Street Fighter 6/E.Honda/Data

From SuperCombo Wiki


Character Vitals

E. Honda
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Ehonda Portrait.png SF6 Ehonda Face.png 10500 0.9 / 0.43 4+38+3 2.115 0.213
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.045 19 1.058 1.90 1.769
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.025 23 0.601 1.52 3.375


Normals

Standing Normals

5LP
E.Honda
e.honda_5lp

5LP

Standing Light Punch
SF6 Ehonda 5lp.png
SF6 Ehonda 5lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA TC 13 (18 TC)
Startup Active Recovery Total Hitstun Blockstun
5 3 10 17 17 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +8 +3 +7 +2
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Good range for a light normal; very lenient hitconfirm window into 5LP~MP Target Combo for a light normal (though the MP can whiff at max range)
5MP
E.Honda
e.honda_5mp

5MP

Standing Medium Punch
SF6 Ehonda 5mp.png
SF6 Ehonda 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH Sp SA TC 16
Startup Active Recovery Total Hitstun Blockstun
10 4 13 26 21 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-15 +8 +5 +11 +8
Punish Advantage Hit Advantage Block Advantage
+8 +4 +1
Notes
Good poke and pressure starter due to its hitbox priority and block advantage
5HP
E.Honda
e.honda_5hp

5HP

Standing Heavy Punch
SF6 Ehonda 5hp.png
SF6 Ehonda 5hp hitbox1.pngSF6 Ehonda 5hp hitbox2.pngSF6 Ehonda 5hp hitbox3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - LH Sp SA 16 (17 SS 214P)
Startup Active Recovery Total Hitstun Blockstun
8(9) 7 20 34 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
8-10 Air (Upper Body) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-24(-21) +3(+6) -2(+1) +15 +10
Punish Advantage Hit Advantage Block Advantage
KD +66(+68) Crumple -1(+2) -6(-3)
Notes
1st active frame only hits above Honda, and 2nd active frame only hits point blank (realistically 10f startup vs. grounded opponents in most scenarios); first 3 active frames are cancelable and a solid anti-air (cannot hit cross-up); Punish Counter causes a crumple vs. grounded opponents, or slams airborne opponents down into a free OTG juggle state (5HP must be canceled to combo afterwards); only the first 3 active frames are cancelable (with Sumo Spirit, later active frames can be canceled into 214P); final 4 active frames make 5HP a solid poke in neutral; extends a hurtbox on frame 10 that is vulnerable to projectiles; special/DR cancel is delayed until after 2nd active frame
5LK
E.Honda
e.honda_5lk

5LK

Standing Light Kick
SF6 Ehonda 5lk.png
SF6 Ehonda 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
4 2 9 14 16 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +9 +3 +6 0
Punish Advantage Hit Advantage Block Advantage
+9 +5 -1
Notes
4f normal with less range than 2LP, but allows a link into 5LP on hit
5MK
E.Honda
e.honda_5mk

5MK

Standing Medium Kick
SF6 Ehonda 5mk.png
SF6 Ehonda 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH - -
Startup Active Recovery Total Hitstun Blockstun
10 4 16 29 24 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +8 +1 - -
Punish Advantage Hit Advantage Block Advantage
+8 +4 -3
Notes
Honda lifts up his front leg hutbox on frames 7-13, making it useful vs. low pokes
5HK
E.Honda
e.honda_5hk

5HK

Standing Heavy Kick
SF6 Ehonda 5hk.pngSF6 Ehonda 5hk2.png
SF6 Ehonda 5hk hitbox1.pngSF6 Ehonda 5hk hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 - - LH Sp SA 34 (1st: 18 oH/21 oB)
Startup Active Recovery Total Hitstun Blockstun
8 2(1)4 22 36 28(25) 18,21(24)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [5000x2] 1500x2 400x2 (280x2) 200x2 (100x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27(-24) +3 -1(-7) +17(+15) +8(+11)
Punish Advantage Hit Advantage Block Advantage
+3 -1 -5(-11)
Notes
1st hit forces stand (can only connect on crouchers at close range); 2nd hit whiffs vs. crouch block (this extends the cancel window of the first hit, making it possible to confirm into a safe special move vs. crouch block); 1st hit puts airborne opponents into a free juggle state; 2nd hit puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits


