Street Fighter 6/E.Honda: Difference between revisions

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{{AttackDataCargo-SF6/Query|e.honda_63214kk}}
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Honda's command grab. All versions have identical frame data, with the difference being range and damage. LK version reaches the farthest but has the lowest damage, while HK Oicho deals higher damage but has more limited range. Even the LK version's range is not particularly long, and so Oicho usually requires Honda to already be up close and have established some amount of advantage before he can threaten it. OD Oicho has LK's range while also having damage even better than the HK version.
An opponent who blocks/parries Sumo Slam ([2]8K) will almost always be placed in range of both LK and OD Oicho. The forces the opponent into a strike/throw situation where they must decide between blocking a 2LP follow-up from Honda or try to escape a potential Oicho. Honda can also attempt Oicho in most situations where he would attempt a normal throw, such as after having the opponent block a meaty/DR 5MP, or on their wake-up. However, Oicho's long recovery gives it additional risk when compared to mixing with a regular throw; an opponent who backdashes or jumps the command grab attempt will likely get a full combo punish.
Honda's 3HK overhead, both the normal version and the 5MP target combo version, can be kara-canceled into Oicho Throw in order to surprise opponents.
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"Stance" special command walk. Honda moves forward, taking three steps in total. Sumo Dash's primary purpose is to access its follow-up specials: Teppo Triple Slap and Taiho Cannon Lift.


Non-OD versions are completely identical. OD Sumo Dash has two main benefits: it allows Honda to access the follow-up specials 1 frame earlier than he normally can (13f instead of 14f), which gives some extra combo potential. It also improves the follow-up specials themselves, typically by giving them superior recovery or damage.
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One of two possible options from Sumo Dash. Honda continues to step forward, while attacking twice with his palms. Button strength has no effect.


Teppo Double is safe on block (and the version from OD Sumo Dash is plus), making it okay to occasionally use in neutral or in pressure for harassing the opponent and their drive gauge. It especially shines when the opponent is in Burnout, getting enough frame advantage for Honda to loop back into this special and pile on chip damage.
By pressing any additional Punch button, Honda can transition into Teppo Triple Slap 2 (see below). Honda may not want to do this, even if he confirms the hit, because Teppo Double gives much better okizeme potential; leaving the opponent much closer to Honda while also letting him recover much faster.
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Follow-up to Teppo Triple Slap by pressing an additional punch button. It is now very punishable on block. Triple Slap adds a hefty amount of damage and still gives Honda oki potential near the corner, but knocks the opponent very far away, sacrificing midscreen Oki and the ability to score a safejump like he can from Double Slap.


It is also worth noting that Triple Slap can not be canceled into supers, the way that the initial two hits can. If Honda intends to combo into SA2 (via OD Sumo Dash) or SA3, he needs to omit this attack.
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Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or Drive Rush normal of his choice. Comboing into Taiho Cannon is a great way to increase Honda's damage potential, but it should never be used in neutral due to its slow startup and terrible recovery.


Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for the first hit of 5HK. The slightly faster startup of OD Sumo Dash allows Honda to additionally combo from the 2nd hit of 5HK, as well as from 5HP. Other factors such as Drive Rush advantage or Punish Counters can allow Honda to combo into Taiho Cannon from other normals, but the primary way remains 5HK(1).
Although Taiho Cannon can be super-canceled, this should never be done because both SA2 and SA3 will whiff under the launched opponent. Instead, Honda can complete the launcher and juggle into super, or juggle into a special move (such as HP/OD Hands) and super-cancel that move instead.
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{{MoveDataCargo
{{MoveDataCargo
| title    = Neko Damashi
| title    = Neko Damashi
| subtitle =  
| subtitle = Clap
| input    = 22P
| input    = 22P
| images  =  
| images  =  
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| info    =  
| info    =  
{{AttackDataCargo-SF6/Query|e.honda_22p}}
{{AttackDataCargo-SF6/Query|e.honda_22p}}
Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version.


In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and counterhit the opponent behind it. On counterhit/punish counter, Honda can usually mash 2LP to link afterwards into a short combo. In practice, the 11f startup, relatively short active window, and limited range make this difficult to both space and time. However, Clap is safe on block, and so you can attempt to catch people with it.
If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP.
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{{AttackDataCargo-SF6/Query|e.honda_236236p}}
{{AttackDataCargo-SF6/Query|e.honda_236236p}}
*Full invuln frame 1, strike invuln frames 2-7.
Honda's SA1 is a fast reversal. It is useful because Honda's main non-super reversal (OD Headbutt) is vulnerable to throws, but SA1 will blow through both strikes and throws. On hit, SA1 knocks the opponent to fullscreen distance. This means that the specific knockdown advantage varies depending on screen position, although Honda will essentially never get oki on SA1 unless he already has the opponent cornered when he lands it.


Besides canceling a normal move into SA1, Honda can juggle into SA1 from Taiho Cannon Lift, or from the ground bounce causes by Enhanced Hands on an airborne opponent. This can situationally provide a higher-damage combo ender then the special move Honda might normally juggle with in these situations.
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{{AttackDataCargo-SF6/Query|e.honda_4646k}}
{{AttackDataCargo-SF6/Query|e.honda_4646k}}
*Full invuln frame 1-15
 
Super version of Sumo Headbutt. Can be used as a reversal similar to SA1, as a combo ender after OD Hands/Headbutt/Teppo, or as a long-range anti-air.
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{{AttackDataCargo-SF6/Query|e.honda_214214p(ca)}}
{{AttackDataCargo-SF6/Query|e.honda_214214p(ca)}}
*Full invuln frames 1-11.
Standard cinematic SA3. Very easy to combo into from any version of 214P, and can also cancel from the early active frames of Headbutt where Honda is still grounded.


If SA3 hits high enough, which is rare, it will not trigger the cinematic and instead hit a single time. The damage of the single hit is indicated in (). This can only really happen if the super is used as an anti-air at a very weird angle, or if Honda tries to juggle Headbutt > SA3 very early.
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Revision as of 19:55, 19 June 2023


Introduction

A sumo wrestler looking to bring the sport worldwide, E. Honda has the skills of a yokozuna, but his constant globetrotting has prevented his promotion. Also an expert chef renowned for mouthwatering chanko stew.

Edmond Honda is a powerful and aggressive rushdown character with a speciality in long-range advancing offense. Honda's entire gameplan revolves around his signature sumo moves, burying opponents under a barrage of slaps, headbutts and ground slams until he's the only one left standing.

Honda's core move is Sumo Headbutt, a forward-moving special that just about does it all. If blocked normally, headbutt is safe and deals significant damage to the opponent's drive gauge. On hit, headbutt deals 1000+ damage and knocks down, leading to strong setplay. At close ranges, the headbutt is fast to start up and is difficult to react to or punish. Headbutt is also an anti-air, and OD headbutt has armor frames and works as a reversal. Opponents therefore can't carelessly approach Honda, as successful headbutts will get them slammed backwards. If opponents choose to block, they will burn out due to drive gauge damage, allowing Honda to begin nearly endless pressure against them. This forces opponents to take action and make risky guesses, and Honda capitalizes by forcing these interactions.

Outside of headbutt, Honda also has a great set of brawling tools. In close range, Honda has strong normals and target combos. Standing medium punch (5MP) is +1 on block and leads to tricky offensive sequences. At far range, Honda can poke with crouching medium punch (2MP) and Harai Kick (6HK). Oicho Throw (a damage-dealing command grab) and Sumo Smash (a combo finisher and anti-air that is plus on block) round out Honda's offense. Once he's gotten the hit, Honda is capable of dealing exceptional damage thanks to the mighty Hundred-Hand Slap, an incredible combo starter/filler/ender that is safe on block. Allowing Honda to stay still at fullscreen will let him apply Sumo Spirit, a buff that makes successful conversions with Hundred-Hand Slap hurt even more. All of this can make Honda very difficult to deal with once he's gotten close.

While Honda's offense is nothing short of devastating, it does have one major weakness: commitment. Unlike a lot of characters, Honda is all-in or all-out. He has poor movement speed, meaning his footsies can be somewhat lacking. He lacks a throw loop, and Oicho Throw resets him back to neutral on landing it. While Honda has great pokes, his Medium normals are notably either stubbier or slower than the majority of the cast, and he lacks a low to cancel into Drive Rush for demonstrating neutral control. Thus, Honda relies quite a bit on headbutt to get the job done in many matchups. That said, headbutt is a fantastic move that compliments Honda's gameplan well, so smart Honda players have to learn when to go ham and when to back off and be patient. Honda rewards both styles well, as any sumo should. If you love getting up close and personal and live for the feeling of landing a good headbutt or hand slap, there's no better Rikishi to show you the ropes than E. Honda.


Pick if you like: Avoid if you dislike:
  • Having a special move that you can genuinely center your gameplan around and which pretty much the entire cast is afraid of
  • A fast, aggressive kit based on getting in and pressuring the opponent safely
  • Big damage for making solid reads coupled with excellent Drive Bar damage in blockstrings
  • Lots of options for continuing offense, even while on the back foot
  • Not having a Throw Loop, which really hurts your pressure
  • Relying heavily on your special moves to control neutral, many of which need charge
  • Having an all-in or all-out playstyle with very high committment
  • Being extremely weak against Perfect Parry


Classic & Modern Versions Comparison

List of differences with Modern E. Honda
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Power Stomp (3HK)
Shortcut-Only Specials
  • Oicho Throw (2S)
    • Heavy/OD Only
Miscellaneous Changes
  • N/A


E. Honda
SF6 Ehonda Portrait.png
Vitals
Life Points 10500
Ground Movement
Forward Walk Speed 0.045
Backward Walk Speed 0.025
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.058
Backward Dash Distance 0.601
Drive Rush Min. Distance (Throw) 0.213
Drive Rush Min. Distance (Block) 1.769
Drive Rush Max Distance 3.375
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.9
Throw Hurtbox 0.43
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Ehonda 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA TC 300 LH +4 -1
  • Chains into Double Slap target combo (5MP)

1 frame slower startup than Honda's other light normals, meaning it will not combo in situations where 2LP will (for example, Honda is +4 on hit after Enhanced Hands). Also makes it slightly worse for mashing out of pressure. In exchange, target combo out of 5LP lets Honda combo into stronger specials than he would have access too from his other light normals.

Can work as an emergency anti-air against shallow jump-ins in a pinch.

5MP
Standing Medium Punch
5MP
SF6 Ehonda 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 13 Sp SA TC 700 LH +6 +1
  • Chains into Toko Shizume target combo. (3HK)
  • Moves Honda forward slightly

Honda's only normal that is generically plus on block. Good poke and solid pressure tool. 5MP meaty on opponent's wakeup will let you react to Drive Impact, punishes attempts to mash wakeup jump or wakeup backdash out of Honda's throws, and keeps you at advantage if they block.

Target combo into overhead can open up defensive players, either by letting the 3HK overhead complete or by kara-canceling into Oicho Throw

Canceling 5MP into Drive Rush can start Honda's offense on block, and can be confirmed into 5HK or any normal on hit for good damage.

5HP
Standing Heavy Punch
5HP
SF6 Ehonda 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(9) 7 20 Sp SA 900 LH -1(+2) -6(-3)

Honda chops in a downward arc. Earlier active frames hit close to Honda and above him, later active frames hit lower and farther out. Early active frames (1-?) are special-cancelable. However, the later few active frames can not be canceled, except into Enhanced Hands.

Good anti-air for when Honda does not have Headbutt charged. Can also be used as a counterpoke against characters trying to zone Honda with long-range normals. 20f recovery means it will sometimes be fast enough to punish attempts to Drive Impact through it.

Causes a crumple on Punish Counter. In most cases, Honda can Parry -> Drive Rush 5HK to start a combo off this.

5LK
Standing Light Kick
5LK
SF6 Ehonda 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Sp SA 300 LH +5 -1

+5 on hit means it links into 5LP to go into target combo

5MK
Standing Medium Kick
5MK
SF6 Ehonda 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 16 - 700 LH +4 -3

5HK
Standing Heavy Kick
5HK
SF6 Ehonda 5hk.png

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(1)4 22 Sp SA 400x2 LH -1 -5(-11)

Hits twice. First part will force standing on hit (but not on block), second hit whiffs against crouching (in which case Honda is -11 instead of -5). Both hits are special-cancelable, although the first hit causes more hitstun and can combo into things the second hit can not.

First hit of 5HK is Honda's primary way to combo into Taiho Cannon Lift and therefore one of his most important combo tools. Second hit still combos into many useful specials including HP Hands and can be Drive Rush canceled to start an offense similarly to 5MP.

Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Ehonda 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 10 Chn Sp SA 300 LH +4 -1
  • Chains into 2LP

Very fast and low-commitment jab, can be used to mash out of pressure. 2LP 2LP > LP Hands or 2LP 2LP > LP Headbutt are basic confirms and can even be unpunishable on block due to pushback.

2MP
Crouching Medium Punch
2MP
SF6 Ehonda 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 16 Sp SA 600 LH +3 -3

2HP
Crouching Heavy Punch
2HP
SF6 Ehonda 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 17(19) Sp* 800 LH +3(+5) -3(-1)

Relatively low-risk advancing low poke. Because it moves Honda forward, it can be used to advance without letting go of a down-back charge.

Drive Rush into 2HP is a low attack to pair with 3HK overhead, will be plus on block, and links into 5LP target combo on hit.

2LK
Crouching Light Kick
2LK
SF6 Ehonda 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 9 Chn 200 L +3 -3
  • Chains into 2LP

2MK
Crouching Medium Kick
2MK
SF6 Ehonda 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 17 - 500 L +6 -2

2HK
Crouching Heavy Kick
2HK
SF6 Ehonda 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(6)5 14 - 900 L HKD +30(+39) -10(-1)

Hits twice, but the second hit is behind Honda, where it will almost never connect.

Outclassed by 6HK in terms of range and is more likely to be punished on block, but is slightly faster and will score a Hard Knockdown even on a normal hit.

Jumping Normals

j.LP
Jumping Light Punch
j.LK
SF6 Ehonda jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H - -

j.MP
Jumping Medium Punch
j.MP
SF6 Ehonda jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 8 3 land - 700 H - -

j.HP
Jumping Heavy Punch
j.HP
SF6 Ehonda jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H - -

8j.HP
Neutral Jump Heavy Punch
"Stop Sign"
8j.HP
SF6 Ehonda 8jhp.png

8HP
Neutral Jump Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 8 3 land - 800 H - -

While performing this move, hold left or right to steer Honda through the air, altering his trajectory. Double-palm hitbox in front of Honda makes this move useful for neutral. Repeated j.8HPs can be used as a pre-emptive air-to-air or even to stuff grounded approaches. Can also be used to advance forward and attack from a range where opponents are not expecting it.

j.LK
Jumping Light Kick
j.LK
SF6 Ehonda jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H - -

j.MK
Jumping Medium Kick
j.MK
SF6 Ehonda jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 700 H - -

j.HK
Jumping Heavy Kick
j.HK
SF6 Ehonda jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 8 3 land - 800 H - -

Command Normals

6HK
Harai Kick
6HK
SF6 Ehonda 6hk.png

6HK
Harai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 21 - 900 L +1 -5

Honda advances forward while attacking with a standing Low kick. Forward movement gives 6HK surprising range which can clip opponents who are playing footsies from outside of his usual poke range.

Drive Rush into 6HK is +7 and can connect unexpectedly from nearly full-screen. Letting Honda confirm into 5LP target combo.

3HK
Power Stomp
3HK
SF6 Ehonda 3hk.png

3HK
Power Stomp
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 6 18 kara 800 H +3 -3

Honda's standing overhead. Has limited range but can be used to open people up if Honda is close. Can be done raw or chained into from 5MP via his Toko Shizume target combo.

Power Stomp is not quite plus enough on hit for Honda to get a combo normally, but any method of getting additional frame advantage can push Honda over the edge to linking 2LP or 5LP. Meaty stomp on the opponent's wakeup can be as good as +8, letting Honda link 2MP afterwards, although practical meaty setups will be closer to +5 or +6. Similarly, counterhit 3HK or Drive Rush 3HK are plus enough for Honda to link 5LP and go into Double Slap target combo.

