| input = {{Tooltip| text= {{qcfd}}{{b}} + {{p}} | hovertext= Affected by the Input Store Glitch. 4 can be held as long as you wish before performing the move.}}
| subtitle = Air Hurricane Kick/Air {{motion|qcb}}+{{Icon-Capcom|}}
| subtitle = {{Tooltip| text= 6324P | hovertext= Affected by the Input Store Glitch. 4 can be held as long as you wish before performing the move.}}
|guard = {{Tooltip | text=High/Unblockable | hovertext = 50% chance to be unblockable if hit on the first frame.}}
|guard = Grab
|startup = 0
|startup = 0
|active = 2(1)2(2) x 3(L)/4(M)/5(H)
|active = 1
|recovery = ∞+7
|recovery = Dependent
|total = 21(L)/28(M)/35(H) +∞+7
|total = 1
|frameAdv = Dependent
|frameAdv = Dependent
|invul = N/A
|actrange = N/A
|actrange = N/A
|juggle = No
|meter = 12
|meter = 6
|description= Honda slams his opponent to the ground, then follows up with a buttslam.
|description= The Tatsumaki Senpukyaku except airborne.
*Honda's main offensive weapon. Easy to tick into, great damage, high dizzy.
*Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
*The Input Storing Glitch allows this move to be a powerful defensive tool as well. (See Strategies for more info.)
*50% chance to be unblockable if hit on the first frame.
*You can Negative Edge this move to create a command grab with essentially 0 recovery frames.
*This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).
*Detailed Input: (→ [7~14f] ↘ [7~14f] ↓ [7~14f] ←/↙/↖ [Unlimited Frames] Jab/Strong/Fierce). You can let go of 4 for 10 frames and still keep the move stored.
*You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.
*Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!
*Can combo on the way down and hits crouching characters more often, so it's well suited for shenanigans.
*Since there's no minimum activation requirement unlike Ryu's tatsu, Ken can create a rather parabolic jump arc or activate right before landing for the best possible frame advantage.
*Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
*Also keep in mind that once you land, you have 7 frames of landing animation you can't cancel out of whatsoever.
Officially known as Roundhouse Kicks, called Crazy Kicks by the community as to not confuse people with the roundhouse button. All of them have the same power regardless of what kick button pressed to use them, but all will turn into an Inazuma Kick overhead if you hold them. They're not very useful, but they're there.
==== <span class="invisible-header">Kama Barai Geri (Inside Crescent)</span> ====
*Combos very easily off of Crouching Short/Forward
*Extended part does a lot of stun damage, which is very good when you want to land one of Ken's high damaging combos.
*Best Crazy Kick to cancel into Inazuma Kick due to the quick startup. Still way slower than other character's overheads.
*The first active part of this move can hit crouching Dhalsim, Sagat, T.Hawk, Zangief, and Old Fei Long. Dee Jay and Boxer can also be hit, but you have to be very close.
*Can be used as a built in safejump in some matchups by canceling sweep into this move, then holding up-forwards. This works on Cammy and Fei Long, and may also work on Zangief if you attack with Jumping Jab (as to avoid his Lariats) and Zangief doesn't crouch.
*Detailed Input: (↓ [7~14f] ↘ [7~14f] → [9f] K)
}}
}}
<span class="mw-customtoggle-increscent" style="color: cyan">Click to toggle detailed hitbox data.</span>
*Grants a lot of frame advantage, but has a VERY slow startup.
*Hits most crouching characters (whiffs completelly against Blanka, and only the first hit can reach a crouching Cammy).
*Usually an annoyance since you can accidentally pull this off when attempting a walk in sweep. It's vital for New Ken players to avoid using this move.
*Has the slowest startup out of Ken's Crazy Kicks, so it's unsuitable as a Inazuma cancel.
*It does at the very least add Outside Crescent's first hitbox to the Inazuma Kick, comboing into the overhead.
*It's called a Crazy Kick because you'd be crazy to pull this off in an actual match.
*Detailed Input: (→ [7~14f] ↘ [7~14f] ↓ [9f] K)
}}
}}
<span class="mw-customtoggle-outcrescent" style="color: cyan">Click to toggle detailed hitbox data.</span>
|description= Ken's old Far Standing Roundhouse, but worse, and jankier.
*Less active frames and worse priority than his old RH.
*First hit does a hard knockdown, second hit is one of the few moves in the game that does a Far Knockdown. For some reason.
*The first active part can hit a crouching Dhalsim, Zangief, T.Hawk, or Sagat. You can also hit Boxer and Dee Jay while really close. Second part will only hit crouching Dhalsim or Dee Jay up close.
