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 | +6 | +1 | LH | Sp SA TC | 16 |
5HP | 900 | 8(9) | 7 | 20 | 34 | +1(+4) | -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 | - | 16* |
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 | - | 18* |
2LK | 200 | 5 | 2 | 9 | 15 | +3 | -3 | L | Chn | 12 |
2MK | 500 | 9 | 3 | 17 | 28 | +6 | -2 | L | - | 15 |
2HK | 900 | 11 | 3(6)5 | 14 | 38 | HKD +30(+39) | -10(-1) | L | - | |
j.LP | 300 | 5 | 6 | 3 land | - | +3(+9) | -1(+5) | H | - | |
j.MP | 700 | 6 | 8 | 3 land | - | +5(+11) | +1(+7) | H | - | |
j.HP | 800 | 9 | 4 | 3 land | - | +9(+15) | +5(+11) | H | - | |
8HP | 800 | 10 | 8 | 3 land | - | +12(+15) | +8(+11) | H | - | |
j.LK | 300 | 6 | 6 | 3 land | - | +5(+10) | +1(+6) | H | - | |
j.MK | 700 | 9 | 6 | 3 land | - | +8(+13) | +4(+9) | H | - | |
j.HK | 800 | 10 | 8 | 3 land | - | +8(+15) | +4(+11) | 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 | - | +10(+13) | +6(+9) | H | - | |
5LP~MP | 600(480) | 4 | 4 | 20 | 27 | KD +34 | -10 | LH | Sp SA | 35-36 |
5MP~3HK | 800 | 22 | 6 | 18 | 45 | +3 | -3 | H | kara |
< Street Fighter 6 | E.Honda
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
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 | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +8 | -11 | +7 | +2 | +8 | +3 | 17 | 12 | 9 |
5MP | +10 | -15 | +13 | +8 | +10 | +5 | 23 | 18 | 11 | |
5HP | KD +77(+80) Crumple | -24(-21) | +17 | +10 | +5(+8) | -2(+1) | 27 | 20 | 13 | |
5LK | 20% Starter | +9 | -9 | +6 | 0 | +9 | +3 | 16 | 10 | 9 |
5MK | +8 | -18 | +8 | +1 | 24 | 17 | 11 | |||
5HK | +3 | -27(-24) | +17(+15) | +8(+11) | +3 | -1(-7) | 28(25) | 18,21(24) | 13 | |
2LP | 20% Starter | +8 | -11 | +7 | +2 | +8 | +3 | 17 | 12 | 9 |
2MP | +7 | -18 | +13 | +7 | +7 | +1 | 23 | 17 | 11 | |
2HP | +7(+9) | -19(-17) | +7(+9) | +1(+3) | 24 | 18 | 13 | |||
2LK | 20% Starter | +7 | -9 | +7 | +1 | 14 | 8 | 9 | ||
2MK | +10 | -18 | +10 | +2 | 26 | 18 | 11 | |||
2HK | HKD +45(+54) | -26(-17) | HKD +30(+39) | -6(+3) | 18 | 13 | ||||
j.LP | +7(+13) | -8(-2) | 13 | 9 | 9 | |||||
j.MP | +9(+15) | -8(-2) | 15 | 11 | 11 | |||||
j.HP | +13(+19) | -8(-2) | 19 | 15 | 13 | |||||
8HP | +16(+19) | -5(-2) | 19 | 15 | 13 | |||||
j.LK | +9(+14) | -7(-2) | 14 | 10 | 9 | |||||
j.MK | +12(+17) | -7(-2) | 17 | 13 | 11 | |||||
j.HK | +12(+19) | -9(-2) | 19 | 15 | 13 | |||||
6HK | KD +45 | -22 | +5 | -1 | 25 | 19 | 13 | |||
3HK | +7 | -22 | +7 | +1 | 27 | 21 | 13 | |||
j.2MK | +14(+17) | -5(-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 | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 1.28 | 1 | 1 | 0 | |||
5MP | 1.687 | 1 | 1 | 0 | |||
5HP | 8-10 Air (Upper Body) | 1.46 (0.97) | '"`UNIQ--templatestyles-00000000-QINU`"'-1 PC ground / '"`UNIQ--templatestyles-00000002-QINU`"'0 PC air | 1 | 0 | ||
5LK | 1.12 | 1 | 1 | 0 | |||
5MK | 1.543 | 1 | 1 | 0 | |||
5HK | 1.554 (0.974) | 0,1 | 0,1 | 0,1 | |||
2LP | 1.23 | 1 | 1 | 0 | |||
2MP | 1.37 | 1 | 1 | 0 | |||
2HP | 1.917 (1.75) | 1 | 1 | 0 | |||
2LK | 1.11 | 1 | 1 | 0 | |||
2MK | 1.43 | 1 | 1 | 0 | |||
2HK | 1.605 | 1,1 | 1,1 | 5,5 | |||
j.LP | 1.31 | 1 | 1 | 0 | |||
j.MP | 1.38 | 1 | 1 | 0 | |||
j.HP | 1.30 | 1 | 0 | 0 | |||
8HP | 1.23 | 1 | 0 | 0 | |||
j.LK | 0.53 | 1 | 1 | 0 | |||
j.MK | 1.14 | 1 | 1 | 0 | |||
j.HK | 1.13 | 1 | 0 | 0 | |||
6HK | 2.114 | 1 | 1 | 0 | |||
3HK | 0.95 | 1 | 1 | 5 | |||
j.2MK | 0.64 | 1 | 1 | 0 | |||
5LP~MP | 1 | 1 | 0 | ||||
5MP~3HK | 1 | 1 | 5 |
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, distance traveled, 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; Honda's most important meterless route into 236K~2P launcher (higher damage and identical range compared to 5HK 1st hit) |
5LK | 4f normal with less range than 2LP, but allows a link into 5LP on hit |
5MK | No leg hurtbox (except for back foot) on frames 7-13, making it useful vs. low pokes; cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) |
5HK | 1st hit forces stand (can only connect on crouchers at close range); 2nd hit whiffs vs. crouching opponents unless they extend a vertical hurtbox; if 1st hit connects on crouch block and the 2nd hit whiffs, the cancel window of the first hit is extended, making it possible to confirm into a safe special move; 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; gives Honda a meterless combo into 236K~2P launcher (weaker than 5HP starter, but required in some routes like CH 5MP/2MK or DR~2LP) |
