detailed hitbox data.</span>
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 0~5 | 40 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 3 | 4 | 11 | +6 | 2/1 |
An excellent low kick.
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Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 5 | 8 | 20 | +5 | 4/3 |
A low kick that looks the exact same as crouching Short but it's different.
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Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 6/(4)/8 | 7 | 33 | -3/+7/Down | 5/4 |
Honda's fully rotating sweep.
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Click to toggle detailed hitbox data.
Jumping Normals
njlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[1] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 30 | ∞ | 38+∞ | Dependent | 2/1 |
A jumping chop.
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Click to toggle detailed hitbox data.
djlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | ∞ | N/A | 2+∞ | Dependent | 2/1 |
A jumping chop.
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Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 16 (4/12) | ∞ | 23+∞ | Dependent | 4/3 |
Another chop, this time with windback.
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Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 8 | ∞ | 15+∞ | Dependent | 4/3 |
Another chop. The downwards motion doesn't have a hitbox for some reason.
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Click to toggle detailed hitbox data.
njhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32[2] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 6 | ∞ | 13+∞ | Dependent | 5/4 |
Honda does a curved slap.
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Click to toggle detailed hitbox data.
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[2] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 8 | ∞ | 15+∞ | Dependent | 5/4 |
A sweeping slap. The diagonal version can't be steered.
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Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 30 | ∞ | 37+∞ | Dependent | 2/1 |
A jumping kick.
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Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | ∞ | N/A | 7+∞ | Dependent | 2/1 |
A quick jumping buttslam makes an important move move for Honda.
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Click to toggle detailed hitbox data.
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 12 | ∞ | 19+∞ | Dependent | 4/3 |
Your best frontal jump-in.
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Click to toggle detailed hitbox data.
Neutral Jump Version
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Frame Count | 3 | 4 | 12 | 4 | 4 | 4 | 4 | 4 | ∞ |
Simplified | 7 | 12 | ∞ |
Diagonal Jump Version
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Frame Count | 3 | 4 | 12 | 4 | 4 | 4 | 4 | 4 | ∞ |
Simplified | 7 | 12 | ∞ |
njhk
Neutral Jump | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
30[2] | 11~17(-1) | 60(+20) | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
7 | 6 | ∞ | 13+∞ | Dependent | 5/4 | |
Two more jumping kicks. The neutral jump and diagonal jump versions share the same animation, but have different properties.
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Diagonal Jump | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
30[2] | 3~9 | 40 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
7 | 10 | ∞ | 17+∞ | Dependent | 5/4 | |
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Click to toggle detailed hitbox data.
Neutral Jump version
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Frame Count | 3 | 4 | 6 | 4 | 4 | 4 | 4 | 4 | ∞ |
Simplified | 7 | 6 | ∞ |
Diagonal Jump version
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Frame Count | 3 | 4 | 10 | 4 | 4 | 4 | 4 | 4 | ∞ |
Simplified | 7 | 10 | ∞ |
Command Normals
Knee Strike
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] + 16[1] | 5~11 x 2 | 60 x 2 | None | Mid | 0-11 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 (3 + 3) | 7 | 23 | +5 + +8(+7) | 4/3 x 2 |
A two hit knee attack.
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Click to toggle detailed hitbox data.
- Startup/Active
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Frame Count | 1 + 3 | 3 | 3 | 3 | 3 |
Simplified | 10 | 3 | 3 |
- Recovery
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Frame Count | 2 | 2 | 2 | 1 |
Simplified | 7 |
Sweep Kick
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 | 19 | 35 | -3/Soft Knockdown | 5/4 |
Honda's command sweep, and his longest ranged normal.
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Click to toggle detailed hitbox data.
Flying Sumo Press
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | ∞ | N/A | 7+∞ | Dependent | 4/3 |
A full body slam.
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Click to toggle detailed hitbox data.
Throws
E.Honda can throw with ,
, and
. He has the longest normal throw range in the game, as well as some nasty throw loops off his Fierce and Roundhouse throws.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32 | 7~13 | 100 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's one and only normal Throw.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26 + 4*n | 0 | 0 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's "bear hug" hold. You'll be using this one the most.
-x64 |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26 + 4*n | 0 | 0 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's Heavy Kick hold.
-x64 |
Click to toggle throwbox data.
Special Moves
Hundred Hand Slap
Click to toggle detailed hitbox data.
- Startup:
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Frame Count (Jab) | 2 | 3 |
Simplified (Jab) | 5 | |
Frame Count (Strong) | 4 | 4 |
Simplified (Strong) | 8 | |
Frame Count (Fierce) | 5 | 6 |
Simplified (Fierce) | 11 |
- Active:
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Frame Count (Jab) | 4* | 4 | 4 |
Frame Count (Strong) | 2* | 2 | 2 |
Frame Count (Fierce) | 1* | 1 | 1 |
- NOTE: The first hitbox that comes out when performing this move has 1 extra active frame.
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Frame Count (Jab) | 4 | 4 | 4* |
Frame Count (Strong) | 2 | 2 | 2* |
Frame Count (Fierce) | 1 | 1 | 1* |
- NOTE 2: The last active frame on some animation cycles are skipped. This depends on the frequency of your button presses.
