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 |
< 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 | 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 |