2LP | Chains into 2LP/2LK; true blockstring when chained into 2LP; topmost hurtbox on frames 1-6 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2MP | Great bufferable poke with strong hitbox priority; topmost hurtbox on frames 1-11 is vulnerable only to aerial attacks, preventing its use as an anti-air |
2HP | 2f extra recovery on whiff or if armor absorbed; not a low attack despite the animation; can be spaced to hit on later active frames for improved advantage; cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) |
2LK | Chains into 2LP/2LK; cancelable into 214P with Sumo Spirit enhancement (combos into LP version only) |
2MK | Low poke that can combo after hit (much stronger combo opportunities when used out of Drive Rush); cancelable into 214P with Sumo Spirit enhancement (combos into any strength version) |
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); 2nd hit puts airborne opponents into limited juggle state (useful in some side-switch juggles) |
j.LP | Strong horizontal jump-in hitbox; can be used as a fuzzy instant overhead |
j.MP | Puts airborne opponents into limited juggle state |
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 | Farthest downward-reaching jump-in |
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 6f gap between hits on block and 2f gap on hit (requires Drive Rush or Punish Counter to combo); 3HK startup can kara-cancel into specials/supers on frames 14-15 (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); the 3HK is cancelable into Sumo Spirit on hit by inputting 2HK (-30 vs. grounded opponents, only useful in juggles, HKD +11~14) |
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 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
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 (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 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 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.90 | |||||
4LPLK | 0.90 | |||||
HPHK | 1-27 | 2.539 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 2.019 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 2.019 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 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 (+5) into LK/OD Oicho Throw or a ranged meaty, or use Drive Rush for strike/throw mixup (DR~2HP is +10/+4 auto-timed) |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; 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. 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. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.213 (min/throw), 1.769 (min/block), 3.375 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
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 | 1400(1000) | 10 | 1~22 | 2+18(17) land | 29(51) | KD +40 | -3 | LH | SA3 | 17 |
[4]6MP | 1400(1100) | 10 | 1~24 | 2+18(20) land | 30(53) | KD +40 | -3 | LH | SA3 | 17 |
[4]6HP | 1500(1300) | 14 | 1~34 | 2+18(20) land | 34(67) | KD +40 | -3 | 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 | HKD +23[+27] | +1 | LH,H | - | |
[2]8MK | 400,1000 [800] | 11(42) | 4(24)7 | 17 land | 62 | HKD +23[+27] | +1 | LH,H | - | |
[2]8HK | 400,1000 [800] | 11(39) | 4(22)6 | 17 land | 59 | HKD +23[+27] | +1 | LH,H | - | |
[2]8KK | 400,1000 [800] | 6(31~36) | 12(13~17)9 | 17 land | 56~60 | HKD +23[+27] | +2 | LH,H | - | |
63214LK | 2000 (2300) | 6 | 4 | 52 | 61 | HKD +7 | - | T | - | |
63214MK | 2200 (2645) | 6 | 4 | 52 | 61 | HKD +7 | - | T | - | |
63214HK | 2400 (2760) | 6 | 4 | 52 | 61 | HKD +7 | - | T | - | |
63214KK | 2800 (3220) | 6 | 4 | 52 | 61 | HKD +7 | - | T | - | |
236K | - | 14 | - | 51 total | 51 | - | - | - | - | |
236KK | - | 13(11) | - | 34 total | 34 | - | - | - | - | |
236K~P | 400x2 | 14+9 | 3(13)3 | 22 | 49 | KD +42 | -3 | LH | SA3 | 44 SA / 51 Follow-up |
236KK~P | 400x2 | 13+9 | 3(13)3 | 17 | 44 | +3 | +3 | 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 | 350(250) | 30% Starter | KD +40 | -18 | 17 | 15 |
