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.
Damage |
17 |
 |
 |
 |
 |
|
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
|
Damage |
17 |
 |
 |
 |
 |
|
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 |
 |
 |
 |
 |
 |
 |
|
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
|
Damage |
21 |
 |
 |
 |
 |
 |
 |
|
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 |
 |
 |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
3 |
4
|
Simplified |
1 + 6 |
7
|
|
 |
 |
 |
 |
|
Frame Count |
7 |
5 |
3 |
2 |
1
|
Simplified |
18
|
Damage |
27 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
130
|
Chain Cancel |
No
|
Special Cancel |
Yes*
|
Frame Advantage |
?
|
Frame Count |
2 |
3 |
4
|
Simplified |
1 + 5 |
4
|
|
 |
 |
 |
 |
 |
|
Frame Count |
6 |
8 |
6 |
4 |
3 |
1
|
Simplified |
28
|
Damage |
16 |
 |
 |
 |
 |
|
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
|
Damage |
17 |
 |
 |
 |
 |
 |
 |
|
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
|
Damage |
16 |
 |
 |
 |
 |
 |
 |
|
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
|
Damage |
19 |
 |
 |
 |
 |
|
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
|
Damage |
21 |
 |
 |
 |
 |
 |
 |
|
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
|
Damage |
12+21 |
 |
 |
 |
 |
 |
 |
|
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 |
 |
 |
 |
 |
|
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
|
|
 |
 |
 |
|
Frame Count |
8 |
6 |
3 |
1
|
Simplified |
18
|
Damage |
24 |
 |
 |
 |
 |
 |
 |
|
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
|
Damage |
27 |
 |
 |
 |
 |
 |
 |
|
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
Damage |
17 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
3 |
30 |
∞
|
Simplified |
8 |
30 |
∞
|
Damage |
14 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
3 |
30 |
∞
|
Simplified |
8 |
30 |
∞
|
Damage |
19 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
|
Frame Count |
3 |
4 |
4 |
12
|
Simplified |
7 |
16
|
|
 |
 |
 |
|
Frame Count |
8 |
4 |
4 |
∞
|
Simplified |
∞
|
Damage |
19 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
|
Frame Count |
3 |
4 |
4 |
12
|
Simplified |
7 |
16
|
|
 |
 |
 |
|
Frame Count |
8 |
4 |
4 |
∞
|
Simplified |
∞
|
Damage |
27 |
 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
60
|
|
Frame Count |
3 |
4 |
6 |
8 |
4 |
4 |
∞
|
Simplified |
7 |
6 |
∞
|
Damage |
26 |
 |
 |
 |
 |
 |
 |
|
Stun |
3~9
|
Stun Timer |
40
|
|
Frame Count |
3 |
4 |
8 |
8 |
4 |
4 |
∞
|
Simplified |
7 |
8 |
∞
|
Damage |
14 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
|
Frame Count |
3 |
4 |
30 |
4 |
∞
|
Simplified |
7 |
30 |
∞
|
Damage |
14 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
|
Frame Count |
3 |
4 |
∞
|
Simplified |
7 |
∞
|
Damage |
19 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
|
Frame Count |
3 |
4 |
12 |
4 |
4 |
4 |
4 |
4 |
∞
|
Simplified |
7 |
12 |
∞
|
- Diagonal Jumping Forward:
Damage |
19 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
|
Frame Count |
3 |
4 |
12 |
4 |
4 |
4 |
4 |
4 |
∞
|
Simplified |
7 |
12 |
∞
|
- Neutral Jumping Roundhouse:
Damage |
26 |
 |
 |
 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
60
|
|
Frame Count |
3 |
4 |
12 |
4 |
4 |
4 |
4 |
4 |
∞
|
Simplified |
7 |
12 |
∞
|
- Diagonal Jumping Roundhouse:
Damage |
26 |
 |
 |
 |
 |
 |
 |
 |
 |
|
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 |
 |
 |
 |
 |
|
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
|
|
 |
 |
 |
|
Frame Count |
2 |
2 |
2 |
1
|
Simplified |
7
|
- Flying Sumo Press: (Jump diagonally, ↙/↓/↘ + Forward)
Damage |
21 |
 |
 |
|
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 |
 |
 |
|
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.
Damage |
24 + 4*n |
 |
 |
|
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 |
 |
 |
|
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:
|
 |
|
Frame Count (Jab) |
1 |
3
|
Simplified (Jab) |
4
|
Frame Count (Strong) |
3 |
4
|
Simplified (Strong) |
7
|
Frame Count (Fierce) |
4 |
6
|
Simplified (Fierce) |
10
|
Damage (Jab) |
21/19 |
 |
 |
|
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
|
|
 |
 |
|
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
|
|
 |
|
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)
Damage (Jab) |
24 |
Jab & Strong Only |
 |
 |
Jab |
Strong & Fierce |
Jab |
Strong & Fierce |
|
Damage (Strong) |
26 |
 |
 |
 |
 |
|
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)
|
 |
 |
 |
 |
 |
 |
|
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)
|
 |
 |
 |
 |
 |
|
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)
|
Damage (Short) |
21 |
Short & Forward |
Roundhouse |
File:OEHonda bdrop8to10anm.png |
 |
 |
 |
|
Damage (Frwrd) |
24 |
 |
|
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 (Frwrd) |
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.