Street Fighter V/E.Honda

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E.Honda

SFV-E.Honda Portrait.jpg
VITALS
Health: 1050 Stun: 1075
WALKING THROWS
Forward Walk Speed: 4.4 Throw Range: 0.9
Back Walk Speed: 2.7 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 20 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 49(5+40+4)
Forward Dash Distance: 166.1 Forward Jump Distance: 208
Back Dash Distance: 95.1 Back Jump Distance 180
NOTABLE MOVE CLASSES
Overheads: Sumo Smash Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK Crush Counters: f+HK, crHP, crHK

Summary

Bio

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


Why Pick E.Honda?

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.

Players To Watch

Change List

For list of all changes, see Change/Patch List

Season 3.5

TBW

Season 3 (Arcade Edition)

TBW

Move List

Unique Attacks

SFV-E.Honda-Unique.jpg

Special Moves

SFV-E.Honda-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-E.Honda-Vsystem.jpg

Critical Art

SFV-E.Honda-Critical.jpg

E.Honda Discussions

Discussions regarding E.Honda

E.Honda Shoryuken Forum

E.Honda Discord Link

E.Honda Discord

Video Guides

Street Fighter Official Character Introduction

Bafael's At a Glance

YouTube Playlist with previous season changes

Other Useful Guides

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 5 3 9 3 5 7 40 90 H ["sp","su","vt1","vt2"] - - - - 48 108
Stand MP MP 7 4 13 2 5 7 70 120 H ["vt1","vt2"] - - - 11 84 144
Stand HP HP 8 6 22 -7 -2 0 90(80) 150 H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE 180
Stand LK LK 4 3 8 2 4 6 40 90 H ["sp","su","vt1","vt2"] - - - - 48 108
Stand MK MK 6 2 14 4 7 9 60 120 H ["sp","su","vt1","vt2"] - - - 9 72 144
Stand HK HK 8 2(1)3 21 2(-4) 5 7 90(80) 150 H ["vt1","vt2"] - - - CHIP CH_DAMAGE 180
Crouch LP d+LP 5 3 9 2 5 7 40 90 H ["sp","su","vt1","vt2"] - - - - 48 108
Crouch MP d+MP 6 3 14 2 4 6 60 120 H ["vt1","vt2"] - - - 9 72 144
Crouch HP d+HP 10 2 21(20/26) -5 4 25 100 150 H ["vt1","vt2"] - - - 16 120 180
Crouch LK d+LK 4 2 13 0 3 5 30 90 L ["sp","vt1","vt2"] - - - - 36 108
Crouch MK d+MK 7 3 14 -2 4 6 60 120 L ["vt1","vt2"] - - - 9 72 144
Crouch HK d+HK 7 2(8)2 14(17) -9 KD KD 100 150 L ["vt1","vt2"] 71 22 27 16 120 180
Jump LP u+LP 4 5 - - - ? 50 90 M - - - - - 60 108
Jump MP u+MP 6 7 - - - ? 70 120 M - - - - 11 84 144
Jump HP u+HP 7 3 - - - ? 90 150 M - - - - 14 108 180
Neutral Jump HP u+HP 10 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 9 - - - ? 50 90 M - - - - - 60 108
Jump MK u+MK 6 4 - - - ? 70 120 M - - - - 11 84 144
Jump HK u+HK 9 6 - - - ? 90 150 M - - - - 14 108 180
Flying Sumo Press d+MK (air) 12 9 - - - ? 70 120 M - - - - 11 84 144
Harai-Geri f+HK 12 3 23(24) -7 2 20 80 150 H ["vt1","vt2"] - - - 13 96 180
Chikara-Ashi df+HK 21(20) 6 16 2 5 7 90 120 H ["vt1","vt2"] 70 9 14 14 108 144
Tokoshizume MP > df+HK 7+20 6 16 2 5 7 70 100 H ["vt1","vt2"] - - - 11 84 120
Tsurane Harite LP > MP 5+7 4 19 -6 KD KD 50 100 H ["sp","su","vs1","vt1","vt2"] 96 37 42 8 60 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Saba-Ori LP+LK 5 3 17 - KD KD 130 170 T - 65 6 6 ? 156 204
Tawara Throw b+LP+LK 5 3 17 - KD KD 140 170 T - 65 6 6 ? 168 204
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Onigawara HP+HK (VT1) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Tajikarao HP+HK (VT2) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Neko Damashi MP+MK (VS1) 15 4 24 -6 3 5 60 120 H ["sp","su","vt1","vt2"] - - - ? 72 144
