E. Honda (SSFIV): Difference between revisions

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Revision as of 03:43, 6 May 2010

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 40 50 20 sp/su 6 2 6 +3 +6 1st hit cancellable
Close MP HL 30*50 50*50 40*20 sp/su 7 2(4)1 9 +4 +7
Close HP HL 120[100] 200[150] 60 su 8 6 12 0 +5 Forces stand
Close LK HL 30 50 20 sp/su 5 3 6 +2 +5
Close MK HL 90 100 40 sp/su 5 3 12 -1 +2
Close HK HL 30*100 125*75 60*20 su 6 2*3 14 -1 +4 2nd forces stand, 1st hit cancellable
Far LP HL 40 50 20 sp/su 6 2 6 +3 +6
Far MP HL 90 100 40 su 8 3 12 -1 +2
Far HP HL 120 200 60 su 10 6 16 -2 0
Far LK HL 40 50 20 sp/su 5 2 7 +2 +5
Far MK HL 80 100 40 su 8 2 12 0 +3
Far HK L 100 150 60 - 7 3 22 -7 -3 Low attack
crouch LP HL 40 50 20 sp/su 4 4 7 0 +3
crouch MP HL 80 100 40 su 8 3 11 0 +3
crouch HP HL 140 200 60 su 11 4 16 -2 +2
crouch LK L 30 50 20 sp/su 5 2 7 +2 +5 Low attack
crouch MK L 80 100 40 sp/su 7 3 11 0 +3 Low attack
crouch HK L 120 200 60 - 14 2 14 +2 D Low attack, cannot fast recover
Jump up LP H 60 50 20 - 7 5 - - -
Jump up MP H 90 100 40 - 6 8 - - -
Jump up HP H 120 200 60 - 8 10 - - - (translate)
Jump up LK H 50 50 20 - 7 9 - - -
Jump up MK H 90 100 40 - 9 9 - - -
Jump up HK H 130 200 60 - 7 9 - - -
Jump forward LP H 60 50 20 - 7 6 - - -
Jump forward MP H 90 100 40 - 7 7 - - -
Jump forward HP H 120 200 60 - 8 5 - - -
Jump forward LK H 50 50 20 - 6 6 - - -
Jump forward MK H 90 100 40 - 6 8 - - -
Jump forward HK H 110 200 60 - 6 7 - - -
df+HK H 130 200 60 sp/su 30 2 19 -3 D Mid attack, cannot fast recover, (translate)
Target Combo 1 H 130 200 60 sp/su 30 2 19 -3 D Mid attack, cannot fast recover, (translate)
Focus Attack LVL 1 HL 80 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 100 150 40 - 17+12 2 35 -15 D
Focus attack LVL 3 - 160 200 60 - 65 2 35 D D
Forward Throw 0.9 140 180 40 - 3 2 20 - D Throw range 0.9
Back throw 0.9 150 100 40 - 3 2 20 - D Throw range 0.9
Hundred Hands LP HL 20x3 20x3 20/10xN su 9 - 16 +3 +7 1~2 hit cancellable
Hundred Hands MP HL 20x4 20x4 20/10xN su 9 - 15 +4 +8 1~2 hit cancellable
Hundred Hands FP HL 20x7 20x7 20/10xN su 9 - 13 +6 +10 1~4 hit cancellable
Hundred Hands (???) 20x6 20x6 20/10 su 3 1(3)2(4)1(2)2(4)1(3)2 7 +8 +12
Hundred Hands EX HL 20x7 20x7 -250/0 su 9 - 19 0 +4 1~4 hit cancellable
Headbutt LP HL 130 200 30/40 su 13 17 14+13 -9 D 1~14f (translate), 1~14f (translate), Armor break, charge 55f
Headbutt MP HL 140 200 30/40 su 9 21 14+13 -13 D Armor break, charge 55f
Headbutt FP HL 160 200 30/40 su 8 48 14+13 -16 D Armor break, charge 55f
Headbutt EX HL 160 200 -250/0 su 8 25 14+13 -8 D 1~8f invincible, Armor break, charge 55f
Butt Drop LK HL*H 80*100 100*150 30*30*20 - 14 7(14)6 18 -2 D 1~12f invincible, 2nd hit(translate), cannot fast recover, charge 55f
Butt Drop MK HL*H 90*110 100*150 30*30*20 - 14 7(14)9 18 -2 D 1~13f invincible, 2nd hit(translate), cannot fast recover, charge 55f
Butt Drop HK HL*H 100*120 100*150 30*30*20 - 14 7(14)15 18 -3 D 1~12f invincible, 2nd hit(translate), cannot fast recover, charge 55f
Butt Drop EX HL*H 100*80 100*100 -250/0 - 9 6(14)12 18 -2 D 1~9f invincible, 2nd hit(translate), cannot fast recover, charge 55f
Ohicho LP 1.5 180 100 30/80 - 5 2 41 - D Throw range 1.5
Ohicho MP 1.35 190 100 30/80 - 5 2 41 - D Throw range 1.35
Ohicho HP 1.3 200 100 30/80 - 5 2 41 - D Throw range 1.3
Ohicho EX 1.5 190 100 -250/0 - 5 2 41 - D Throw range 1.5
Super Combo LP HL 160*240 0 -1000/0 - 1+9 13(36)23 14+17 -6 D 1~13f invincible, 1st hit (translate), Pursuit property, charge 55f
Super Combo MP HL 160*240 0 -1000/0 - 1+10 16(36)23 14+17 -6 D 1~12f invincible, 1st hit (translate), Pursuit property, charge 55f
Super Combo HP HL 160*240 0 -1000/0 - 1+10 25(36)23 14+17 -6 D 1~9f invincible, 1st hit (translate), Pursuit property, charge 55f
Ultra Combo 1 HL 60*450 0 0/0 - 1+10 24 22+13 -15 D 1~10f invincible
Ultra Combo 2 0.9 450 0 0/0 - 1+0 2 71 - D 1~2f invincible