*If you manage to hit with the hard knockdown somehow, you can follow up with a Roundhouse Tatsu or a juice kick to get your opponment close to the corner, and close to you.
*Some players like to use this move to fake a Hadoken, since the first sprite on startup is the same across both moves.
*Against other Shotos, if you're on the starting side (Left if you're Player 1, Right if you're Player 2) you can hit this move point blank to switch sides with your opponent. Follow this up with a Jab Shoryuken using the crosscut input for a surprise knockdown.
*Canceling this into an Inazuma Kick allows you to temporarily change sides with Ryu, Ken, Chun-Li, Guile, Cammy, Fei Long, Boxer, and Claw, making their reversals whiff.
*While QCF+K has a better startup for Inazumas, this move can be useful for them since you can safely space them against Zangief's SPD, due to his hitboxes being projected way ahead of his throw hurtbox.
*Can be used as a built in safe jump by canceling a sweep into this move, then holding up towards (Unless your opponent touches the corner during their knockdown animation). This works on Ryu, E. Honda, Cammy, Fei Long, and Dictator.
*Hitting with the second part also allows for safe jumps, if you hit with it and then jump twice in a row. This works on Ryu, T. Hawk, Fei Long, Dee Jay, and Dictator, and also works on Zangief if you jump with Jab or Strong.
*It's called a Crazy Kick because it's crazy how jank they made this move.
| subtitle = 236/632/41236 + HOLD {{Icon-Capcom|k}}
| image = Ken_ckohrh5.png
| imageSize = 162x107px
| caption = First Hitbox (HCF version)
| image2 = Ken_ckohrh6.png
| imageSize2 = 173x104px
| caption2 = Second Hitbox (HCF version)
| data =
{{AttackData-SSF2T
|damage = 24[2]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = High
|startup = {{Tooltip | text=(7/16/12 + 2)* | hovertext = The startup for the Crazy Kick used, plus the first 2 active frames.}} + {{Tooltip | text=18/20* | hovertext = 18 for QCF and QCDF, 20 for HCF}}
|active = 6 {3/3)
|recovery = 7
|total = {{Tooltip | text=40/49/47* | hovertext = 40 for QCF, 49 for QCDF, 47 for HCF}}
|frameAdv = +9/+12
|actrange = N/A
|meter = 6
|description= Ken's Overhead conversion. Can be performed from any of his Crazy Kicks, but the overall strength doesn't change depending on button or Crazy Kick performed.
*One of the game's slower overheads.
*Move starts after the first 2 active frames of each Crazy Kick, so this move's startup is equal to the Crazy Kick's startup + 2, plus 18 (or 20 if using the HCF version)
*Recommended to perform this from Ken's QCF Kick, since that has the least startup.
*Rarely used in mixups as a result of the move's poor startup.
*Kick must be held for the entire duration of the move's startup (7f/16f/12f)
}}
}}
<span class="mw-customtoggle-inazuma" style="color: cyan">Click to toggle detailed hitbox data.</span>
Disclaimer: To better understand the diagrams, read this.
Far Normals
frlp
Far Jab fr. 5LP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[1]
0~5
40
None
Mid
33+
Startup
Active
Recovery
Total
Frame Adv.
Meter
6
4
5
15
+4
2/1
A far-reaching thrust.
Good priority makes it a great way to deal with "rushing" moves (Blanka Rolls, Hawk Dives, Honda Headbutts, etc.
Also a decent anti-air.
Beats most pokes.
The best attack to start a Fierce HHS from due to the startup, but this adds to the move's execution.
Hits every crouching opponent except Blanka, so it can be used as a safe meaty on most knockdowns.
Especially handy against Shoto wakeup jab Shoryuukens (Harder to do against Ken since his Shoryuken has more horizontal range than Ryu's).
Click to toggle detailed hitbox data.
Frame Count
1 + 2
3
4
4
1
Simplified
6
4
5
frmp
Far Strong fr. 5MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[1]
5~11
60
None
Mid
33+
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
4
6
17
+8
4/3
Similar to far st.jab with more range.
Another great way to mask a Fierce HHS.
Can be used to stuff/trade with the startup of projectiles.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
2
4
3
2
1
Simplified
7
4
6
frhp
Far Fierce fr. 5HP
This isn't a sweep, more like a light dusting.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]
10~16
80
None
Mid
49+
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
4
18
30
0
5/4
A low punch that doesn't hit low.
Usually what you get for mistiming close Fierce or incorrectly mashing out a Fierce HHS.
Severely nerfed from his Old version, where it hit low, was faster, and could be Special canceled.
Tends to leave you wide open
Not very useful outside of a particular combo.
Click to toggle detailed hitbox data.
Startup/Active
Frame Count
1 + 3
4
4
Simplified
8
4
Recovery
Frame Count
4
6
4
2
1
1
Simplified
18
frlk
Far Short fr. 5LK
Fun fact: Kicks above the kneecap are an illegal move in sumo wrestling and will result in an immediate loss.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
18[1]
0~5
40
-
Low
12+
Startup
Active
Recovery
Total
Frame Adv.
Meter
10
3
7
20
+3
2/1
A strange, high-ish kick.
Actually slower than far Forward in terms of startup, believe it or not.
It does have less recovery frames overall but why.
Nigh useless.
Click to toggle detailed hitbox data.
Frame Count
1 + 3
3
3
3
3
3
1
Simplified
10
3
7
frmk
Far Forward fr. 5MK
First Hit
Second Hit
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[1] ~ 24[1]
5~11 x 2
60 x 2
None
Mid
12+
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
9 (3 ~ 6)
10
26
-1 ~ +2(+1)
4/3
Another weird high-ish kick.
Can be used as a counter pokea gainst Dhalsim's standing kicks, Boxer's standing Fierce, and Claw's standing Strong.
The second hitbox isn't as good as Old Honda's crouching Forward, but it does have better leg hurtboxes which allow it to whiff against some low normals.
Still, not a very good tool to use in neutral.
Click to toggle detailed hitbox data.
Frame Count
1 + 3
3
3
6
5
4
1
Simplified
7
3
6
10
frhk
Roundhouse fr. 5HK
First Hit.
Second Hit. This move doesn't change depending on distance, but it's listed twice for consistency.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[2] ~ 30[0]
3~9 > 10~16
40 ~ 80
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
8 (3 ~ 5)
18
34
-4 ~ -1(-2)
5/4
An actual roundhouse kick.
Good damage and stun, but no follow ups.
Works as a simple 2-hitter, but it's safer to just use your Double Knee command forward instead since it does more damage and actually has frame advantage.
Can be used as an anti-air, but Honda has better options.
Can't be used while charging back (Overlaps with command sweep)
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
1 + 2
2
3
3
5
Simplified
8
3
5
Recovery:
Frame Count
8
6
3
1
Simplified
18
Close Normals
cl.lp
Close Jab cl. 5LP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[1]
0~5
40
Special, Super
Mid
0-32
Startup
Active
Recovery
Total
Frame Adv.
Meter
4
2
3
9
+8
2/1
A quick palm thrust.
Good as a tick and for some combos.
Useful for mixing up your tick throws alongside close Strong.
Click to toggle detailed hitbox data.
Frame Count
1 + 1
2
2
1
1
1
Simplified
4
2
3
cl.mp
Close Strong cl. 5MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[1]
5~11
60
Super
Mid
0-32
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
2
5
12
+11
4/3
Another palm strike.
Gives immense frame advantage, allowing you to link into most normal moves for some decent combos.
Can also be used as an unexpected tick into Oicho: Since Honda players usually use normals with low blockstun (usually crouching Jab) when tick throwing, having a move with medium blockstun can mixup your opponent.
When using this as a tick, keep in mind you'll need to walk forward a little before you Oicho on everyone except Zangief.
Can also be mixed in with close Jab for a different blockstun time.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
2
2
2
1
Simplified
5
2
5
clhp
Close Fierce cl. 5HP
First Hitbox
Second Hitbox.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]
10~16
80
None
Mid
0-48
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
7 (5/2)
18
32
-3/+2
5/4
A chop with a huge arc.
Anti-airs attacks directly above you (Such as when Claw wall dives you in the corner)
Main weakness is the strict activation range.
The huge startup makes it one of Honda's lesser used attacks.
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
1 + 3
3
5
2
Simplified
7
7
Recovery:
Frame Count
7
5
3
2
1
Simplified
18
cllk
Close Short cl. 5LK
How could this move get any worse?
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
18[1]
0~5
40
Special, Super
Mid
0-11
Startup
Active
Recovery
Total
Frame Adv.
Meter
4
3
5
12
+5
2/1
A knee strike.
Outprioritized by close Standing Jab.
Impossible to use against some characters (unless they jump over you) since the maximum activation range isn't close enough to activate the move even when point blank.
Avoid like the plague.
Click to toggle detailed hitbox data.
