Ultra Street Fighter IV/E. Honda

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.png

E. Honda

SSFIV-EHonda Face.jpg

Edmond Honda may be the greatest sumo wrestler to ever have lived and his skills as a sumo wrestler are unrivaled. However, Honda was appalled that the rest of the world did not respect his form of combat and set out to prove to the world that sumo was indeed the strongest form of martial arts there was. His journeys around the world have garnered him an eclectic set of friends, ranging from fellow wrestler Zangief to fellow food connoisseur El Fuerte and the otaku Japanophile Sodom. In order to pass on his extensive knowledge of sumo, Honda adopted a son named Jin Ichiro. He can be seen on the East Asia Overpass stage.


In a nutshell

E. Honda is a well-rounded power character who aims for getting high amounts of damage within seconds of connecting a hit-confirm. His signature Hundred Hand Slap is one of the easiest moves to hit-confirm, and deals excellent damage on its own. His Headbutt is, surprisingly, both an excellent anti-air tool and a good tool for moving him forward. If he gets in close enough, Honda can also make you respect his Oicho Throw, which has excellent invincibility for a command grab. He can also play defensive and patiently wait to time out the opponent should he have the life lead. Honda's main problem is one that has stuck to him like moths to flame - fireball characters. Any character with fireballs can make the fight an instant uphill battle for Honda, as there is little he can do other than jump over them and hope to punish something.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Close HP: Hitbox expanded upward
  • Stand HP: Damage for hitting at the tip increased to 90 from 80
  • Stand HK: On hit is now -2 from -3; on block is now -6 from -7; Hurtbox slightly expanded forward
  • Diagonal Jump MP: Hurtbox slightly reduced
  • Diagonal Jump MK: Active frames increased by 1 frame, up to 9 frames from 8 frames
  • EX Sumo Headbutt: When blocked, the move no longer pushes the opponent back at all, making it easier to punish
  • EX Hundred Hand Slap: On hit is now +5 from +4
  • EX Oicho Throw: Frames 1-5 now given Throw Invulnerability
  • Super Killer Head Ram (SC): startup reduced to 10 frames from 11 frames
  • Orochi Breaker (UC2): Input changed to 720 + PPP from HCB HCB + PPP; grab range increased from 1.16 to 1.40

(New to Ultra SFIV Console Digital Release)

  • EX Hundred Hand Slap: Damage on full hits reduced to 120 total from 140
  • Super Killer Head Ram (SC): 1st hit is now an Armor Breaker
  • Ultra Combo W: Scaling changed to 75% from 60%

