< Street Fighter 6 | E.Honda
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
8j.HP
j.LK
j.MK
j.HK
Command Normals
6HK
3HK
j.2MK
Target Combos
5LP~MP
E.Honda
e.honda_5lp_mp
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5LP~MP Double Slaps
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File:SF6 Ehonda 5lp mp.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600(540) | - | - | LH | Sp SA | 35-36 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
4 | 4 | 20 | - | 14 | 11 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
27 | 3000 | [4000] | 1000 | 500 (350) | 250 (125) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | KD +48 | +4 |
Punish Advantage | Perfect Parry Advantage | ||||
KD +34 | - | ||||
Hit Advantage | Block Advantage | ||||
KD +34 | -10 | ||||
Notes | |||||
Puts opponent into limited juggle state on hit; MP follow-up can whiff at max range; very lenient hitconfirm window from a light starter |
5MP~3HK
E.Honda
e.honda_5mp_3hk
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5MP~3HK Toko Shizume
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File:SF6 Ehonda 5mp 3hk.png File:SF6 Ehonda 5mp 3hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | - | - | H | kara | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
22 | 6 | 18 | 27 | 21 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45 | 5000 | [7000] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -22 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -3 | ||||
Notes | |||||
Overhead Target Combo with a 7f gap between hits on block and 4f gap on hit (required Drive Rush or Punish Counter to combo); 3HK startup can kara-cancel into specials/supers on frames 15-16 (can start buffering the cancel beginning on frame 9); kara-cancel into 63214K command throw also has a 7f interruptible gap; Honda lifts up his front leg hurtbox on frames 4-20; slams juggled opponents down for a Hard Knockdown (+43~46) (requires a Drive Rush 5MP or DI wall splat starter) |
Throws
LPLK
4LPLK
Drive Moves
HPHK
E.Honda
e.honda_hphk
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HPHK Sumo Crunch
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
E.Honda
e.honda_6hphk
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6HPHK Raiden-Ho
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20(18) | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22(20) Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
18f startup refers to wake-up version; 4f screen freeze when used out of blockstun; 5f extra recovery on hit; see Drive Reversal. |
MPMK
E.Honda
e.honda_mpmk
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MPMK Drive Parry
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
66
E.Honda
e.honda_66
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66 Drive Rush
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | -10000(-30000) | - | - | |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.213 (min/throw), 1.769 (min/block), 3.375 (max/final DR frame) |
Special Moves
Sumo Spirit
22K
Hundred Hand Slap
214LP
214MP
E.Honda
e.honda_214mp
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214MP Hundred Hand Slap
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File:SF6 Ehonda 214mp.png File:SF6 Ehonda 214mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
80x8,360 (1000) [80x7,490 (1050)] |
20x8,90 (250) | [Combo (2 hits)] | LH | SA3 | 51[63] |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 2(4)2(1)1(3)1(2)1(3)1(3)1(2)1(2)2 [2(4)2(2)1(3)1(2)1(4)1(1)1(14)2] |
17[14] | 51(58) | 41 | 1x8,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
66[71] | 440x8,480 (4000) | [550x8,600 (5000)0] | 150x8,800 (2000) | 100x8,200 (70x8,140) | 50x8,100 (25x8,50) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+6[+8] | -17(-16) | ||||
Hit Advantage | Block Advantage | ||||
+2[+4] | -8 | ||||
Notes | |||||
[] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version |
214HP
E.Honda
e.honda_214hp
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214HP Hundred Hand Slap
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File:SF6 Ehonda 214hp.png File:SF6 Ehonda 214hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
80x11,320 (1200) [80x10,450 (1250)] |
20x11,80 (300) | [Combo (2 hits)] | LH | SA3 | 66[79] |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21 | 2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(2)1(2)1(2)1(1)2 [2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(1)1(1)1(14)2] |
17[14] | 63(70) | 53 | 1x11,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
81[86] | 410x11,490 (5000) | [400x11,600 (5000)] | 150x11,350 (2000) | 80x11,120 (56x11,84) | 40x11,60 (20x11,30) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+6[+8] | -19(-17) | ||||
Hit Advantage | Block Advantage | ||||
+2[+4] | -8 | ||||
Notes | |||||
[] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version |
214PP
Sumo Headbutt
[4]6LP
[4]6MP
E.Honda
e.honda_46mp
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[4]6MP Sumo Headbutt
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File:SF6 Ehonda 46mp.png File:SF6 Ehonda 46mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1300(1100) | 325(275) | 30% Starter | LH | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
10 | 1~24 | 2+18(20) land | - | 19 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
30(53) | 7500 | [12500] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
5-13 Air | - | 14-35 (FKD) | 1 | 1 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +40 | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +40 | -3 | ||||
Notes | |||||
() refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~80% screen length; only first 4 active frames are cancelable into SA3; always -4 on block regardless of how meaty it connects (but generally safe due to pushback); good for chipping at opponent's Drive gauge |
[4]6HP
E.Honda
e.honda_46hp
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[4]6HP Sumo Headbutt
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File:SF6 Ehonda 46hp.png File:SF6 Ehonda 46hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1400(1300) | 350(325) | 30% Starter | LH | SA3 | 17 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 1~34 | 2+18(20) land | - | 19 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
34(67) | 10000 | [12500] | 2000 | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6-16 Air | - | 18-30(49) (FKD) | 1 | 1 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +40 | -21 | ||||
Hit Advantage | Block Advantage | ||||
KD +40 | -3 | ||||
Notes | |||||
() refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); continues until it reaches opponent or edge of screen (variable Active and Total frame count); only first 4 active frames are cancelable into SA3; always -4 on block regardless of how meaty it connects (but generally safe due to pushback); good for chipping at opponent's Drive gauge; from frame 18 onward, if Honda switches sides he will play out 10 more active frames before transitioning to his 20f recovery animation; if opponent switches sides before frame 18, Honda does not become airborne |
[4]6PP
E.Honda
e.honda_46pp
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[4]6PP Sumo Headbutt
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![]() File:SF6 Ehonda 46pp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600,1000 | 150,250 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | 5,1~30 | 30(37) land | - | 23(18) | 11,11 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44(73) | 500,7500 | [3000] | -20000 | 300,700 (210,490) | 150,350 (75,175) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-8, 9-34 | 14-25(34) (FKD) | 1,100 | 1,100 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +36(+37) | -41(-36) | ||||
Hit Advantage | Block Advantage | ||||
KD +36(+37) | -20 | ||||
Notes | |||||
2 hits if used from close range; 2nd hit continues until it reaches opponent or edge of screen (variable Active and Total frame count); 7f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); 1 hit of armor before active frames, then another hit of armor that lasts until end of active frames; armor has fixed 7f hitstop that allows it to punish safe jumps using Medium/Heavy air normals (Light safe jumps can still block OD Headbutt); always -20 on block regardless of how meaty it connects; from frame 26 onward, Honda transitions to his 30f recovery animation if he switches sides with the opponent |
Sumo Smash
[2]8LK
[2]8MK
E.Honda
e.honda_28mk
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[2]8MK Sumo Smash
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File:SF6 Ehonda 28mk.png File:SF6 Ehonda 28mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,1000 [800] | 100,250 [200] | 25% Starter | LH,H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11(42) | 4(24)7 | 17 land | - | 17,22 | 15,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 4000,10000 | [10000] | 500,1500 | 200,1000 (140,700) | 100,500 (50,250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 7-45 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23[+55] | -19(-18) | ||||
Hit Advantage | Block Advantage | ||||
HKD +23[+27] | +1 | ||||
Notes | |||||
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 39); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back |
[2]8HK
E.Honda
e.honda_28hk
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[2]8HK Sumo Smash
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File:SF6 Ehonda 28hk.png File:SF6 Ehonda 28hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,1000 [800] | 100,250 [200] | 25% Starter | LH,H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11(39) | 4(22)6 | 17 land | - | 17,22 | 15,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
59 | 4000,10000 | [10000] | 500,1500 | 200,1000 (140,700) | 100,500 (50,250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 7-42 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23[+55] | -19(-18) | ||||
Hit Advantage | Block Advantage | ||||
HKD +23[+27] | +1 | ||||
Notes | |||||
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 37); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back |
[2]8KK
E.Honda
e.honda_28kk
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[2]8KK Sumo Smash
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![]() File:SF6 Ehonda 28kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,1000 [800] | 100,250 [200] | 25% Starter | LH,H | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6(31~36) | 12(13~17)9 | 17 land | - | 17,22 | 15,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
56~60 | 4000,8000 | [10000] | -20000 | 200,1000 (140,700) | 100,500 (50,250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
5-17 Air | - | 5-39 (FKD) | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +23[+54] | -19(-18) | ||||
Hit Advantage | Block Advantage | ||||
HKD +23[+27] | +2 | ||||
Notes | |||||
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 31); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back; holding LK or MK will cause Honda to hang mid-air before starting his descent (LK 4f longer, MK 2f longer) |
Oicho Throw
63214LK
63214MK
E.Honda
e.honda_63214mk
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63214MK Oicho Throw
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File:SF6 Ehonda 63214mk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2200 (2645) | - | 20% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 3 | 52 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | - | [10000] | 2000 | 3000 (2100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +7 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +7 | - | ||||
Notes | |||||
Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.09 |
63214HK
E.Honda
e.honda_63214hk
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63214HK Oicho Throw
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File:SF6 Ehonda 63214hk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
2400 (2760) | - | 20% Immediate | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 3 | 52 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | - | [10000] | 2000 | 3000 (2100) | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +7 | - | ||||
Hit Advantage | Block Advantage | ||||
HKD +7 | - | ||||
Notes | |||||
Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 0.99 |
63214KK
Sumo Dash
236K
E.Honda
e.honda_236k
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236K Sumo Dash
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![]() File:SF6 Ehonda 236k hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 51 total | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
51 | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can cancel into P or 2P follow-ups on frames 14-43; Movement Speed: 0.052 |
236KK
E.Honda
e.honda_236kk
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236KK Sumo Dash
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![]() File:SF6 Ehonda 236kk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13(11) | - | 34 total | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
34 | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
Can cancel into P follow-up on frames 13-27, or the 2P follow-up on frames 11-27; Movement Speed: 0.067 |
Teppo Triple Slap
236K~P
236KK~P
E.Honda
e.honda_236kk_p
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236KK~P Teppo Triple Slap 1
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![]() File:SF6 Ehonda 236kk p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x2 | 100x2 | - | LH | SA2 SA3 | 44 SA / 51 Follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | 3(13)3 | 17 | - | 38(22) | 9,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
44 | 2500x2 | [2500x2] | - | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -18 | ||||
Hit Advantage | Block Advantage | ||||
+3 | +2 | ||||
Notes | |||||
Puts opponents into limited juggle state on hit, allowing for Super or P follow-up to juggle; Honda advances forward with frame advantage on block for more mixups/pressure; can create a 2f frame trap by canceling into the final P follow-up on block, but since Honda is at frame advantage this is not a useful option |
236K~P~P
236KK~P~P
E.Honda
e.honda_236kk_p_p
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236KK~P~P Teppo Triple Slap 2
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![]() File:SF6 Ehonda 236kk p p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 3 | 38 | - | 27 | 15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
54 | 5000 | [5000] | - | 1000 (700) | 500 (250) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +54 | -39 | ||||
Hit Advantage | Block Advantage | ||||
KD +54 | -24 | ||||
Notes | |||||
Easily hitconfirmable ender after a safe 236KK~P starter; ender cannot be performed on whiff; 2f gap on block after 236KK~P but not useful for frame trapping since Honda has much safer options that beat any reversal button |
Taiho Cannon Lift
236K~2P
236KK~2P
E.Honda
e.honda_236kk_2p
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236KK~2P Taiho Cannon Lift
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![]() File:SF6 Ehonda 236kk 2p hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500x2 | 125x2 | - | LH | SA2 SA3 | 54 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | 2(17)3 | 32(15) | - | 32(13) | 15,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
65(49) | 2500x2 | [2500x2] | - | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +64 | -33 | ||||
Hit Advantage | Block Advantage | ||||
KD +64 | -22 | ||||
Notes | |||||
Launches opponent into a limited juggle state; reduced recovery on hit only |
Neko Damashi
22P
Super Arts
236236P
[4]646K
214214P
214214P (CA)
E.Honda
e.honda_214214p(ca)
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214214P The Final Bout (CA)
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![]() File:SF6 Ehonda 214214p(ca) hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 (2750) | 500,750 | 50% Minimum; 10% Immediate (Sp) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | 3(8)3 | 51 | - | 31(20) | 10,13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
73 | 5000x2 (10000) | 20000 | - | -30000 | -30000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-11 Full | Break | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +34 (KD +19) | -52 | ||||
Hit Advantage | Block Advantage | ||||
HKD +34 (KD +19) | -34 | ||||
Notes | |||||
() refers to non-cinematic hit when 1st hit whiffs (1750 less damage, Drive Dmg is unaffected); available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK