Street Fighter V/E.Honda: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 1: Line 1:
{{SFVHeader}}
{{Infobox Character SFV
|name=E.Honda
|hash=HND
|image=SFV-E.Honda_Portrait.jpg
|hp=1050
|stun=1075
|vt1=900
|vt2=600
|movef=4.4
|moveb=2.7
|dashf=20
|dashb=24
|dashfd=166.1
|dashbd=95.1
|dashch=3-10
|jumpb=49(5+40+4)
|jumpn=49(5+40+4)
|jumpf=48(4+40+4)
|jumpbd=180
|jumpfd=208
|throwh=0.25
|throwr=0.9
}}
{{SFV Ambox FAT}}
<center>{{FrameDataKey-SFV}}</center>
== Normals ==
 
=====<font style="visibility:hidden; float:right">Stand LP</font>=====
{{MoveData
|image=SFV_E.Honda_5LP.png
|name=Stand LP
|input=5LP
|data=
{{AttackData-SFV
|startup=<nowiki>5</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>9</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>3</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>90</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>13 / 10 / 10</nowiki>
|description=
* The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
* Good hitboxes to poke / check the opponent
* Quite a long special cancel window (uncharacteristic for a LP)
* Deals 20 more stun (90) compared to most light attacks in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Stand MP</font>=====
{{MoveData
|image=SFV_E.Honda_5MP.png
|name=Stand MP
|input=5MP
|data=
{{AttackData-SFV
|startup=<nowiki>7</nowiki>
|active=<nowiki>4</nowiki>
|recovery=<nowiki>13</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>70</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>*15 / 15 / 18</nowiki>
|description=
* Hit Confirm notes: *VS2 Hands only
* Cancelable into the df+HK follow-up on frames 8-13 (cancel is slightly delayable to create mixups)
* The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
* Good hitboxes to poke / check the opponent
* Can be a good oki tool (4 active frames for both wake-ups and good + frames)
* Deals 10 more damage (70) and 20 more stun (120) compared to most medium attacks in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Stand HP</font>=====
{{MoveData
|image=SFV_E.Honda_5HP.png
|name=Stand HP
|input=5HP
|data=
{{AttackData-SFV
|startup=<nowiki>8</nowiki>
|active=<nowiki>6</nowiki>
|recovery=<nowiki>22</nowiki>
|hit=<nowiki>-2</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-7</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>90(80)</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>17 / 20 / -</nowiki>
|description=
* Solid anti-air on the first 3 active frames
* Only the first 3 active frames are cancelable into specials or super (also cancelable into V-Trigger on all active frames)
* Deals 10 less damage (80) on active frames 4-6
}}
}}
 
=====<font style="visibility:hidden; float:right">Stand LK</font>=====
{{MoveData
|image=SFV_E.Honda_5LK.png
|name=Stand LK
|input=5LK
|data=
{{AttackData-SFV
|startup=<nowiki>4</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>8</nowiki>
|hit=<nowiki>4</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>90</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Quite a long special cancel window (uncharacteristic for a LK)
* Deals 20 more stun (90) compared to most light attacks in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Stand MK</font>=====
{{MoveData
|image=SFV_E.Honda_5MK.png
|name=Stand MK
|input=5MK
|data=
{{AttackData-SFV
|startup=<nowiki>5</nowiki>
|active=<nowiki>2</nowiki>
|recovery=<nowiki>14</nowiki>
|hit=<nowiki>7</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>4</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>13 / 15 / -</nowiki>
|description=
* Forces standing
* Good frametrap / combo tool
* Deals 20 more stun (120) compared to most medium attacks in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Stand HK</font>=====
{{MoveData
|image=SFV_E.Honda_5HK.png
|name=Stand HK
|input=5HK
|data=
{{AttackData-SFV
|startup=<nowiki>8</nowiki>
|active=<nowiki>2(1)3</nowiki>
|recovery=<nowiki>21</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2(-4)</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>90(80)</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>*14/*17 / 14/17 / -</nowiki>
|description=
* Hit Confirm notes: *VS2 Hands only
* First hit forces standing
* Second hit cannot hit crouching and deals 10 less damage (80) by itself
* -4 on block vs crouching when the second hit whiffs
* Decent anti-air on 2nd hit (albeit a bit slow startup)
}}
}}
 
=====<font style="visibility:hidden; float:right">Crouch LP</font>=====
{{MoveData
|image=SFV_E.Honda_2LP.png
|name=Crouch LP
|input=2LP
|data=
{{AttackData-SFV
|startup=<nowiki>5</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>9</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>40</nowiki>
|stun=<nowiki>90</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Chains into itself
* Chained cr.LP has 3F startup and combos from cr.LK (has no gap in blockstring if chained into)
* The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
* Good hitboxes to poke / check the opponent
* Deals 20 more stun (90) compared to most light attacks in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Crouch MP</font>=====
{{MoveData
|image=SFV_E.Honda_2MP.png
|name=Crouch MP
|input=2MP
|data=
{{AttackData-SFV
|startup=<nowiki>6</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>14</nowiki>
|hit=<nowiki>4</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>*14 / 14 / -</nowiki>
|description=
* Hit Confirm notes: *VS2 Hands only
* The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
* Good hitboxes to poke / check the opponent
* Deals 20 more stun (120) compared to most medium attacks in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Crouch HP</font>=====
{{MoveData
|image=SFV_E.Honda_2HP.png
|name=Crouch HP
|input=2HP
|data=
{{AttackData-SFV
|startup=<nowiki>10</nowiki>
|active=<nowiki>2</nowiki>
|recovery=<nowiki>21(20/26)</nowiki>
|hit=<nowiki>4</nowiki>
|crush=<nowiki>Stagger / 25 / +120</nowiki>
|block=<nowiki>-5</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>100</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>*16 / 16 / -</nowiki>
|description=
* Hit Confirm notes: *VS2 Hands only
* Crush Counter (Stagger: +25)
* Recovery Frames (21F) and Total Frames (32F) listed refers to the whiff version (-1F recovery on hit / +5F recovery on block)
}}
}}
 
=====<font style="visibility:hidden; float:right">Crouch LK</font>=====
{{MoveData
|image=SFV_E.Honda_2LK.png
|name=Crouch LK
|input=2LK
|data=
{{AttackData-SFV
|startup=<nowiki>4</nowiki>
|active=<nowiki>2</nowiki>
|recovery=<nowiki>13</nowiki>
|hit=<nowiki>3</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>0</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>30</nowiki>
|stun=<nowiki>90</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>sp vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Chains into cr.LP
* Can cancel into Hundred Hand Slap special or V-Trigger activation / specials
* If canceled into VT1 or VT2 activation, recovery is 11F instead of 6F
}}
}}
 
=====<font style="visibility:hidden; float:right">Crouch MK</font>=====
{{MoveData
|image=SFV_E.Honda_2MK.png
|name=Crouch MK
|input=2MK
|data=
{{AttackData-SFV
|startup=<nowiki>6</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>14</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>*15 / 15 / -</nowiki>
|description=
* Hit Confirm notes: *VS2 Hands only
* Decent hitbox priority for a cr.MK
* Deals 20 more stun (120) compared to most medium attacks in the game
* If canceled into VT1 or VT2 activation, recovery is 11F instead of 6F
}}
}}
 
=====<font style="visibility:hidden; float:right">Crouch HK</font>=====
{{MoveData
|image=SFV_E.Honda_2HK.png
|name=Crouch HK
|input=2HK
|data=
{{AttackData-SFV
|startup=<nowiki>7</nowiki>
|active=<nowiki>2(8)2</nowiki>
|recovery=<nowiki>14(17)</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>Hard Knockdown / KD / +120</nowiki>
|block=<nowiki>-9</nowiki>
|knockdown=<nowiki>71 / 22 / 27</nowiki>
|damage=<nowiki>100</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>L</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>*16 / 16 / -</nowiki>
|description=
* Hit Confirm notes: *VS2 Hands only
* Crush Counter (Hard Knockdown: +71 KDA) on both hits
* Hits on both sides of E.Honda
* Only the first hit (front) can cancel into V-Trigger
* Second hit (behind) cannot hit airborne or targets in front of E.Honda
* Second hit does not play out if the first hit connects to opponent (hit or block)
* 3 extra recovery frames on whiff (17F)
}}
}}
 
=====<font style="visibility:hidden; float:right">Jump LP</font>=====
{{MoveData
|image=SFV_E.Honda_j.LP.png
|name=Jump LP
|input=j.LP
|data=
{{AttackData-SFV
|startup=<nowiki>4</nowiki>
|active=<nowiki>5</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>50</nowiki>
|stun=<nowiki>90</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Incredible hitbox priority for a horizontal jump-in
* Deals 10 more damage (50) and 20 more stun (90) compared to most light jump-ins in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Jump MP</font>=====
{{MoveData
|image=SFV_E.Honda_j.MP.png
|name=Jump MP
|input=j.MP
|data=
{{AttackData-SFV
|startup=<nowiki>6</nowiki>
|active=<nowiki>7</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>70</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Great hitbox for both air-to-air and jump-in
* Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Jump HP</font>=====
{{MoveData
|image=SFV_E.Honda_j.HP.png
|name=Jump HP
|input=j.HP
|data=
{{AttackData-SFV
|startup=<nowiki>7</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
}}
}}
 
=====<font style="visibility:hidden; float:right">Neutral Jump HP</font>=====
{{MoveData
|image=SFV_E.Honda_8HP.png
|name=Neutral Jump HP
|input=8HP
|data=
{{AttackData-SFV
|startup=<nowiki>10</nowiki>
|active=<nowiki>5</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Strong air-to-air hitbox
* Can steer E.Honda's air momentum forward or backwards on frames 1-28 (forward momentum is faster than backwards)
}}
}}
 
=====<font style="visibility:hidden; float:right">Jump LK</font>=====
{{MoveData
|image=SFV_E.Honda_j.LK.png
|name=Jump LK
|input=j.LK
|data=
{{AttackData-SFV
|startup=<nowiki>4</nowiki>
|active=<nowiki>9</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>50</nowiki>
|stun=<nowiki>90</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Can hit crossup
* Shrinks bottom hurtbox on frame 3 and onwards
* Deals 10 more damage (50) and 20 more stun (90) compared to most light jump-ins in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Jump MK</font>=====
{{MoveData
|image=SFV_E.Honda_j.MK.png
|name=Jump MK
|input=j.MK
|data=
{{AttackData-SFV
|startup=<nowiki>6</nowiki>
|active=<nowiki>4</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>70</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Jump HK</font>=====
{{MoveData
|image=SFV_E.Honda_j.HK.png
|name=Jump HK
|input=j.HK
|data=
{{AttackData-SFV
|startup=<nowiki>9</nowiki>
|active=<nowiki>6</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
}}
}}
 
== Command Normals ==
 
=====<font style="visibility:hidden; float:right">Flying Sumo Press</font>=====
{{MoveData
|image=SFV_E.Honda_2MK (air).png
|name=Flying Sumo Press
|input=2MK (air)
|data=
{{AttackData-SFV
|startup=<nowiki>12</nowiki>
|active=<nowiki>9</nowiki>
|recovery=<nowiki>-</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>70</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Cross-up
* Can only be performed during a forward jump
* Highly vulnerable hurtbox below his body
* Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
}}
}}
 
=====<font style="visibility:hidden; float:right">Harai-Geri</font>=====
{{MoveData
|image=SFV_E.Honda_6HK.png
|name=Harai-Geri
|input=6HK
|data=
{{AttackData-SFV
|startup=<nowiki>12</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>23(24)</nowiki>
|hit=<nowiki>2</nowiki>
|crush=<nowiki>Stagger / 20 / +120</nowiki>
|block=<nowiki>-7</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>80</nowiki>
|stun=<nowiki>150</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>*18 / 18 / -</nowiki>
|description=
* Hit Confirm notes: *VS2 Hands only
* Crush Counter (Stagger: +20)
* +1F recovery on whiff
* Juggle Limit: 1
}}
}}
 
=====<font style="visibility:hidden; float:right">Chikara-Ashi</font>=====
{{MoveData
|image=SFV_E.Honda_3HK.png
|name=Chikara-Ashi
|input=3HK
|data=
{{AttackData-SFV
|startup=<nowiki>21(20)</nowiki>
|active=<nowiki>6</nowiki>
|recovery=<nowiki>16</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>4</nowiki>
|knockdown=<nowiki>70 / 9 / 14</nowiki>
|damage=<nowiki>90</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>*17 / 17 / -</nowiki>
|description=
* Hit Confirm notes: *VS2 Hands only
* Not an overhead
* Great oki and mixup tool
* Can hit OTG (see KDA numbers) once per knockdown
* Can be kara-canceled from frames 12-19 (before active) into all special moves (including V-trigger specials) and super (Critical Art)
* Kara-cancel into Sumo Headbutt requires a plink input
* Pulls back E.Honda's hurtbox a bit on frames 4-17
* Juggle Limit: 5
}}
}}
 
== Target Combos ==
 
=====<font style="visibility:hidden; float:right">Tokoshizume</font>=====
{{MoveData
|image=SFV_E.Honda_5MP  3HK.png
|name=Tokoshizume
|input=5MP > 3HK
|data=
{{AttackData-SFV
|startup=<nowiki>7+20</nowiki>
|active=<nowiki>6</nowiki>
|recovery=<nowiki>16</nowiki>
|hit=<nowiki>5</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>70*63 (133)</nowiki>
|stun=<nowiki>100*110 (210)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>- / - / 18</nowiki>
|description=
* Not an overhead
* Great oki and mixup tool
* Can be kara-canceled from frames 12-19 (before active) into all special moves (including V-trigger specials) and super (Critical Art)
* Kara-canceling into Sumo Headbutt requires a plink input
* Juggle Limit on df+HK: 5
* 70dmg / 100 stun if only df HK hits
}}
}}
 
=====<font style="visibility:hidden; float:right">Tsurane Harite</font>=====
{{MoveData
|image=SFV_E.Honda_5LP  5MP.png
|name=Tsurane Harite
|input=5LP > 5MP
|data=
{{AttackData-SFV
|startup=<nowiki>5+7</nowiki>
|active=<nowiki>4</nowiki>
|recovery=<nowiki>19</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-6</nowiki>
|knockdown=<nowiki>96 / 37 / 42</nowiki>
|damage=<nowiki>40*45 (85)</nowiki>
|stun=<nowiki>90*90 (180)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vs1 vt1 vt2</nowiki>
|confirm=<nowiki>13 / 13 / 10</nowiki>
|description=
* Cancels into Specials / V-Skill 1 Target Combo / Super (CA) on hit only
* Puts grounded opponents into a limited juggle state (Juggle Start: +1)
}}
}}
 
=====<font style="visibility:hidden; float:right">Hirate</font>=====
{{MoveData
|image=SFV_E.Honda_5LP  5MP  MPMK (VS1).png
|name=Hirate
|input=5LP > 5MP > MPMK (VS1)
|data=
{{AttackData-SFV
|startup=<nowiki>5+7+16</nowiki>
|active=<nowiki>4</nowiki>
|recovery=<nowiki>24</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>97 / 36 / 41</nowiki>
|damage=<nowiki>40*45*56 (141)</nowiki>
|stun=<nowiki>90*90*96 (276)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>13 / 13 / 13</nowiki>
|description=
* Last hit (V-Skill clap) nullifies 1 hit of projectiles
* Allows for further juggling if cancelled into V-Trigger
* The last V-Skill hit can only cancel into V-Trigger activation / V-Trigger specials
* Puts opponent into a limited juggle state (Juggle Count: 1)
* Juggle Limit / Increase / Start: 3 / 0 / 1
}}
}}
 
== Throws ==
 
=====<font style="visibility:hidden; float:right">Saba-Ori</font>=====
{{MoveData
|image=SFV_E.Honda_LPLK.png
|name=Saba-Ori
|input=LPLK
|subtitle=Throw
|data=
{{AttackData-SFV
|startup=<nowiki>5</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>17</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>65 / 6 / 6</nowiki>
|damage=<nowiki>130</nowiki>
|stun=<nowiki>170</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
}}
}}
 
=====<font style="visibility:hidden; float:right">Tawara Throw</font>=====
{{MoveData
|image=SFV_E.Honda_4LPLK.png
|name=Tawara Throw
|input=4LPLK
|subtitle=Back Throw
|data=
{{AttackData-SFV
|startup=<nowiki>5</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>17</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>65 / 6 / 6</nowiki>
|damage=<nowiki>140</nowiki>
|stun=<nowiki>170</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* No difference in stun damage from forward throw
}}
}}
 
== Special Moves ==
 
=====<font style="visibility:hidden; float:right">LP Hundred Hand Slap</font>=====
{{MoveData
|image=SFV_E.Honda_LP (mash).png
|name=LP Hundred Hand Slap
|input=LP (mash)
|data=
{{AttackData-SFV
|startup=<nowiki>7</nowiki>
|active=<nowiki>2(4)3(5)3</nowiki>
|recovery=<nowiki>14</nowiki>
|hit=<nowiki>3(4)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>100(110)</nowiki>
|stun=<nowiki>160(170)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt1</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* 3 hits total
* Only 2nd hit can be cancelled into V-Trigger 1 activation or Super (CA)
* Cannot cancel into V-Trigger 2 activation
* All 3 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
* Values in parentheses refer to the buffed V-Skill 2 version
}}
}}


== E.Honda ==
=====<font style="visibility:hidden; float:right">MP Hundred Hand Slap</font>=====
{|
{{MoveData
|{{SFVCharacterPortrait|E.Honda}}
|image=SFV_E.Honda_MP (mash).png
{{SFVCharacterData|1050|1075|4.4|2.7|20|24|166.1|95.1|-|49(5+40+4)|208|180|0.9|0.25|Sumo Smash|crLK, crMK, crHK|crHK (CH)|f+HK, crHP, crHK|}}
|name=MP Hundred Hand Slap
|input=MP (mash)
|data=
{{AttackData-SFV
|startup=<nowiki>17</nowiki>
|active=<nowiki>2(3)2(5)2(3)2(5)2</nowiki>
|recovery=<nowiki>14</nowiki>
|hit=<nowiki>3(4)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>1</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>110(120)</nowiki>
|stun=<nowiki>170(180)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt1</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* 5 hits total
* Only 3rd hit can be cancelled into V-Trigger 1 activation or Super (CA)
* Cannot cancel into V-Trigger 2 activation
* All 5 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
* Values in parentheses refer to the buffed V-Skill 2 version
}}
}}


|}
=====<font style="visibility:hidden; float:right">HP Hundred Hand Slap</font>=====
{{SFVCharacterSummary|E.Honda|
{{MoveData
One of the original 8 world warriors joins the fight in season 4.
|image=SFV_E.Honda_HP (mash).png
|
|name=HP Hundred Hand Slap
Honda is possibly the most volatile character in the game. His tools, weirdly enough, give him a very skewed matchup chart compared to every other character in the game. He does better against a lot of top tiers than many other characters however, he has more trouble with some mid and low tiers compared to everyone else as well. This makes him the perfect counter pick character, and to accomplish this, he has some amazing buttons and specials. His Hundred Hand Slap is a plus on block, fast move that moves Honda forward, and his EX Sumo Smash allows him to get in easily and continue his obnoxious pressure. The constant threat of his command grab and armor breaking VT1 only adds to his pressure. If you want an incredibly volatile character that has all the tools he needs to be a great counter pick, then check out Honda.|
|input=HP (mash)
|}}
|data=
{{SFVCharacterChangeList |TBW|TBW}}
{{AttackData-SFV
|startup=<nowiki>19</nowiki>
|active=<nowiki>2(3)2(3)2(3)2(3)2(3)2(3)2</nowiki>
|recovery=<nowiki>15</nowiki>
|hit=<nowiki>2(4)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>120(130)</nowiki>
|stun=<nowiki>180(190)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt1</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* 7 hits total
* Only 3rd hit can be cancelled into V-Trigger 1 activation or Super (CA)
* Cannot cancel into V-Trigger 2 activation
* All 7 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
* Values in parentheses refer to the buffed V-Skill 2 version
}}
}}


{{SFVCharacterMovelist|E.Honda}}
=====<font style="visibility:hidden; float:right">EX Hundred Hand Slap</font>=====
{{MoveData
|image=SFV_E.Honda_PP (mash).png
|name=EX Hundred Hand Slap
|input=PP (mash)
|data=
{{AttackData-SFV
|startup=<nowiki>16</nowiki>
|active=<nowiki>2(3)2(2)2(3)2(3)2(3)2(2)2</nowiki>
|recovery=<nowiki>15</nowiki>
|hit=<nowiki>4(6)</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>100(110)</nowiki>
|stun=<nowiki>150(160)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* 7 hits total
* E.Honda automatically moves forward during the slaps (does not stay in place once the slaps begin)
* Only last hit can be cancelled into V-Trigger activation (both V-Triggers)
* All 7 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
* Values in parentheses refer to the buffed V-Skill 2 version
}}
}}


{{SFVCharacterDiscussions|E.Honda|E.Honda|a8WFtaR}}
=====<font style="visibility:hidden; float:right">LP Sumo Headbutt</font>=====
{{MoveData
|image=SFV_E.Honda_46LP.png
|name=LP Sumo Headbutt
|input=46LP
|data=
{{AttackData-SFV
|startup=<nowiki>10(16)</nowiki>
|active=<nowiki>3(14)</nowiki>
|recovery=<nowiki>10+14(11+15)</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-4</nowiki>
|knockdown=<nowiki>97(98) / 38(39) / 43(44)</nowiki>
|damage=<nowiki>120(100)</nowiki>
|stun=<nowiki>180(150)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Requires 40 frames of charge
* Airborne on frames 13-39 on whiff
* Travels about 50% screen length
* Deals less damage (100) and stun (150) after the first 3 active frames (after Honda goes airborne)
* Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
* +1 extra KDA after first 3 active frames (see KDA in parentheses)
* There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
* Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
* Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / block)
* Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
* KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
* Juggle Limit / Increase / Start: 0 / 1 / 1
}}
}}


== Video Guides ==
=====<font style="visibility:hidden; float:right">MP Sumo Headbutt</font>=====
=== [https://www.youtube.com/user/CapcomSF|StreetFighter Street Fighter] Official Character Introduction ===
{{MoveData
<youtube>15Ld3WoCHFA</youtube>
|image=SFV_E.Honda_46MP.png
=== [https://www.youtube.com/user/moonlitearthx14/featured|Bafael Bafael's] At a Glance ===
|name=MP Sumo Headbutt
<youtube>1ZHlVqf_CT4</youtube>
|input=46MP
<youtube>iYo4v5NClWU</youtube>
|data=
====[https://www.youtube.com/watch?v=1ZHlVqf_CT4&list=PLOVyB2EcKbJkDL7LiiP6XYX52lsKhVrIi YouTube Playlist with previous season changes] ====
{{AttackData-SFV
|startup=<nowiki>8(14)</nowiki>
|active=<nowiki>3(19)</nowiki>
|recovery=<nowiki>9+14(11+15)</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-7</nowiki>
|knockdown=<nowiki>93(96) / 34(37) / 39(42)</nowiki>
|damage=<nowiki>140(110)</nowiki>
|stun=<nowiki>180(150)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Requires 40 frames of charge
* Airborne on frames 11-41 on whiff
* Travels about 75% screen length
* Deals less damage (110) and stun (150) after the first 3 active frames (after Honda goes airborne)
* Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
* +3 extra KDA after first 3 active frames (see KDA in parentheses)
* There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
* Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
* Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / block)
* Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
* KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
* Juggle Limit / Increase / Start: 0 / 1 / 1
}}
}}


== Other Useful Guides ==
=====<font style="visibility:hidden; float:right">HP Sumo Headbutt</font>=====
{{MoveData
|image=SFV_E.Honda_46HP.png
|name=HP Sumo Headbutt
|input=46HP
|data=
{{AttackData-SFV
|startup=<nowiki>12(18)</nowiki>
|active=<nowiki>3(25)</nowiki>
|recovery=<nowiki>11+16(~)</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-12</nowiki>
|knockdown=<nowiki>97 / 38 / 43</nowiki>
|damage=<nowiki>160(120)</nowiki>
|stun=<nowiki>180(150)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Requires 40 frames of charge
* Upper-half of E.Honda's body is invincible to airborne strikes on frames 1-14
* Airborne on frames 15-53 on whiff
* Travels full-screen
* Deals less damage (120) and stun (150) after the first 3 active frames
* Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
* There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
* Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
* Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / 11+23 recovery frames on block)
* Has fixed KDA (KDA does not vary depending on distance traveled)
* Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
* KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
* Juggle Limit / Increase / Start: 0 / 1 / 1
}}
}}


== Frame Data ==
=====<font style="visibility:hidden; float:right">EX Sumo Headbutt</font>=====
{{SFVFrameDataTableHeader}}
{{MoveData
{{SFVFrameDataHeader}}
|image=SFV_E.Honda_46PP.png
{{SFVFrameDataRow | Stand LP | | LP | 40 | 90 | H | ["sp","su","vt1","vt2"] | 5 | 3 | 9 | 5 | 3 | 9 |  |  |  |  | 3 | 5 | 7 | - | - | - | - | 48 | 108|||||||||||||||}}
|name=EX Sumo Headbutt
{{SFVFrameDataRow | Stand MP |  | MP | 70 | 120 | H | ["vt1","vt2"] | 7 | 4 | 13 | 7 | 4 | 13 |  |  |  |  | 2 | 5 | 7 | - | - | - | 11 | 84 | 144|||||||||||||||}}
|input=46PP
{{SFVFrameDataRow | Stand HP |  | HP | 90(80) | 150 | H | ["sp","su","vt1","vt2"] | 8 | 6 | 22 | 8 | 6 | 22 |  |  |  |  | -7 | -2 | 0 | - | - | - | CHIP | CH_DAMAGE | 180|||||||||||||||}}
|data=
{{SFVFrameDataRow | Stand LK |  | LK | 40 | 90 | H | ["sp","su","vt1","vt2"] | 4 | 3 | 8 | 4 | 3 | 8 |  |  |  |  | 2 | 4 | 6 | - | - | - | - | 48 | 108|||||||||||||||}}
{{AttackData-SFV
{{SFVFrameDataRow | Stand MK |  | MK | 60 | 120 | H | ["sp","su","vt1","vt2"] | 6 | 2 | 14 | 6 | 2 | 14 |  |  |  |  | 4 | 7 | 9 | - | - | - | 9 | 72 | 144|||||||||||||||}}
|startup=<nowiki>7(14)</nowiki>
{{SFVFrameDataRow | Stand HK |  | HK | 90(80) | 150 | H | ["vt1","vt2"] | 8 | 2(1)3 | 21 | 8 | 2(1)3 | 21 |  |  |  |  | 2(-4) | 5 | 7 | - | - | - | CHIP | CH_DAMAGE | 180|||||||||||||||}}
|active=<nowiki>4(22)</nowiki>
{{SFVFrameDataRow | Crouch LP |  | d+LP | 40 | 90 | H | ["sp","su","vt1","vt2"] | 5 | 3 | 9 | 5 | 3 | 9 |  |  |  |  | 2 | 5 | 7 | - | - | - | - | 48 | 108|||||||||||||||}}
|recovery=<nowiki>9+23(~)</nowiki>
{{SFVFrameDataRow | Crouch MP |  | d+MP | 60 | 120 | H | ["vt1","vt2"] | 6 | 3 | 14 | 6 | 3 | 14 |  |  |  |  | 2 | 4 | 6 | - | - | - | 9 | 72 | 144|||||||||||||||}}
|hit=<nowiki>KD</nowiki>
{{SFVFrameDataRow | Crouch HP |  | d+HP | 100 | 150 | H | ["vt1","vt2"] | 10 | 2 | 21(20/26) | 10 | 2 | 21(20/26) |  |  |  |  | -5 | 4 | 25 | - | - | - | 16 | 120 | 180|||||||||||||||}}
|crush=<nowiki>- / - / -</nowiki>
{{SFVFrameDataRow | Crouch LK |  | d+LK | 30 | 90 | L | ["sp","vt1","vt2"] | 4 | 2 | 13 | 4 | 2 | 13 |  |  |  |  | 0 | 3 | 5 | - | - | - | - | 36 | 108|||||||||||||||}}
|block=<nowiki>-26</nowiki>
{{SFVFrameDataRow | Crouch MK |  | d+MK | 60 | 120 | L | ["vt1","vt2"] | 7 | 3 | 14 | 7 | 3 | 14 |  |  |  |  | -2 | 4 | 6 | - | - | - | 9 | 72 | 144|||||||||||||||}}
|knockdown=<nowiki>79(81) / 20(22) / 25(27)</nowiki>
{{SFVFrameDataRow | Crouch HK |  | d+HK | 100 | 150 | L | ["vt1","vt2"] | 7 | 2(8)2 | 14(17) | 7 | 2(8)2 | 14(17) |  |  |  |  | -9 | KD | KD | 71 | 22 | 27 | 16 | 120 | 180|||||||||||||||}}
|damage=<nowiki>160(130)</nowiki>
{{SFVFrameDataRow | Jump LP |  | u+LP | 50 | 90 | M | - | 4 | 5 | - | 4 | 5 | - |  |  |  |  | - | - | ? | - | - | - | - | 60 | 108|||||||||||||||}}
|stun=<nowiki>200(180)</nowiki>
{{SFVFrameDataRow | Jump MP |  | u+MP | 70 | 120 | M | - | 6 | 7 | - | 6 | 7 | - |  |  |  |  | - | - | ? | - | - | - | 11 | 84 | 144|||||||||||||||}}
|attack=<nowiki>H</nowiki>
{{SFVFrameDataRow | Jump HP |  | u+HP | 90 | 150 | M | - | 7 | 3 | - | 7 | 3 | - |  |  |  |  | - | - | ? | - | - | - | 14 | 108 | 180|||||||||||||||}}
|cancel=<nowiki>-</nowiki>
{{SFVFrameDataRow | Neutral Jump HP |  | u+HP | 90 | 150 | M | - | 10 | 5 | - | 10 | 5 | - |  |  |  |  | - | - | ? | - | - | - | 14 | 108 | 180|||||||||||||||}}
|confirm=<nowiki>- / - / -</nowiki>
{{SFVFrameDataRow | Jump LK |  | u+LK | 50 | 90 | M | - | 4 | 9 | - | 4 | 9 | - |  |  |  |  | - | - | ? | - | - | - | - | 60 | 108|||||||||||||||}}
|description=
{{SFVFrameDataRow | Jump MK |  | u+MK | 70 | 120 | M | - | 6 | 4 | - | 6 | 4 | - |  |  |  |  | - | - | ? | - | - | - | 11 | 84 | 144|||||||||||||||}}
* Requires 40 frames of charge
{{SFVFrameDataRow | Jump HK |  | u+HK | 90 | 150 | M | - | 9 | 6 | - | 9 | 6 | - |  |  |  |  | - | - | ? | - | - | - | 14 | 108 | 180|||||||||||||||}}
* 1 hit of armor on frames 3-9 and then another 1 hit of armor on frames 10-35
{{SFVFrameDataRow | Flying Sumo Press |  | d+MK (air) | 70 | 120 | M | - | 12 | 9 | - | 12 | 9 | - |  |  |  |  | - | - | ? | - | - | - | 11 | 84 | 144|||||||||||||||}}
* Airborne on frames 10-44 on whiff
{{SFVFrameDataRow | Harai-Geri |  | f+HK | 80 | 150 | H | ["vt1","vt2"] | 12 | 3 | 23(24) | 12 | 3 | 23(24) |  |  |  |  | -7 | 2 | 20 | - | - | - | 13 | 96 | 180|||||||||||||||}}
* Travels full-screen
{{SFVFrameDataRow | Chikara-Ashi |  | df+HK | 90 | 120 | H | ["vt1","vt2"] | 21(20) | 6 | 16 | 21(20) | 6 | 16 |  |  |  |  | 2 | 5 | 7 | 70 | 9 | 14 | 14 | 108 | 144|||||||||||||||}}
* Hits 2 times if used up close for 100+60 damage and 150+50 stun (otherwise only does 1 hit for 130 damage and 180 stun if connected while Honda is airborne)
{{SFVFrameDataRow | Tokoshizume |  | MP > df+HK | 70 | 100 | H | ["vt1","vt2"] | 7+20 | 6 | 16 | 7+20 | 6 | 16 |  |  |  |  | 2 | 5 | 7 | - | - | - | 11 | 84 | 120|||||||||||||||}}
* Recovery and Total frames listed refers to the whiffed version (11+26 recovery frames on hit / 11+36 recovery frames on block)
{{SFVFrameDataRow | Tsurane Harite |  | LP > MP | 50 | 100 | H | ["sp","su","vs1","vt1","vt2"] | 5+7 | 4 | 19 | 5+7 | 4 | 19 |  |  |  |  | -6 | KD | KD | 96 | 37 | 42 | 8 | 60 | 120|||||||||||||||}}
* Has fixed KDA (but KDA does differ depending on if both hits connect (up close) or just one hit connects)
{{SFVFrameDataHeader}}
* KDA shown in parantheses (X) refers to when both hits connect (up close)
{{SFVFrameDataRow | Saba-Ori |  | LP+LK | 130 | 170 | T | - | 5 | 3 | 17 | 5 | 3 | 17 |  |  |  |  | - | KD | KD | 65 | 6 | 6 | ? | 156 | 204|||||||||||||||}}
* Juggle Limit / Increase / Start: 2*5 / 1*1 / 1*1
{{SFVFrameDataRow | Tawara Throw |  | b+LP+LK | 140 | 170 | T | - | 5 | 3 | 17 | 5 | 3 | 17 |  |  |  |  | - | KD | KD | 65 | 6 | 6 | ? | 168 | 204|||||||||||||||}}
}}
{{SFVFrameDataHeader}}
}}
{{SFVFrameDataRow | Onigawara |  | HP+HK (VT1) | - | - | - | - | 1 | - | 5 | 1 | - | 5 |  |  |  |  | - | - | ? | - | - | - | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
 
{{SFVFrameDataRow | Tajikarao |  | HP+HK (VT2) | - | - | - | - | 1 | - | 5 | 1 | - | 5 |  |  |  |  | - | - | ? | - | - | - | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
=====<font style="visibility:hidden; float:right">LK Sumo Smash</font>=====
{{SFVFrameDataRow | Neko Damashi |  | MP+MK (VS1) | 60 | 120 | H | ["sp","su","vt1","vt2"] | 15 | 4 | 24 | 15 | 4 | 24 |  |  |  |  | -6 | 3 | 5 | - | - | - | ? | 72 | 144|||||||||||||||}}
{{MoveData
{{SFVFrameDataRow | Sumo Spirit |  | MP+MK (VS2) | - | - | - | - | - | - | 50 | - | - | 50 |  |  |  |  | - | - | ? | - | - | - | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|image=SFV_E.Honda_28LK.png
{{SFVFrameDataRow | Raiden-Ho |  | f+PPP | 60 | 0 | H | - | 17 | 2 | 24 | 17 | 2 | 24 |  |  |  |  | -2 | KD | KD | 78 | 19 | 24 | ? | 72 | 0|||||||||||||||}}
|name=LK Sumo Smash
{{SFVFrameDataHeader}}
|input=28LK
{{SFVFrameDataRow | Taunt |  | PPP+KKK | - | - | - | - | 1 | - | 60 | 1 | - | 60 |  |  |  |  | - | - | ? | - | - | - | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|data=
{{SFVFrameDataRow | LP Hundred Hand Slap |  | LP (mash) | 100(110) | 160(170) | H | ["su","vt1"] | 7 | 2(4)3(5)3 | 14 | 7 | 2(4)3(5)3 | 14 |  |  |  |  | 2 | 3(4) | ? | - | - | - | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
{{AttackData-SFV
{{SFVFrameDataRow | MP Hundred Hand Slap |  | MP (mash) | 110(120) | 170(180) | H | ["su","vt1"] | 17 | 2(3)2(5)2(3)2(5)2 | 14 | 17 | 2(3)2(5)2(3)2(5)2 | 14 |  |  |  |  | 1 | 3(4) | ? | - | - | - | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|startup=<nowiki>11</nowiki>
{{SFVFrameDataRow | HP Hundred Hand Slap |  | HP (mash) | 120(130) | 180(190) | H | ["su","vt1"] | 19 | 2(3)2(3)2(3)2(3)2(3)2(3)2 | 15 | 19 | 2(3)2(3)2(3)2(3)2(3)2(3)2 | 15 |  |  |  |  | -2 | 2(4) | ? | - | - | - | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|active=<nowiki>3(18)6</nowiki>
{{SFVFrameDataRow | EX Hundred Hand Slap |  | PP (mash) | 100(110) | 150(160) | H | ["vt1","vt2"] | 16 | 2(3)2(2)2(3)2(3)2(3)2(2)2 | 15 | 16 | 2(3)2(2)2(3)2(3)2(3)2(2)2 | 15 |  |  |  |  | -2 | 4(6) | ? | - | - | - | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|recovery=<nowiki>24</nowiki>
{{SFVFrameDataRow | LP Sumo Headbutt |  | b,f+LP | 120(100) | 180(150) | H | ["su"] | 10(16) | 3(14) | 10+14(11+15) | 10(16) | 3(14) | 10+14(11+15) |  |  |  |  | -4 | KD | KD | 90 | 31 | 36 | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|hit=<nowiki>KD</nowiki>
{{SFVFrameDataRow | MP Sumo Headbutt |  | b,f+MP | 140(110) | 180(150) | H | ["su"] | 8(14) | 3(19) | 9+14(11+15) | 8(14) | 3(19) | 9+14(11+15) |  |  |  |  | -7 | KD | KD | 92 | 33 | 38 | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|crush=<nowiki>- / - / -</nowiki>
{{SFVFrameDataRow | HP Sumo Headbutt |  | b,f+HP | 160(120) | 180(150) | H | ["su"] | 12(18) | 3(25) | 11+16(~) | 12(18) | 3(25) | 11+16(~) |  |  |  |  | -12 | KD | KD | 90 | 31 | 36 | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|block=<nowiki>-1(-3) / -3(-5)</nowiki>
{{SFVFrameDataRow | EX Sumo Headbutt |  | b,f+PP | 160(130) | 200(180) | H | - | 7(14) | 4(22) | 9+23(~) | 7(14) | 4(22) | 9+23(~) |  |  |  |  | -26 | KD | KD | 79(81) | 20(22) | 25(27) | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|knockdown=<nowiki>63~65(77) / 4~6(18) / 9~11(23)</nowiki>
{{SFVFrameDataRow | LK Sumo Smash |  | d,u+LK | 120(100) | 180(160) | H*M | - | 11 | 3(18)6 | 24 | 11 | 3(18)6 | 24 |  |  |  |  | -1(-3) / -3(-5) | KD | KD | 63~65(77) | 4~6(18) | 9~11(23) | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|damage=<nowiki>120(100)</nowiki>
{{SFVFrameDataRow | MK Sumo Smash |  | d,u+MK | 120(100) | 180(160) | H*M | - | 13 | 3(19)7 | 24 | 13 | 3(19)7 | 24 |  |  |  |  | -1(-3) / -3(-5) | KD | KD | 63~65(77) | 4~6(18) | 9~11(23) | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|stun=<nowiki>180(160)</nowiki>
{{SFVFrameDataRow | HK Sumo Smash |  | d,u+HK | 120(100) | 180(160) | H*M | - | 16 | 3(19)13 | 24 | 16 | 3(19)13 | 24 |  |  |  |  | -2(-3) / -4(-5) | KD | KD | 62~64(76) | 3~5(17) | 8~10(22) | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|attack=<nowiki>H*M</nowiki>
{{SFVFrameDataRow | EX Sumo Smash |  | d,u+KK | 160(140) | 200(180) | H*M | - | 8 | 8(14)10 | 19 | 8 | 8(14)10 | 19 |  |  |  |  | 4(6) / -1(-3) | KD | KD | 68~70(84~85) | 9~11(25~26) | 14~16(30~31) | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
|cancel=<nowiki>-</nowiki>
{{SFVFrameDataRow | LP Oicho Throw |  | hcb+LP | 140 | 180 | T | - | 7 | 2 | 60 | 7 | 2 | 60 |  |  |  |  | - | KD | KD | 49 | 10 | 10 | ? | 168 | 216|||||||||||||||}}
|confirm=<nowiki>- / - / -</nowiki>
{{SFVFrameDataRow | MP Oicho Throw |  | hcb+MP | 160 | 180 | T | - | 7 | 2 | 60 | 7 | 2 | 60 |  |  |  |  | - | KD | KD | 49 | 10 | 10 | ? | 192 | 216|||||||||||||||}}
|description=
{{SFVFrameDataRow | HP Oicho Throw |  | hcb+HP | 180 | 180 | T | - | 7 | 2 | 60 | 7 | 2 | 60 |  |  |  |  | - | KD | KD | 49 | 10 | 10 | ? | 216 | 216|||||||||||||||}}
* Requires 40 frames of charge
{{SFVFrameDataRow | EX Oicho Throw |  | hcb+PP | 200 | 200 | T | - | 5 | 2 | 60 | 5 | 2 | 60 |  |  |  |  | - | KD | KD | 58 | 9 | 9 | ? | 240 | 240|||||||||||||||}}
* Second hit is an overhead and can hit cross-up
{{SFVFrameDataHeader}}
* Airborne on frames 4-37
{{SFVFrameDataRow | Kamigashima |  | qcf,qcf+P | 50*(4x27)*12*170 | 0 | H | - | 1+8 | 29 | 9+28 | 1+8 | 29 | 9+28 |  |  |  |  | -22 | KD | KD | 4 | 4 | 4 | ? | CH_DAMAGE | 0|||||||||||||||}}
* First hit usually won't hit grounded opponents
{{SFVFrameDataHeader}}
* Deals 20 less damage (100) and stun (160) if only the second hit connects in front
{{SFVFrameDataRow|In VT1|||||||||||||||||||||||||||||||||||||||}}
* Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
{{SFVFrameDataRow | Oni-Daikaku |  | HP+HK | 120(100) | 200 | H | ["su","vt1"] | 10 | 3(3)21 | 10+10(11+14) | 10 | 3(3)21 | 10+10(11+14) |  |  |  |  | -4 | KD | KD | 90 | 31 | 36 | ? | CH_DAMAGE | 240|||||||||||||||}}
* Less frame advantage if blocked cross-up (-3~5) and less damage (80) and stun (120)
{{SFVFrameDataRow | Oni-Daikaku (Hold) |  | HP+HK (Hold) | 180(160) | 200 | H | ["su","vt1"] | 60 | 3(3)21 | 10+10(11+14) | 60 | 3(3)21 | 10+10(11+14) |  |  |  |  | 27 | KD | KD | 90 | 31 | 36 | ? | CH_DAMAGE | 240|||||||||||||||}}
* KDA shown in parantheses (X) refers to when both hits connect
{{SFVFrameDataRow | Oni-Daikaku (Release) |  | HP+HK (Release) | 120(100) | 200 | H | ["su","vt1"] | 3 | 3(3)21 | 10+10(11+14) | 3 | 3(3)21 | 10+10(11+14) |  |  |  |  | -4 | KD | KD | 90 | 31 | 36 | ? | CH_DAMAGE | 240|||||||||||||||}}
* KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
{{SFVFrameDataRow | Oni-Muso |  | HP+HK > HP+HK | 40*80 | 100*100 | H | ["su"] | 3 | 3(3)21 | 10+10(11+14) | 3 | 3(3)21 | 10+10(11+14) |  |  |  |  | KD | KD | KD | 92 | 33 | 38 | ? | CH_DAMAGE | CH_STUN|||||||||||||||}}
* Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
{{SFVFrameDataHeader}}
}}
{{SFVFrameDataRow|In VT2|||||||||||||||||||||||||||||||||||||||}}
}}
{{SFVFrameDataRow | Iwato Biraki |  | HP+HK | 180 | 200 | T | - | 28(17) | 20 | 44 | 28(17) | 20 | 44 |  |  |  |  | - | KD | KD | 62 | 22 | 22 | ? | 216 | 240|||||||||||||||}}
|-
|}
=====Notes=====


* CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
=====<font style="visibility:hidden; float:right">MK Sumo Smash</font>=====
* For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
{{MoveData
* Chip damage for normals refers to grey life inflicted
|image=SFV_E.Honda_28MK.png
== Combos ==
|name=MK Sumo Smash
=== BnB ===
|input=28MK
=== With Meter ===
|data=
=== Corner ===
{{AttackData-SFV
=== Crush Counter ===
|startup=<nowiki>13</nowiki>
=== V-Trigger Cancels ===
|active=<nowiki>3(19)7</nowiki>
{{SFVCharacterVSystem
|recovery=<nowiki>24</nowiki>
|
|hit=<nowiki>KD</nowiki>
Standard 17 frame strike.
|crush=<nowiki>- / - / -</nowiki>
|
|block=<nowiki>-1(-3) / -3(-5)</nowiki>
Honda's VS1 is Neko Damashi. It's a clap that can nullify fireballs and start juggles. It's unsafe on block and not plus enough on hit to get you a combo, so it's best only used against fireballs or in juggles.
|knockdown=<nowiki>63~65(77) / 4~6(18) / 9~11(23)</nowiki>
|
|damage=<nowiki>120(100)</nowiki>
Honda's VS2 is Sumo Spirit. Honda poses for 50 frames and charges up his next Hundred Hand Slap. The frame data remains the same on block, however every version gets better frame data on hit. All versions become +4 on hit, letting you link a st.lk after any version for good damage. The EX version becomes +6, letting you link a st.mk. In addition to the better frame data, when powered up, Honda can {{cancel}} any of his grounded normals into HHS, making his pokes even more threatening and giving him even better whiff punishes.
|stun=<nowiki>180(160)</nowiki>
|
|attack=<nowiki>H*M</nowiki>
Honda's VT1 is Onigawara, it's 3 bars and gives him access to a powered up headbutt by pressing hp+hk. This headbutt can be cancelled from any normal of special, making it a great combo ender. It has armor on startup, so it's fairly strong as an anti air and reversal. You can charge the headbutt, and when fully charged, it causes a guard break and projectile invulnerability. The headbutt takes up about a third of your gauge, so functionally, you'll get 3 uses out of it.
|cancel=<nowiki>-</nowiki>
|
|confirm=<nowiki>- / - / -</nowiki>
Honda's VT2 is Tajikarao, it's 2 bars and gives him access to a running command grab by pressing hp+hk. The command grab can easily be compared to Hugo's Meat Squasher, as Honda picks you up, runs to the nearest corner, and then finally throws you down. Like his VT1 headbutt, this also has armor, making it a somewhat useful anti air and reversal. It can be cancelled into from any normal or special, and becomes a hit grab when done so it can properly combo.
|description=
|
* Requires 40 frames of charge
* Second hit is an overhead and can hit cross-up
* Airborne on frames 4-41
* First hit usually won't hit grounded opponents
* Deals 20 less damage (100) and stun (160) if only the second hit connects in front
* Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
* Less frame advantage if blocked cross-up (-3~5) and less damage (80) and stun (120)
* KDA shown in parantheses (X) refers to when both hits connect
* KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
* Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
}}
}}
== Strategy ==
}}
=== Playing as E.Honda ===
 
=== Fighting Against E.Honda ===
=====<font style="visibility:hidden; float:right">HK Sumo Smash</font>=====
{{MoveData
|image=SFV_E.Honda_28HK.png
|name=HK Sumo Smash
|input=28HK
|data=
{{AttackData-SFV
|startup=<nowiki>16</nowiki>
|active=<nowiki>3(19)13</nowiki>
|recovery=<nowiki>24</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2(-3) / -4(-5)</nowiki>
|knockdown=<nowiki>62~64(76) / 3~5(17) / 8~10(22)</nowiki>
|damage=<nowiki>120(100)</nowiki>
|stun=<nowiki>180(160)</nowiki>
|attack=<nowiki>H*M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Requires 40 frames of charge
* Second hit is an overhead and can hit cross-up
* Airborne on frames 10-50
* First hit usually won't hit grounded opponents
* Deals 20 less damage (100) and stun (160) if only the second hit connects in front
* Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
* Less frame advantage if blocked cross-up (-4~6) and less damage (80) and stun (120)
* KDA shown in parantheses (X) refers to when both hits connect
* KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
* Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
}}
}}
 
=====<font style="visibility:hidden; float:right">EX Sumo Smash</font>=====
{{MoveData
|image=SFV_E.Honda_28KK.png
|name=EX Sumo Smash
|input=28KK
|data=
{{AttackData-SFV
|startup=<nowiki>8</nowiki>
|active=<nowiki>8(14)10</nowiki>
|recovery=<nowiki>19</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>4(6) / -1(-3)</nowiki>
|knockdown=<nowiki>68~70(84~85) / 9~11(25~26) / 14~16(30~31)</nowiki>
|damage=<nowiki>160(140)</nowiki>
|stun=<nowiki>200(180)</nowiki>
|attack=<nowiki>H*M</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Requires 40 frames of charge
* Throw invincible on frames 1-20
* Second hit is an overhead and can hit cross-up
* Airborne on frames 4-38
* Trajectory can be altered by holding stick forward or back during the move animation
* Deals 20 less damage (140) and stun (180) if only the second hit connects in front
* Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
* Less frame advantage if blocked cross-up (-1~3) and less damage (100) and stun (150)
* KDA shown in parantheses (X) refers to when both hits connect
* KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
* Juggle Limit / Increase / Start: 6*7 / 1*1 / 1*1
}}
}}
 
=====<font style="visibility:hidden; float:right">LP Oicho Throw</font>=====
{{MoveData
|image=SFV_E.Honda_63214LP.png
|name=LP Oicho Throw
|input=63214LP
|data=
{{AttackData-SFV
|startup=<nowiki>7</nowiki>
|active=<nowiki>2</nowiki>
|recovery=<nowiki>60</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>49 / 10 / 10</nowiki>
|damage=<nowiki>140</nowiki>
|stun=<nowiki>180</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Denies back-roll
* Grab Range: 1.19
}}
}}
 
=====<font style="visibility:hidden; float:right">MP Oicho Throw</font>=====
{{MoveData
|image=SFV_E.Honda_63214MP.png
|name=MP Oicho Throw
|input=63214MP
|data=
{{AttackData-SFV
|startup=<nowiki>7</nowiki>
|active=<nowiki>2</nowiki>
|recovery=<nowiki>60</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>49 / 10 / 10</nowiki>
|damage=<nowiki>160</nowiki>
|stun=<nowiki>180</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Denies back-roll
* Grab Range: 1.15
}}
}}
 
=====<font style="visibility:hidden; float:right">HP Oicho Throw</font>=====
{{MoveData
|image=SFV_E.Honda_63214HP.png
|name=HP Oicho Throw
|input=63214HP
|data=
{{AttackData-SFV
|startup=<nowiki>7</nowiki>
|active=<nowiki>2</nowiki>
|recovery=<nowiki>60</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>49 / 10 / 10</nowiki>
|damage=<nowiki>180</nowiki>
|stun=<nowiki>180</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Denies back-roll
* Grab Range: 1.08
}}
}}
 
=====<font style="visibility:hidden; float:right">EX Oicho Throw</font>=====
{{MoveData
|image=SFV_E.Honda_63214PP.png
|name=EX Oicho Throw
|input=63214PP
|data=
{{AttackData-SFV
|startup=<nowiki>5</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>59</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>58 / 9 / 9</nowiki>
|damage=<nowiki>200</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Denies back-roll
* Grab Range: 1.30
}}
}}
 
== Critical Arts ==
 
=====<font style="visibility:hidden; float:right">Kamigashima</font>=====
{{MoveData
|image=SFV_E.Honda_236236P.png
|name=Kamigashima
|input=236236P
|data=
{{AttackData-SFV
|startup=<nowiki>1+8</nowiki>
|active=<nowiki>29</nowiki>
|recovery=<nowiki>9+28</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-22</nowiki>
|knockdown=<nowiki>4 / 4 / 4</nowiki>
|damage=<nowiki>50*(4x27)*12*170</nowiki>
|stun=<nowiki>0</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Fully invincible on frames 1-13
* Projectile invincible on frames 1-36
* Airborne on frames 7-46
* Hard Knockdown
* Can punish a lot of moves (and jumps) from full-screen)
* Honda and opponents end up mid-screen far away from each other after the cutscene on hit
* Inflicts a total of 340 damage but 50% of damage is inflicted in one hit at the end
}}
}}
 
== Taunts ==
 
=====<font style="visibility:hidden; float:right">Taunt</font>=====
{{MoveData
|image=SFV_E.Honda_5PPPKKK.png
|name=Taunt
|input=5PPPKKK
|data=
{{AttackData-SFV
|startup=<nowiki>-</nowiki>
|active=<nowiki>-</nowiki>
|recovery=<nowiki>61</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
}}
}}
 
== V-System ==
 
=== V-Skill 1 ===
 
=====<font style="visibility:hidden; float:right">Neko Damashi</font>=====
{{MoveData
|image=SFV_E.Honda_MPMK (VS1).png
|name=Neko Damashi
|input=MPMK (VS1)
|data=
{{AttackData-SFV
|startup=<nowiki>12</nowiki>
|active=<nowiki>4</nowiki>
|recovery=<nowiki>23</nowiki>
|hit=<nowiki>3</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-6</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>120</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>sp su vt1 vt2</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Nullifies 1 hit of projectiles
}}
}}
 
=== V-Skill 2 ===
 
=====<font style="visibility:hidden; float:right">Sumo Spirit</font>=====
{{MoveData
|image=SFV_E.Honda_MPMK (VS2).png
|name=Sumo Spirit
|input=MPMK (VS2)
|data=
{{AttackData-SFV
|startup=<nowiki>-</nowiki>
|active=<nowiki>-</nowiki>
|recovery=<nowiki>50</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Powers up next Hundred Hand Slap (increased damage, stun, and on hit advantage only)
* Allows all normals / command normals to cancel into Hundred Hand Slap even if they are not normally special cancelable
}}
}}
 
=== V-Trigger 1 ===
 
=====<font style="visibility:hidden; float:right">Onigawara</font>=====
{{MoveData
|image=SFV_E.Honda_HPHK (VT1).png
|name=Onigawara
|input=HPHK (VT1)
|data=
{{AttackData-SFV
|startup=<nowiki>1</nowiki>
|active=<nowiki>-</nowiki>
|recovery=<nowiki>5</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* 3-bar V-Trigger
* Duration of 3000 frames (50 seconds)
* Unlocks Oni-Daikaku (1000 V-Meter) and Oni-Muso (1200 V-Meter)
}}
}}
 
=====<font style="visibility:hidden; float:right">Oni-Daikaku</font>=====
{{MoveData
|image=SFV_E.Honda_HPHK.png
|name=Oni-Daikaku
|input=HPHK
|data=
{{AttackData-SFV
|startup=<nowiki>10</nowiki>
|active=<nowiki>3(3)21</nowiki>
|recovery=<nowiki>10+10(11+14)</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>90 / 31 / 36</nowiki>
|damage=<nowiki>120(100)</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt1</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Spends 1000 V-Meter (33% V-Timer)
* Airborne frames 15-46
* Only cancelable into Super (Critical Art) on first 3 active frames (up close)
* Has 1 point of armor on frame 4 and onwards during hold (if released early on frames 8-51 then the armor disappears and the headbutt active frames start 3F after release)
* Another 1 hit of armor if fully charged on frames 58-62
* Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
* Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
* Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
* Juggle Limit / Increase / Start: 10 / 1 / 1
}}
}}
 
=====<font style="visibility:hidden; float:right">Oni-Daikaku (Hold)</font>=====
{{MoveData
|image=SFV_E.Honda_HPHK (hold).png
|name=Oni-Daikaku (Hold)
|input=HPHK (hold)
|data=
{{AttackData-SFV
|startup=<nowiki>60</nowiki>
|active=<nowiki>3(3)21</nowiki>
|recovery=<nowiki>10+10(11+14)</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>27</nowiki>
|knockdown=<nowiki>90(87) / 31(8) / 36(13)</nowiki>
|damage=<nowiki>180(160)</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt1</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Spends 1000 V-Meter (33% V-Timer)
* Airborne frames 65-96
* Causes guard crush (+27 frame advantage) when fully charged
* Only cancelable into Super (Critical Art) on first 3 active frames (up close)
* Has 1 point of armor on frame 4 and onwards during hold (if released early on frames 8-51 then the armor disappears and the headbutt active frames start 3F after release)
* Another 1 hit of armor if fully charged on frames 58-62 (during first few active frames up close)
* Fully charged version has projectile invincibility on frames 63-87 (while mid-air) after the initial 3 active frames
* Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
* Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
* If canceled into from Headbutt, deals 80 less damage (100) first 3 active frames (up close) and 80 less dmg (80) on later active frames (far away)
* KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt (+2 extra KDA in corner)
* Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
* Juggle Limit / Increase / Start: 10 / 1 / 1
}}
}}
 
=====<font style="visibility:hidden; float:right">Oni-Daikaku (Release)</font>=====
{{MoveData
|image=SFV_E.Honda_HPHK (release).png
|name=Oni-Daikaku (Release)
|input=HPHK (release)
|data=
{{AttackData-SFV
|startup=<nowiki>3</nowiki>
|active=<nowiki>3(3)21</nowiki>
|recovery=<nowiki>10+10(11+14)</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>90(87) / 31(8) / 36(13)</nowiki>
|damage=<nowiki>120(100)</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su vt1</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* This is framedata for the release version of Oni-Daikaku when you release the buttons before it's fully charged
* Spends 1000 V-Meter (33% V-Timer)
* Airborne on frames 8-39
* Only cancelable into Super (Critical Art) on first 3 active frames (up close)
* Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
* If canceled into from Headbutt, deals 20 less damage (60) first 3 active frames (up close)
* Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
* Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
* If canceled into from Headbutt, deals 80 less damage (100) first 3 active frames (up close) and 80 less dmg (80) on later active frames (far away)
* KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt (+2 extra KDA in corner)
* Juggle Limit / Increase / Start: 10 / 1 / 1
}}
}}
 
=====<font style="visibility:hidden; float:right">Oni-Muso</font>=====
{{MoveData
|image=SFV_E.Honda_HPHK  HPHK.png
|name=Oni-Muso
|input=HPHK > HPHK
|data=
{{AttackData-SFV
|startup=<nowiki>3</nowiki>
|active=<nowiki>3(3)21</nowiki>
|recovery=<nowiki>10+10(11+14)</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>KD</nowiki>
|knockdown=<nowiki>92(91) / 33(32) / 38(37)</nowiki>
|damage=<nowiki>120*72*36 (228)</nowiki>
|stun=<nowiki>200*90*90 (380)</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>su</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Secondary Headbutt follow-up to that spends additional 1200 V-Meter (40% V-Timer)
* Can only be activated if opponent is in blowback state (airborne hitstun) - Cannot be used after: Armor Break / Armor Absorb / Parry
* Only cancelable into Super (Critical Art) on first 3 active frames (up close)
* If canceled into from Headbutt, deals 20 less damage (60) first 3 active frames (up close)
* Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
* KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt
* Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit)
* Juggle Limit: 11
}}
}}
 
=== V-Trigger 2 ===
 
=====<font style="visibility:hidden; float:right">Tajikarao</font>=====
{{MoveData
|image=SFV_E.Honda_HPHK (VT2).png
|name=Tajikarao
|input=HPHK (VT2)
|data=
{{AttackData-SFV
|startup=<nowiki>1</nowiki>
|active=<nowiki>-</nowiki>
|recovery=<nowiki>5</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* 2-bar V-Trigger
* Duration of 2000 frames (~33 seconds)
* Unlocks Iwato Biraki (1000 V-Meter per use)
}}
}}
 
=====<font style="visibility:hidden; float:right">Iwato Biraki</font>=====
{{MoveData
|image=SFV_E.Honda_HPHK.png
|name=Iwato Biraki
|input=HPHK
|data=
{{AttackData-SFV
|startup=<nowiki>28(17)</nowiki>
|active=<nowiki>20</nowiki>
|recovery=<nowiki>44</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>62 / 22 / 22</nowiki>
|damage=<nowiki>180</nowiki>
|stun=<nowiki>200</nowiki>
|attack=<nowiki>T</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Spends 1000 V-Meter (50% of V-Timer)
* Has 1 point of armor on frames 3-18 and another point of armor on frames 19-37
* Can be canceled into from his normals / command normals / Hundred Hand Slap
* Carries opponent to the nearest corner
* Faster startup (17F) and combos if canceled into from Hundred Hand Slap
}}
}}
 
=== V-Shift ===
 
=====<font style="visibility:hidden; float:right">V-Shift</font>=====
{{MoveData
|image=SFV_E.Honda_MKHP.png
|name=V-Shift
|input=MKHP
|data=
{{AttackData-SFV
|startup=<nowiki>1</nowiki>
|active=<nowiki>9</nowiki>
|recovery=<nowiki>22</nowiki>
|hit=<nowiki>-</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-</nowiki>
|knockdown=<nowiki>- / - / -</nowiki>
|damage=<nowiki>-</nowiki>
|stun=<nowiki>-</nowiki>
|attack=<nowiki>-</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Shifts back 0.95 range
* Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
* Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
* Throw invincible on frames 1-16 on an empty / raw V-Shift
* Counter-Hit state on frames 10-31 on an empty / raw V-Shift
* Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
* Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
* If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
}}
}}
 
=== V-Shift Break ===
 
=====<font style="visibility:hidden; float:right">Super Sumo Impact</font>=====
{{MoveData
|image=SFV_E.Honda_MKHP.png
|name=Super Sumo Impact
|input=MKHP
|data=
{{AttackData-SFV
|startup=<nowiki>?</nowiki>
|active=<nowiki>3</nowiki>
|recovery=<nowiki>?</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>73 / 14 / 19</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>0</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Fully invincible during startup and active frames
}}
}}
 
=== V-Reversal ===
 
=====<font style="visibility:hidden; float:right">Raiden-Ho</font>=====
{{MoveData
|image=SFV_E.Honda_6PPP.png
|name=Raiden-Ho
|input=6PPP
|data=
{{AttackData-SFV
|startup=<nowiki>17</nowiki>
|active=<nowiki>2</nowiki>
|recovery=<nowiki>24</nowiki>
|hit=<nowiki>KD</nowiki>
|crush=<nowiki>- / - / -</nowiki>
|block=<nowiki>-2</nowiki>
|knockdown=<nowiki>78 / 19 / 24</nowiki>
|damage=<nowiki>60</nowiki>
|stun=<nowiki>0</nowiki>
|attack=<nowiki>H</nowiki>
|cancel=<nowiki>-</nowiki>
|confirm=<nowiki>- / - / -</nowiki>
|description=
* Strike and Projectile invincible for frames 1-30
}}
}}
 


{{Navbox-SFV}}
{{Navbox-SFV}}
[[Category:Street Fighter V]]
[[Category:Street Fighter V]]
[[Category:Street Fighter games]]

Revision as of 17:52, 5 March 2021

Introduction

About E.Honda

One of the original 8 world warriors joins the fight in season 4.

Honda is possibly the most volatile character in the game. His tools, weirdly enough, give him a very skewed matchup chart compared to every other character in the game. He does better against a lot of top tiers than many other characters however, he has more trouble with some mid and low tiers compared to everyone else as well. This makes him the perfect counter pick character, and to accomplish this, he has some amazing buttons and specials. His Hundred Hand Slap is a plus on block, fast move that moves Honda forward, and his EX Sumo Smash allows him to get in easily and continue his obnoxious pressure. The constant threat of his command grab and armor breaking VT1 only adds to his pressure. If you want an incredibly volatile character that has all the tools he needs to be a great counter pick, then check out Honda.

Final Patch

Players to Watch

E.Honda
SFV-E.Honda Portrait.jpg
Vitals
Life Points 1050
Stun Points 1075
V-Gauge Points
V-Trigger 1 900
V-Trigger 2 600
Ground Movement
Forward Walk Speed 4.4
Backward Walk Speed 2.7
Forward Dash Speed 20
Backward Dash Speed 24
Forward Dash Distance 166.1
Backward Dash Distance 95.1
Backdash CH Frames 3-10
Jumping
Back Jump Speed 49(5+40+4)
Neutral Jump Speed 49(5+40+4)
Forward Jump Speed 48(4+40+4)
Forward Jump Distance 208
Backward Jump Distance 180
Throws
Throw Hurtbox 0.25
Throw Range 0.9
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

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.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV E.Honda 5LP.png
Startup Active Recovery Hit
5 3 9 5
Damage Stun Attack Block
40 90 H 3
  • Cancel options: sp su vt1 vt2
  • The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
  • Good hitboxes to poke / check the opponent
  • Quite a long special cancel window (uncharacteristic for a LP)
  • Deals 20 more stun (90) compared to most light attacks in the game
Stand MP
Stand MP
5MP
SFV E.Honda 5MP.png
Startup Active Recovery Hit
7 4 13 5
Damage Stun Attack Block
70 120 H 2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VS2 Hands only
  • Cancelable into the df+HK follow-up on frames 8-13 (cancel is slightly delayable to create mixups)
  • The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
  • Good hitboxes to poke / check the opponent
  • Can be a good oki tool (4 active frames for both wake-ups and good + frames)
  • Deals 10 more damage (70) and 20 more stun (120) compared to most medium attacks in the game
Stand HP
Stand HP
5HP
SFV E.Honda 5HP.png
Startup Active Recovery Hit
8 6 22 -2
Damage Stun Attack Block
90(80) 150 H -7
  • Cancel options: sp su vt1 vt2
  • Solid anti-air on the first 3 active frames
  • Only the first 3 active frames are cancelable into specials or super (also cancelable into V-Trigger on all active frames)
  • Deals 10 less damage (80) on active frames 4-6
Stand LK
Stand LK
5LK
SFV E.Honda 5LK.png
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
40 90 H 2
  • Cancel options: sp su vt1 vt2
  • Quite a long special cancel window (uncharacteristic for a LK)
  • Deals 20 more stun (90) compared to most light attacks in the game
Stand MK
Stand MK
5MK
SFV E.Honda 5MK.png
Startup Active Recovery Hit
5 2 14 7
Damage Stun Attack Block
60 120 H 4
  • Cancel options: sp su vt1 vt2
  • Forces standing
  • Good frametrap / combo tool
  • Deals 20 more stun (120) compared to most medium attacks in the game
Stand HK
Stand HK
5HK
SFV E.Honda 5HK.png
Startup Active Recovery Hit
8 2(1)3 21 5
Damage Stun Attack Block
90(80) 150 H 2(-4)
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VS2 Hands only
  • First hit forces standing
  • Second hit cannot hit crouching and deals 10 less damage (80) by itself
  • -4 on block vs crouching when the second hit whiffs
  • Decent anti-air on 2nd hit (albeit a bit slow startup)
Crouch LP
Crouch LP
2LP
SFV E.Honda 2LP.png
Startup Active Recovery Hit
5 3 9 5
Damage Stun Attack Block
40 90 H 2
  • Cancel options: sp su vt1 vt2
  • Chains into itself
  • Chained cr.LP has 3F startup and combos from cr.LK (has no gap in blockstring if chained into)
  • The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
  • Good hitboxes to poke / check the opponent
  • Deals 20 more stun (90) compared to most light attacks in the game
Crouch MP
Crouch MP
2MP
SFV E.Honda 2MP.png
Startup Active Recovery Hit
6 3 14 4
Damage Stun Attack Block
60 120 H 2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VS2 Hands only
  • The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
  • Good hitboxes to poke / check the opponent
  • Deals 20 more stun (120) compared to most medium attacks in the game
Crouch HP
Crouch HP
2HP
SFV E.Honda 2HP.png
Startup Active Recovery Hit
10 2 21(20/26) 4
Damage Stun Attack Block
100 150 H -5
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VS2 Hands only
  • Crush Counter (Stagger: +25)
  • Recovery Frames (21F) and Total Frames (32F) listed refers to the whiff version (-1F recovery on hit / +5F recovery on block)
Crouch LK
Crouch LK
2LK
SFV E.Honda 2LK.png
Startup Active Recovery Hit
4 2 13 3
Damage Stun Attack Block
30 90 L 0
  • Cancel options: sp vt1 vt2
  • Chains into cr.LP
  • Can cancel into Hundred Hand Slap special or V-Trigger activation / specials
  • If canceled into VT1 or VT2 activation, recovery is 11F instead of 6F
Crouch MK
Crouch MK
2MK
SFV E.Honda 2MK.png
Startup Active Recovery Hit
6 3 14 5
Damage Stun Attack Block
60 120 L -2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VS2 Hands only
  • Decent hitbox priority for a cr.MK
  • Deals 20 more stun (120) compared to most medium attacks in the game
  • If canceled into VT1 or VT2 activation, recovery is 11F instead of 6F
Crouch HK
Crouch HK
2HK
SFV E.Honda 2HK.png
Startup Active Recovery Hit
7 2(8)2 14(17) KD
Damage Stun Attack Block
100 150 L -9
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VS2 Hands only
  • Crush Counter (Hard Knockdown: +71 KDA) on both hits
  • Hits on both sides of E.Honda
  • Only the first hit (front) can cancel into V-Trigger
  • Second hit (behind) cannot hit airborne or targets in front of E.Honda
  • Second hit does not play out if the first hit connects to opponent (hit or block)
  • 3 extra recovery frames on whiff (17F)
Jump LP
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
50 90 M -
  • Cancel options: -
  • Incredible hitbox priority for a horizontal jump-in
  • Deals 10 more damage (50) and 20 more stun (90) compared to most light jump-ins in the game
Jump MP
Startup Active Recovery Hit
6 7 - -
Damage Stun Attack Block
70 120 M -
  • Cancel options: -
  • Great hitbox for both air-to-air and jump-in
  • Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
Jump HP
Startup Active Recovery Hit
7 3 - -
Damage Stun Attack Block
90 150 M -
Neutral Jump HP
Neutral Jump HP
8HP
SFV E.Honda 8HP.png
Startup Active Recovery Hit
10 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Strong air-to-air hitbox
  • Can steer E.Honda's air momentum forward or backwards on frames 1-28 (forward momentum is faster than backwards)
Jump LK
Startup Active Recovery Hit
4 9 - -
Damage Stun Attack Block
50 90 M -
  • Cancel options: -
  • Can hit crossup
  • Shrinks bottom hurtbox on frame 3 and onwards
  • Deals 10 more damage (50) and 20 more stun (90) compared to most light jump-ins in the game
Jump MK
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
70 120 M -
  • Cancel options: -
  • Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
Jump HK
Startup Active Recovery Hit
9 6 - -
Damage Stun Attack Block
90 150 M -

Command Normals

Flying Sumo Press
Flying Sumo Press
2MK (air)
Startup Active Recovery Hit
12 9 - -
Damage Stun Attack Block
70 120 M -
  • Cancel options: -
  • Cross-up
  • Can only be performed during a forward jump
  • Highly vulnerable hurtbox below his body
  • Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
Harai-Geri
Harai-Geri
6HK
SFV E.Honda 6HK.png
Startup Active Recovery Hit
12 3 23(24) 2
Damage Stun Attack Block
80 150 H -7
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VS2 Hands only
  • Crush Counter (Stagger: +20)
  • +1F recovery on whiff
  • Juggle Limit: 1
Chikara-Ashi
Chikara-Ashi
3HK
SFV E.Honda 3HK.png
Startup Active Recovery Hit
21(20) 6 16 5
Damage Stun Attack Block
90 120 H 4
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VS2 Hands only
  • Not an overhead
  • Great oki and mixup tool
  • Can hit OTG (see KDA numbers) once per knockdown
  • Can be kara-canceled from frames 12-19 (before active) into all special moves (including V-trigger specials) and super (Critical Art)
  • Kara-cancel into Sumo Headbutt requires a plink input
  • Pulls back E.Honda's hurtbox a bit on frames 4-17
  • Juggle Limit: 5

Target Combos

Tokoshizume
Tokoshizume
5MP > 3HK
Startup Active Recovery Hit
7+20 6 16 5
Damage Stun Attack Block
70*63 (133) 100*110 (210) H 2
  • Cancel options: vt1 vt2
  • Not an overhead
  • Great oki and mixup tool
  • Can be kara-canceled from frames 12-19 (before active) into all special moves (including V-trigger specials) and super (Critical Art)
  • Kara-canceling into Sumo Headbutt requires a plink input
  • Juggle Limit on df+HK: 5
  • 70dmg / 100 stun if only df HK hits
Tsurane Harite
Tsurane Harite
5LP > 5MP
Startup Active Recovery Hit
5+7 4 19 KD
Damage Stun Attack Block
40*45 (85) 90*90 (180) H -6
  • Cancel options: sp su vs1 vt1 vt2
  • Cancels into Specials / V-Skill 1 Target Combo / Super (CA) on hit only
  • Puts grounded opponents into a limited juggle state (Juggle Start: +1)
Hirate
Hirate
5LP > 5MP > MPMK (VS1)
Startup Active Recovery Hit
5+7+16 4 24 KD
Damage Stun Attack Block
40*45*56 (141) 90*90*96 (276) H -
  • Cancel options: vt1 vt2
  • Last hit (V-Skill clap) nullifies 1 hit of projectiles
  • Allows for further juggling if cancelled into V-Trigger
  • The last V-Skill hit can only cancel into V-Trigger activation / V-Trigger specials
  • Puts opponent into a limited juggle state (Juggle Count: 1)
  • Juggle Limit / Increase / Start: 3 / 0 / 1

Throws

Saba-Ori
Saba-Ori
Throw
LPLK
SFV E.Honda LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T -
Tawara Throw
Tawara Throw
Back Throw
4LPLK
SFV E.Honda 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 170 T -
  • Cancel options: -
  • No difference in stun damage from forward throw

Special Moves

LP Hundred Hand Slap
LP Hundred Hand Slap
LP (mash)
Startup Active Recovery Hit
7 2(4)3(5)3 14 3(4)
Damage Stun Attack Block
100(110) 160(170) H 2
  • Cancel options: su vt1
  • 3 hits total
  • Only 2nd hit can be cancelled into V-Trigger 1 activation or Super (CA)
  • Cannot cancel into V-Trigger 2 activation
  • All 3 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
  • Values in parentheses refer to the buffed V-Skill 2 version
MP Hundred Hand Slap
MP Hundred Hand Slap
MP (mash)
Startup Active Recovery Hit
17 2(3)2(5)2(3)2(5)2 14 3(4)
Damage Stun Attack Block
110(120) 170(180) H 1
  • Cancel options: su vt1
  • 5 hits total
  • Only 3rd hit can be cancelled into V-Trigger 1 activation or Super (CA)
  • Cannot cancel into V-Trigger 2 activation
  • All 5 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
  • Values in parentheses refer to the buffed V-Skill 2 version
HP Hundred Hand Slap
HP Hundred Hand Slap
HP (mash)
Startup Active Recovery Hit
19 2(3)2(3)2(3)2(3)2(3)2(3)2 15 2(4)
Damage Stun Attack Block
120(130) 180(190) H -2
  • Cancel options: su vt1
  • 7 hits total
  • Only 3rd hit can be cancelled into V-Trigger 1 activation or Super (CA)
  • Cannot cancel into V-Trigger 2 activation
  • All 7 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
  • Values in parentheses refer to the buffed V-Skill 2 version
EX Hundred Hand Slap
EX Hundred Hand Slap
PP (mash)
SFV E.Honda PP (mash).png
Startup Active Recovery Hit
16 2(3)2(2)2(3)2(3)2(3)2(2)2 15 4(6)
Damage Stun Attack Block
100(110) 150(160) H -2
  • Cancel options: vt1 vt2
  • 7 hits total
  • E.Honda automatically moves forward during the slaps (does not stay in place once the slaps begin)
  • Only last hit can be cancelled into V-Trigger activation (both V-Triggers)
  • All 7 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
  • Values in parentheses refer to the buffed V-Skill 2 version
LP Sumo Headbutt
LP Sumo Headbutt
46LP
Startup Active Recovery Hit
10(16) 3(14) 10+14(11+15) KD
Damage Stun Attack Block
120(100) 180(150) H -4
  • Cancel options: su
  • Requires 40 frames of charge
  • Airborne on frames 13-39 on whiff
  • Travels about 50% screen length
  • Deals less damage (100) and stun (150) after the first 3 active frames (after Honda goes airborne)
  • Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
  • +1 extra KDA after first 3 active frames (see KDA in parentheses)
  • There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
  • Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
  • Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / block)
  • Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
  • KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
  • Juggle Limit / Increase / Start: 0 / 1 / 1
MP Sumo Headbutt
MP Sumo Headbutt
46MP
Startup Active Recovery Hit
8(14) 3(19) 9+14(11+15) KD
Damage Stun Attack Block
140(110) 180(150) H -7
  • Cancel options: su
  • Requires 40 frames of charge
  • Airborne on frames 11-41 on whiff
  • Travels about 75% screen length
  • Deals less damage (110) and stun (150) after the first 3 active frames (after Honda goes airborne)
  • Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
  • +3 extra KDA after first 3 active frames (see KDA in parentheses)
  • There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
  • Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
  • Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / block)
  • Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
  • KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
  • Juggle Limit / Increase / Start: 0 / 1 / 1
HP Sumo Headbutt
HP Sumo Headbutt
46HP
Startup Active Recovery Hit
12(18) 3(25) 11+16(~) KD
Damage Stun Attack Block
160(120) 180(150) H -12
  • Cancel options: su
  • Requires 40 frames of charge
  • Upper-half of E.Honda's body is invincible to airborne strikes on frames 1-14
  • Airborne on frames 15-53 on whiff
  • Travels full-screen
  • Deals less damage (120) and stun (150) after the first 3 active frames
  • Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
  • There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
  • Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
  • Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / 11+23 recovery frames on block)
  • Has fixed KDA (KDA does not vary depending on distance traveled)
  • Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
  • KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
  • Juggle Limit / Increase / Start: 0 / 1 / 1
EX Sumo Headbutt
EX Sumo Headbutt
46PP
SFV E.Honda 46PP.png
Startup Active Recovery Hit
7(14) 4(22) 9+23(~) KD
Damage Stun Attack Block
160(130) 200(180) H -26
  • Cancel options: -
  • Requires 40 frames of charge
  • 1 hit of armor on frames 3-9 and then another 1 hit of armor on frames 10-35
  • Airborne on frames 10-44 on whiff
  • Travels full-screen
  • Hits 2 times if used up close for 100+60 damage and 150+50 stun (otherwise only does 1 hit for 130 damage and 180 stun if connected while Honda is airborne)
  • Recovery and Total frames listed refers to the whiffed version (11+26 recovery frames on hit / 11+36 recovery frames on block)
  • Has fixed KDA (but KDA does differ depending on if both hits connect (up close) or just one hit connects)
  • KDA shown in parantheses (X) refers to when both hits connect (up close)
  • Juggle Limit / Increase / Start: 2*5 / 1*1 / 1*1
LK Sumo Smash
LK Sumo Smash
28LK
Startup Active Recovery Hit
11 3(18)6 24 KD
Damage Stun Attack Block
120(100) 180(160) H*M -1(-3) / -3(-5)
  • Cancel options: -
  • Requires 40 frames of charge
  • Second hit is an overhead and can hit cross-up
  • Airborne on frames 4-37
  • First hit usually won't hit grounded opponents
  • Deals 20 less damage (100) and stun (160) if only the second hit connects in front
  • Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
  • Less frame advantage if blocked cross-up (-3~5) and less damage (80) and stun (120)
  • KDA shown in parantheses (X) refers to when both hits connect
  • KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
  • Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
MK Sumo Smash
MK Sumo Smash
28MK
Startup Active Recovery Hit
13 3(19)7 24 KD
Damage Stun Attack Block
120(100) 180(160) H*M -1(-3) / -3(-5)
  • Cancel options: -
  • Requires 40 frames of charge
  • Second hit is an overhead and can hit cross-up
  • Airborne on frames 4-41
  • First hit usually won't hit grounded opponents
  • Deals 20 less damage (100) and stun (160) if only the second hit connects in front
  • Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
  • Less frame advantage if blocked cross-up (-3~5) and less damage (80) and stun (120)
  • KDA shown in parantheses (X) refers to when both hits connect
  • KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
  • Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
HK Sumo Smash
HK Sumo Smash
28HK
Startup Active Recovery Hit
16 3(19)13 24 KD
Damage Stun Attack Block
120(100) 180(160) H*M -2(-3) / -4(-5)
  • Cancel options: -
  • Requires 40 frames of charge
  • Second hit is an overhead and can hit cross-up
  • Airborne on frames 10-50
  • First hit usually won't hit grounded opponents
  • Deals 20 less damage (100) and stun (160) if only the second hit connects in front
  • Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
  • Less frame advantage if blocked cross-up (-4~6) and less damage (80) and stun (120)
  • KDA shown in parantheses (X) refers to when both hits connect
  • KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
  • Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
EX Sumo Smash
EX Sumo Smash
28KK
SFV E.Honda 28KK.png
Startup Active Recovery Hit
8 8(14)10 19 KD
Damage Stun Attack Block
160(140) 200(180) H*M 4(6) / -1(-3)
  • Cancel options: -
  • Requires 40 frames of charge
  • Throw invincible on frames 1-20
  • Second hit is an overhead and can hit cross-up
  • Airborne on frames 4-38
  • Trajectory can be altered by holding stick forward or back during the move animation
  • Deals 20 less damage (140) and stun (180) if only the second hit connects in front
  • Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
  • Less frame advantage if blocked cross-up (-1~3) and less damage (100) and stun (150)
  • KDA shown in parantheses (X) refers to when both hits connect
  • KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
  • Juggle Limit / Increase / Start: 6*7 / 1*1 / 1*1
LP Oicho Throw
LP Oicho Throw
63214LP
Startup Active Recovery Hit
7 2 60 KD
Damage Stun Attack Block
140 180 T -
  • Cancel options: -
  • Denies back-roll
  • Grab Range: 1.19
MP Oicho Throw
MP Oicho Throw
63214MP
Startup Active Recovery Hit
7 2 60 KD
Damage Stun Attack Block
160 180 T -
  • Cancel options: -
  • Denies back-roll
  • Grab Range: 1.15
HP Oicho Throw
HP Oicho Throw
63214HP
Startup Active Recovery Hit
7 2 60 KD
Damage Stun Attack Block
180 180 T -
  • Cancel options: -
  • Denies back-roll
  • Grab Range: 1.08
EX Oicho Throw
EX Oicho Throw
63214PP
SFV E.Honda 63214PP.png
Startup Active Recovery Hit
5 3 59 KD
Damage Stun Attack Block
200 200 T -
  • Cancel options: -
  • Denies back-roll
  • Grab Range: 1.30

Critical Arts

Kamigashima
Kamigashima
236236P
Startup Active Recovery Hit
1+8 29 9+28 KD
Damage Stun Attack Block
50*(4x27)*12*170 0 H -22
  • Cancel options: -
  • Fully invincible on frames 1-13
  • Projectile invincible on frames 1-36
  • Airborne on frames 7-46
  • Hard Knockdown
  • Can punish a lot of moves (and jumps) from full-screen)
  • Honda and opponents end up mid-screen far away from each other after the cutscene on hit
  • Inflicts a total of 340 damage but 50% of damage is inflicted in one hit at the end

Taunts

Taunt
Taunt
5PPPKKK
SFV E.Honda 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Neko Damashi
Neko Damashi
MPMK (VS1)
SFV E.Honda MPMK (VS1).png
Startup Active Recovery Hit
12 4 23 3
Damage Stun Attack Block
60 120 H -6
  • Cancel options: sp su vt1 vt2
  • Nullifies 1 hit of projectiles

V-Skill 2

Sumo Spirit
Sumo Spirit
MPMK (VS2)
SFV E.Honda MPMK (VS2).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Powers up next Hundred Hand Slap (increased damage, stun, and on hit advantage only)
  • Allows all normals / command normals to cancel into Hundred Hand Slap even if they are not normally special cancelable

V-Trigger 1

Onigawara
Onigawara
HPHK (VT1)
SFV E.Honda HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3-bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Unlocks Oni-Daikaku (1000 V-Meter) and Oni-Muso (1200 V-Meter)
Oni-Daikaku
Oni-Daikaku
HPHK
SFV E.Honda HPHK.png
Startup Active Recovery Hit
10 3(3)21 10+10(11+14) KD
Damage Stun Attack Block
120(100) 200 H -2
  • Cancel options: su vt1
  • Spends 1000 V-Meter (33% V-Timer)
  • Airborne frames 15-46
  • Only cancelable into Super (Critical Art) on first 3 active frames (up close)
  • Has 1 point of armor on frame 4 and onwards during hold (if released early on frames 8-51 then the armor disappears and the headbutt active frames start 3F after release)
  • Another 1 hit of armor if fully charged on frames 58-62
  • Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
  • Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
  • Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
  • Juggle Limit / Increase / Start: 10 / 1 / 1
Oni-Daikaku (Hold)
Oni-Daikaku (Hold)
HPHK (hold)
SFV E.Honda HPHK (hold).png
Startup Active Recovery Hit
60 3(3)21 10+10(11+14) KD
Damage Stun Attack Block
180(160) 200 H 27
  • Cancel options: su vt1
  • Spends 1000 V-Meter (33% V-Timer)
  • Airborne frames 65-96
  • Causes guard crush (+27 frame advantage) when fully charged
  • Only cancelable into Super (Critical Art) on first 3 active frames (up close)
  • Has 1 point of armor on frame 4 and onwards during hold (if released early on frames 8-51 then the armor disappears and the headbutt active frames start 3F after release)
  • Another 1 hit of armor if fully charged on frames 58-62 (during first few active frames up close)
  • Fully charged version has projectile invincibility on frames 63-87 (while mid-air) after the initial 3 active frames
  • Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
  • Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
  • If canceled into from Headbutt, deals 80 less damage (100) first 3 active frames (up close) and 80 less dmg (80) on later active frames (far away)
  • KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt (+2 extra KDA in corner)
  • Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
  • Juggle Limit / Increase / Start: 10 / 1 / 1
Oni-Daikaku (Release)
Oni-Daikaku (Release)
HPHK (release)
Startup Active Recovery Hit
3 3(3)21 10+10(11+14) KD
Damage Stun Attack Block
120(100) 200 H -2
  • Cancel options: su vt1
  • This is framedata for the release version of Oni-Daikaku when you release the buttons before it's fully charged
  • Spends 1000 V-Meter (33% V-Timer)
  • Airborne on frames 8-39
  • Only cancelable into Super (Critical Art) on first 3 active frames (up close)
  • Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
  • If canceled into from Headbutt, deals 20 less damage (60) first 3 active frames (up close)
  • Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
  • Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
  • If canceled into from Headbutt, deals 80 less damage (100) first 3 active frames (up close) and 80 less dmg (80) on later active frames (far away)
  • KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt (+2 extra KDA in corner)
  • Juggle Limit / Increase / Start: 10 / 1 / 1
Oni-Muso
Oni-Muso
HPHK > HPHK
SFV E.Honda HPHK HPHK.png
Startup Active Recovery Hit
3 3(3)21 10+10(11+14) KD
Damage Stun Attack Block
120*72*36 (228) 200*90*90 (380) H KD
  • Cancel options: su
  • Secondary Headbutt follow-up to that spends additional 1200 V-Meter (40% V-Timer)
  • Can only be activated if opponent is in blowback state (airborne hitstun) - Cannot be used after: Armor Break / Armor Absorb / Parry
  • Only cancelable into Super (Critical Art) on first 3 active frames (up close)
  • If canceled into from Headbutt, deals 20 less damage (60) first 3 active frames (up close)
  • Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
  • KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt
  • Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit)
  • Juggle Limit: 11

V-Trigger 2

Tajikarao
Tajikarao
HPHK (VT2)
SFV E.Honda HPHK (VT2).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2-bar V-Trigger
  • Duration of 2000 frames (~33 seconds)
  • Unlocks Iwato Biraki (1000 V-Meter per use)
Iwato Biraki
Iwato Biraki
HPHK
SFV E.Honda HPHK.png
Startup Active Recovery Hit
28(17) 20 44 KD
Damage Stun Attack Block
180 200 T -
  • Cancel options: -
  • Spends 1000 V-Meter (50% of V-Timer)
  • Has 1 point of armor on frames 3-18 and another point of armor on frames 19-37
  • Can be canceled into from his normals / command normals / Hundred Hand Slap
  • Carries opponent to the nearest corner
  • Faster startup (17F) and combos if canceled into from Hundred Hand Slap

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 0.95 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Super Sumo Impact
Super Sumo Impact
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Raiden-Ho
Raiden-Ho
6PPP
SFV E.Honda 6PPP.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible for frames 1-30


SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven