Street Fighter 6/E.Honda/Combos

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Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Links and Starters

Normal Hit

Light Confirm
Very Easy


2LK/2LP > 2LP > 214LP
2LK/2LP > 2LP > [4]6MP
2LK/2LP > 2LP > [2]8HK

Standard confirms off crouching light normals. Sumo Slam ([2]8K) gives best damage and good oki, leaving Honda right next to the opponent as they wake up. However, 2LP into buttslam will whiff against crouching opponents and requires a down charge, making it inconsistent for hitconfirms.

Confirming into MP Headbutt gives solid damage and causes a knockdown. Honda can Drive Rush to get oki midscreen after Headbutt, or just gets it for free in the corner. MP Headbutt is the sweet spot for consistent confirms; HP Headbutt has too much startup and LP Headbutt travels slow enough that it can drop at the outer end of 2LP range.

Confirming into LP Hands is the easiest option, requiring no charge, but typically gives the worst damage. Leaves the opponent standing with Honda at slight frame advantage, but they will usually be pushed outside of Oicho Throw range. If Honda has Sumo Spirit, then confirming into LP Hands becomes more lucrative, since Honda can extend afterward into an additional special.

5LP Target Combo
Very Easy


(5LK,) 5LP > 5MP > 214HP
5LP > 5MP > [4]6HP
5LP > 5MP > 236K~P~P

Double Slap target combo puts opponents into a juggle state where Honda can cancel into almost any special.

Medium Confirms
Easy


5MP (close), 2LP > [4]6MP
5MP (close), 2LP > 214LP
5MP/2MP > [4]6HP

5MP is plus on block and gives enough advantage on hit to link 2LP afterwards.

Heavy Starters
Easy


5HK(1) 236K~2P, 214HP/[4]6HP/[2]8HK
5HK (far) > 214HP
5HK (far) > 236K~P~P
5HP (close) > 214HP/236K~P~P/[4]6HP

5HK hits twice. At longer ranges, only the second hit will connect (and it whiffs against crouching). The second hit has slightly worse cancel options than the first hit.

The first hit of 5HK at close range will combo into Taiho Cannon Lift, which launches and is Honda's best combo starter. This makes it ideal to land after Drive Impact, as a punish, after a jump-in, or from a Drive Rush.

5HP can only be regularly special-canceled on the early active frames at close range. At farther range, it can only be canceled into Enhanced Hands.

Using Enhanced Hands
Easy


2LK > 2LP > 22P > 214MP, 2LP > [4]6MP
5HP/2HP > 214HP, 2LP > [4]6MP/[2]8HK
5LP > 5MP > 214HP, [4]6MP/214MP/[2]8KK

Using Sumo Spirit to gain access to Enhanced Hundred Hand Slap gives Honda the following primary benefits in his combos:

  • He can link 2LP after any grounded version of Hands, and then either cancel into MP Headbutt or LP Hands again.
  • He can cancel 22P Clap into Hands, which gives extra damage and lets him confirm light normals into stronger versions of 214P.
  • He can cancel 5HP (far)/2HP into Enhanced Hands, letting him score combos off these normals when he would normally be unable to.
  • Hitting an airborne opponent with Enhanced Hands (such as after Double Slap) ground bounces them, allowing Honda to juggle with another special.

Counter-hit

Counter-hits
Easy


CH 5LP (+6), 5LP > 5MP > 214HP
CH 5MP (+6), 5LP > 5MP > 236K~P~P
CH 2MP (+5), 5LP > 5MP > 236K~P~P
CH 3HK (+5), 5LP > 5MP > 236K~P~P
CH 2HP (+5), 5LP > 5MP > 236K~P~P

Basic idea is always the same. Honda has a variety of meaty normals, and if any of them counter-hit, he can confirm into 5LP target combo and a special move of his choice.

Drive Impact

Drive Impact
Easy


DI Crumple, 5HK(1) > 236K~2P, [2]8HK/[4]6HP
DI Crumple, 5HK(1) > 236K~2P, e.214HP, [4]6HP/214MP
DI Wallsplat, 5HK(2) > 22P > e.214HP, [4]6HP/214MP
DI Stun, 22K, neutral jump j.8HP, land, 5HK(2) > 22P > e.214MP, 2LP > [4]6MP

Using Meter

OD Moves

OD Hands
Easy


5MP/2MP > 214PP, 2LP 2LP > [2]8HK/[4]6HP
2LP > 2LP > 22P > e.214PP, 5LP > 5MP > 236K~P(~P)
5HP > e.214PP, 5LP > 5MP > 236K~P(~P)
OD Buttslam
Easy


5HK(1) > 236K~2P, e.214HP, [2]8KK
[Corner Only] 5HK(1) > 236K~2P, e.214HP, 214LP, [2]8KK

OD Sumo Slam does the same damage as HK Sumo Slam - the only difference is that it is possible to land it in more combos than non-OD Sumo Slam.

OD Sumo Dash
Easy


5HP > 236KK~2P > [2]8K
5HP > 236KK~2P > e.214HP, [4]6HP

OD Sumo Dash does not enable any new combos compared to non-OD Sumo Dash. It does do more damage, however.

Drive Rush

Drive Rush Confirms
Medium


2LP > 2LP > 66 > 5LP, 5LP > 5MP > 236K~P(~P)
5MP/2MP > 66 > 5HK(2) > 236K~2P, etc.
5HK (far) > 66 > 5HK(2) > 236K~2P, etc.

Most of Honda's special-cancelable pokes can be Drive Rushed into 5HK to confirm into a launcher combo. With the extra hitstun from Drive Rush, the second hit of 5HK now combos into 236K~2P.

Raw Drive Rush
Medium


Drive Rush 2MK (+9), 5HK(1) > 236K~2P etc.
Drive Rush 5MP (+8), 5HK(1) > 236K~2P etc.
Drive Rush 2HP (+7), 5LP > 5MP > 236K~P(~P)
Drive Rush 3HK (+7), 5LP > 5MP > 236K~P(~P)
Drive Rush 6HK (+5), 5LP > 5MP > 236K~P(~P)

Supers

Comboing into Supers
Easy


5HK(1) > 236K~2P, 236236P
5HK(1) > 236K~2P, e.214HP, 236236P
5HK (or anything) > 214PP > [4]646K
2LP > 2LP > 214LP > 214214P
5HK(1) > 236K~2P, [4]6HP/214HP > 214214P

Level 1 super can juggle after either Taiho Launcher or the ground bounce from Enhanced Hands.
Level 2 super mainly combos from OD Hands but can also juggle in the same places that Level 1 super can.
Level 3 super is easy to combo into from any version of Hands, Honda can also cancel Headbutt into level 3 if he is very close (usually in the corner or after a Taiho Launcher juggle).


SF6 Navigation

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