Character Specific Data

E.Honda

VITALS
Health: 1050 Stun: 1100 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 0.83
Back Walk Speed: 0.03 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 0.90
Jump Height Apex: 1.63 Back Dash Total Frames: 27
Jump Total Frames: 41 (4+37) Back Dash Invincibility: 8
Forward Jump Distance: 1.98 Back Dash Airborne: 10
Back Jump Distance 1.98 Back Dash Recovery: 9
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Shikofumi, Target Combo Hard Knockdowns: Crouch HK, Shikofumi, Target Combo, Oicho Throw
Low Attacks: Far HK, Crouch HP, Crouch LK, Crouch MK, Crouch HK Armor Breakers: Sumo Headbutt, EX Sumo Headbutt, Ultimate Killer Head Ram
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP, Close HK (1st Hit) (Char Specific), LP/MP Hundred Hand Slap (1st and 2nd Hit), HP/EX Hundred Hand Slap (1st - 4th Hit)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 40 50 20 HL sp/su 6 2 6 +3 +6
Close MP Close Strong.gif 30*50 50*50 40*20 HL sp/su*- 7 2(4)1 9 +4 +7
Close HP Close Fierce.gif 120[100] 200[150] 60 HL su 8 6 12 0 +5
Close LK Close Short.gif 30 50 20 HL sp/su 5 3 6 +2 +5
Close MK Close Forward.gif 90 100 40 HL sp/su 5 3 12 -1 +2
Close HK Close Roundhouse.gif 30*100 125*75 60*20 HL su*- 6 2*3 14 +1 +6
Far LP Far Jab.gif 40 50 20 HL sp/su 6 2 6 +3 +6
Far MP Far Strong.gif 90 100 40 HL su 8 3 12 -1 +2
Far HP Far Fierce.gif 120[90] 200 60 HL su 10 6 16 -2 +2
Far LK Far Short.gif 40 50 20 HL sp/su 5 2 7 +2 +5
Far MK Far Forward.gif 80 100 40 HL su 8 2 12 0 +3
Far HK Far Roundhouse.gif 100 150 60 L - 7 3 21 -6 -2
Crouch LP Crouch Jab.gif 40 50 20 HL sp/su 4 4 7 0 +3
Crouch MP Crouch Strong.gif 80 100 40 HL su 8 3 11 0 +3
Crouch HP Crouch Fierce.gif 140 200 60 L su 11 4 16 -2 +2
Crouch LK Crouch Short.gif 30 50 20 L sp/su 5 2 7 +2 +5
Crouch MK Crouch Forward.gif 80 100 40 L sp/su 7 3 11 0 +3
Crouch HK Crouch Roundhouse.gif 120 200 60 L - 14 2 14 +2 -
Shikofumi Downright.gif+Roundhouse.gif 130 200 60 H sp/su 30 2 19 -3 -
Target Combo Strong.gif > Downright.gif+Roundhouse.gif 130 200 60 H sp/su 30 2 19 -3 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 60 50 20 H - 7 5 - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 6 8 - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 8 10 - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 7 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 9 9 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 130 200 60 H - 7 9 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 60 50 20 H - 7 6 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 90 100 40 H - 7 7 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 8 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 50 50 20 H - 6 6 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 90 100 40 H - 6 9 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 110 200 60 H - 6 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 80 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 100 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 160 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sabori Forward Throw 140 180 40 0.9 - 3 2 20 - -
Rice Bale Throw Back Throw 150 100 40 0.9 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hundred Hand Slap Hundred Hand Slap Jab.gif 30x3 20x3 20/10x3 HL su 6 3(3)1(3)2(4)1(3)1(4)2(3)1 16 +1 +5
Hundred Hand Slap Strong.gif 30x4 20x4 20/10x4 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 15 +4 +8
Hundred Hand Slap Fierce.gif 15x7 20x7 20/10x7 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 13 +3 +10
Hundred Hand Slap (Continuation) Hundred Hand Slap (continuation) Jab.gif 30xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 7 +8 +12
Hundred Hand Slap (continuation) Strong.gif 30xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 7 +8 +12
Hundred Hand Slap (continuation) Fierce.gif 15xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 10 +9 +13
EX Hundred Hand Slap Hundred Hand Slap EX.gif 20x7 (? Ultra Change) 20x7 -250/0 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 19 0 +5
Sumo Headbutt Sumo Headbutt Jab.gif 120[100] 200 30/40 HL su 13 17 14 + After landing 13 -9 -
Sumo Headbutt Strong.gif 130[140] 200 30/40 HL su 9 21 14 + After landing 13 -13 -
Sumo Headbutt Fierce.gif 140[160] 200 30/40 HL su 8 48 14 + After landing 22 -16 -
EX Sumo Headbutt Sumo Headbutt EX.gif 140[160] 200 -250/0 HL su 8 25 14 + After landing 13 -8 -
Sumo Smash Sumo Smash Short.gif 80*100 100*150 30/30*20 HL*H - 14 7(14)6 After landing 18 -2 -
Sumo Smash Forward.gif 90*110 100*150 30/30*20 HL*H - 14 7(14)9 After landing 18 -2 -
Sumo Smash Roundhouse.gif 100*120 150*150 30/30*20 HL*H - 14 7(14)15 After landing 18 -3 -
EX Sumo Smash Sumo Smash EX.gif 100*80 100*100 -250/0 HL*H - 9 6(14)12 After landing 18 -2 -
Oicho Throw Oicho Throw Jab.gif 160 100 30/80 1.5 - 5 2 41 - -
Oicho Throw Strong.gif 170 100 30/80 1.35 - 5 2 41 - -
Oicho Throw Fierce.gif 180 100 30/80 1.3 - 5 2 41 - -
EX Oicho Throw Oicho Throw EX.gif 190 100 -250/0 1.52 - 5 2 41 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Super Killer Head Ram Super Killer Head Ram Jab.gif 160*240 0 -1000/0 HL - 1+8 13(36)23 14 + After landing 17 -6 -
Super Killer Head Ram Strong.gif 160*240 0 -1000/0 HL - 1+9 16(36)23 14 + After landing 17 -6 -
Super Killer Head Ram Fierce.gif 160*240 0 -1000/0 HL - 1+9 25(36)23 14 + After landing 17 -6 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ultimate Killer Head Ram Ultimate Killer Head Ram 60*450 0 0/0 HL - 0+11 24 22 + After landing 13 -15 -
Orochi Breaker Orochi Breaker 450 0 0/0 1.4 - 0+1 2 70 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Shikofumi