- Recovery:
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Frame Count (Jab) | 5 | 2 | 3 | 2 | 1 |
Simplified (Jab) | 13 | ||||
Frame Count (Strong) | 7 | 2 | 3 | 2 | 1 |
Simplified (Strong) | 15 | ||||
Frame Count (Fierce) | 8 | 3 | 4 | 3 | 1 |
Simplified (Fierce) | 19 |
Sumo Headbutt
Click to toggle detailed hitbox data.
- Startup:
Jab and Strong Only | ![]() |
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Strong and Fierce Only | |
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Frame Count (Jab) | 1 | 3 | 4 | |
Simplified (Jab) | 8 | |||
Frame Count (Strong) | 1 | 2 | 6 | 2 |
Simplified (Strong) | 11 | |||
Frame Count (Fierce) | 1 | 4 | 1 | |
Simplified (Fierce) | 6 |
- Active:
- Jab Version
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Frame Count | 3 | 3 | 22 |
Simplified | 6 | 22 |
- Strong and Fierce Version:
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Frame Count (Strong) | 2 | 25 |
Frame Count (Fierce) | 1 | 53 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 8/9 | 2 | 2 | 1 |
Simplified | 25/26 |
Sumo Smash
Click to toggle detailed hitbox data.
- Startup (Short/Forward):
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Frame Count (Short) | 1 | 4 | 5 | 2 | 5 | 4 |
Simplified (Short) | 21 | |||||
Frame Count (Forward) | 1 | 3 | 4 | 2 | 5 | 4 |
Simplified (Forward) | 19 |
- Active + Recovery:
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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 |
- Startup (Roundhouse):
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Frame Count | 1 | 3 | 4 | 2 | 4 | 4 |
Simplified | 18... (42) |
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Frame Count | 9 | 9 (3 + 3 + 3) | 2 | 2 |
Simplified | ...24 (42 |
- Active/Recovery:
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Frame Count | 15 | 6 |
Oicho Throw
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] + 28[1] (L) 18[1] + 30 [1] (M) 20[1] + 32[1] (H) |
7~13 x 2 | 100 x 2 | None | Grab | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | Dependent | 12 |
Honda slams his opponent to the ground, then follows up with a buttslam.
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Click to toggle detailed throwbox data.
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[2] x 4 | 0~4 x 4 | 20 x 4 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 54(7)54 | 25 | 146 | -13 (Second Attack)/ Hard Knockdown* | - |
Honda brings out the big guns: One of the worst Super Combos in the game.
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Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Prejump:
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Frame Count | 2 | 2 | 1 |
Simplified | 5 |
- Neutral/Back Jump, Airborne + Landing:
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Frame Count (Neutral) | 1 | 10 | 5 | 5 | 5 | 5 | 5 | 8 | 1 | 7* |
Simplified (Neutral) | 1 | 43 | 1 | 7* | ||||||
Frame Count (Back) | 1 | 10 | 5 | 5 | 5 | 5 | 5 | 8 | 1 | 7* |
Simplified (Back) | 1 | 43 | 1 | 7* |
- Forward Jump, Airborne + Landing:
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Frame Count | 1 | 10 | 6 | 4 | 4 | 6 | 12 | 1 | 7* |
Simplified | 1 | 42 | 1 | 7* |
Honda has the slowest prejump animation on the game. This is part of the reason why he suffers so much to get in vs projectile zoners. With that said, knowing how to jump correctly can make these matchups less annoying.
First of all, you'll be jumping neutrally frequently, since it will not always be possible to jump forward safely. Looking at Honda's Neutral Jump hurtboxes, it's easy to notice that the last 9 frames of the jump animation have the leg hurtbox positioned very low, which will make jumping over projectiles extra hard. To deal with that, it's wise to do a move that reduces Honda's hurtboxes during that time, so you can avoid having big vulnerable hurtboxes. A good option is to press HK as soon as you hit the apex of the jump, that way you'll not only have very small "lower-back" hurtboxes through out the entirety of the jump, but also may trigger the opponents proximity block. This is extra effective with Old Honda, as his Neutral Jumping Roundhouse has amazing priority at the front. New Honda can also control the horizontal movement of the Neutral Jump if he does a Fierce, but keep in mind that Neutral Jumping Fierce have bigger "lower-back" hurtboxes, leaving him more vulnerable to projectiles. It's also optimal to activate Fierce a little before Honda hits the apex of the jump so it's possible to steer the maximum possible.
As for forward jumps, an important thing to be aware of is how his hurtboxes are positioned on the last 13 frames of the jump. Take a look at the hitbox images above, did you notice how Honda's hurtboxes are way less vulnerable at his front than if he did a move? Just compare the forward edge of the pushbox (green box) which is the same on all jumping animations, with the edge of the closest hurtbox (blue box) on all diagonal jumping animations (empty jump + diagonal jumping normals). A well spaced empty jump can be usefull if the opponent defaults to non sweep anti airs, as this can make these anti airs simply whiff (e.g. vs a Dee Jay that defaults to Upkick anti air when he has charge). This trick can be just what Honda needs to finally get in and apply his extremelly strong close range pressure. Of course, if the opponent is aware of this, he may counter it appropriately, but then Honda can just jump with one of his good anti-anti-air normals instead, creating a mix-up situation.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.