Street Fighter 6/E.Honda

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Revision as of 17:49, 29 December 2022 by Spabobin (talk | contribs) (skeleton)


Introduction

A sumo wrestler looking to bring the sport worldwide, E. Honda has the skills of a yokozuna, but his constant globetrotting has prevented his promotion. Also an expert chef renowned for mouthwatering chanko stew.

Edmond Honda is a powerful and aggressive rushdown character with a speciality in long-range advancing offense. Honda's entire gameplan revolves around his signature sumo moves, burying opponents under a barrage of slaps, headbutts and ground slams until he's the only one left standing.

Honda's core move is Sumo Headbutt, a forward-moving special that just about does it all. If blocked normally, headbutt is safe and deals significant damage to the opponent's drive gauge. On hit, headbutt deals 1000+ damage and knocks down, leading to strong setplay. At close ranges, the headbutt is fast to start up and is difficult to react to or punish. Headbutt is also an anti-air, and OD headbutt has armor frames and works as a reversal. Opponents therefore can't carelessly approach Honda, as successful headbutts will get them slammed backwards. If opponents choose to block, they will burn out due to drive gauge damage, allowing Honda to begin nearly endless pressure against them. This forces opponents to take action and make risky guesses, and Honda capitalizes by forcing these interactions.

Outside of headbutt, Honda also has a great set of brawling tools. In close range, Honda has strong normals and target combos. Standing medium punch (5MP) is +1 on block and leads to tricky offensive sequences. At far range, Honda can poke with crouching medium punch (2MP) and Harai Kick (6HK). Oicho Throw (a damage-dealing command grab) and Sumo Smash (a combo finisher and anti-air that is plus on block) round out Honda's offense. Once he's gotten the hit, Honda is capable of dealing exceptional damage thanks to the mighty Hundred-Hand Slap, an incredible combo starter/filler/ender that is safe on block. Allowing Honda to stay still at fullscreen will let him apply Sumo Spirit, a buff that makes successful conversions with Hundred-Hand Slap hurt even more. All of this can make Honda very difficult to deal with once he's gotten close.

While Honda's offense is nothing short of devastating, it does have one major weakness: commitment. Unlike a lot of characters, Honda is all-in or all-out. He has poor movement speed, meaning his footsies can be somewhat lacking. He lacks a throw loop, and Oicho Throw resets him back to neutral on landing it. While Honda has great pokes, his Medium normals are notably either stubbier or slower than the majority of the cast, and he lacks a low to cancel into Drive Rush for demonstrating neutral control. Thus, Honda relies quite a bit on headbutt to get the job done in many matchups. That said, headbutt is a fantastic move that compliments Honda's gameplan well, so smart Honda players have to learn when to go ham and when to back off and be patient. Honda rewards both styles well, as any sumo should. If you love getting up close and personal and live for the feeling of landing a good headbutt or hand slap, there's no better Rikishi to show you the ropes than E. Honda.


Pick if you like: Avoid if you dislike:
  • Having a special move that you can genuinely center your gameplan around and which pretty much the entire cast is afraid of
  • A fast, aggressive kit based on getting in and pressuring the opponent safely
  • Big damage for making solid reads coupled with excellent Drive Bar damage in blockstrings
  • Lots of options for continuing offense, even while on the back foot
  • Not having a Throw Loop, which really hurts your pressure
  • Relying heavily on your special moves to control neutral, many of which need charge
  • Having an all-in or all-out playstyle with very high committment
  • Being extremely weak against Perfect Parry


Classic & Modern Versions Comparison

List of differences with Modern E. Honda
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Kick (j.MK)
  • Jumping Heavy Kick (j.HK)
Missing Command Normals
  • Power Stomp (3HK)
Shortcut-Only Specials
  • Oicho Throw (2S)
    • Heavy/OD Only
Miscellaneous Changes
  • N/A


E. Honda
SF6 Ehonda Portrait.png
Vitals
Life Points 10500
Ground Movement
Forward Walk Speed 0.045
Backward Walk Speed 0.025
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.058
Backward Dash Distance 0.601
Drive Rush Min. Distance (Throw) 0.213
Drive Rush Min. Distance (Block) 1.769
Drive Rush Max Distance 3.375
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.9
Throw Hurtbox 0.43

Normals

Standing Normals

5LP
5LP
Standing Light Punch
SF6 Ehonda 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA TC 300 LH +4 -1

5MP
5MP
Standing Medium Punch
SF6 Ehonda 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 13 Sp SA TC 700 LH +6 +1

5HP
5HP
Standing Heavy Punch
SF6 Ehonda 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(9) 7 20 Sp SA 900 LH -1(+2) -6(-3)

5LK
5LK
Standing Light Kick
SF6 Ehonda 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Sp SA 300 LH +5 -1

5MK
5MK
Standing Medium Kick
SF6 Ehonda 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 16 - 700 LH +4 -3

5HK
5HK
Standing Heavy Kick
SF6 Ehonda 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(1)4 22 Sp SA 400x2 LH -1 -5(-11)

Crouching Normals

2LP
2LP
Crouching Light Punch
SF6 Ehonda 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 10 Chn Sp SA 300 LH +4 -1

2MP
2MP
Crouching Medium Punch
SF6 Ehonda 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 16 Sp SA 600 LH +3 -3

2HP
2HP
Crouching Heavy Punch
SF6 Ehonda 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 17(19) - 800 LH +3(+5) -3(-1)

2LK
2LK
Crouching Light Kick
SF6 Ehonda 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 9 Chn 200 L +3 -3

2MK
2MK
Crouching Medium Kick
SF6 Ehonda 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 17 - 500 L +6 -2

2HK
2HK
Crouching Heavy Kick
SF6 Ehonda 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(6)5 14 - 900 L HKD +30(+39) -10(-1)

Jumping Normals

j.LP
j.LP
Jumping Light Punch
SF6 Ehonda jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H - -

j.MP
j.MP
Jumping Medium Punch
SF6 Ehonda jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 8 3 land - 700 H - -

j.HP
j.HP
Jumping Heavy Punch
SF6 Ehonda jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H - -

j.LK
j.LK
Jumping Light Kick
SF6 Ehonda jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H - -

j.MK
j.MK
Jumping Medium Kick
SF6 Ehonda jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 700 H - -

j.HK
j.HK
Jumping Heavy Kick
SF6 Ehonda jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 8 3 land - 800 H - -

Command Normals

Target Combos

Universal Mechanics

Throws

Throw
Throw
SF6 Ehonda lplk.png

LPLK
Saba Ori
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -

Back Throw
Back Throw
SF6 Ehonda 4lplk.png

4LPLK
Tawara Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +24 -

Drive Moves

Drive Impact
Drive Impact
SF6 Ehonda hphk.png

HPHK
Sumo Crunch
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact.

Drive Reversal
Drive Reversal
SF6 Ehonda 6hphk.png

6HPHK
Raiden-Ho (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

Armor Break; See Drive Reversal.

Drive Rush
Drive Rush
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See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Drive Parry
Drive Parry
SF6 Ehonda mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.

Taunts

Taunt
Neutral Taunt
5PPPKKK
SF6 Ehonda 5pppkkk.png
""

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
88 [178] 45 - - - - -

Forward Taunt
Forward Taunt
6PPPKKK
SF6 Ehonda 6pppkkk.png
""

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
100 (total) - - - - - - -

Back Taunt
Back Taunt
4PPPKKK
SF6 Ehonda 4pppkkk.png
""

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
205 (total) - - - - - - -

Special Moves

236P
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Super Arts

236236P
Level 1 Super Art
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214214P
Level 2 Super Art
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Level 3 Super Art
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CA version grants 500 extra damage

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