Super Street Fighter IV AE/E. Honda

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E. Honda

SSFIV-EHonda Face.jpg

Edmund Honda may be the greatest sumo wrestler to ever have lived and his skills as a sumo wrestler are unrivaled. However, Honda was appalled that the rest of the world did not respect his form of combat and set out to prove to the world that sumo was indeed the strongest form of martial arts there was. His journeys around the world have garnered him an eclectic set of friends, ranging from fellow wrestler Zangief to fellow food connoisseur El Fuerte and the otaku Japanophile Sodom. In order to pass on his extensive knowledge of sumo, Honda adopted a son named Jin Ichiro. He can be seen on the East Asia Overpass stage.


In a nutshell

E. Honda is a well-rounded power character who aims for getting High.png amounts of damage within seconds of connecting a hit-confirm. His signature Hundred Hand Slap is one of the easiest moves to hit-confirm, and deals excellent damage on its own. His Headbutt is, surprisingly, both an excellent anti-ait tool and a good tool for moving him forward. If he gets in close enough, Honda can also make you respect his Oicho Throw, which has excellent invincibility for a command grab. He can also play defensive and patiently wait to time out the opponent should he have the life lead. Honda's main problem is one that has stuck to him like moths to flame - fireball characters. Any character with fireballs can make the fight an Instant.png uphill battle for Honda, as there is little he can do other than jump over them and hope to punish something.


Players to Watch

Coungster, Mike Ross

Moves

Unique Attacks

Name
Command
Notes
Shikofumi
Df.png + Hk.png
High.png
Target Combo
close Mp.png ---.png Df.png + Hk.png
2nd hit: High.png

Throws

Name
Command
Notes
Sabori
F.png or N.png + Lp.png + Lk.png
Throw.png
Rice Bale Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Hundred Hand Slap
press P.png repeatedly
Requires 5 punch button presses; Ex.png
Sumo Headbutt
B.png (charge) F.png + P.png
Ex.png Armorbreak.png
Sumo Smash
D.png (charge) U.png + K.png
2nd hit: High.png ; Ex.png
Oicho Throw
Hcb.png + P.png
Throw.png Ex.png

Super Combo

Name
Command
Notes
Super Killer Head Ram
B.png (charge) F.png B.png F.png + P.png

Ultra Combos

Name
Command
Notes
Ultimate Killer Head Ram
B.png (charge) F.png B.png F.png + 3p.png
Armorbreak.png
Orochi Breaker
Hcb.png hcb + 3p.png
Throw.png


AE ver. 2012 Changes

Sumo Headbutt

Made upper body totally invincible from start until 14th frame for light version. Changed damage until 2nd active frame from 130 to 100 for light version. Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.


Heavy Hundred Hand Slap

Expanded final hit’s hitbox forward, making it easier to connect with all characters.


Orochi Breaker

Changed easy command.


Ultimate Killer Head Ram

Made KO possible even when the move’s first hit is double hit.


AE Changes

  • Light Punch Headbutt now has lower body invincibility instead of upper body invincibility, so it will be harder to utilize it as anti air.
  • Ultra 1 has projectile invincibility until the last active frame.
  • Ultra 2's command has been changed to two half-circle backs from a 720 motion. It's easier to get it out now. Also, while its range increased, it starts up in 2-frames so it's possible to dodge it after screen freeze.
  • Jump MP hitbox changed. Still strong as an air-to-air, but will lose more often against ground opponents.
  • Far Standing HP does 120 damage in the first 3 active frames, 80 from the 4th frame after, so know it will do less damage when use as a poke against ground opponents.
  • Diagonal Jump Foward HP does 100 damage now (was 120).
  • During backdash, Honda is now considered airborne right after invincibility ends.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 40 50 20 sp/su 6 2 6 +3 +6
Close Strong.gif HL 30*50 50*50 40*20 sp/su*- 7 2(4)1 9 +4 +7
Close Fierce.gif HL 120[100] 200[150] 60 su 8 6 12 0 +5 Forces stand, [] refers to active frames 3~6
Close Short.gif HL 30 50 20 sp/su 5 3 6 +2 +5
Close Forward.gif HL 90 100 40 sp/su 5 3 12 -1 +2
Close Roundhouse.gif HL 30*100 125*75 60*20 su*- 6 2*3 14 +1 +6 2nd hit forces stand
Far Jab.gif HL 40 50 20 sp/su 6 2 6 +3 +6
Far Strong.gif HL 90 100 40 su 8 3 12 -1 +2
Far Fierce.gif HL 120[80] 200 60 su 10 6 16 -2 +2 Guard advantage based on 3rd active frame, [] refers to active frames 4~6
Far Short.gif HL 40 50 20 sp/su 5 2 7 +2 +5
Far Forward.gif HL 80 100 40 su 8 2 12 0 +3
Far Roundhouse.gif L 100 150 60 - 7 3 22 -7 -3
Crouch Jab.gif HL 40 50 20 sp/su 4 4 7 0 +3
Crouch Strong.gif HL 80 100 40 su 8 3 11 0 +3
Crouch Fierce.gif L 140 200 60 su 11 4 16 -2 +2
Crouch Short.gif L 30 50 20 sp/su 5 2 7 +2 +5
Crouch Forward.gif L 80 100 40 sp/su 7 3 11 0 +3
Crouch Roundhouse.gif L 120 200 60 - 14 2 14 +2 - Hard knockdown
Jump Up Jab.gif H 60 50 20 - 7 5 - - -
Jump Up Strong.gif H 90 100 40 - 6 8 - - -
Jump Up Fierce.gif H 120 200 60 - 8 10 - - - Can adjust left/right in midair
Jump Up Short.gif H 50 50 20 - 7 9 - - -
Jump Up Forward.gif H 90 100 40 - 9 9 - - -
Jump Up Roundhouse.gif H 130 200 60 - 7 9 - - -
Jump Forward Jab.gif H 60 50 20 - 7 6 - - -
Jump Forward Strong.gif H 90 100 40 - 7 7 - - -
Jump Forward Fierce.gif H 100 200 60 - 8 5 - - -
Jump Forward Short.gif H 50 50 20 - 6 6 - - -
Jump Forward Forward.gif H 90 100 40 - 6 8 - - -
Jump Forward Roundhouse.gif H 110 200 60 - 6 7 - - -
Downright.gif+Roundhouse.gif H 130 200 60 sp/su 30 2 19 -3 - Hard knockdown, 12~30f cancellable
Target Combo 1 H 130 200 60 sp/su 30 2 19 -3 - Hard knockdown, 12~30f cancellable
Focus Attack LVL 1 HL 80 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 100 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 160 200 60 - 65 2 35 - -
Forward Throw 0.90 140 180 40 - 3 2 20 - - Hard knockdown, opponent recovers 81f after you recover
Back Throw 0.90 150 100 40 - 3 2 20 - - Hard knockdown, opponent recovers 64f after you recover
Hundred Hands Jab.gif HL 30x3 20x3 20/10x3 su 6 3(3)1(3)2(4)1(3)1(4)2(3)1 16 +1 +5
Hundred Hands Strong.gif HL 30x4 20x4 20/10x4 su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 15 +4 +8
Hundred Hands Fierce.gif HL 15x7 20x7 20/10x7 su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 13 +3 +10
Hundred Hands (continuation) Jab.gif HL 30xN 20xN 0/10xN - 4 1(3)2(4)1(2)2(4)1(3)2 7 +8 +12
Hundred Hands (continuation) Strong.gif HL 30xN 20xN 0/10xN - 4 1(3)2(4)1(2)2(4)1(3)2 7 +8 +12
Hundred Hands (continuation) Fierce.gif HL 15xN 20xN 0/10xN - 4 1(3)2(4)1(2)2(4)1(3)2 10 +9 +13
Hundred Hands EX.gif HL 20x7 20x7 -250/0 su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 19 0 +4 Can adjust position left or right
Headbutt Jab.gif HL 120[100] 200 30/40 su 13 17 14 + After landing 13 -9 - 1~14f projectile and upper body strike invincible, 15~29f lower body projectile invincible, 15f~ airborne, armor break, recovery on hit/block is 29f, charge 55f, [] refers to first 2 active frames
Headbutt Strong.gif HL 130[140] 200 30/40 su 9 21 14 + After landing 13 -13 - 1~10f projectile and lower body strike invincible, 11~29f lower body projectile invincible, 11f~ airborne, armor break, recovery hit/block is 33f, charge 55f, [] refers to first 2 active frames
Headbutt Fierce.gif HL 140[160] 200 30/40 su 8 48 14 + After landing 22 -16 - 10~55f lower body projectile invincible, 10f~ airborne, armor break, (translate), recovery hit/block is 36f, charge 55f, [] refers to first 2 active frames
Headbutt EX.gif HL 140[160] 200 -250/0 su 8 25 14 + After landing 13 -8 - 1~8f Invincible, 9~32f lower body projectile invincible, 10f~ airborne, armor break, recovery on hit/block is 28f, charge 55f, [] refers to first 2 active frames
Butt Drop Short.gif HL*H 80*100 100*150 30/30*20 - 14 7(14)6 After landing 18 -2 - 1~12f Invincible, 8f~ airborne, 2nd hit hard knockdown, charge 55f
Butt Drop Forward.gif HL*H 90*110 100*150 30/30*20 - 14 7(14)9 After landing 18 -2 - 1~13f Invincible, 8f~ airborne, 2nd hit hard knockdown, charge 55f
Butt Drop Roundhouse.gif HL*H 100*120 150*150 30/30*20 - 14 7(14)15 After landing 18 -3 - 1~12f Invincible, 7f~ airborne, 2nd hit hard knockdown, charge 55f
Butt Drop EX.gif HL*H 100*80 100*100 -250/0 - 9 6(14)12 After landing 18 -2 - 1~9f Invincible, 4f~ airborne, 2nd hit hard knockdown, 2nd hit can juggle, charge 55f
Oicho Throw Jab.gif 1.50 160 100 30/80 - 5 2 41 - - Hard knockdown, opponent recovers 26f after you recover
Oicho Throw Strong.gif 1.35 170 100 30/80 - 5 2 41 - - Hard knockdown, opponent recovers 26f after you recover
Oicho Throw Fierce.gif 1.30 180 100 30/80 - 5 2 41 - - Hard knockdown, opponent recovers 26f after you recover
Oicho Throw EX.gif 1.52 190 150 -250/0 - 5 2 41 - - Hard knockdown, opponent recovers 26f after you recover
Super Combo Jab.gif HL 160*240 0 -1000/0 - 1+8 13(36)23 14 + After landing 17 -6 - 1~12f Invincible, 13~80f projectile invincible (or until it hits), 8~44f 55f~ airborne, untechable limited juggle knockdown, pursuit property, charge 55f
Super Combo Strong.gif HL 160*240 0 -1000/0 - 1+9 16(36)23 14 + After landing 17 -6 - 1~11f Invincible, 12~84f projectile invincible (or until it hits), 8~48f 59f~ airborne, untechable limited juggle knockown, pursuit property, charge 55f
Super Combo Fierce.gif HL 160*240 0 -1000/0 - 1+9 25(36)23 14 + After landing 17 -6 - 1~8f Invincible, 9~103f projectile invincible (or until it hits), 8~57f 71f~ airborne, untechable limited juggle knockown, pursuit property, charge 55f
Ultra Combo 1 HL 60*450 0 0/0 - 0+11 24 22 + After landing 13 -15 - 1~11f Invincible, 12~34 projectile invincible, 8f~ airborne, hard knockdown, armor break, 1st hit goes into animation, charge 55f, opponent recovers 63f after you recover
Ultra Combo 2 1.16 450 0 0/0 - 0+1 2 70 - - 1~2f Invincible, hard knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes