Street Fighter 6/E.Honda/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

E.Honda HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Ehonda Portrait.png 10500 0.9 0.045 0.025 19 23 1.058 0.601 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 5 3 10 17 +4 -1 LH Sp SA TC 13 (18 TC)
5MP 700 10 4 13 26 +4 +1 LH Sp SA TC 16
5HP 900 8(9) 7 20 34 -1(+2) -6(-3) LH Sp SA 16 (17 SS 214P)
5LK 300 4 2 9 14 +5 -1 LH Sp SA 12
5MK 700 10 4 16 29 +4 -3 LH -
5HK 400x2 8 2(1)4 22 36 -1 -5(-11) LH Sp SA 34 (1st: 18 oH/21 oB)
2LP 300 4 3 10 16 +4 -1 LH Chn Sp SA 13
2MP 600 8 4 16 27 +3 -3 LH Sp SA 16
2HP 800 11 4 17(19) 31(33) +3(+5) -3(-1) LH Sp* 18*
2LK 200 5 2 9 15 +3 -3 L Chn
2MK 500 9 3 17 28 +5 -2 L -
2HK 900 11 3(6)5 14 38 HKD +30(+39) -10(-1) L -
j.LP 300 5 6 3 land - - - H -
j.MP 700 6 8 3 land - - - H -
j.HP 800 9 4 3 land - - - H -
8HP 800 10 8 3 land - - - H -
j.LK 300 6 6 3 land - - - H -
j.MK 700 9 6 3 land - - - H -
j.HK 800 10 8 3 land - - - H -
6HK 900 14 3 21 37 +1 -5 L -
3HK 800 22 6 18 45 +3 -3 H kara
j.2MK 500 11 9 3 land - - - H -
5LP~MP 600(540) 4 4 20 27 KD +34 -10 LH Sp SA 35-36
5MP~3HK 800 22 6 18 45 +3 -3 H kara

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -11 +7 +2 17 12 9
5MP +8 -15 +11 +8 21 18 11
5HP KD +66(+68) Crumple -24(-21) +15 +10 25 20 13
5LK 10% Starter +9 -9 +6 0 16 10 9
5MK +8 -18 24 17 11
5HK +3 -27(-24) +17(+15) +8(+11) 28(25) 18,21(24) 13
2LP 10% Starter +8 -11 +7 +2 17 12 9
2MP +7 -18 +13 +7 23 17 11
2HP +7(+9) -19(-17) 24 18 13
2LK 10% Starter +7 -9 14 8 9
2MK +9 -18 25 18 11
2HK HKD +45(+54) -26(-17) 18 13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
8HP -2 19 15 13
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 13
6HK KD +45 -22 25 19 13
3HK +7 -22 27 21 13
j.2MK -2 17 13 11
5LP~MP KD +34 KD +48 +4 14 11
5MP~3HK +7 -22 27 21 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 4000 [6000] 2000 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 2500 [4000] 1000 700 (490) 350 (175)
5HK 2000x2 [5000x2] 1500x2 400x2 (280x2) 200x2 (100x2)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 6000 [10000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 4000 [6000] 2000 600 (420) 300 (150)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
8HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6HK 6000 [10000] 3000 1000 (700) 500 (250)
3HK 5000 [7000] 2000 1000 (700) 500 (250)
j.2MK 2500 [4000] 1000 500 (350) 250 (125)
5LP~MP 3000 [4000] 1000 500 (350) 250 (125)
5MP~3HK 5000 [7000] 2000 1000 (700) 500 (250)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP 8-10 Air (Upper Body)
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
8HP
j.LK
j.MK
j.HK
6HK
3HK
j.2MK
5LP~MP
5MP~3HK

input Notes
input Notes
5LP Good range for a light normal; very lenient hitconfirm window into 5LP~MP Target Combo for a light normal (though the MP can whiff at max range)
5MP Good poke and pressure starter due to its hitbox priority and block advantage
5HP 1st active frame only hits above Honda, and 2nd active frame only hits point blank (realistically 10f startup vs. grounded opponents in most scenarios); first 3 active frames are cancelable and a solid anti-air (cannot hit cross-up); Punish Counter causes a crumple vs. grounded opponents, or slams airborne opponents down into a free OTG juggle state (5HP must be canceled to combo afterwards); only the first 3 active frames are cancelable (with Sumo Spirit, later active frames can be canceled into 214P); final 4 active frames make 5HP a solid poke in neutral; extends a hurtbox on frame 10 that is vulnerable to projectiles; special/DR cancel is delayed until after 2nd active frame
5LK 4f normal with less range than 2LP, but allows a link into 5LP on hit
5MK Honda lifts up his front leg hutbox on frames 7-13, making it useful vs. low pokes
5HK 1st hit forces stand (can only connect on crouchers at close range); 2nd hit whiffs vs. crouch block (this extends the cancel window of the first hit, making it possible to confirm into a safe special move vs. crouch block); 1st hit puts airborne opponents into a free juggle state; 2nd hit puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits
2LP Chains into 2LP/2LK; true blockstring when chained into 2LP
2MP Great bufferable poke with strong hitbox priority
2HP 2f extra recovery on whiff or if armor absorbed; cancelable into 214P with Sumo Spirit; not a low attack despite the animation; can be spaced to hit on later active frames for improved advantage
2LK Chains into 2LP/2LK
2MK Low poke that can combo after hit (much stronger combo opportunities when used out of Drive Rush)
2HK Has juggle potential (no longer a Hard Knockdown if juggled into); 2nd hit is behind E. Honda (safe on block and better KD Adv. if it connects)
j.LP Strong horizontal jump-in hitbox; can be used as a fuzzy instant overhead
j.MP
j.HP Strong horizontal jump-in hitbox; causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter
8HP Can be steered forward or backward in the air (forward movement is faster than backward); great air-to-air hitbox
j.LK Cross-up
j.MK Decent air-to-air
j.HK
6HK Ranged low poke that knocks down on Punish Counter; can be made safe due to pushback
3HK Overhead with startup that can kara-cancel into specials/supers on frames 15-16 (can start buffering the cancel beginning on frame 9); Honda lifts up his front leg hurtbox on frames 4-20, making it strong vs. low pokes; slams juggled opponents down for a Hard Knockdown (+42~43)
j.2MK Cross-up; can only be performed during forward jump
5LP~MP 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 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)

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +17 - T
4LPLK 1200 (2040) 5 3 23 30 KD +24 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +17
4LPLK 20% Immediate HKD +24
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK No corner throw loop, but can Drive Rush and meaty with any normal 9f or faster
4LPLK Side switch; after throwing opponent into corner, can dash for perfect meaty throw timing (+5 after dash); walking for a meaty throw requires frame perfect timing
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK 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.
66 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)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
22K - 51 - 1 52 - - - -
214LP 80x5,400 (800)
[80x5,450 (850)]
12 2(4)2(2)1(2)2(1)1(1)2
[2(4)2(2)1(1)2(1)1(10)2]
14 45[53] +2[+4] -4 LH SA3 36[49]
214MP 80x8,360 (1000)
[80x7,490 (1050)]
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] 66[71] +2[+4] -8 LH SA3 51[63]
214HP 80x11,320 (1200)
[80x10,450 (1250)]
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] 81[86] +2[+4] -8 LH SA3 66[79]
214PP 80x8,160 (800)
[80x9,130 (850)]
19 4(6)2(3)2(3)2(4)2(2)2(2)2(2)2(1)2
[4(6)2(3)2(3)2(4)2(1)2(1)1(1)1(10)2]
12 73[77] +4[+6] -3 LH SA2 SA3 62[73]
[4]6LP 1300(1000) 10 1~22 2+18(17) land 29(51) KD +40 -4 LH SA3 17
[4]6MP 1300(1100) 10 1~24 2+18(20) land 30(53) KD +40 -4 LH SA3 17
[4]6HP 1400(1300) 14 1~34 2+18(20) land 34(67) KD +40 -4 LH SA3 17
[4]6PP 600,1000 9 5,1~30 30(37) land 44(73) KD +36(+37) -20 LH -
[2]8LK 400,1000 [800] 11(45) 4(26)8 17 land 65 KD +23[+27] +1 LH,H -
[2]8MK 400,1000 [800] 11(42) 4(24)7 17 land 62 KD +23[+27] +1 LH,H -
[2]8HK 400,1000 [800] 11(39) 4(22)6 17 land 59 KD +23[+27] +1 LH,H -
[2]8KK 400,1000 [800] 6(36) 12(13)9 17 land 56 KD+23[+27] +1 LH,H -
63214LK 2000 (2300) 7 3 52 61 HKD +7 - T -
63214MK 2200 (2645) 7 3 52 61 HKD +7 - T -
63214HK 2400 (2760) 7 3 52 61 HKD +7 - T -
63214KK 2800 (3220) 7 3 52 61 HKD +7 - T -
236K - 14 - 51 total 51 - - - -
236KK - 13(11) - 34 total 34 - - - -
236K~P 400x2 9 3(13)3 22 49 KD +42 -3 LH SA3 44 SA / 51 Follow-up
236KK~P 400x2 9 3(13)3 17 44 KD +45 +2 LH SA2 SA3 44 SA / 51 Follow-up
236K~P~P 600 14 3 38 54 KD +22 -24 LH -
236KK~P~P 800 14 3 38 54 KD +54 -24 LH -
236K~2P 400x2 12 2(17)3 32(15) 65(49) KD +64 -22 LH SA3 54
236KK~2P 500x2 12 2(17)3 32(15) 65(49) KD +64 -22 LH SA2 SA3 54
22P 600 11 5 14 29 +3(+7) -3(+1) LH Sp* SA3 19