Frame Count
1 + 1
1
1
3
2
1
1
1
Simplified
4
3
5
clmk
Close Forward cl. 5MK
It got worse.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
60
None
Mid
0-11
Startup
Active
Recovery
Total
Frame Adv.
Meter
6
3
7
16
+8
4/3
Close Short except you can't cancel it and it's slower.
Outprioritized again by close Strong.
Can't use while charging since it overlaps with the Knees command normal.
Impossible to use against some characters (unless they jump over you) since the maximum activation range isn't close enough to activate the move even when point blank.
Avoid like the plague (again).
Click to toggle detailed hitbox data.
Frame Count
1 + 1
2
2
3
2
2
2
1
Simplified
6
3
7
clhk
Roundhouse fr. 5HK
First Hit.
Second Hit. This move doesn't change depending on distance, but it's listed twice for consistency.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[2] ~ 30[0]
3~9 > 10~16
40 ~ 80
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
8 (3 ~ 5)
18
34
-4 ~ -1(-2)
5/4
An actual roundhouse kick.
Good damage and stun, but no follow ups.
Works as a simple 2-hitter, but it's safer to just use your Double Knee command forward instead since it does more damage and actually has frame advantage.
Can be used as an anti-air, but Honda has better options.
Can't be used while charging back (Overlaps with command sweep)
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
1 + 2
2
3
3
5
Simplified
8
3
5
Recovery:
Frame Count
8
6
3
1
Simplified
18
Crouching Normals
crlp
Crouching Jab cr. 2LP
Strikes to the groin are another illegal move in sumo wrestling.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[1]
0~5
40
Super
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
8
3
16
+2
2/1
A crouching palm thrust.
Good poke that trades Standing Jab's priority for better range and less vulnerability against lows.
Great for buffering Fierce HHS due to its long active time.
Also a great meaty to start ticks.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
8
2
1
Simplified
5
84
3
crmp
Crouching Strong cr. 2MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[1]
5~11
60
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
8
11
26
-1
4/3
A palm strike, now right handed.
Hitbox makes it great for beating some key crouching attacks, like Guile and Chun's Crouching Forwards.
Still slow.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
2
8
6
4
1
Simplified
7
8
11
crhp
Crouching Fierce cr. 2HP
First Hit
Second Hit.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
16[2] x 2
1~7 x 2
70 x 2
Super/None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
4(6)8
11
34
-6 ~ +3(+2)
5/4
Two palm strikes, one left, one right.
Not very useful outside of a few combos.
Can be used to deter Boxer's low punches.
Usually seen when you mess up an Oicho Throw.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
4
2
2
2
Simplified
5
4
6
|
Frame Count
8
6
4
1
Simplified
8
11
crlk
Crouching Short cr. 2LK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
18[1]
0~5
40
Special, Super
Low
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
4
3
4
11
+6
2/1
An excellent low kick.
Cancelable, and good for tick throwing.
Experienced Hondas can cancel this normal into any strength HHS for a nasty frame trap, but it takes serious button mashing skills to do (especially the Strong and Fierce versions).
You're almost always in range for an Oicho if you cancel this into a Strong or Fierce HHS.
Click to toggle detailed hitbox data.
Frame Count
1 + 1
2
3
3
1
Simplified
4
3
4
frmk
Crouching Forward cr. 2MK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
60
None
Low
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
5
8
20
+5
4/3
A low kick that looks the exact same as crouching Short but it's different.
Can be used to buffer Strong or Fierce HHS on block.
The timing of the buffered HHS coming out from this move can be awkward for an opponent to deal with, making it good for surprises.
Works great as a counter-poke against certain other character's pokes, like Guile's crouching Forward.
You can use this move in the corner after a Fierce Hold to crossup. This works on everyone BUT Sagat, Chun-Li, and Claw.
The secret to timing this is to walk forward until your opponent gets released from the hold, then hit 2HK as soon as they hit the wall. This sequence is cool, but it's not fool-proof since you can get hit with a reversal throw/special (though this is VERY risky) and it's easy to anticipate once you know how to defend against it (but it does give you frame advantage).
Can also be used as a safe meaty against horizontal-based reversals (Shoryukens, Chun-Li's Tenshokyaku upkicks, etc.). By hitting this move on the last few active frames on these characters (like Ryu, for example), if you're outside of their throw range they'll either whiff a Shoryuken, whiff a normal, or block.
A harder variation involves purposely missing the meaty timing by a very small amount while in Oicho range to get an Oicho coming right out of the recovery.
Sets up a built in safe jump against Sagat and Claw. Just hold up-forward after a successful knockdown, and you'll get a guaranteed safe jump unless they touch the corner or hit a breakable object.
