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

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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.
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)
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.  


{{ ProConTable
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.
| 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.
* '''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.
* '''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.


| cons=
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.
* '''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.
 
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.
 
 
{{ ReasonsToPick
| pick=
* 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
 
| avoid=
* Not having a [[Street_Fighter_6/Offense#Throw_Loop|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
}}
}}
<br>
===Classic & Modern Versions Comparison===
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern E. Honda
|-
! style="text-align:left;" | Missing Normals
|
* Standing Light Kick {{clr|L|(5LK)}}
* Standing Medium Kick {{clr|M|(5MK)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Kick {{clr|M|(j.MK)}}
* Jumping Heavy Kick {{clr|H|(j.HK)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* Power Stomp {{clr|H|(3HK)}}
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* Oicho Throw {{clr|4|(2S)}}
** Heavy/OD Only
|-
! style="text-align:left;" | Miscellaneous Changes
|
* N/A
|}


<noinclude>
<noinclude>

Latest revision as of 22:05, 31 May 2024

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

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