Crouching Normals

2LP
E.Honda
e.honda_2lp

2LP

Crouching Light Punch
SF6 Ehonda 2lp.png
SF6 Ehonda 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 3 10 16 17 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +8 +3 +7 +2
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 2LP/2LK; true blockstring when chained into 2LP
2MP
E.Honda
e.honda_2mp

2MP

Crouching Medium Punch
SF6 Ehonda 2mp.png
SF6 Ehonda 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
8 4 16 27 23 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +7 +1 +13 +7
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Great bufferable poke with strong hitbox priority
2HP
E.Honda
e.honda_2hp

2HP

Crouching Heavy Punch
SF6 Ehonda 2hp.png
SF6 Ehonda 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp* 18*
Startup Active Recovery Total Hitstun Blockstun
11 4 17(19) 31(33) 24 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-17) +7(+9) +1(+3) - -
Punish Advantage Hit Advantage Block Advantage
+7(+9) +3(+5) -3(-1)
Notes
2f extra recovery on whiff or if armor absorbed; cancelable into 214P with Sumo Spirit; not a low attack despite the animation; can be spaced to hit on later active frames for improved advantage
2LK
E.Honda
e.honda_2lk

2LK

Crouching Light Kick
SF6 Ehonda 2lk.png
SF6 Ehonda 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
5 2 9 15 14 8
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Chains into 2LP/2LK
2MK
E.Honda
e.honda_2mk

2MK

Crouching Medium Kick
SF6 Ehonda 2mk.png
SF6 Ehonda 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - L - -
Startup Active Recovery Total Hitstun Blockstun
9 3 17 28 25 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 +9 +2 - -
Punish Advantage Hit Advantage Block Advantage
+9 +5 -2
Notes
Low poke that can combo after hit (much stronger combo opportunities when used out of Drive Rush)
2HK
E.Honda
e.honda_2hk

2HK

Crouching Heavy Kick
SF6 Ehonda 2hk.png
SF6 Ehonda 2hk hitbox1.pngSF6 Ehonda 2hk hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
11 3(6)5 14 38 - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26(-17) HKD +30(+39) -6(+3) - -
Punish Advantage Hit Advantage Block Advantage
HKD +45(+54) HKD +30(+39) -10(-1)
Notes
Has juggle potential (no longer a Hard Knockdown if juggled into); 2nd hit is behind E. Honda (safe on block and better KD Adv. if it connects)

Jumping Normals

j.LP
E.Honda
e.honda_jlp

j.LP

Jumping Light Punch
SF6 Ehonda jlp.png
SF6 Ehonda jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 6 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Strong horizontal jump-in hitbox; can be used as a fuzzy instant overhead
j.MP
E.Honda
e.honda_jmp

j.MP

Jumping Medium Punch
SF6 Ehonda jmp.png
SF6 Ehonda jmp hitbox1.pngSF6 Ehonda jmp hitbox2.pngSF6 Ehonda jmp hitbox3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 8 3 land - 15 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.HP
E.Honda
e.honda_jhp

j.HP

Jumping Heavy Punch
SF6 Ehonda jhp.png
SF6 Ehonda jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 4 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Strong horizontal jump-in hitbox; causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter
8j.HP
E.Honda
e.honda_8jhp

8HP

Neutral Jump Heavy Punch
SF6 Ehonda 8jhp.png
SF6 Ehonda 8jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
10 8 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can be steered forward or backward in the air (forward movement is faster than backward); great air-to-air hitbox
j.LK
E.Honda
e.honda_jlk

j.LK

Jumping Light Kick
SF6 Ehonda jlk.png
SF6 Ehonda jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 6 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up
j.MK
E.Honda
e.honda_jmk

j.MK

Jumping Medium Kick
SF6 Ehonda jmk.png
SF6 Ehonda jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Decent air-to-air
j.HK
E.Honda
e.honda_jhk

j.HK

Jumping Heavy Kick
SF6 Ehonda jhk.png
SF6 Ehonda jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
10 8 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes

Command Normals

6HK
E.Honda
e.honda_6hk

6HK

Harai Kick
SF6 Ehonda 6hk.png
SF6 Ehonda 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
14 3 21 37 25 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +5 -1 - -
Punish Advantage Hit Advantage Block Advantage
KD +45 +1 -5
Notes
Ranged low poke that knocks down on Punish Counter; can be made safe due to pushback
3HK
E.Honda
e.honda_3hk