3HK can be kara-canceled into special moves, but the active/recovery frames can not be canceled. Frame 15 seems to be the latest a kara-cancel can be input, and a kara-cancel input earlier will come out on frame 15 regardless. The main purpose of this cancel is to fakeout into Oicho Throw (63214K). Honda can also kara into Clap (22P) in order to catch people trying to jump out of the Oicho setup.

j.2MK
Flying Sumo Press
j.2MK
SF6 Ehonda j2mk.png

j.2MK
Flying Sumo Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 9 3 land - 500 H - -
  • Can hit Crossup

Standard jump-in and ambiguous cross-up tool. Can set up tick throws into Oicho or regular throw on hit or block.

Target Combos

5LP~MP
Double Slaps
5LP~MP
SF6 Ehonda 5mp.png

5LP~MP
Double Slaps
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 20 Sp SA 600(540) LH KD +34 -10

Honda's reward for being able to connect 5LP instead of his other, slightly faster light normals. The 5MP in this target combo has two notable differences from the regular variant:

  • On hit, knocks the opponent airborne in a juggle state. This allows Honda to combo into nearly any of his special moves.
  • Causes less blockstun and has longer recovery than normal. Where 5MP is +1 on block, target combo 5MP is -10.

5MP~3HK
Toko Shizume
5MP~3HK
SF6 Ehonda 3hk.png

5MP~3HK
Toko Shizume
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 6 18 kara 800 H +3 -3

Target combo to chain 5MP into Honda's overhead. 3HK in this target combo is identical to the raw version.

5MP into either 3HK or into kara-cancel Oicho has a 6f gap; it will lose to mashed jabs and the overhead can be Drive Impacted or Drive Parried out of (although both of those options will lose to kara-Oicho). Drive Rush into target combo is the truly scary option. With the gap reduced to only 2 frames, both 3HK and Oicho will beat any mashed button. Additionally, 3HK will now connect fast enough to catch people trying to jump, and will recover in time to counter-DI a Drive Impact.

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Ehonda lplk.png

LPLK
Saba Ori
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Ehonda 4lplk.png

4LPLK
Tawara Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +24 -

Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Ehonda hphk.png

HPHK
Sumo Crunch
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • -
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Ehonda 6hphk.png

6HPHK
Raiden-Ho
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Ehonda mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Ehonda 66.png

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:

Special Moves

Sumo Spirit (22K)
Sumo Spirit
22K
SF6 Ehonda 22k.png

22K
Sumo Spirit
Startup Active Recovery Cancel Damage Guard On Hit On Block
51 - 1 - - - - -

Enhances the next use of Hundred Hand Slap.

Enhanced Hands causes Honda to end his usual Hundred Hands attack with a downwards chop on hit. The chop causes a large amount of hitstun against grounded opponents and bounces airborne ones, allowing Honda to extend his combo afterwards. Grounded non-OD enhanced hands can link 2LP afterwards, enhanced OD hands can link 5LP afterwards. The bounce against airborne allows Honda to connect Headbutt, LP/MP/OD Hands, or OD Sumo Slam.

Enhanced Hands also gains the ability to be canceled into from certain moves that are otherwise not special-cancelable. Honda can cancel the following extra moves into Enhanced Hands:

  • 2HP
  • Later frames of 5HP (early frames are already special-cancelable)
  • Neko Damashi (22P)

Hundred Hand Slap (214P)
Hundred Hand Slap
214P
SF6 Ehonda 214lp.png

SF6 Ehonda 214pp.png

214LP
Hundred Hand Slap
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(4)2(2)1(2)2(1)1(1)2
[2(4)2(2)1(1)2(1)1(10)2]
14 SA3 80x5,400 (800)
[80x5,450 (850)]
LH +2[+4] -4
214MP
Hundred Hand Slap
Startup Active Recovery Cancel Damage Guard On Hit On Block
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] SA3 80x8,360 (1000)
[80x7,490 (1050)]
LH +2[+4] -8
214HP
Hundred Hand Slap
Startup Active Recovery Cancel Damage Guard On Hit On Block
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] SA3 80x11,320 (1200)
[80x10,450 (1250)]
LH +2[+4] -8
214PP
Hundred Hand Slap
Startup Active Recovery Cancel Damage Guard On Hit On Block
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 SA2 SA3 80x8,160 (800)
[80x9,130 (850)]
LH +4[+6] -3

Honda steps forward and attacks with repeated slaps. Heavier strengths advance further forward and hit additional times. The rapid multiple hits allow the move to beat Drive Impact and other armored moves, and if it does do this, the extra frame advantage from a counterhit allows Honda to get a short combo afterward.

Not recommended to use in neutral due to being fairly minus on block. LP Hands is only -4 and can be safe if spaced well, but MP and HP Hands are always punishable. Hundred Hands is mainly useful in combos, especially the version enhanced by Sumo Spirit, as it allows for several possible extensions. Despite hitting several times, only counts as a single attack for damage scaling purposes.

Sumo Headbutt ([4]6P)
Sumo Headbutt
[4]6P
SF6 Ehonda 46lp.png

SF6 Ehonda 46pp.png

[4]6LP
Sumo Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 1~22 2+18(17) land SA3 1300(1000) LH KD +40 -4
[4]6MP
Sumo Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 1~24 2+18(20) land SA3 1300(1100) LH KD +40 -4
[4]6HP
Sumo Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 1~34 2+18(20) land SA3 1400(1300) LH KD +40 -4
[4]6PP
Sumo Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5,1~30 30(37) land - 600,1000 LH KD +36(+37) -20

All-purpose neutral tool. All versions are slightly minus on block, but cause enough pushback to be unpunishable. Headbutt is a mostly safe way for Honda to harass the opponent, counterpoke, and drain their drive meter.

All versions of Headbutt have anti-air invincibility, making it Honda's best anti-air so long as he has a charge ready. Headbutt is grounded during startup and airborne during the active frames. It can pass over certain low pokes, and goes over grounded projectiles like Juri's.

Headbutt recovers fast enough that a late attempt to armor through it with Drive Impact will allow Honda to recover and DI back. However, predictable Headbutts, especially at long range, can be reacted to in time to punish with an early Drive Impact. Varying your Headbutt timings and harassing from midscreen rather than fullscreen are key ways to make this more difficult to pull off. Additionally, HP Headbutt travels the fastest and is thus the hardest to react to.

Opponents may also attempt to Perfect Parry spammed headbutts in order to punish, mixing up different Headbutt speeds can throw off the opponent's timing enough to only give them a regular parry or even cause them to get hit.

OD Headbutt has armored startup, making it Honda's main reversal, and it can also be used to push through fireballs or other pokes. However, unlike the non-OD versions, it is easy to punish on block. OD Headbutt is still grounded during startup, and being armored rather than invincible means Honda can be thrown or command grabbed out of it.

Sumo Smash ([2]8K)
Sumo Smash
Buttslam
[2]8K
SF6 Ehonda 28lk.png

SF6 Ehonda 28kk.png

[2]8LK
Sumo Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(45) 4(26)8 17 land - 400,1000 [800] LH,H HKD +23[+27] +1
[2]8MK
Sumo Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(42) 4(24)7 17 land - 400,1000 [800] LH,H HKD +23[+27] +1
[2]8HK
Sumo Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(39) 4(22)6 17 land - 400,1000 [800] LH,H HKD +23[+27] +1
[2]8KK
Sumo Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
6(36) 12(13)9 17 land - 400,1000 [800] LH,H HKD+23[+27] +1

Hits twice, once as Honda leaps up into the air, then again as he slams downward with his butt. There is no difference between non-OD versions of Buttslam, but Honda can steer where he will land by holding left or right while ascending. Honda can direct the slam to hit cross-up or same side even from fairly far away, although Buttslam deals slightly less damage as a crossup.

Buttslam allows Honda to bully his way in on defensive opponents, the falling attack does fairly well against normal anti-airs, and the cross-up element can mess with opponents trying to use a DP or charge input to anti-air. Drive Impact can armor through the slam but the attack itself tends to whiff under Honda, letting him punish. The buttslam is +1 on block and leaves Honda close enough to give him a Strike/Throw mixup. The rising hit is also fairly fast and has surprisingly good horizontal range, letting Honda "counterpoke" with random buttslams or do annoying things like 2LP > [2]8K on block. It is also a good combo ender, dealing good damage and leading to a knockdown with Honda close and at good frame advantage to set up oki.

If the downward part of Buttslam hits as a Punish Counter (mainly if Honda reads a fireball and buttslams over it), the opponent will be ground bounced. Honda can confirm with 5HK into a full combo of his choice.

OD Buttslam has air invincibility on the way up, making it a good alternative anti-air. It can be used to catch people neutral jumping at midrange, attempting to avoid Headbutt.

Oicho Throw (63214K)
Oicho Throw
63214K
SF6 Ehonda 63214lk.png

SF6 Ehonda 63214kk.png

63214LK
Oicho Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 52 - 2000 (2300) T HKD +7 -
63214MK
Oicho Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 52 - 2200 (2645) T HKD +7 -
63214HK
Oicho Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 52 - 2400 (2760) T HKD +7 -
63214KK
Oicho Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 52 - 2800 (3220) T HKD +7 -

Honda's command grab. All versions have identical frame data, with the difference being range and damage. LK version reaches the farthest but has the lowest damage, while HK Oicho deals higher damage but has more limited range. Even the LK version's range is not particularly long, and so Oicho usually requires Honda to already be up close and have established some amount of advantage before he can threaten it. OD Oicho has LK's range while also having damage even better than the HK version.

An opponent who blocks/parries Sumo Slam ([2]8K) will almost always be placed in range of both LK and OD Oicho. The forces the opponent into a strike/throw situation where they must decide between blocking a 2LP follow-up from Honda or try to escape a potential Oicho. Honda can also attempt Oicho in most situations where he would attempt a normal throw, such as after having the opponent block a meaty/DR 5MP, or on their wake-up. However, Oicho's long recovery gives it additional risk when compared to mixing with a regular throw; an opponent who backdashes or jumps the command grab attempt will likely get a full combo punish.

Honda's 3HK overhead, both the normal version and the 5MP target combo version, can be kara-canceled into Oicho Throw in order to surprise opponents.

Sumo Dash (236K)
Sumo Dash
236K
SF6 Ehonda 236k.png

SF6 Ehonda 236kk.png

236K
Sumo Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 51 total - - - - -
236KK
Sumo Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
13(11) - 34 total - - - - -

"Stance" special command walk. Honda moves forward, taking three steps in total. Sumo Dash's primary purpose is to access its follow-up specials: Teppo Triple Slap and Taiho Cannon Lift.

Non-OD versions are completely identical. OD Sumo Dash has two main benefits: it allows Honda to access the follow-up specials 1 frame earlier than he normally can (13f instead of 14f), which gives some extra combo potential. It also improves the follow-up specials themselves, typically by giving them superior recovery or damage.

Teppo Triple Slap 1 (236K~P)
Teppo Triple Slap 1
236K~P
SF6 Ehonda 236k p.png

SF6 Ehonda 236kk p.png

236K~P
Teppo Triple Slap 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(13)3 22 SA3 400x2 LH KD +42 -3
236KK~P
Teppo Triple Slap 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(13)3 17 SA2 SA3 400x2 LH +3 +2

One of two possible options from Sumo Dash. Honda continues to step forward, while attacking twice with his palms. Button strength has no effect.

Teppo Double is safe on block (and the version from OD Sumo Dash is plus), making it okay to occasionally use in neutral or in pressure for harassing the opponent and their drive gauge. It especially shines when the opponent is in Burnout, getting enough frame advantage for Honda to loop back into this special and pile on chip damage.

By pressing any additional Punch button, Honda can transition into Teppo Triple Slap 2 (see below). Honda may not want to do this, even if he confirms the hit, because Teppo Double gives much better okizeme potential; leaving the opponent much closer to Honda while also letting him recover much faster.

Teppo Triple Slap 2 (236K~P~P)
Teppo Triple Slap 2
236K~P~P
SF6 Ehonda 236k p p.png

SF6 Ehonda 236kk p p.png

236K~P~P
Teppo Triple Slap 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 38 - 600 LH KD +22 -24
236KK~P~P
Teppo Triple Slap 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 38 - 800 LH KD +54 -24

Follow-up to Teppo Triple Slap by pressing an additional punch button. It is now very punishable on block. Triple Slap adds a hefty amount of damage and still gives Honda oki potential near the corner, but knocks the opponent very far away, sacrificing midscreen Oki and the ability to score a safejump like he can from Double Slap.

It is also worth noting that Triple Slap can not be canceled into supers, the way that the initial two hits can. If Honda intends to combo into SA2 (via OD Sumo Dash) or SA3, he needs to omit this attack.

Taiho Cannon Lift (236K~2P)
Taiho Cannon Lift
236K~2P
SF6 Ehonda 236k 2p.png

SF6 Ehonda 236kk 2p.png

236K~2P
Taiho Cannon Lift
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(17)3 32(15) SA3 400x2 LH KD +64 -22
236KK~2P
Taiho Cannon Lift
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(17)3 32(15) SA2 SA3 500x2 LH KD +64 -22

Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or Drive Rush normal of his choice. Comboing into Taiho Cannon is a great way to increase Honda's damage potential, but it should never be used in neutral due to its slow startup and terrible recovery.

Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for the first hit of 5HK. The slightly faster startup of OD Sumo Dash allows Honda to additionally combo from the 2nd hit of 5HK, as well as from 5HP. Other factors such as Drive Rush advantage or Punish Counters can allow Honda to combo into Taiho Cannon from other normals, but the primary way remains 5HK(1).

Although Taiho Cannon can be super-canceled, this should never be done because both SA2 and SA3 will whiff under the launched opponent. Instead, Honda can complete the launcher and juggle into super, or juggle into a special move (such as HP/OD Hands) and super-cancel that move instead.

Neko Damashi (22P)
Neko Damashi
Clap
22P
SF6 Ehonda 22p.png

22P
Neko Damashi
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 5 14 Sp* SA3 600 LH +3(+7) -3(+1)

Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version.

In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and counterhit the opponent behind it. On counterhit/punish counter, Honda can usually mash 2LP to link afterwards into a short combo. In practice, the 11f startup, relatively short active window, and limited range make this difficult to both space and time. However, Clap is safe on block, and so you can attempt to catch people with it.

If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP.

Super Arts

Level 1 Super (236236P)
Show of Force
Level 1 Super Art
236236P
SF6 Ehonda 236236p.png

236236P
Show of Force
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 48 - 2000 LH KD +13(+38) -33
  • Full invuln frame 1, strike invuln frames 2-7.

Honda's SA1 is a fast reversal. It is useful because Honda's main non-super reversal (OD Headbutt) is vulnerable to throws, but SA1 will blow through both strikes and throws. On hit, SA1 knocks the opponent to fullscreen distance. This means that the specific knockdown advantage varies depending on screen position, although Honda will essentially never get oki on SA1 unless he already has the opponent cornered when he lands it.

Besides canceling a normal move into SA1, Honda can juggle into SA1 from Taiho Cannon Lift, or from the ground bounce causes by Enhanced Hands on an airborne opponent. This can situationally provide a higher-damage combo ender then the special move Honda might normally juggle with in these situations.

Level 2 Super ([4]646K)
Ultimate Killer Head Ram
Level 2 Super Art
[4]646K
SF6 Ehonda 4646k.png

[4]646K
Ultimate Killer Head Ram
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(2),1~21 2+43 land - 2850(2800) LH HKD +13 -27
  • Full invuln frame 1-15

Super version of Sumo Headbutt. Can be used as a reversal similar to SA1, as a combo ender after OD Hands/Headbutt/Teppo, or as a long-range anti-air.

Level 3 Super (214214P)
The Final Bout
Level 3 Super Art
214214P
SF6 Ehonda 214214p.png

SF6 Ehonda 214214p(ca).png
CA version grants 500 extra damage

214214P
The Final Bout
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(8)3 51 - 4000 (2500) LH HKD +11 (KD +19) -34
214214P
The Final Bout (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(8)3 51 - 4500 (2750) LH HKD +34 (KD +19) -34
  • Full invuln frames 1-11.

Standard cinematic SA3. Very easy to combo into from any version of 214P, and can also cancel from the early active frames of Headbutt where Honda is still grounded.

If SA3 hits high enough, which is rare, it will not trigger the cinematic and instead hit a single time. The damage of the single hit is indicated in (). This can only really happen if the super is used as an anti-air at a very weird angle, or if Honda tries to juggle Headbutt > SA3 very early.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Ehonda 5pppkkk.png
"Just bring it!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
88 [178] 45 - - - - -
  • Active frames refer to 1-hit armor
  • 310f total animation

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Ehonda 6pppkkk.png
"You ready to rumble, chump?"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
100 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Ehonda 4pppkkk.png
"You know what? I'm all fired up!"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
205 (total) - - - - - - -



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