Click to toggle detailed hitbox data.
Frame Count
1 + 3
4
6
4
8
6
1
Simplified
8
6
4
8
7
Neutral Jump Normals
njlp
Neutral Jumping Jab nj. 8LP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[1]
1~7(-2)
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
30
∞
38+∞
Dependent
2/1
A jumping chop.
Not particularly useful, but has decent reach.
Click to toggle detailed hitbox data.
Frame Count
2
3
3
30
∞
Simplified
8
30
∞
njmp
Neutral Jumping Strong nj. 8MP
First Hitbox.
Second Hitbox.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
50(+10)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
16 (4/12)
∞
33+∞
Dependent
4/3
Another chop, this time with windback.
First part has great priority, second part not so much.
Still a decent air to air/walldive counter.
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
3
4
4
12
Simplified
7
16
Recovery
Frame Count
8
4
4
∞
Simplified
∞
njhp
Neutral Jumping Fierce nj. 8HP
Can be steered midair. In case of fireballs, break glass.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
32[2]
11~17(-1)
60(+20)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
6
∞
13+∞
Dependent
5/4
Honda does a curved slap.
This move can be steered in midair, allowing for slight movement after you've left the ground.
Steering allows safe jumping over projectiles, making it an invaluable tool in his kit.
Click to toggle detailed hitbox data.
Frame Count
3
4
6
8
4
4
∞
Simplified
7
6
∞
njlk
Neutral Jumping Short nj. 8LK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
16[1]
1~7(-2)
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
30
∞
37+∞
Dependent
2/1
A jumping kick.
Landing this move as a tick will push you out of most characters throw ranges and leave you in Oicho range for an unexpected and hard to deal with tick.
Ticking with this move is circumstantial however, likely requiring a knockdown in the corner.
Otherwise this move is hot garbage.
Click to toggle detailed hitbox data.
Frame Count
7
4
30
4
∞
Simplified
7
30
∞
njmk
Neutral Jumping Forward nj. 8MK
Jumping Kick: Better Priority Edition
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
50(+10)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
12
∞
19+∞
Dependent
4/3
Another jumping kick.
Ok for protection as you come down, but nj.HP is often favored as it can be steered.
Click to toggle detailed hitbox data.
Frame Count
3
4
12
4
4
4
4
4
∞
Simplified
7
12
∞
njhk
Neutral Jumping Roundhouse nj. 8HK
Jumping Kick: Special OK Priority Edition
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]
11~17(-1)
60(+20)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
6
∞
13+∞
Dependent
5/4
Yet another jumping kick.
Trades nj.mk's better priority for better damage.
Some Honda plsyers use this over his sterrable nj.HP because of its truncated hurtboxes for jumping over projectiles. Try both and see what works best for your playstyle. -x64
Click to toggle detailed hitbox data.
Frame Count
3
4
6
4
4
4
4
4
∞
Simplified
7
6
∞
Diagonal Jump Normals
djlp
Diagonal Jumping Jab dj. 7LP/9LP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
12[0]
1~7(-2)
40
Special
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
2
∞
N/A
2+∞
Dependent
2/1
A jumping chop.
Good air-to-air move thanks to the long horizontal hitbox.
Can trade or beat touch jump ins like Chun-Li's LK/MK if you've got good reflexes.
Excellent for tick throws and safe jumps.
Dictator and Blanka can duck under this move and punish you for using it.
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
1
2
2
12
Recovery:
Frame Count
8
4
4
4
∞
djmp
Diagonal Jumping Strong dj. 7MP/9MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[2]
5~11
50
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
8
∞
15+∞
Dependent
4/3
Another chop. The downwards motion doesn't have a hitbox for some reason.
Useful against Claw's walldives while jumping back.
One of your only reliable moves with a hitbox above you, which can save you in a pinch when you don't have a charge for jab Headbutt.
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
3
4
8
Simplified
7
8
Recovery:
Frame Count
6
8
4
4
4
∞
Simplified
∞
djhp
Diagonal Jumping Fierce dj. 7HP/9HP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]
3~9
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
8
∞
15+∞
Dependent
5/4
A sweeping slap. The diagonal version can't be steered.
Some players prefer to use this instead of diagonal Forward as their main jump-in for the extra damage.
Slightly less vertical priority than dj.mk but more horizontal priority. Also slightly less reach. Use what feels more comfortable.
Click to toggle detailed hitbox data.
Frame Count
3
4
6
8
4
4
∞
Simplified
7
6
∞
djlk
Diagonal Jumping Short dj. 7LK/9LK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
16[1]
1~7(-2)
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
∞
N/A
7+∞
Dependent
2/1
A quick jumping buttslam makes an important move move for Honda.
Small hurtbox helps with jumping over projectiles.
The hitbox has decent vertical priority and hits low to the ground, which makes it good for stuffing slides and poorly spaced anti-air sweeps.
Click to toggle detailed hitbox data.
Frame Count
3
4
∞
Simplified
7
∞
djmk
Diagonal Jumping Forward dj. 7MK/9MK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
50(+10)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
12
∞
19+∞
Dependent
4/3
Your best frontal jump-in.
Very good vertical priority, letting you stuff a lot of anti-air normals if spaced properly.
Click to toggle detailed hitbox data.
Frame Count
3
4
12
4
4
4
4
4
∞
Simplified
7
12
∞
djhk
Diagonal Jumping Roundhouse dj. 7HK/9HK
The developers got a lot of mileage out of this sprite.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]
3~9
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
10
∞
17+∞
Dependent
5/4
One last jumping kick for the road.
A great crossup, usually harder to counter than a dj.mk crossup.
A critical crossup against Chun-Li, since Tenshokyaku will whiff if you space this correctly. -x64
Click to toggle detailed hitbox data.
Frame Count
3
4
10
4
4
4
4
4
∞
Simplified
7
10
∞
Command Normals
Knee Strike
Knee Strike Hiza Geri (close) 4/6MK
First Hit
Second Hit
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
26[1] ~ 16[1]
5~11 x 2
60 x 2
None
Mid
0-11
Startup
Active
Recovery
Total
Frame Adv.
Meter
10
6 (3 ~ 3)
7
23
+5 ~ +8(+7)
4/3 x 2
A two hit knee attack.
Somewhat slow.
This can be linked after a crossup if it hits very deep.
Not much use since you can't do much afterwards, and Honda has better tick options.
Click to toggle detailed hitbox data.
Startup/Active
Frame Count
1 + 3
3
3
3
3
Simplified
10
3
3
Recovery
Frame Count
2
2
2
1
Simplified
7
Sweep Kick
Sweep Kick Harai Geri 4/6HK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
28[2]
5~11
130
None
Low
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
10
6
19
35
-3/Soft Knockdown
5/4
Honda's command sweep, and his longest ranged normal.
You'll be using this a lot against projectile characters. Using this from max range to stop/trade with projectile attempts allows you to keep the initiative with a knockdown and get a chance to get in close.
Honda's hurtbox shifts out when the leg is extended, making it harder to use as an anti-air.
Hitting this will create a built in safe jump against Sagat and Claw, as long as they don't hit the corner or a breakable object.
Click to toggle detailed hitbox data.
Frame Count
1 + 3
3
3
6
8
10
1
Simplified
10
6
19
Flying Sumo Press
Flying Sumo Press 2MK during diagonal jump
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[2]
5~11
50(+10)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
∞
N/A
7+∞
Dependent
4/3
A full body slam.
Good crossup. Not much priority for frontal jumps though. -x64
Click to toggle detailed hitbox data.
Frame Count
3
4
∞
Simplified
7
∞
Throws
E.Honda can throw with , , and . He has the longest normal throw range in the game, as well as some nasty throw loops off his Fierce and Roundhouse throws.
Rice Bale Throw Tawara Nage (close) 4/6MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
32
7~13
100
None
Grab
64 (from axis) 36 (from throwable box)
Startup
Active
Recovery
Total
Frame Adv.
Meter
1
1
Dependent
2
N/A
-
Honda's one and only normal Throw.
The direction you're holding determines the direction you'll throw in.
Useful to throw characters at a corner
Can't softlock the game like Old Honda's version can.
Saba Ori (close) 4/6HP
Hug the life out of them.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
26 + 4*n
0
0
None
Grab
64 (from axis) 36 (from throwable box)
Startup
Active
Recovery
Total
Frame Adv.
Meter
1
1
Dependent
2
N/A
-
Honda's "bear hug" hold. You'll be using this one the most.
Amount of hits is set at 8, then added/subtracted through mashing.
Untechable (like all holds), does nice damage, and sets up crossup/walk under/tick shenanigans.
In the corner, you can walk under > cr.hk for a crossup, crossup with dj.mk, cr.lp into Oicho, etc.
Some characters (Boxer, Cammy, Dee Jay, Claw, and Fei Long) can only be walked under at the corner.
This grab sets up a built-in safejump/crossup against most characters. This won't work on Ryu/Ken, Sagat, and Blanka. This won't crossup against Dee Jay, Claw, and Boxer.
Both this and Honda's HK hold loops will whiff if the opponent is close to the corner.
-x64
Sekkan Keri (close) 4/6HK.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
26 + 4*n
0
0
None
Grab
64 (from axis) 36 (from throwable box)
Startup
Active
Recovery
Total
Frame Adv.
Meter
1
1
Dependent
2
N/A
-
Honda's Heavy Kick hold.
Amount of hits is set at 7, then added/subtracted through mashing.
You can start a loop against any character with this grab (unless they recover against the corner or hit a breakable object). After a successful grab, jump in with an attack (such as dj.mk) right as the grab ends, and you'll be able to repeat the tick.
This loop is not safe on any character with a 3 frame or less reversal, so don't use this against Ken/Chun-Li/Sagat/Blanka unless you know their reversal timing isn't great.
May not be a safejump against Ryu depending on how he mashes out.
Press the Punch button 4 times quickly to pull this move off. Continue mashing to keep the move going.
The move will fail if you press the button during a state where Honda can't attack (During an attack animation or a jump, for example). If you mash too fast, the move will end prematurely. (This likely won't happen unless you're REALLY good or using Turbo.)
Will never combo into itself. Once this attack hits, subsequent hitboxes will whiff until your opponent can block.
The first 3 hitboxes of each animation cycle do more damage than the last 3.
Can stay active for a maximum of 164 frames. You can replicate this in Training Mode by pressing LP every 10 frames.
This version is good for turtling and building meter, since it doesn't move you forward.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
26[2]/24[2]
5~11
100
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
13 + 12* per cycle
15
25 + 24* per cycle
Dependent
6
This version moves you forward a little, making it great for pressure, chipping, and ticking.
It's recomended to stop this move early when chipping, so you can quickly recover and go for a throw or another HHS. (This goes for all versions.)
Using this after a sweep is also a good idea.
Can stay active for a maximum of 142 frames. You can replicate this in training mode by pressing MP every 10 or 9 frames.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
28[3]/26[3]
5~11
100
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
11
13 + 12* per cycle
19
43 + 12* per cycle
Dependent
6
Moves Honda farther and faster forward, making it a good attempt to get into the range of certain fireballers (such as Chun-Li), especially after a nj.Fierce.
Each animation cycle loops once, each hitbox being only 1 frame.
Can stay active for a maximum of 136 frames. You can replicate this in training mode by pressing HP every 9 frames.
Click to toggle detailed hitbox data.
Startup:
Frame Count (Jab)
2
3
Simplified (Jab)
5
Frame Count (Strong)
4
4
Simplified (Strong)
8
Frame Count (Fierce)
5
6
Simplified (Fierce)
11
Active:
Frame Count (Jab)
4*
4
4
Frame Count (Strong)
2*
2
2
Frame Count (Fierce)
1*
1
1
NOTE: The first hitbox that comes out when performing this move has 1 extra active frame.
Frame Count (Jab)
4
4
4*
Frame Count (Strong)
2
2
2*
Frame Count (Fierce)
1
1
1*
NOTE 2: The last active frame on some animation cycles are skipped. This depends on the frequency of your button presses.
Recovery:
Frame Count (Jab)
5
2
3
2
1
Simplified (Jab)
13
Frame Count (Strong)
7
2
3
2
1
Simplified (Strong)
15
Frame Count (Fierce)
8
3
4
3
1
Simplified (Fierce)
19
Sumo Headbutt
Sumo Headbutt [4]6P +
First hitbox (Jab Only)
Second hitbox. (Jab ver.)
Third hitbox. (Jab ver.) Dosu-koi!
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
28[1]/28[2]
9~15
100
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
28 (6/22)
25/26
61/62
-7 (Blocked)/Hard Knockdown
9
Honda shouts a sumo battle cry and flies forward.
Your main defensive too. Invincible on frames 1-11 with excellent vertical and horizontal range, making ojumping or getting in on Honda nearly impossible when he has charge.
Learn to time this move properly and matches against non-fireballers become way easier.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]/30[3]
9~15
100
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
11
27 (2/25)
25/26
63/64
-7 (Blocked)/Hard Knockdown
9
This version should only really be used for positioning. An example being if you know your opponent is going to jump backwards at round start, using MP Headbutt lands you right next to them, close to the corner.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
32[3]/32[4]
9~15
100
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
6
54 (1/53)
25/26
85/86
-7 (Blocked)/Hard Knockdown
9
This version is very fast, making it a great tool to safely pressure and punish mid-range mistakes (such as whiffs or opponents falling down from a jumping attack).
Much better horitontal hitbox than the Jab version, making for a better anti air if your opponent is jumping in front of you rather than above you.
While you may trade with this version, you'll almost always come out on top positioning wise.
Avoid using this from full screen, especially if your opponent is near the corner. They can jump it on reaction and punish.
Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
Click to toggle detailed hitbox data.
Startup:
Jab and Strong Only
Strong and Fierce Only
Frame Count (Jab)
1
3
4
Simplified (Jab)
8
Frame Count (Strong)
1
2
6
2
Simplified (Strong)
11
Frame Count (Fierce)
1
4
1
Simplified (Fierce)
6
Active:
Jab Version
Frame Count
3
3
22
Simplified
6
22
Strong and Fierce Version:
Frame Count (Strong)
2
25
Frame Count (Fierce)
1
53
Recovery:
Frame Count
4
4
4
8/9
2
2
1
Simplified
25/26
Sumo Smash
Sumo Smash [2]8K/Buttslam +
Rising Hitbox (Short and Forward Only)
Falling Hitbox.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[2]
9~15
100
None
Mid/High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
19
9(13)12
5
58
Dependent
9
Honda leaps into the air and comes crashing down with the weight of a piano.
This version (and the Forward version for that matter) hit while rising.
Rising part hits mid, while the falling part hits high. Not that this move hits most crouching opponents anyway.
This move serves as both a decent anti-air and is useful to get over projectiles from far away.
Also a good mixup for Oicho setups.
Invincible on frames 1-21.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
28[2]
9~15
100
None
Mid/High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
19
9(13)12
5
58
Dependent
9
This version can be used to stuff projectile attempts at the right distance.
It also doubles as a risky way to get over projectiles. (It can be punished by Shoto sweeps and Guile/Dee Jay's jumping attacks.)
cr.lk > Smash is a good pressure/mixup tool. Just make sure to vary your strengths and mix in some ticks.
Be careful about using this (and Short slam) as an anti-air. The long startup frames give your opponent time to block the rising hit when standing, and leaves an opportunity for them to punish as you fall down.
Invincible on frames 1-19.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
32[2]
9~15
100
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
42
15
6
63
Dependent
9
This version doesn't have a rising hitbox at all.
Used mainly for crossups, mixups, and setting ticks rather than as a way to avoid projectiles, since it's very easily punishable.
Invincible on frames 1-21.
Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7/5f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
Honda slams his opponent to the ground, then follows up with a buttslam.
Honda's main offensive weapon. Easy to tick into, great damage, high dizzy.
The Input Storing Glitch allows this move to be a powerful defensive tool as well. (See Strategies for more info.)
You can Negative Edge this move to create a command grab with essentially 0 recovery frames.
Detailed Input: (→ [7~14f] ↘ [7~14f] ↓ [7~14f] ←/↙/↖ [Unlimited Frames] Jab/Strong/Fierce). You can let go of 4 for 10 frames and still keep the move stored.
Click to toggle detailed throwbox data.
Super Combo
Super Killer Head Ram [4]646P +
It's Super Killer, but you're the one who's probably getting killed.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[2] x 4
0~4 x 4
20 x 4
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
6
54(7)54
25
146
-13 (Second Attack)/ Hard Knockdown*
-
Honda brings out the big guns: One of the worst Super Combos in the game.
Extremely unsafe on block (Some characters can DP after blocking the first hit, others can punish after blocking both).
If used at point blank range, this move will occasionally shoot straight through your opponent.
The second hit will occasionally miss, seemingly at random.
Can go through projectiles.
Will not knock down if you have landed an even amount of hits during the round.
Click to toggle detailed hitbox data.
Frame Count
1+[18]+1
2
6
6
6
5
2
2
2
26
6
25
2
Simplified
2
2
6
13
2
2
26
33
Misc Animations
Jump Animations
Neutral Jump:
Frame Count
3
1
8
8
8
8
8
4
1
7*
Simplified
3
1
44
1
7*
Back Jump:
Frame Count
3
1
15
3
3
3
3
18
1
7*
Simplified
3
1
43
1
7*
Forward Jump:
Frame Count
3
1
13
5
3
3
3
5
11
1
7*
Simplified
3
1
43
1
7*
New Ken's prejump animation was nerfed on ST by 1 frame, so unlike Old Ken, who has a considerably fast prejump animation, New Ken's prejump is of average speed. This for the most part is a disadvantage.
There's a small gap between the leg hurtbox and chest hurtbox on Ken's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.