Sumo Spirit MP+MK (VS2) - - 50 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Raiden-Ho f+PPP 17 2 24 -2 KD KD 60 0 H - 78 19 24 ? 72 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK 1 - 60 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Hundred Hand Slap LP (mash) 7 2(4)3(5)3 14 2 3(4) ? 100(110) 160(170) H ["su","vt1"] - - - ? CH_DAMAGE CH_STUN
MP Hundred Hand Slap MP (mash) 17 2(3)2(5)2(3)2(5)2 14 1 3(4) ? 110(120) 170(180) H ["su","vt1"] - - - ? CH_DAMAGE CH_STUN
HP Hundred Hand Slap HP (mash) 19 2(3)2(3)2(3)2(3)2(3)2(3)2 15 -2 2(4) ? 120(130) 180(190) H ["su","vt1"] - - - ? CH_DAMAGE CH_STUN
EX Hundred Hand Slap PP (mash) 16 2(3)2(2)2(3)2(3)2(3)2(2)2 15 -2 4(6) ? 100(110) 150(160) H ["vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
LP Sumo Headbutt b,f+LP 10(16) 3(14) 10+14(11+15) -4 KD KD 120(100) 180(150) H ["su"] 90 31 36 ? CH_DAMAGE CH_STUN
MP Sumo Headbutt b,f+MP 8(14) 3(19) 9+14(11+15) -7 KD KD 140(110) 180(150) H ["su"] 92 33 38 ? CH_DAMAGE CH_STUN
HP Sumo Headbutt b,f+HP 12(18) 3(25) 11+16(~) -12 KD KD 160(120) 180(150) H ["su"] 90 31 36 ? CH_DAMAGE CH_STUN
EX Sumo Headbutt b,f+PP 7(14) 4(22) 9+23(~) -26 KD KD 160(130) 200(180) H - 79(81) 20(22) 25(27) ? CH_DAMAGE CH_STUN
LK Sumo Smash d,u+LK 11 3(18)6 24 -1(-3) / -3(-5) KD KD 120(100) 180(160) H*M - 63~65(77) 4~6(18) 9~11(23) ? CH_DAMAGE CH_STUN
MK Sumo Smash d,u+MK 13 3(19)7 24 -1(-3) / -3(-5) KD KD 120(100) 180(160) H*M - 63~65(77) 4~6(18) 9~11(23) ? CH_DAMAGE CH_STUN
HK Sumo Smash d,u+HK 16 3(19)13 24 -2(-3) / -4(-5) KD KD 120(100) 180(160) H*M - 62~64(76) 3~5(17) 8~10(22) ? CH_DAMAGE CH_STUN
EX Sumo Smash d,u+KK 8 8(14)10 19 4(6) / -1(-3) KD KD 160(140) 200(180) H*M - 68~70(84~85) 9~11(25~26) 14~16(30~31) ? CH_DAMAGE CH_STUN
LP Oicho Throw hcb+LP 7 2 60 - KD KD 140 180 T - 49 10 10 ? 168 216
MP Oicho Throw hcb+MP 7 2 60 - KD KD 160 180 T - 49 10 10 ? 192 216
HP Oicho Throw hcb+HP 7 2 60 - KD KD 180 180 T - 49 10 10 ? 216 216
EX Oicho Throw hcb+PP 5 2 60 - KD KD 200 200 T - 58 9 9 ? 240 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Kamigashima qcf,qcf+P 1+8 29 9+28 -22 KD KD 50*(4x27)*12*170 0 H - 4 4 4 ? CH_DAMAGE 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Oni-Daikaku HP+HK 10 3(3)21 10+10(11+14) -4 KD KD 120(100) 200 H ["su","vt1"] 90 31 36 ? CH_DAMAGE 240
Oni-Daikaku (Hold) HP+HK (Hold) 60 3(3)21 10+10(11+14) 27 KD KD 180(160) 200 H ["su","vt1"] 90 31 36 ? CH_DAMAGE 240
Oni-Daikaku (Release) HP+HK (Release) 3 3(3)21 10+10(11+14) -4 KD KD 120(100) 200 H ["su","vt1"] 90 31 36 ? CH_DAMAGE 240
Oni-Muso HP+HK > HP+HK 3 3(3)21 10+10(11+14) KD KD KD 40*80 100*100 H ["su"] 92 33 38 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Iwato Biraki HP+HK 28(17) 20 44 - KD KD 180 200 T - 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.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

Standard 17 frame strike.

V Skill 1

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.

V Skill 2

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.png any of his grounded normals into HHS, making his pokes even more threatening and giving him even better whiff punishes.

V Trigger 1

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.

V Trigger 2

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.

Strategy

Playing as E.Honda

Fighting Against E.Honda

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