E. Honda (SFIV)

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Sabaori

  • (Close to opponent)Forward or Neutral + LP+LK

Rice Bale Throw

  • (Close to opponent)Back + LP+LK

Command Normals

Shikofumi

  • Down-Forward + Heavy Kick
    • Overhead

Focus / Saving Attack

Special Moves

Hundred Hand Slap

  • Rapidly tap Punch
    • EX Version available

Sumo Headbutt

  • Charge Back, Forward + Punch
    • EX Version available. Has Armor Break properties.

Sumo Smash

  • Charge Down, Up + Kick
    • EX Version available

Oicho Throw

  • Half Circle Back + Punch
    • EX Version available

Super Move

Super Killer Head Ram

  • Charge Back, Forward, Back, Forward + Punch

Ultra Move

Ultimate Killer Head Ram

  • Charge Back, Forward, Back, Forward + All three Punches

The Basics

Combos

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 40 50 6 2 6 13 +3 +6 10 13 20 HL X O O 1st hit cancellable
Close MP 30*50 50*50 7 2(4)1 9 22 +4 +7 13 16 40*20 HL X O O -
Close HP 120[100] 200[150] 8 6 12 25 0 +5 17 22 60 HL X X O Forces stand
Close LK 30 50 5 3 6 13 +2 +5 10 13 20 HL X O O -
Close MK 90 100 5 3 12 19 -1 +2 13 16 40 HL X O O -
Close HK 30*100 125*75 6 2*3 14 24 +1 +6 17 21*22 60*20 HL X X O 2nd forces stand, 1st hit cancellable
Far LP 40 50 6 2 6 13 +3 +6 10 13 20 HL X O O -
Far MP 90 100 8 3 12 22 -1 +2 13 16 40 HL X X O -
Far HP 140 200 10 6 16 31 -3 +1 17 21 60 HL X X O -
Far LK 40 50 5 2 7 13 +2 +5 10 13 20 HL X O O -
Far MK 80 100 8 2 12 21 0 +3 13 16 40 HL X X O -
Far HK 100 150 7 3 22 31 -7 -3 17 21 60 L X X X Low attack
crouch LP 40 50 4 4 7 14 0 +3 10 13 20 HL X O O -
crouchMP 80 100 8 3 11 21 0 +3 13 16 40 HL X X O -
crouch HP 140 200 11 4 16 30 -2 +2 17 21 60 HL X X O -
crouch LK 30 50 5 2 7 13 +2 +5 10 13 20 L X O O Low attack
crouch MK 80 100 7 3 11 20 0 +3 13 16 40 L X O O Low attack
crouch HK 120 200 14 2 14 29 +2 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 60 50 7 5 - - - - 8 11 20 H - - - -
Jump up MP 90 100 6 8 - - - - 11 15 40 H - - - -
Jump up HP 140 200 8 10 - - - - 15 18 60 H - - - (translate)
Jump up LK 50 50 7 9 - - - - 8 11 20 H - - - -
Jump up MK 90 100 9 9 - - - - 11 15 40 H - - - -
Jump up HK 130 200 7 9 - - - - 15 18 60 H - - - -
Jump forward LP 60 50 7 6 - - - - 8 11 20 H - - - -
Jump forward MP 90 100 7 7 - - - - 11 15 40 H - - - -
Jump forward HP 120 200 8 5 - - - - 15 18 60 H - - - -
Jump forward LK 50 50 6 6 - - - - 8 11 20 H - - - -
Jump forward MK 90 100 6 8 - - - - 11 15 40 H - - - -
Jump forward HK 130 200 6 7 - - - - 15 18 60 H - - - -
df+HK 130 200 30 2 19 50 -3 D 17 - 60 H X O O Mid attack, cannot fast recover, (translate)
Target Combo 1 130 200 30 2 19 - +3 D 17 21 60 H X O O Mid attack, cannot fast recover, (translate)
Focus Attack LVL 1 80 100 21 2 35 57 -21 -21 15 15 20 HL - - - -
Focus attack LVL 2 100 150 18+11 2 35 65 -15 D 21 - 40 HL - - - -
Focus attack LVL 3 160 200 65 2 35 101 D D - - 60 - - - - -
Forward Throw 140 180 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Back throw 150 100 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Hundred Hands LP 20xN 20xN 9 - 16 55 +3 +7 20 24 20/10xN HL X X O 1~2 hit cancellable
Hundred Hands MP 20xN 20xN 9 - 15 54 +4 +8 20 24 20/10xN HL X X O 1~2 hit cancellable
Hundred Hands FP 20xN 20xN 9 - 13 52 +6 +10 20 24 20/10xN HL X X O 1~4 hit cancellable
Hundred Hands EX 20x7 20x7 9 - 19 58 0 +4 20 24 0/0 HL X X O 1~4 hit cancellable
Headbutt LP 130 200 13 17 14+13 56 -9 D 20 - 30/40 HL X X O 1~14f (translate), 1~14f (translate), Armor break, charge 55f
Headbutt MP 140 200 9 21 14+13 56 -13 D 20 - 30/40 HL X X O Armor break, charge 55f
Headbutt FP 160 200 8 48 14+13 82 -16 D 20 - 30/40 HL X X O Armor break, charge 55f
Headbutt EX 160 200 8 25 14+13 59 -8 D 20 - 0/0 HL X X O 1~8f invincible, Armor break, charge 55f
Butt Drop LK 80*100 100*150 14 7(14)6 18 58 -2 D 20 - 30*30*20 HL*H X X X 1~12f invincible, 2nd hit(translate), cannot fast recover, charge 55f
Butt Drop MK 90*110 100*150 14 7(14)9 18 61 -2 D 20 - 30*30*20 HL*H X X X 1~13f invincible, 2nd hit(translate), cannot fast recover, charge 55f
Butt Drop HK 100*120 100*150 14 7(14)15 18 67 -3 D 20 - 30*30*20 HL*H X X X 1~12f invincible, 2nd hit(translate), cannot fast recover, charge 55f
Butt Drop EX 100*80 100*100 9 6(14)12 18 58 -2 D 20 - 0/0 HL*H X X X 1~9f invincible, 2nd hit(translate), cannot fast recover, charge 55f
Ohicho LP 180 100 5 2 41 47 - D - - 30/80 1.5 - - - Throw range 1.5
Ohicho MP 190 100 5 2 41 47 - D - - 30/80 1.35 - - - Throw range 1.35
Ohicho HP 200 100 5 2 41 47 - D - - 30/80 1.3 - - - Throw range 1.3
Ohicho EX 190 100 5 2 41 47 - D - - 0/0 1.5 - - - Throw range 1.5
Super Combo LP 160*240 0 1+8 13(36)23 14+17 111 -6 D 20 24 0/0 HL X X X 1~13f invincible, 1st hit (translate), Pursuit property, charge 55f
Super Combo MP 160*240 0 1+9 16(36)23 14+17 115 -6 D 20 24 0/0 HL X X X 1~12f invincible, 1st hit (translate), Pursuit property, charge 55f
Super Combo HP 160*240 0 1+9 25(36)23 14+17 124 -6 D 20 24 0/0 HL X X X 1~9f invincible, 1st hit (translate), Pursuit property, charge 55f
Ultra Combo 60*450 0 1+10 24 22+13 69 -15 D 20 29 0/0 HL X X X 1~11f invincible, 12~21 (translate), Armor break, charge 55f
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes




The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.