Street Fighter 6/E.Honda/Introduction: Difference between revisions

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{{ ProConTable
{{ ProConTable
| pros=
| pros=
* '''Safe Specials:''' Sumo Headbutt and LP/OD Hundred Hand Slap are specials that leave Honda at minimal disadvantage, and Sumo Smash is plus on block for all versions. This lets Honda chip away at the opponent's drive gauge without fear of guaranteed punishment.
* '''Safe Specials:''' Sumo Headbutt and LP/OD Hundred Hand Slap are specials that leave Honda at minimal disadvantage, and Sumo Smash is plus on block for all versions. This lets Honda relentlessly throw out moves to chip away at the opponent's drive gauge without fear of guaranteed punishment. This is amplified against opponents in Burnout, where his overall frame advantage can be absolutely overwhelming.
* '''Efficient Conversions:''' With the Sumo Spirit buff, Honda can produce impressive damage numbers even from the lightest of starters. Ending a combo with Headbutt midscreen allows him to re-gain the buff safely.
* '''Efficient Conversions:''' With the Sumo Spirit buff, Honda can produce impressive damage numbers even from the lightest of starters. Ending a combo with Headbutt midscreen allows him to re-gain the buff safely, meaning his high damage is both practical and loopable.
* '''Dangerously Cheesy:''' Many of Honda's core tools (Headbutt, Sumo Smash) require counterplay that involves careful timing or matchup knowledge. Because of this, at lower levels of play Honda can be an absolute menace who's hard to turn the tables against.
* '''Strong Gimmicks:''' Many of Honda's core tools (Headbutt, Sumo Smash) are arguably the strongest they've ever been, requiring careful timing and matchup knowledge to play around them. Because of this, Honda can be a massive knowledge check at lower levels of play while still maintaining some of that threat at the higher levels.


| cons=
| cons=
* '''No Corner Throw Loop:''' Honda cannot immediately threaten another meaty throw after forward throwing the opponent into the corner, even with drive rush. He must condition their behavior and threaten corner pressure in other ways.
* '''No Throw Loop:''' E. Honda is one of the only characters with a throw that leaves him too far to properly perform okizeme or throw loop, even in the corner.
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Revision as of 01:32, 20 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.

E. Honda is also a character who needs contributors to write a full gameplay overview summary about him. (Placeholder)

Strengths Weaknesses
  • Safe Specials: Sumo Headbutt and LP/OD Hundred Hand Slap are specials that leave Honda at minimal disadvantage, and Sumo Smash is plus on block for all versions. This lets Honda relentlessly throw out moves to chip away at the opponent's drive gauge without fear of guaranteed punishment. This is amplified against opponents in Burnout, where his overall frame advantage can be absolutely overwhelming.
  • Efficient Conversions: With the Sumo Spirit buff, Honda can produce impressive damage numbers even from the lightest of starters. Ending a combo with Headbutt midscreen allows him to re-gain the buff safely, meaning his high damage is both practical and loopable.
  • Strong Gimmicks: Many of Honda's core tools (Headbutt, Sumo Smash) are arguably the strongest they've ever been, requiring careful timing and matchup knowledge to play around them. Because of this, Honda can be a massive knowledge check at lower levels of play while still maintaining some of that threat at the higher levels.
  • No Throw Loop: E. Honda is one of the only characters with a throw that leaves him too far to properly perform okizeme or throw loop, even in the corner.

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