Overhead Stomp df + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo

Target Combo mp --- df + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Sabori

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rice Bale Throw

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Hundred Hand Slap

Hundred Hand Slap press p repeatedly ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Hundred Hand Slap (Continuation) Hundred Hand Slap (Continuation) Requires 5 button presses

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sumo Headbutt

Headbutt b (charge) f + p ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sumo Smash

Butt Slam d (charge) u + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oicho Throw

Ochio Throw hcb + p ex

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Super Killer Head Ram

Super Combo b (charge) f b f + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Ultimate Killer Head Ram

Ultra Combo I b (charge) f b f + 3p armorbreaker

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Orochi Breaker

Ultra Combo II 360 360 + 3p

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 40 50 20 HL sp/su 6 2 6 13 +3 +6 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 30*50 50*50 40*20 HL sp/su*- 7 2(4)1 9 22 +4 +7 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 120[100] 200[150] 60 HL su 8 6 12 25 0 +5 18 23 [] refers to active frames 3~6 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL sp/su 5 3 6 13 +2 +5 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 90 100 40 HL sp/su 5 3 12 19 -1 +2 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 30*100 125*75 60*20 HL su*- 6 2*3 14 24 +1 +6 18 23 2nd Hit: Forces stand 2nd Hit: Forces stand Reset Reset - - - - - - -
Far LP Far Jab.gif 40 50 20 HL sp/su 6 2 6 13 +3 +6 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 90 100 40 HL su 8 3 12 22 -1 +2 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120[90] 200 60 HL su 10 6 16 31 -2 +2 20 24 Guard advantage based on 3rd active frame, [] refers to active frames 4~6 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL sp/su 5 2 7 13 +2 +5 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL su 8 2 12 21 0 +3 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 100 150 60 L - 7 3 21 30 -6 -2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 40 50 20 HL sp/su 4 4 7 14 0 +3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 80 100 40 HL su 8 3 11 21 0 +3 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 140 200 60 L su 11 4 16 30 -2 +2 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 5 2 7 13 +2 +5 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 80 100 40 L sp/su 7 3 11 20 0 +3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 120 200 60 L - 14 2 14 29 +2 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Shikofumi Downright.gif+Roundhouse.gif 130 200 60 H sp/su 30 2 19 50 -3 - 18 - 12~30f cancellable Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo Strong.gif > Downright.gif+Roundhouse.gif 130 200 60 H sp/su 30 2 19 50 -3 - 18 - 12~30f cancellable Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 60 50 20 H - 7 5 - 11 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 6 8 - 13 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 8 10 - 17 - - Until end of active frames can adjust left or right Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 7 9 - 15 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 90 100 40 H - 9 9 - 17 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 130 200 60 H - 7 9 - 15 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 60 50 20 H - 7 6 - 12 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 90 100 40 H - 7 7 - 13 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 8 5 - 12 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 50 50 20 H - 6 6 - 11 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 90 100 40 H - 6 9 - 14 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 110 200 60 H - 6 7 - 12 - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 80 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 100 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 160 200 60 - - 65 2 35 101 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sabori Forward Throw 140 180 40 0.9 - 3 2 20 24 - - Opponent recovers 81f after you recover X Hard Knockdown - - - - - - - - - -
Rice Bale Throw Back Throw 150 100 40 0.9 - 3 2 20 24 - - Opponent recovers 64f after you recover X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hundred Hand Slap Hundred Hand Slap Jab.gif 30x3 20x3 20/10x3 HL su 6 3(3)1(3)2(4)1(3)1(4)2(3)1 16 52 +1 +5 Soft Knockdown Soft Knockdown - - - - - - -
