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

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* '''Safe Specials:''' Sumo headbutt and LP/OD hundred hand slap leave Honda at minimal disadvantage, and sumo smash is plus on block for all versions. This allows Honda to keep up offensive pressure and chip the opponent's drive gauge without fear of a guaranteed punish. Against opponents in burnout, these specials are even more effective.
* '''Safe Specials:''' Sumo headbutt and LP/OD hundred hand slap leave Honda at minimal disadvantage, and sumo smash is plus on block for all versions. This allows Honda to keep up offensive pressure and chip the opponent's drive gauge without fear of a guaranteed punish. Against opponents in burnout, these specials are even more effective.
* '''Efficient Conversions:''' Sumo spirit is an install special that lets Honda convert small hits into large damage. Honda can also drive rush crouching light punch (2LP) into combos. This allows Honda to represent high damage combos in many situations.
* '''Efficient Conversions:''' Sumo spirit is an install special that lets Honda convert small hits into large damage. Honda can also drive rush crouching light punch (2LP) into combos. This allows Honda to represent high damage combos in many situations.
* '''High Drive Bar Damage:''' Headbutt depletes an entire bar of drive gauge if blocked. Opponent's have to carefully manage their drive gauge when fighting Honda and either have less to use (because they have blocked headbutt) or they have to make risky guesses (such as parry).
* '''Strong Gimmicks:''' Many of Honda's core moves (such as headbutt) are strong and require careful matchup knowledge to fight successfully. Because of this, Honda can be a massive "knowledge check," punishing opponents who don't know the matchup nuances.
* '''Strong Gimmicks:''' Many of Honda's core moves (such as headbutt) are strong and require careful matchup knowledge to fight successfully. Because of this, Honda can be a massive "knowledge check," punishing opponents who don't know the matchup nuances.



Revision as of 11:00, 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.

Honda's core move is sumo headbutt, a forward-moving special. If blocked normally, sumo headbutt is safe and deals significant damage to the opponent's drive gauge. On hit, sumo headbutt deals 1000+ damage and knocks down, leading to strong setplay.

Opponents therefore can't block or avoid the headbutt indefinitely—they will either burn out due to drive gauge damage or take damage and offensive pressure. This forces opponents to take action and make risky guesses, and Honda capitalizes by forcing these interactions.

Headbutt is a threat in most situations. 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.

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 (2HP) 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.

Overall, Honda represents an obstacle course for opponents to overcome, with headbutt being a constant threat. And when Honda lands a successful hit, he is able to convert to high damage and oppressive okizeme.

Strengths Weaknesses
  • Safe Specials: Sumo headbutt and LP/OD hundred hand slap leave Honda at minimal disadvantage, and sumo smash is plus on block for all versions. This allows Honda to keep up offensive pressure and chip the opponent's drive gauge without fear of a guaranteed punish. Against opponents in burnout, these specials are even more effective.
  • Efficient Conversions: Sumo spirit is an install special that lets Honda convert small hits into large damage. Honda can also drive rush crouching light punch (2LP) into combos. This allows Honda to represent high damage combos in many situations.
  • High Drive Bar Damage: Headbutt depletes an entire bar of drive gauge if blocked. Opponent's have to carefully manage their drive gauge when fighting Honda and either have less to use (because they have blocked headbutt) or they have to make risky guesses (such as parry).
  • Strong Gimmicks: Many of Honda's core moves (such as headbutt) are strong and require careful matchup knowledge to fight successfully. Because of this, Honda can be a massive "knowledge check," punishing opponents who don't know the matchup nuances.
  • No Throw Loop: Honda cannot perform throw loops off normal throw or oicho throw, even in the corner or by spending drive gauge.
  • Weak Corner Defense: Honda's only true reversal is Show of Force, which costs 1 super meter. OD headbutt has armor but is not invincible, so it loses to throws and cannot be used at very low life. In addition, Honda's medium attacks are outranged by many other characters (such as Juri and Kim). Honda therefore can be pressured in the corner and requires good defensive instincts.

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