[4]6MP | 350(275) | 30% Starter | KD +40 | -21 | 20 | 15 |
[4]6HP | 375(325) | 30% Starter | KD +40 | -21 | 20 | 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 | HKD +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 | +7 | -18 | 39(23) | 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 | 4000,10000 | [10000] | 500,1500 | 200,1000 (140,700) | 100,500 (50,250) |
[2]8MK | 4000,10000 | [10000] | 500,1500 | 200,1000 (140,700) | 100,500 (50,250) |
[2]8HK | 4000,10000 | [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] | 2000x2 | 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 | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
22K | |||||||
214LP | 1.649 | 0x5,1 | 0x5,5 | 10x6 | |||
214MP | 1.949 | 0x8,1 | 0x8,5 | 10x9 | |||
214HP | 2.237 | 0x11,1 | 0x11,5 | 10x12 | |||
214PP | 4.137 (1.691) | 0x8,1 | 0x8,5 | 10x9 | |||
[4]6LP | 4-13 Air | 14-33 (FKD) | 2.861 (1.42/0.84) | 1 | 1 | 20 | |
[4]6MP | 5-13 Air | 14-35 (FKD) | 3.877 (1.42/0.84) | 1 | 1 | 20 | |
[4]6HP | 6-16 Air | 18-30(49) (FKD) | 6.85 (1.322/0.777) | 1 | 1 | 20 | |
[4]6PP | 1-8, 9-34 | 14-25(34) (FKD) | 6.793 (0.797) | 1,100 | 1,100 | 20,21 | |
[2]8LK | 7-48 (FKD) | 1,1 | 1,1 | 10,11 | |||
[2]8MK | 7-45 (FKD) | 1,1 | 1,1 | 10,11 | |||
[2]8HK | 7-42 (FKD) | 1,1 | 1,1 | 10,11 | |||
[2]8KK | 5-17 Air, 5-13 Throw | 5-39(43) (FKD) | 1,1 | 1,1 | 20,21 | ||
63214LK | 1.19 | ||||||
63214MK | 1.09 | ||||||
63214HK | 0.99 | ||||||
63214KK | 1.19 | ||||||
236K | |||||||
236KK | |||||||
236K~P | 1,1 | 1,1 | 15,16 | ||||
236KK~P | 1,1 | 1,1 | 15,16 | ||||
236K~P~P | 1 | 1 | 20 | ||||
236KK~P~P | 1 | 1 | 20 | ||||
236K~2P | 0,3 | 0,3 | 0,5 | ||||
236KK~2P | 0,3 | 0,3 | 0,5 | ||||
22P | 1-14 Air (Head) | 1.422 (1.327) | 3 | 3 | 2 |
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 -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; 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 -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; 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 -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge; if Honda switches sides, he will start landing recovery (11+9 land) after 15 active frames (cannot safely fly under neutral jumps) |
[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); 1st hit whiffs on crouching opponents and cannot hit cross-up; 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); 1st hit whiffs on crouching opponents and cannot hit cross-up; 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); 1st hit whiffs on crouching opponents and cannot hit cross-up; 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); 1st hit whiffs on crouching opponents and cannot hit cross-up; 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) |
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; incredibly disjointed hitbox for neutral approaches; safe but minus on block (recovers outside the opponent's throw range if well spaced); canceling into the final P follow-up creates a 2f frame trap that can punish opponents trying to retake their turn; sets up a safe jump anywhere on screen |
236KK~P | Honda advances forward with frame advantage on hit or block for more mixups/pressure; incredibly disjointed hitbox for neutral approaches; puts airborne opponents into limited juggle state; always a true blockstring into the follow-up attack (should only be done on hit unless it will chip out) |
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; true blockstring from 236KK~P |
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; 8f hitstop when clashing with projectile |
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 | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236P | 1-11 Strike/Throw | Break | 2.048 (1.882) | 1 | 1 | 99 | |
[4]646K | 1-18 Full, 19-36 Projectile | Break | 14~land (FKD) | 5.758 (1.323) | 99 | ||
214214P | 1-11 Full | Break | 2.40 (2.034) | 99 | |||
214214P | 1-11 Full | Break | 2.40 (2.034) | 99 |
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; becomes projectile invincible on hit up until the fully invincible cinematic ender (ensures a full connect even against slow projectiles); 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 |