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{{MoveData | {{MoveData | ||
| name = Hundred Hand Slap | | name = Hundred Hand Slap | ||
| input = Press {{Icon-Capcom|p}} Repeatedly | | input = {{tooltip|text=Press {{Icon-Capcom|p}} Repeatedly|hovertext=Detailed Input: Pressing a Punch button increases an invisible counter. If the button is not pressed again within 15/12/9f (Jab/Strong/Fierce) of the last press, it resets back to 0. Pressing P while the counter equals 4 or 5 during a state where the move can come out will start the move. The move will continue as long as you keep pressing the button or until the move's cycle limit is reached. | ||
| subtitle = HHS | | subtitle = HHS | ||
| image = EHonda_hhs3.png | | image = EHonda_hhs3.png | ||
Line 1,781: | Line 1,781: | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 9 | |meter = 9 | ||
|description= | |description= Invincible on Frames 1-11. | ||
}} | }} | ||
Line 1,800: | Line 1,798: | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 9 | |meter = 9 | ||
|description= | |description= Invincible on Frames 1-11. | ||
}} | }} | ||
Line 1,818: | Line 1,815: | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 9 | |meter = 9 | ||
|description= * | |description= | ||
* | Honda shouts a sumo battle cry and flies forward. | ||
*While you may trade with | *Damage and speed increase with strength. | ||
*Avoid using | *Honda will keep going until he hits the opponent or the maximum active frames are hit. | ||
*The HP version is invincible on Frames 1-6. | |||
'''General Strategies''' | |||
*LP Headbutt is your main defensive tool. The invincibility combines well with the excellent vertical and horizontal range, making jumping 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. | |||
*The MP 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. | |||
*The HP 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). | |||
*It also has a 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 the HP version, you'll almost always come out on top positioning wise. | |||
*Avoid using the HP version from full screen, especially if your opponent is near the corner. They can jump it on reaction and punish. | |||
Line 1,947: | Line 1,958: | ||
|meter = 9 | |meter = 9 | ||
|description= Honda leaps into the air and comes crashing down with the weight of a piano. | |description= Honda leaps into the air and comes crashing down with the weight of a piano. | ||
*Short and Forward have a rising hitbox, while Roundhouse does not. | *Short and Forward have a rising hitbox, while Roundhouse does not. | ||
*Rising part hits mid, while the falling part hits high. Not that this move hits most crouching opponents anyway. | *Rising part hits mid, while the falling part hits high. Not that this move hits most crouching opponents anyway. | ||
*HK version is invincible on frames 1-21. | |||
'''General Strategies''' | '''General Strategies''' | ||
Line 2,106: | Line 2,118: | ||
*Can go through projectiles. | *Can go through projectiles. | ||
*Will not knock down if the first hit results in a "gut reel" hitstun animation. This is obviously a downside in most cases, but it can be an occasional upside since you're right in Oicho range. | *Will not knock down if the first hit results in a "gut reel" hitstun animation. This is obviously a downside in most cases, but it can be an occasional upside since you're right in Oicho range. | ||
**'''NOTE:''' The Input Storing Glitch was fixed in Hyper Street Fighter 2. An alternate version of Honda with the glitch restored can be selected by holding Start and selecting the Super Turbo/Super X version of Honda. | |||
'''General Strategies''' | '''General Strategies''' |
Revision as of 21:02, 9 February 2023
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cl.lp
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.
|
Click to toggle detailed hitbox data.
frlp
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.
|
Click to toggle detailed hitbox data.
cl.mp
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.
|
Click to toggle detailed hitbox data.
frmp
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.
|
Click to toggle detailed hitbox data.
clhp
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.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 3 | 3 | 5 | 2 |
Simplified | 7 | 7 |
- Recovery:
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Frame Count | 7 | 5 | 3 | 2 | 1 |
Simplified | 18 |
frhp
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.
|
Click to toggle detailed hitbox data.
cllk
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.
|
Click to toggle detailed hitbox data.
frlk
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.
|
Click to toggle detailed hitbox data.
clmk
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.
|
Click to toggle detailed hitbox data.
frmk
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.
|
Click to toggle detailed hitbox data.
frhk
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.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 2 | 2 | 3 | 3 | 5 |
Simplified | 8 | 3 | 5 |
- Recovery:
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Frame Count | 8 | 6 | 3 | 1 |
Simplified | 18 |
Crouching Normals
crlp
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.
|
Click to toggle detailed hitbox data.
crmp
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.
|
Click to toggle detailed hitbox data.
crhp
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.
|
Click to toggle detailed hitbox data.</span>
crlk
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.
|
Click to toggle detailed hitbox data.
frmk
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.
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 6/(4)/8 | 7 | 33 | -3/+7/Hard Down | 5/4 |
Honda's fully rotating sweep.
|
Click to toggle detailed hitbox data.
Jumping Normals
njlp
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.
|
Click to toggle detailed hitbox data.
djlp
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.
|
Click to toggle detailed hitbox data.
njmp
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.
|
Click to toggle detailed hitbox data.
djmp
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.
|
Click to toggle detailed hitbox data.
njhp
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.
|
Click to toggle detailed hitbox data.
djhp
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.
|
Click to toggle detailed hitbox data.
njlk
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.
|
Click to toggle detailed hitbox data.
djlk
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.
|
Click to toggle detailed hitbox data.
njmk
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.
|
Click to toggle detailed hitbox data.
Neutral Jump Version
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Frame Count | 3 | 4 | 12 | 4 | 4 | 4 | 4 | 4 | ∞ |
Simplified | 7 | 12 | ∞ |
Diagonal Jump Version
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Frame Count | 3 | 4 | 12 | 4 | 4 | 4 | 4 | 4 | ∞ |
Simplified | 7 | 12 | ∞ |
njhk
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.
|
Click to toggle detailed hitbox data.
djhk
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.
|
Click to toggle detailed hitbox data.
Command Normals
Knee Strike
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.
|
Click to toggle detailed hitbox data.
- Startup/Active
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Frame Count | 1 + 3 | 3 | 3 | 3 | 3 |
Simplified | 10 | 3 | 3 |
- Recovery
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Frame Count | 2 | 2 | 2 | 1 |
Simplified | 7 |
Sweep Kick
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.
|
Click to toggle detailed hitbox data.
Flying Sumo Press
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.
|
Click to toggle detailed hitbox data.
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.
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.
|
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.
-x64 |
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.
-x64 |
Click to toggle throwbox data.
Special Moves
Hundred Hand Slap
{{MoveData
| name = Hundred Hand Slap
| input = Press Repeatedly
Click to toggle detailed hitbox data.
- Startup:
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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:
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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.
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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:
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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
Click to toggle detailed hitbox data.
- Startup:
Jab and Strong Only | ![]() |
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Strong and Fierce Only | |
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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
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Frame Count | 3 | 3 | 22 |
Simplified | 6 | 22 |
- Strong and Fierce Version:
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Frame Count (Strong) | 2 | 25 |
Frame Count (Fierce) | 1 | 53 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 8/9 | 2 | 2 | 1 |
Simplified | 25/26 |
Sumo Smash
Click to toggle detailed hitbox data.
- Startup (Short/Forward):
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Frame Count (Short) | 1 | 4 | 5 | 2 | 5 | 4 |
Simplified (Short) | 21 | |||||
Frame Count (Forward) | 1 | 3 | 4 | 2 | 5 | 4 |
Simplified (Forward) | 19 |
- Active + Recovery:
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Frame Count (Short) | 9 | 9 (3 + 3 + 3) | 2 | 2 | 10 | 4 |
Simplified (Short) | 9 | 13 | 10 | 4 | ||
Frame Count (Forward) | 9 | 9 (3 + 3 + 3) | 2 | 2 | 12 | 5 |
Simplified (Forward) | 9 | 13 | 12 | 5 |
- Startup (Roundhouse):
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Frame Count | 1 | 3 | 4 | 2 | 4 | 4 |
Simplified | 18... (42) |
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Frame Count | 9 | 9 (3 + 3 + 3) | 2 | 2 |
Simplified | ...24 (42 |
- Active/Recovery:
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Frame Count | 15 | 6 |
Oicho Throw
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] + 28[1] (L) 18[1] + 30 [1] (M) 20[1] + 32[1] (H) |
7~13 x 2 | 100 x 2 | None | Grab | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | Dependent | 12 |
Honda slams his opponent to the ground, then follows up with a buttslam.
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Click to toggle detailed throwbox data.
Super Combo
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.
General Strategies
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Click to toggle detailed hitbox data.
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Frame Count | 1 | [18] + 4 | 1 | 1 | 53? |
Simplified | 6 | 1 | 53? |
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Frame Count | 1 | 1 | 1 | 3 | 1 | 1 | 53? |
Simplified | 7 | 1 | 53? |
- Recovery/Knockback:
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Frame Count | 4 | 4 | 4 | 8 | 2 | 2 | 1 |
Simplified | 25 |
Misc Animations
Jump Animations
- Prejump:
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Frame Count | 2 | 2 | 1 |
Simplified | 5 |
- Neutral/Back Jump, Airborne + Landing:
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Frame Count (Neutral) | 1 | 10 | 5 | 5 | 5 | 5 | 5 | 8 | 1 | 7* |
Simplified (Neutral) | 1 | 43 | 1 | 7* | ||||||
Frame Count (Back) | 1 | 10 | 5 | 5 | 5 | 5 | 5 | 8 | 1 | 7* |
Simplified (Back) | 1 | 43 | 1 | 7* |
- Forward Jump, Airborne + Landing:
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Frame Count | 1 | 10 | 6 | 4 | 4 | 6 | 12 | 1 | 7* |
Simplified | 1 | 42 | 1 | 7* |
Honda has the slowest prejump animation on the game. This is part of the reason why he suffers so much to get in vs projectile zoners. With that said, knowing how to jump correctly can make these matchups less annoying.
First of all, you'll be jumping neutrally frequently, since it will not always be possible to jump forward safely. Looking at Honda's Neutral Jump hurtboxes, it's easy to notice that the last 9 frames of the jump animation have the leg hurtbox positioned very low, which will make jumping over projectiles extra hard. To deal with that, it's wise to do a move that reduces Honda's hurtboxes during that time, so you can avoid having big vulnerable hurtboxes. A good option is to press HK as soon as you hit the apex of the jump, that way you'll not only have very small "lower-back" hurtboxes through out the entirety of the jump, but also may trigger the opponents proximity block. This is extra effective with Old Honda, as his Neutral Jumping Roundhouse has amazing priority at the front. New Honda can also control the horizontal movement of the Neutral Jump if he does a Fierce, but keep in mind that Neutral Jumping Fierce have bigger "lower-back" hurtboxes, leaving him more vulnerable to projectiles. It's also optimal to activate Fierce a little before Honda hits the apex of the jump so it's possible to steer the maximum possible.
As for forward jumps, an important thing to be aware of is how his hurtboxes are positioned on the last 13 frames of the jump. Take a look at the hitbox images above, did you notice how Honda's hurtboxes are way less vulnerable at his front than if he did a move? Just compare the forward edge of the pushbox (green box) which is the same on all jumping animations, with the edge of the closest hurtbox (blue box) on all diagonal jumping animations (empty jump + diagonal jumping normals). A well spaced empty jump can be usefull if the opponent defaults to non sweep anti airs, as this can make these anti airs simply whiff (e.g. vs a Dee Jay that defaults to Upkick anti air when he has charge). This trick can be just what Honda needs to finally get in and apply his extremelly strong close range pressure. Of course, if the opponent is aware of this, he may counter it appropriately, but then Honda can just jump with one of his good anti-anti-air normals instead, creating a mix-up situation.
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.