3HK

Power Stomp
SF6 Ehonda 3hk.png
SF6 Ehonda 3hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H kara -
Startup Active Recovery Total Hitstun Blockstun
22 6 18 45 27 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 +7 +1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Overhead with startup that can kara-cancel into specials/supers on frames 15-16 (can start buffering the cancel beginning on frame 9); Honda lifts up his front leg hurtbox on frames 4-20, making it strong vs. low pokes; slams juggled opponents down for a Hard Knockdown (+42~43)
j.2MK
E.Honda
e.honda_j2mk

j.2MK

Flying Sumo Press
SF6 Ehonda j2mk.png
SF6 Ehonda j2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
11 9 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up; can only be performed during forward jump


Target Combos

5LP~MP
E.Honda
e.honda_5lp_mp

5LP~MP

Double Slaps
File:SF6 Ehonda 5lp mp.png
SF6 Ehonda 5lp mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600(540) - - LH Sp SA 35-36
Startup Active Recovery Total Hitstun Blockstun
4 4 20 27 - 14
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - KD +48 +4
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -10
Notes
Puts opponent into limited juggle state on hit; MP follow-up can whiff at max range; very lenient hitconfirm window from a light starter
5MP~3HK
E.Honda
e.honda_5mp_3hk

5MP~3HK

Toko Shizume
File:SF6 Ehonda 5mp 3hk.png
File:SF6 Ehonda 5mp 3hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H kara -
Startup Active Recovery Total Hitstun Blockstun
22 6 18 45 27 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Overhead Target Combo with a 7f gap between hits on block and 4f gap on hit (required Drive Rush or Punish Counter to combo); 3HK startup can kara-cancel into specials/supers on frames 15-16 (can start buffering the cancel beginning on frame 9); kara-cancel into 63214K command throw also has a 7f interruptible gap; Honda lifts up his front leg hurtbox on frames 4-20; slams juggled opponents down for a Hard Knockdown (+43~46) (requires a Drive Rush 5MP or DI wall splat starter)


Throws

LPLK
E.Honda
e.honda_lplk

LPLK

Saba Ori
SF6 Ehonda lplk.png
SF6 Ehonda lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +17 KD +17 -
Notes
No corner throw loop, but can Drive Rush and meaty with any normal 9f or faster
4LPLK
E.Honda
e.honda_4lplk

4LPLK

Tawara Throw
SF6 Ehonda 4lplk.png
SF6 Ehonda lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +24 KD +24 -
Notes
Side switch; after throwing opponent into corner, can dash for perfect meaty throw timing (+5 after dash); walking for a meaty throw requires frame perfect timing

Drive Moves

HPHK
E.Honda
e.honda_hphk

HPHK

Sumo Crunch
SF6 Ehonda hphk.png
SF6 Ehonda hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
E.Honda
e.honda_6hphk

6HPHK

Raiden-Ho
SF6 Ehonda 6hphk.png
SF6 Ehonda 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48(53) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; see Drive Reversal.
MPMK
E.Honda
e.honda_mpmk

MPMK

Drive Parry
SF6 Ehonda mpmk.png
SF6 Ehonda mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
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.
66
E.Honda
e.honda_66

66

Drive Rush
SF6 Ehonda 66.png
SF6 Ehonda 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 45(46) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.213 (min/throw), 1.769 (min/block), 3.375 (max/final DR frame)

Special Moves

Sumo Spirit

22K
E.Honda
e.honda_22k

22K

Sumo Spirit
SF6 Ehonda 22k.png
SF6 Ehonda 22k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
51 - 1 52 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Enhances the next Hundred Hand Slap (increased damage and hit advantage); allows 5HP (all active frames), 2HP, and 22P to cancel into Hundred Hand Slap


Hundred Hand Slap

214LP
E.Honda
e.honda_214lp

214LP

Hundred Hand Slap
SF6 Ehonda 214lp.png
SF6 Ehonda 214p hitbox1.pngSF6 Ehonda 214p enhanced.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
80x5,400 (800)
[80x5,450 (850)]
20x5,100 (200) [Combo (2 hits)] LH SA3 36[49]
Startup Active Recovery Total Hitstun Blockstun
12 2(4)2(2)1(2)2(1)1(1)2
[2(4)2(2)1(1)2(1)1(10)2]
14 45[53] 34(46) 30
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500x6 (3000) [830x5,850 (5000)] 150x,1250 (2000) 160x5,200 (112x5,140) 80x5,100 (40x5,50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18(-14) - - - -
Punish Advantage Hit Advantage Block Advantage
+6[+8] +2[+4] -4
Notes
[] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version
214MP
E.Honda
e.honda_214mp

214MP

Hundred Hand Slap
File:SF6 Ehonda 214mp.png
File:SF6 Ehonda 214mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
80x8,360 (1000)
[80x7,490 (1050)]
20x8,90 (250) [Combo (2 hits)] LH SA3 51[63]
Startup Active Recovery Total Hitstun Blockstun
18 2(4)2(1)1(3)1(2)1(3)1(3)1(2)1(2)2
[2(4)2(2)1(3)1(2)1(4)1(1)1(14)2]
17[14] 66[71] 51(58) 41
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
440x8,480 (4000) [550x8,600 (5000)0] 150x8,800 (2000) 100x8,200 (70x8,140) 50x8,100 (25x8,50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17(-16) - - - -
Punish Advantage Hit Advantage Block Advantage
+6[+8] +2[+4] -8
Notes
[] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version
214HP
E.Honda
e.honda_214hp

214HP

Hundred Hand Slap
File:SF6 Ehonda 214hp.png
File:SF6 Ehonda 214hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
80x11,320 (1200)
[80x10,450 (1250)]
20x11,80 (300) [Combo (2 hits)] LH SA3 66[79]
Startup Active Recovery Total Hitstun Blockstun
21 2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(2)1(2)1(2)1(1)2
[2(4)2(3)1(3)1(3)1(3)1(3)1(3)1(1)1(1)1(14)2]
17[14] 81[86] 63(70) 53
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
410x11,490 (5000) [400x11,600 (5000)] 150x11,350 (2000) 80x11,120 (56x11,84) 40x11,60 (20x11,30) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-17) - - - -
Punish Advantage Hit Advantage Block Advantage
+6[+8] +2[+4] -8
Notes
[] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version
214PP
E.Honda
e.honda_214pp

214PP

Hundred Hand Slap
SF6 Ehonda 214pp.png
SF6 Ehonda 214pp hitbox1.pngSF6 Ehonda 214p enhanced.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
80x8,160 (800)
[80x9,130 (850)]
20x8,40 (200) - LH SA2 SA3 62[73]
Startup Active Recovery Total Hitstun Blockstun
19 4(6)2(3)2(3)2(4)2(2)2(2)2(2)2(1)2
[4(6)2(3)2(3)2(4)2(1)2(1)1(1)1(10)2]
12 73[77] 59(65) 52
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
550x8,600 (5000) [500x8,1000 (5000)] -20000 100x8,200 (70x8,140) 50x8,100 (25x8,50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12 - - - -
Punish Advantage Hit Advantage Block Advantage
+8[+10] +4[+6] -3
Notes
[] refers to enhanced Sumo Spirit version (extra damage and +2 Hit advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce)

Sumo Headbutt

[4]6LP
E.Honda
e.honda_46lp

[4]6LP

Sumo Headbutt
SF6 Ehonda 46lp.png
SF6 Ehonda 46p hitbox1.pngSF6 Ehonda 46p hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1300(1000) 325(250) 30% Starter LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
10 1~22 2+18(17) land 29(51) - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7500 [12500] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
4-13 Air - 14-33 (FKD) 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -4
Notes
() refers to reduced damage on active frame 5 onward; 1f less landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~50% screen length; only first 4 active frames are cancelable into SA3; always -4 on block regardless of how meaty it connects (but generally safe due to pushback); good for chipping at opponent's Drive gauge
[4]6MP
E.Honda
e.honda_46mp

[4]6MP

Sumo Headbutt
File:SF6 Ehonda 46mp.png
File:SF6 Ehonda 46mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1300(1100) 325(275) 30% Starter LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
10 1~24 2+18(20) land 30(53) - 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7500 [12500] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5-13 Air - 14-35 (FKD) 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -4
Notes
() refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~80% screen length; only first 4 active frames are cancelable into SA3; always -4 on block regardless of how meaty it connects (but generally safe due to pushback); good for chipping at opponent's Drive gauge
[4]6HP
E.Honda
e.honda_46hp

[4]6HP

Sumo Headbutt
File:SF6 Ehonda 46hp.png
File:SF6 Ehonda 46hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1400(1300) 350(325) 30% Starter LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
14 1~34 2+18(20) land 34(67) - 19
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
10000 [12500] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6-16 Air - 18-30(49) (FKD) 1 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +40 KD +40 -4
Notes
() refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); continues until it reaches opponent or edge of screen (variable Active and Total frame count); only first 4 active frames are cancelable into SA3; always -4 on block regardless of how meaty it connects (but generally safe due to pushback); good for chipping at opponent's Drive gauge; from frame 18 onward, if Honda switches sides he will play out 10 more active frames before transitioning to his 20f recovery animation; if opponent switches sides before frame 18, Honda does not become airborne
[4]6PP
E.Honda
e.honda_46pp

[4]6PP

Sumo Headbutt
SF6 Ehonda 46pp.png
File:SF6 Ehonda 46pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600,1000 150,250 - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 5,1~30 30(37) land 44(73) - 23(18)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500,7500 [3000] -20000 300,700 (210,490) 150,350 (75,175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-8, 9-34 14-25(34) (FKD) 1,100 1,100
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-41(-36) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +36(+37) KD +36(+37) -20
Notes
2 hits if used from close range; 2nd hit continues until it reaches opponent or edge of screen (variable Active and Total frame count); 7f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); 1 hit of armor before active frames, then another hit of armor that lasts until end of active frames; armor has fixed 7f hitstop that allows it to punish safe jumps using Medium/Heavy air normals (Light safe jumps can still block OD Headbutt); always -20 on block regardless of how meaty it connects; from frame 26 onward, Honda transitions to his 30f recovery animation if he switches sides with the opponent

Sumo Smash

[2]8LK
E.Honda
e.honda_28lk

[2]8LK

Sumo Smash
SF6 Ehonda 28lk.png
SF6 Ehonda 28k hitbox1.pngSF6 Ehonda 28k hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,1000 [800] 100,250 [200] 25% Starter LH,H - -
Startup Active Recovery Total Hitstun Blockstun
11(45) 4(26)8 17 land 65 - 17,22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000,8000 [10000] 500,1500 200,1000 (140,700) 100,500 (50,250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 7-48 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-18) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23[+55] KD +23[+27] +1
Notes
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 41); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back
[2]8MK
E.Honda
e.honda_28mk

[2]8MK

Sumo Smash
File:SF6 Ehonda 28mk.png
File:SF6 Ehonda 28mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,1000 [800] 100,250 [200] 25% Starter LH,H - -
Startup Active Recovery Total Hitstun Blockstun
11(42) 4(24)7 17 land 62 - 17,22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000,8000 [10000] 500,1500 200,1000 (140,700) 100,500 (50,250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 7-45 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-18) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23[+55] KD +23[+27] +1
Notes
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 39); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back;
[2]8HK
E.Honda
e.honda_28hk

[2]8HK

Sumo Smash
File:SF6 Ehonda 28hk.png
File:SF6 Ehonda 28hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,1000 [800] 100,250 [200] 25% Starter LH,H - -
Startup Active Recovery Total Hitstun Blockstun
11(39) 4(22)6 17 land 59 - 17,22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000,8000 [10000] 500,1500 200,1000 (140,700) 100,500 (50,250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 7-42 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-18) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23[+55] KD +23[+27] +1
Notes
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 37); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back;
[2]8KK
E.Honda
e.honda_28kk

[2]8KK

Sumo Smash
SF6 Ehonda 28kk.png
File:SF6 Ehonda 28kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400,1000 [800] 100,250 [200] 25% Starter LH,H - -
Startup Active Recovery Total Hitstun Blockstun
6(36) 12(13)9 17 land 56 - 17,22
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000,8000 [10000] -20000 200,1000 (140,700) 100,500 (50,250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5-17 Air - 5-39 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-19(-18) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23[+54] KD+23[+27] +1
Notes
[] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 31); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); upward hit cannot connect on opponents who are crouching or behind E. Honda; can alter trajectory on the way up by holding forward/back;


Oicho Throw

63214LK
E.Honda
e.honda_63214lk

63214LK

Oicho Throw
SF6 Ehonda 63214lk.png
SF6 Ehonda 63214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2000 (2300) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
7 3 52 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 3000 (2100) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +7 HKD +7 -
Notes
Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19
63214MK
E.Honda
e.honda_63214mk

63214MK

Oicho Throw
File:SF6 Ehonda 63214mk.png
SF6 Ehonda 63214mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2200 (2645) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
7 3 52 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 3000 (2100) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +7 HKD +7 -
Notes
Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.09
63214HK
E.Honda
e.honda_63214hk

63214HK

Oicho Throw
File:SF6 Ehonda 63214hk.png
SF6 Ehonda 63214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2400 (2760) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
7 3 52 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 3000 (2100) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +7 HKD +7 -
Notes
Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 0.99
63214KK
E.Honda
e.honda_63214kk

63214KK

Oicho Throw
SF6 Ehonda 63214kk.png
SF6 Ehonda 63214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2800 (3220) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
7 3 52 61 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] -20000 3000 (2100) - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +7 HKD +7 -
Notes
Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19

Sumo Dash

236K
E.Honda
e.honda_236k

236K

Sumo Dash
SF6 Ehonda 236k.png
File:SF6 Ehonda 236k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
14 - 51 total 51 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can cancel into P or 2P follow-ups on frames 14-43; Movement Speed: 0.052
236KK
E.Honda
e.honda_236kk

236KK

Sumo Dash
SF6 Ehonda 236kk.png
File:SF6 Ehonda 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
13(11) - 34 total 34 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can cancel into P follow-up on frames 13-27, or the 2P follow-up on frames 11-27; Movement Speed: 0.067

Teppo Triple Slap

236K~P
E.Honda
e.honda_236k_p

236K~P

Teppo Triple Slap 1
SF6 Ehonda 236k p.png
SF6 Ehonda 236k p hitbox1.pngSF6 Ehonda 236k p hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA3 44 SA / 51 Follow-up
Startup Active Recovery Total Hitstun Blockstun
9 3(13)3 22 49 - 38(22)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [2500x2] 1000x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -3
Notes
Puts opponents into limited juggle state on hit, allowing for Super or P follow-up to juggle; safe but minus on block; canceling into the final P follow-up creates a 2f frame trap that can punish opponents trying to retake their turn
236KK~P
E.Honda
e.honda_236kk_p

236KK~P

Teppo Triple Slap 1
SF6 Ehonda 236kk p.png
File:SF6 Ehonda 236kk p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA2 SA3 44 SA / 51 Follow-up
Startup Active Recovery Total Hitstun Blockstun
9 3(13)3 17 44 - 38(22)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [2500x2] - 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +45 KD +45 +2
Notes
Puts opponents into limited juggle state on hit, allowing for Super or P follow-up to juggle; Honda advances forward with frame advantage on block for more mixups/pressure; can create a 2f frame trap by canceling into the final P follow-up on block, but since Honda is at frame advantage this is not a useful option
236K~P~P
E.Honda
e.honda_236k_p_p

236K~P~P

Teppo Triple Slap 2
SF6 Ehonda 236k p p.png
SF6 Ehonda 236k p p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 3 38 54 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-39 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +25 KD +22 -24
Notes
Easily hitconfirmable ender after a safe 236K~P starter; can be used to frame trap opponent trying to take back their turn from the -3 situation (2f gap on block); ender cannot be performed on whiff
236KK~P~P
E.Honda
e.honda_236kk_p_p

236KK~P~P

Teppo Triple Slap 2
SF6 Ehonda 236kk p p.png
File:SF6 Ehonda 236kk p p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 3 38 54 - 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [5000] - 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-39 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +54 KD +54 -24
Notes
Easily hitconfirmable ender after a safe 236KK~P starter; ender cannot be performed on whiff; 2f gap on block after 236KK~P but not useful for frame trapping since Honda has much safer options that beat any reversal button


Taiho Cannon Lift

236K~2P
E.Honda
e.honda_236k_2p

236K~2P

Taiho Cannon Lift
SF6 Ehonda 236k 2p.png
SF6 Ehonda 236k 2p hitbox1.pngSF6 Ehonda 236k 2p hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA3 54
Startup Active Recovery Total Hitstun Blockstun
12 2(17)3 32(15) 65(49) - 32(13)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [2500x2] 1000x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-33 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +64 KD +64 -22
Notes
Launches opponent into a limited juggle state; reduced recovery on hit only
236KK~2P
E.Honda
e.honda_236kk_2p

236KK~2P

Taiho Cannon Lift
SF6 Ehonda 236kk 2p.png
File:SF6 Ehonda 236kk 2p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500x2 125x2 - LH SA2 SA3 54
Startup Active Recovery Total Hitstun Blockstun
12 2(17)3 32(15) 65(49) - 32(13)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [2500x2] - 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-33 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +64 KD +64 -22
Notes
Launches opponent into a limited juggle state; reduced recovery on hit only


Neko Damashi

22P
E.Honda
e.honda_22p

22P

Neko Damashi
SF6 Ehonda 22p.png
SF6 Ehonda 22p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH Sp* SA3 19
Startup Active Recovery Total Hitstun Blockstun
11 5 14 29 22 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Air (Head) - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-17(-13) - - - -
Punish Advantage Hit Advantage Block Advantage
+7(+11) +3(+7) -3(+1)
Notes
Has a 1-hit projectile clash hitbox during active frames; useful anti-air for horizontal approaches but cannot hit cross-up; can be spaced out for better hit/block advantage (can lead to extended combos); cancelable into enhanced 214P with Sumo Spirit


Super Arts

236236P
E.Honda
e.honda_236236p

236236P

Show of Force
SF6 Ehonda 236236p.png
SF6 Ehonda 236236p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2000 500 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
7 5 48 59 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 5000 - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-11 Strike/Throw Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-51 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +13(+38) KD +13(+38) -33
Notes
Good range makes it useful as a 7f punish tool; KD Adv. depends on distance from the opposite wall
[4]646K
E.Honda
e.honda_4646k

[4]646K

Ultimate Killer Head Ram
SF6 Ehonda 4646k.png
SF6 Ehonda 4646k hitbox1.pngSF6 Ehonda 4646k hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2850(2800) 10,740 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
12 2(2),1~21 2+43 land 61(81) - 23(19)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500,4500 10000(9500) - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-18 Full, 19-36 Projectile Break 14~land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-48(-44) - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +13 HKD +13 -27
Notes
40f charge (charge lasts 28f after releasing back direction); travels full screen, making it a useful anti-projectile tool; first hit has very short range (slightly less damage and Drive damage from longer ranges); from frame 24 onward, Honda transitions to his 45f recovery animation if he switches sides with the opponent; if Honda whiffs entire SA2 without crossing under the opponent, landing recovery becomes 12+33 (total recovery time is unchanged); full dmg distribution: 50,500,100x14,900
214214P
E.Honda
e.honda_214214p

214214P

The Final Bout
SF6 Ehonda 214214p.png
SF6 Ehonda 214214p hitbox1.pngSF6 Ehonda 214214p hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 (2500) 500x2 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
9 3(8)3 51 73 - 31(20)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3750x2 (7500) 15000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-52 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +11 (KD +19) HKD +11 (KD +19) -34
Notes
() refers to non-cinematic hit when 1st hit whiffs (1500 less damage, Drive Dmg is unaffected); cinematic time regenerates ~2.4 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit
214214P (CA)
E.Honda
e.honda_214214p(ca)

214214P

The Final Bout (CA)
SF6 Ehonda 214214p(ca).png
File:SF6 Ehonda 214214p(ca) hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 (2750) 500,750 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
9 3(8)3 51 73 - 31(20)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000x2 (10000) 20000 - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-11 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-52 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +34 (KD +19) HKD +34 (KD +19) -34
Notes
() refers to non-cinematic hit when 1st hit whiffs (1750 less damage, Drive Dmg is unaffected); available at 25% HP or below; cinematic time regenerates ~2.2 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit

Taunts

5PPPKKK
E.Honda
e.honda_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Ehonda 5pppkkk.png
SF6 Ehonda 5pppkkk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
88 [178] 45 310 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 88-266 - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Just bring it!"; active frames refer to armored period
6PPPKKK
E.Honda
e.honda_6pppkkk

6PPPKKK

Forward Taunt
SF6 Ehonda 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
100 (total) - - 100 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You ready to rumble, chump?"
4PPPKKK
E.Honda
e.honda_4pppkkk

4PPPKKK

Back Taunt
SF6 Ehonda 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
205 (total) - - 205 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"You know what? I'm all fired up!"



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