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
22K
214LP 20x5,100 (200) [Combo (2 hits)] +6[+8] -18(-14) 30 1x5,10
214MP 20x8,90 (250) [Combo (2 hits)] +6[+8] -17(-16) 41 1x8,10
214HP 20x11,80 (300) [Combo (2 hits)] +6[+8] -19(-17) 53 1x11,10
214PP 20x8,40 (200) +8[+10] -12 52 1x8,10
[4]6LP 325(250) 30% Starter KD +40 -18 16 15
[4]6MP 325(275) 30% Starter KD +40 -21 19 15
[4]6HP 350(325) 30% Starter KD +40 -21 19 15
[4]6PP 150,250 KD +36(+37) -41(-36) 23(18) 11,11
[2]8LK 100,250 [200] 25% Starter KD +23[+55] -19(-18) 17,22 15,10
[2]8MK 100,250 [200] 25% Starter KD +23[+55] -19(-18) 17,22 15,10
[2]8HK 100,250 [200] 25% Starter KD +23[+55] -19(-18) 17,22 15,10
[2]8KK 100,250 [200] 25% Starter KD +23[+54] -19(-18) 17,22 15,10
63214LK 20% Immediate HKD +7
63214MK 20% Immediate HKD +7
63214HK 20% Immediate HKD +7
63214KK 20% Immediate HKD +7
236K
236KK
236K~P 100x2 KD +42 -23 38(22) 9,15
236KK~P 100x2 KD +45 -18 38(22) 9,15
236K~P~P 150 KD +25 -39 17 15
236KK~P~P 200 KD +54 -39 27 15
236K~2P 100x2 KD +64 -33 32(13) 15,15
236KK~2P 125x2 KD +64 -33 32(13) 15,15
22P 150 +7(+11) -17(-13) 16 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
22K
214LP 500x6 (3000) [830x5,850 (5000)] 150x,1250 (2000) 160x5,200 (112x5,140) 80x5,100 (40x5,50)
214MP 440x8,480 (4000) [550x8,600 (5000)0] 150x8,800 (2000) 100x8,200 (70x8,140) 50x8,100 (25x8,50)
214HP 410x11,490 (5000) [400x11,600 (5000)] 150x11,350 (2000) 80x11,120 (56x11,84) 40x11,60 (20x11,30)
214PP 550x8,600 (5000) [500x8,1000 (5000)] -20000 100x8,200 (70x8,140) 50x8,100 (25x8,50)
[4]6LP 7500 [12500] 2000 1000 (700) 500 (250)
[4]6MP 7500 [12500] 2000 1000 (700) 500 (250)
[4]6HP 10000 [12500] 2000 1000 (700) 500 (250)
[4]6PP 500,7500 [3000] -20000 300,700 (210,490) 150,350 (75,175)
[2]8LK 4000,8000 [10000] 500,1500 200,1000 (140,700) 100,500 (50,250)
[2]8MK 4000,8000 [10000] 500,1500 200,1000 (140,700) 100,500 (50,250)
[2]8HK 4000,8000 [10000] 500,1500 200,1000 (140,700) 100,500 (50,250)
[2]8KK 4000,8000 [10000] -20000 200,1000 (140,700) 100,500 (50,250)
63214LK [10000] 2000 3000 (2100)
63214MK [10000] 2000 3000 (2100)
63214HK [10000] 2000 3000 (2100)
63214KK [10000] -20000 3000 (2100)
236K
236KK -20000
236K~P 2500x2 [2500x2] 1000x2 500x2 (350x2) 250x2 (125x2)
236KK~P 2500x2 [2500x2] 500x2 (350x2) 250x2 (125x2)
236K~P~P 5000 [5000] 2000 1000 (700) 500 (250)
236KK~P~P 5000 [5000] 1000 (700) 500 (250)
236K~2P 2500x2 [2500x2] 1000x2 500x2 (350x2) 250x2 (125x2)
236KK~2P 2500x2 [2500x2] 500x2 (350x2) 250x2 (125x2)
22P 5000 [5000] 2000 1000 (700) 500 (250)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
22K
214LP
214MP
214HP
214PP
[4]6LP 4-13 Air 14-33 (FKD) 1 1
[4]6MP 5-13 Air 14-35 (FKD) 1 1
[4]6HP 6-16 Air 18-30(49) (FKD) 1 1
[4]6PP 1-8, 9-34 14-25(34) (FKD) 1,100 1,100
[2]8LK 7-48 (FKD)
[2]8MK 7-45 (FKD)
[2]8HK 7-42 (FKD)
[2]8KK 5-17 Air 5-39 (FKD)
63214LK
63214MK
63214HK
63214KK
236K
236KK
236K~P
236KK~P
236K~P~P
236KK~P~P
236K~2P
236KK~2P
22P 1-14 Air (Head)

input Notes
input Notes
22K Enhances the next Hundred Hand Slap (increased damage and hit advantage); allows 5HP (all active frames), 2HP, and 22P to cancel into Hundred Hand Slap
214LP [] 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
214MP [] 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 [] 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 [] 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)
[4]6LP () refers to reduced damage on active frame 5 onward; 1f less landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~50% 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]6MP () 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 () 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 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
[2]8LK [] 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 41); 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]8MK [] 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 [] 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 [] 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;
63214LK Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19
63214MK Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.09
63214HK Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 0.99
63214KK Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19
236K Can cancel into P or 2P follow-ups on frames 14-43; Movement Speed: 0.052
236KK Can cancel into P follow-up on frames 13-27, or the 2P follow-up on frames 11-27; Movement Speed: 0.067
236K~P Puts opponents into limited juggle state on hit, allowing for Super or P follow-up to juggle; safe but minus on block; canceling into the final P follow-up creates a 2f frame trap that can punish opponents trying to retake their turn
236KK~P 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 Easily hitconfirmable ender after a safe 236K~P starter; can be used to frame trap opponent trying to take back their turn from the -3 situation (2f gap on block); ender cannot be performed on whiff
236KK~P~P 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
236K~2P Launches opponent into a limited juggle state; reduced recovery on hit only
236KK~2P Launches opponent into a limited juggle state; reduced recovery on hit only
22P Has a 1-hit projectile clash hitbox during active frames; useful anti-air for horizontal approaches but cannot hit cross-up; can be spaced out for better hit/block advantage (can lead to extended combos); cancelable into enhanced 214P with Sumo Spirit

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 2000 7 5 48 59 KD +13(+38) -33 LH
[4]646K 2850(2800) 12 2(2),1~21 2+43 land 61(81) HKD +13 -27 LH
214214P 4000 (2500) 9 3(8)3 51 73 HKD +11 (KD +19) -34 LH
214214P 4500 (2750) 9 3(8)3 51 73 HKD +34 (KD +19) -34 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 500 30% Minimum KD +13(+38) -51 20 15
[4]646K 10,740 40% Minimum HKD +13 -48(-44) 23(19) 9,15
214214P 500x2 50% Minimum; 10% Immediate (Sp) HKD +11 (KD +19) -52 31(20) 10,13
214214P 500,750 50% Minimum; 10% Immediate (Sp) HKD +34 (KD +19) -52 31(20) 10,13

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P 2500 5000 -10000 -10000
[4]646K 500,4500 10000(9500) -20000 -20000
214214P 3750x2 (7500) 15000 -30000 -30000
214214P 5000x2 (10000) 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236P 1 Full, 2-11 Strike/Throw Break
[4]646K 1-18 Full, 19-36 Projectile Break 14~land (FKD)
214214P 1-11 Full Break
214214P 1-11 Full Break

input Notes
input Notes
236236P Good range makes it useful as a 7f punish tool; KD Adv. depends on distance from the opposite wall
[4]646K 40f charge (charge lasts 28f after releasing back direction); travels full screen, making it a useful anti-projectile tool; first hit has very short range (slightly less damage and Drive damage from longer ranges); from frame 24 onward, Honda transitions to his 45f recovery animation if he switches sides with the opponent; if Honda whiffs entire SA2 without crossing under the opponent, landing recovery becomes 12+33 (total recovery time is unchanged); full dmg distribution: 50,500,100x14,900
214214P () refers to non-cinematic hit when 1st hit whiffs (1500 less damage, Drive Dmg is unaffected); cinematic time regenerates ~2.4 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
214214P () 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



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