Hundred Hand Slap Strong.gif 30x4 20x4 20/10x4 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 15 54 +4 +8 Soft Knockdown Soft Knockdown - - - - - - -
Hundred Hand Slap Fierce.gif 15x7 20x7 20/10x7 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 13 52 +3 +10 Soft Knockdown Soft Knockdown - - - - - - -
Hundred Hand Slap (Continuation) Hundred Hand Slap (continuation) Jab.gif 30xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 7 35 +8 +12 Soft Knockdown Soft Knockdown - - - - - - -
Hundred Hand Slap (continuation) Strong.gif 30xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 7 35 +8 +12 Soft Knockdown Soft Knockdown - - - - - - -
Hundred Hand Slap (continuation) Fierce.gif 15xN 20xN 0/10xN HL - 4 1(3)2(4)1(2)2(4)1(3)2 10 38 +9 +13 Soft Knockdown Soft Knockdown - - - - - - -
EX Hundred Hand Slap Hundred Hand Slap EX.gif 20x7 (? Ultra Change) 20x7 -250/0 HL su 9 2(4)1(3)2(4)1(2)2(4)1(3)2 19 58 0 +5 Can adjust position left or right Soft Knockdown Soft Knockdown - - - - - - -
Sumo Headbutt Sumo Headbutt Jab.gif 120[100] 200 30/40 HL su 13 17 14 + After landing 13 56 -9 - 1~14f upper body strike invincible, 1~29f lower body projectile invincible, 15f~ airborne, armor break, recovery on hit/block is 29f, charge 55f, [] refers to first 2 active frames X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~14f Lower body: 1~29f - 15f~ -
Sumo Headbutt Strong.gif 130[140] 200 30/40 HL su 9 21 14 + After landing 13 56 -13 - Recovery hit/block is 33f, charge 55f, [] refers to first 2 active frames X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Lower body: 1~10f Lower body: 1~29f - 11f~ -
Sumo Headbutt Fierce.gif 140[160] 200 30/40 HL su 8 48 14 + After landing 22 81 -16 - Recovery hit/block is 36f, charge 55f, [] refers to first 2 active frames X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 10~55f - 10f~ -
EX Sumo Headbutt Sumo Headbutt EX.gif 140[160] 200 -250/0 HL su 8 25 14 + After landing 13 59 -8 - Recovery on hit/block is 28f, charge 55f, [] refers to first 2 active frames X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~8f - Lower body: 9~32f - 10f~ -
Sumo Smash Sumo Smash Short.gif 80*100 100*150 30/30*20 HL*H - 14 7(14)6 After landing 18 58 -2 - Charge 55f 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown Soft Knockdown Soft Knockdown - All: 1~12f - - - 8f~ -
Sumo Smash Forward.gif 90*110 100*150 30/30*20 HL*H - 14 7(14)9 After landing 18 61 -2 - Charge 55f 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown Soft Knockdown Soft Knockdown - All: 1~13f - - - 8f~ -
Sumo Smash Roundhouse.gif 100*120 150*150 30/30*20 HL*H - 14 7(14)15 After landing 18 67 -3 - Charge 55f 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown Soft Knockdown Soft Knockdown - All: 1~12f - - - 7f~ -
EX Sumo Smash Sumo Smash EX.gif 100*80 100*100 -250/0 HL*H - 9 6(14)12 After landing 18 58 -2 - Charge 55f 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown Soft Knockdown Soft Knockdown - All: 1~9f - - - 4f~ 2nd Hit JP: ?
Oicho Throw Oicho Throw Jab.gif 160 100 30/80 1.5 - 5 2 41 47 - - Opponent recovers 26f after you recover X Hard Knockdown - - - - - - - - - -
Oicho Throw Strong.gif 170 100 30/80 1.35 - 5 2 41 47 - - Opponent recovers 26f after you recover X Hard Knockdown - - - - - - - - - -
Oicho Throw Fierce.gif 180 100 30/80 1.3 - 5 2 41 47 - - Opponent recovers 26f after you recover X Hard Knockdown - - - - - - - - - -
EX Oicho Throw Oicho Throw EX.gif 190 100 -250/0 1.52 - 5 2 41 47 - - Opponent recovers 26f after you recover X Hard Knockdown - - - - - - - 1~5f - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Super Killer Head Ram Super Killer Head Ram Jab.gif 160*240 0 -1000/0 HL - 1+8 13(36)23 14 + After landing 17 111 -6 - Charge 55f X 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f - 14~80f (or until it hits) - 8~44f, 55f~ JP: ?
Super Killer Head Ram Strong.gif 160*240 0 -1000/0 HL - 1+9 16(36)23 14 + After landing 17 115 -6 - Charge 55f X 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f - 13~84f (or until it hits) - 8~48f, 59f~ JP: ?
Super Killer Head Ram Fierce.gif 160*240 0 -1000/0 HL - 1+9 25(36)23 14 + After landing 17 124 -6 - Charge 55f X 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - 10~103f (or until it hits) - 8~57f, 71f~ JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ultimate Killer Head Ram Ultimate Killer Head Ram 60*450 0 0/0 HL - 0+11 24 22 + After landing 13 69 -15 - 1st hit goes into animation, charge 55f, opponent recovers 63f after you recover X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f - 12~34f - 8f~ -
Orochi Breaker Orochi Breaker 450 0 0/0 1.4 - 0+1 2 70 73 - - X Hard Knockdown - - - - All: 1~2f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: