Street Fighter 6/E.Honda

From SuperCombo Wiki


Introduction

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

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

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

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

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


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


Classic & Modern Versions Comparison

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


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

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Ehonda 5lp.png
SF6 Ehonda 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA TC 300 LH +4 -1
  • Cancel Hitconfirm Window: 13f (18f 5LP~MP TC)
  • Drive Rush cancel advantage: +7 oH / +2 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Rarely used by itself, since 2LP is faster with nearly identical range. Instead, it is usually chained into the 5LP~MP Double Slap Target Combo for a juggle into Headbutt. This TC cancel is extremely lenient for a light normal, though it doesn't matter much since Headbutt is safe on block. Note that at max range, this TC can whiff.

5LP can be used as an emergency anti-air against shallow air attacks, in situations where 5HP and Headbutt would be too slow.

5MP
Standing Medium Punch
5MP
SF6 Ehonda 5mp.png
SF6 Ehonda 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 13 Sp SA TC 700 LH +4 +1
  • Moves Honda forward slightly
  • Chains into Toko Shizume Target Combo (5MP~3HK)
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +11 oH / +8 oB


One of Honda's most important normals. This move is +1 on block, and up to +3 with meaty timing. The hitbox is great, with a disjoint in front of his hand. The pushback is pretty high, so Honda can't continuously abuse his frame advantage to pressure the opponent, but it's useful for starting pressure sequences that drain the opponent's Drive gauge.

This move is very strong out of Drive Rush, making it a core part of Honda's offense. On hit, DR~5MP combos into 5HK or 2MP. On block, you are +5 and can follow up with many offensive options. If the opponent uses an early Drive Impact, Honda can simply cancel into his own DI; a late Drive Impact will not punish this button's short recovery, allowing him to fully recover before inputting DI.

The 3HK follow-up TC is an overhead that can be kara-canceled into special moves (most notably Oicho Throw). Normally, there is a gap between the hits that allows opponents to interrupt the 3HK. If you do the 5MP out of Drive Rush, this becomes a true frame trap.

5HP
Standing Heavy Punch
5HP
SF6 Ehonda 5hp.png
SF6 Ehonda 5hp hitbox1.png
SF6 Ehonda 5hp hitbox2.png
SF6 Ehonda 5hp hitbox3.png
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(9) 7 20 Sp SA 900 LH -1(+2) -6(-3)
  • Anti-Air Invuln (Upper Body): 8-10f (cannot hit cross-up)
  • Punish Counter: KD +66(+68) Crumple / limited juggle OTG state vs. airborne
  • Cancel Hitconfirm Window: 16f (17f for Sumo Spirit 214P)
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +15 oH / +10 oB
  • Extends a hurtbox on frame 10 that is vulnerable to projectiles


An all-purpose anti-air, counterpoke, juggle, and whiff punish tool. The exact frame advantage varies depending on the spacing and whether the opponent is standing or crouching. Although 5HP is an 8-frame move, the first frame only hits above him for anti-air purposes and the second frame has incredibly short range against grounded opponents. Realistically, you should consider the startup to be 10 frames for most combo and punish applications.

Only the first 3 active frames can be special canceled, so ranged combos and buffers will not work. However, Sumo Spirit allows for later active frames to cancel into Hundred Hand Slap. The remaining 4 active frames are a solid neutral poke but are less rewarding.

The crumple state on Punish Counter allows for strong follow-up conversions. From close range, Honda can follow this with a dash into 5HK > Sumo Dash for a powerful launching combo; from a little farther out, Drive Rush can be used for consistency.

5HP is not very effective at counterpoking against projectile characters due to the extended hurtbox that appears before it reaches its max range. If the opponent attempts a late Drive Impact in neutral, the 20f recovery may allow Honda to block or counter after being armor absorbed; the opponent's forward movement may also cause the early active frames to connect, allowing Honda to cancel into his own DI.

The vertical hitbox is very disjointed during the early active frames, making it a strong anti-air when Headbutt is not charged. If it lands as an anti-air Punish Counter, the opponent is slammed down into a short juggle state; 5HP must be canceled to capitalize on this juggle, which requires some situational awareness. The vertical hitbox also allows 5HP to work well in juggle routes, like Taiho Cannon Lift into DR~5HP.

5LK
Standing Light Kick
5LK
SF6 Ehonda 5lk.png
SF6 Ehonda 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Sp SA 300 LH +5 -1
  • Cancel Hitconfirm Window: 12f
  • Drive Rush cancel advantage: +6 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Honda's secondary 4-frame button (after 2LP) and his button with the shortest total duration at 14f.

Does not chain into any other move, but is +5 on hit (compared to 2LP being +4), which links into 5LP~MP Target Combo, so 5LK has higher damage potential.

5LK can be blocked high or low, but its hitbox is low to the ground, which is relevant in some interactions. Marisa's Gladius, for instance, has armor that would absorb 2LP but is beaten by 5LK.

5MK
Standing Medium Kick
5MK
SF6 Ehonda 5mk.png
SF6 Ehonda 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 16 - 700 LH +4 -3
  • Front leg hurtbox is raised on frames 7-13 (useful vs. low pokes)


A neutral poke that cannot be special canceled. Less useful overall than 5MP, which is cancelable and plus on block with otherwise similar properties. The advantage to 5MK is that it interacts well with many low pokes, and moves Honda forward a greater distance so you can advance while maintaining back charge.

The forward movement makes it useful after a corner Forward Throw, allowing a meterless confirm into 2LP. Opponents are more likely to mash reversal normals in corner throw situations due to Honda's weak throw loop game, so this is a useful way to keep them honest.

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

SF6 Ehonda 5hk2.png
SF6 Ehonda 5hk hitbox1.png

SF6 Ehonda 5hk hitbox2.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 2(1)4 22 Sp SA 400x2 LH -1 -5(-11)
  • 1st hit forces stand (short range vs. crouching)
  • 2nd hit whiffs vs. crouch blocking opponents (-11 oB)
  • Puts airborne opponents into free juggle state (1st hit), limited juggle state (2nd hit)
  • Counter-hit/Punish Counter advantage carries through both hits
  • Cancel Hitconfirm Window: 34f (1st hit: 18f on hit, 21f on crouch block)
  • Drive Rush cancel advantage: +17 oH / +8 oB, 2nd hit +15 oH / +11 oB


A 2-hitting move that is most useful in Honda's Punish and Drive Rush confirm routes. The 1st hit combos naturally into Taiho Cannon Lift, making it great for damage. The 2nd hit has a bit less hitstun, but still combos naturally even into HP Hands.

It's best to hitconfirm into this button, as the 2nd hit whiffs on crouch blocking opponents. The confirm window is quite lenient, so you can cancel it to avoid being punished with quick reactions. The first hit actually has an even longer cancel window against crouch block, since normally the 2nd hit would connect before this point. Crouching opponents will be forced to stand and take both hits, assuming they are close enough for the first hit to connect. At farther ranges, 5HK can whiff entirely.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Ehonda 2lp.png
SF6 Ehonda 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 10 Chn Sp SA 300 LH +4 -1
  • Chains into 2LP/2LK (true blockstring)
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +7 oH / +2 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


An extremely important defensive poke and hitconfirm tool, you'll press this button more than any other. Starting a light chain with 2LP keeps the opponent locked in a true blockstring, preventing them from using an invincible reversal. At close range, it has enough range for a 3-hit light confirm; a string like 2LP > 2LK > 2LP is useful for opening up opponents trying to walk, dash, or jump out of pressure after blocking the first attack.

2LP can combo into LP Hundred Hand Slap or LP/MP Headbutt; HP Headbutt also combos, but only at extremely close range making it impractical in most scenarios. If the opponent is standing, Honda can also build the charge for a Sumo Smash cancel, but the upwards hit whiffs on crouching opponents.

Because Headbutt is safe on block, you can cancel a single 2LP into Headbutt with minimal risk, skipping the need to hitconfirm. This is useful at awkward ranges where 2LP > 2LP would whiff. At far ranges, 2LP > LP Hundred Hand Slap is also safe.

Critically, 2LP can be canceled into Drive Rush. It's one of the few light normals in the game that has frame advantage on a blocked DR Cancel, allowing for frame traps and strike/throw mixups; however, Honda cannot form a true blockstring from this cancel, making it vulnerable to invincible reversals. On hit, a DR Cancel links into 2LP/5LK which gains enough advantage for a combo into 5HK. While any route into 5HK is useful, the extra scaling from a light normal starter and Drive Rush makes the damage quite low considering the high Drive gauge cost.

2MP
Crouching Medium Punch
2MP
SF6 Ehonda 2mp.png
SF6 Ehonda 2mp hitbox.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 16 Sp SA 600 LH +3 -3
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +13 oH / +7 oB


An important button for all parts of Honda's gameplan.

In neutral, this is a decent disjointed poke that can be canceled into specials, Drive Rush, or Drive Impact. However, be careful because this button is relatively short. Buttons such as Kimberly's 5MK and Ken's 2MK outrange Honda's 2MP, so you can be punished for pressing aggressively in some matchups. Also be aware of your own blockstring pushback; for example, 2MP whiffs after a blocked 2LK > 2LP > 2LP string.

In blockstrings, this is a frame trap whenever you are +5 to +7. Notably, DR~5MP is +5, so 2MP is a common follow-up. Because 2MP can be canceled into Drive Impact, you can react if the opponent tries to DI out of pressure.

In combos, 2MP is used to convert off a variety of +8 situations, usually off of 5MP. Punish Counter 5MP and DR~5MP are both +8, allowing you to continue the combo with 2MP. Punish Counter 2LP also links into 2MP, though it can whiff at far distances.

2HP
Crouching Heavy Punch
2HP
SF6 Ehonda 2hp.png
SF6 Ehonda 2hp hitbox.png
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 17(19) Sp* 800 LH +3(+5) -3(-1)
  • 2f extra recovery on whiff or armor absorb
  • Cancel Hitconfirm Window: 18f (Sumo Spirit 214P)


An advancing poke with long range. Useful as a way to check someone trying to advance into footsies range. However, this move is relatively slow and can be difficult to use against characters with fast, long-range neutral pokes. Despite its visual appearance, this move does not hit low and can be blocked standing.

Safe on block at -3 but susceptible to whiff punishes. Although +3 on hit, Honda will often be too far away to continue any pressure.

If you have Sumo Spirit activated, 2HP can cancel into Hundred Hand Slap for a high damage combo extension. This makes 2HP a significant threat, allowing Honda to convert into massive damage off a far-reaching poke.

2HP moves forward a significant amount, allowing Honda to advance while maintaining down and back charges. It is also possible to space the move to hit on a later active frame for up to 2f better advantage on hit or block.

2HP can be used out of Drive Rush and is plus on both hit and block. Without Sumo Spirit, 2MK is often a stronger option as it is faster, hits low, and creates higher frame advantage. DR~2MK, for example, is +9 on hit and links into 2MP, while DR~2HP is only +7. However, DR~2HP is useful if you need the extra range, or for extra damage from a Sumo Spirit cancel.

2LK
Crouching Light Kick
2LK
SF6 Ehonda 2lk.png
SF6 Ehonda 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 9 Chn 200 L +3 -3
  • Chains into 2LP/2LK (not a true blockstring)
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A useful tool in light chains to open up opponents that stop blocking low under pressure. Using 2LK as the first and/or second hit of a light chain increases the chance of landing a hit, but any chain after 2LK leaves a blockstring gap that the opponent can reversal through. Opponents mashing light normals in this gap can be counter-hit, but this doesn't lead to anything useful due to Honda's slow normals (at best, 2LK > CH 2LP > HP Headbutt works for slightly more damage than a MP Headbutt ender).

2MK
Crouching Medium Kick
2MK
SF6 Ehonda 2mk.png
SF6 Ehonda 2mk hitbox.png
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 17 - 500 L +5 -2


Do not compare this to other 2MKs in the game. This is a mediocre neutral poke and cannot be special canceled. You will rarely use this button to check someone's feet while shimmying back and forth.

2MK is notably +5 on hit, allowing combos into 5LP~MP Target Combo. This is more rewarding than 5MP on hit, at the cost of worse block advantage.

The other use of 2MK is out of Drive Rush. DR~2MK is a relatively fast low attack that covers a lot of distance, and at +9 on hit leads into decent combos.

2HK
Crouching Heavy Kick
2HK
SF6 Ehonda 2hk.png
SF6 Ehonda 2hk hitbox1.png
SF6 Ehonda 2hk hitbox2.png
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(6)5 14 - 900 L HKD +30(+39) -10(-1)
  • 2 hits; 2nd hit is behind E. Honda (better block/KD advantage)
  • Counter-hit/Punish Counter: HKD +45(+54)
  • Has juggle potential; not a Hard Knockdown when juggled into


A relatively slow and short-range sweep that moves Honda slightly forward. Most characters can punish a blocked sweep with a sweep of their own, but Honda is matchup-dependent. There are many sweeps Honda cannot punish with his own.

Harai kick (6HK) has longer range and is only -5 on block, so it is a stronger option in many cases if you want to check someone's feet. However, the reward of a successful sweep is higher, as a +30 Hard Knockdown allows Honda to dash forward and run offense without spending Drive gauge.

The backwards hit grants better frame advantage, but there are very few practical ways to set it up. An opponent jumping over Honda from close range may land into the backwards active frames, leading to a Punish Counter if they input an air normal.


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Ehonda jlp.png
SF6 Ehonda jlp hitbox.png
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Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H - -
  • Can be used as a fuzzy instant overhead


Honda's fastest air-to-air button with a good horizontal hitbox. Useful when you need to react quickly to an airborne attack. The instant overhead property can be useful for closing out a round after a low-health opponent blocks a deep jump-in, but it's very unsafe if the opponent blocks or survives the hit.

j.MP
Jumping Medium Punch
j.MP
SF6 Ehonda jmp.png
SF6 Ehonda jmp hitbox1.png
SF6 Ehonda jmp hitbox2.png
SF6 Ehonda jmp hitbox3.png
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Hitboxes On

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


Has a larger horizontal range than j.MK, but generates smaller frame advantage when landing. Exact frame data depends on height, but everything else equal, if you press j.MP rather than j.MK, you will land with fewer plus frames. Use this when you need a quick horizontal attack in the air.

j.HP
Jumping Heavy Punch
j.HP
SF6 Ehonda jhp.png
SF6 Ehonda jhp hitbox.png
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Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H - -
  • Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter


Honda's highest-damage air-to-air option with a good horizontal hitbox. Relatively slow to start up, though it is 1f faster than j.HK or nj.HP. Good if you can react quickly to the opponent going airborne. Can also be used as a jump-in attack as it does the same damage as j.HK.

8j.HP
Neutral Jump Heavy Punch
"Stop Sign"
8j.HP
SF6 Ehonda 8jhp.png
SF6 Ehonda 8jhp hitbox.png
Hitboxes Off
Hitboxes On

8HP
Neutral Jump Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 8 3 land - 800 H - -
  • Hold Left/Right to steer momentum in the air
    • Forward movement is faster than backward movement


A powerful air normal with a great air-to-air hitbox that can also stuff grounded approaches. The ability to alter his trajectory allows Honda to threaten with a jump-in or empty jump at ranges where the opponent cannot consistently anti-air both options. It is also good for avoiding projectiles that Honda would otherwise land on. Because the opponent will not know exactly where Honda will land, this button can be used to set up mixups like an empty jump into Oicho Throw as soon as he lands.

j.LK
Jumping Light Kick
j.LK
SF6 Ehonda jlk.png
SF6 Ehonda jlk hitbox.png
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Hitboxes On

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


This is Honda's secondary cross-up; Flying Sumo Press (j.2MK) is usually superior as it deals more damage and creates more frame advantage, but you can use j.LK to alter the timing of your jump-in pressure. As an example, the lower hitstun/blockstun of j.LK can create trickier tick throw setups with Oicho Throw that don't require delaying the throw.

The block advantage varies from 0 to +5 depending on how deep it connects; in general, you want to connect as deep as possible for frame advantage. The timing of the button press can also affect whether it hits in front or as a cross-up when used at certain ranges.

j.MK
Jumping Medium Kick
j.MK
SF6 Ehonda jmk.png
SF6 Ehonda jmk hitbox.png
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Hitboxes On

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


Has less horizontal range than j.MP but pops the opponent up higher as an air-to-air, generating greater frame advantage when landing. It also has more hit advantage on grounded opponents, allowing stronger follow-up combos.

j.HK
Jumping Heavy Kick
j.HK
SF6 Ehonda jhk.png
SF6 Ehonda jhk hitbox.png
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j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 8 3 land - 800 H - -


Honda's go-to jump in button. Leads to big damage on hit and large frame advantage if blocked. A poor air-to-air button as this move has slow startup and a downward-facing hitbox.


Command Normals

6HK
Harai Kick
6HK
SF6 Ehonda 6hk.png
SF6 Ehonda 6hk hitbox.png
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6HK
Harai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 21 - 900 L +1 -5
  • Punish Counter: KD +45


Honda advances forward with a standing Low kick. The forward movement gives 6HK surprising range that can threaten opponents outside his usual footsies range. While slightly unsafe on block, the pushback usually keeps Honda safe if spaced properly.

DR~6HK is +5 on hit and can connect from nearly full-screen, letting Honda confirm into 5LP~MP while remaining safe on block.

3HK
Power Stomp
3HK
SF6 Ehonda 3hk.png
SF6 Ehonda 3hk hitbox.png
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Hitboxes On

3HK
Power Stomp
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 6 18 kara 800 H +3 -3
  • Can kara-cancel into specials/supers on frames 15-16 (can start buffering on frame 9)
  • Front leg hurtbox is raised on frames 4-20 (can avoid low pokes)
  • Spike knockdown vs. juggled opponents (HKD +42~43)


A standing overhead with short range. Can be done by itself or via the Toko Shizume (5MP~3HK) Target Combo. In general, 3HK is used in specific offensive sequences where it hits meaty or as a frame trap. This move is otherwise slow to start up and has a short range, making it extremely risky to use in neutral.

At only +3, Power Stomp does not combo on normal hit, though it leaves Honda close for a strike/throw mixup. To get a combo afterward, it must counter-hit or be done out of Drive Rush. You can also time it as a meaty on the opponent's wakeup or after an air reset, making it up to +8 on hit or +2 on block.

The startup of 3HK can be kara-canceled into any special or Super, most importantly into Oicho Throw (63214K). This overhead/throw mixup is a core part of Honda's offense. Canceling into Neko Damashi (22P) can hit opponents trying to jump out, and with the Sumo Spirit install this can be hitconfirmed into Hundred Hand Slap for a full combo. Kara-canceling into Sumo Smash is another great way to mix up the opponent, particularly ones who expect a command throw. With precise charge timing, you can even cancel 3HK startup into Sumo Headbutt, which can throw off the opponent's parry timing or bait a reaction that gets them hit.

See the 5MP~3HK section for more information on that specific combo.

j.2MK
Flying Sumo Press
j.2MK
SF6 Ehonda j2mk.png
SF6 Ehonda j2mk hitbox.png
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Hitboxes On

j.2MK
Flying Sumo Press
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 9 3 land - 500 H - -
  • Forward jump only; can hit cross-up


Honda's primary cross-up and a good jump-in if the opponent is in a position where they could walk under Honda.

Against normal-height characters, j.2MK is at least +7 on block and +11 on hit, though it can be 1f worse against tall characters like Zangief or Marisa. Since Honda's 10f 5MP is the primary button to hit after landing, this can lead to a trade on these characters if you don't delay the j.2MK slightly. On hit, a 5MP will always combo, allowing a 2LP link or a mixup. If you notice the opponent whiffed an attack as you're jumping, be ready to follow up with a much stronger option like 5HP or 5HK.


Target Combos

5LP~MP
Double Slaps
5LP~MP
SF6 Ehonda 5mp.png
SF6 Ehonda 5mp hitbox.png
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5LP~MP
Double Slaps
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 20 Sp SA 600(540) LH KD +34 -10
  • Puts opponent into limited juggle state on hit
  • MP can whiff at max range
  • Cancel Hitconfirm Window: 35-36f
  • Drive Rush cancel advantage: KD +48 oH / +4 oB


Leads to higher damage and stronger oki than combos that start with 2LP, which makes a +5 situation much more valuable than a +4 situation. This TC can actually be confirmed from the 5LP alone due to its extended hitconfirm window, but this is generally unnecessary since Honda has a safe Headbutt ender regardless.

On hit, the 5LP~MP juggle state gives Honda time to build charge, and allows him to follow up with most specials and supers. On block, the TC is very unsafe at -10, unlike the advantageous 5MP. If the opponent attempts a Drive Impact, you can easily react to a counter-DI on either hit.

A basic offensive sequence off Double Slaps is 5LP~MP > Headbutt, j.HK. The meterless Headbutt leaves Honda at +42 KD advantage, which sets up a corner safe jump.

5MP~3HK
Toko Shizume
5MP~3HK
SF6 Ehonda 3hk.png
SF6 Ehonda 3hk hitbox.png
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Hitboxes On

5MP~3HK
Toko Shizume
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 6 18 kara 800 H +3 -3
  • After 5MP, 7f gap on block, 4f gap on hit (requires Drive Rush for combo or frame trap)
  • Can kara-cancel into specials/supers on frames 15-16 (can start buffering on frame 9)
  • Kara-cancel into Oicho Throw also leaves a 7f interruptible gap on block
  • Front leg hurtbox is raised on frames 4-20
  • Spike knockdown vs. juggled opponents (HKD +43~46); only applicable after wall splat or DR~5MP juggle starter


Target Combo from 5MP into Honda's safe overhead. The 3HK in this TC is functionally identical to the raw version.

Leaves an interruptible gap on block that loses to mashed jabs regardless of whether Honda ends with the stomp or an Oicho Throw; the stomp is also vulnerable to Drive Impact. To avoid this, you should generally start this sequence with DR~5MP. This makes both enders a frame trap, and 3HK will even catch opponents trying to jump away while being DI-safe. If the opponent wants to reversal instead, they will have to react quickly to the 3HK startup since 5MP is safe on its own.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Ehonda lplk.png
SF6 Ehonda lplk hitbox.png
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Hitboxes On

LPLK
Saba Ori
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +17 -
  • Punish Counter: HKD +17
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Honda's forward throw does not generate oki midscreen if the opponent back rises. Even with Drive Rush, the opponent wakes up too quickly, and Honda cannot threaten with any meaty attack. For this reason, consider Back Throw when midscreen to generate better frame advantage.

In the corner (or on a Punish Counter Hard Knockdown), Honda must use Drive Rush to generate useful oki with any normal 9f or faster. DR~5MP also gives strong block advantage, but trades with 4-frame normals; this usually leaves him with enough advantage to link 2MP afterwards, but it depends on the hitstun of the opponent's attack.

Without Drive Rush, Honda can still walk forward and challenge with normals. This is one situation where 5MK can be useful, since it moves Honda forward significantly. If 5MK hits meaty, you can link into 2LP for a combo. Other normals don't lead to a practical hitconfirm.

Be aware that Honda does not get throw loops off forward throw in any situation. If you attempt to walk or Drive Rush into a normal throw or Oicho Throw, the opponent will be able to mash out with fast buttons. Before attempting this, condition the opponent with meaty strikes to convince them not to mash.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Ehonda 4lplk.png
SF6 Ehonda lplk hitbox.png
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Hitboxes On

4LPLK
Tawara Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +24 -
  • Side switch
  • Punish Counter: HKD +24
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After throwing the opponent back into the corner, Honda can dash for perfect meaty throw timing (+5 after dash). It's also possible to walk for a follow-up throw, but this requires frame-perfect timing to get close enough if the opponent wakes up with a 4f normal. The advantage to walking is that Honda can instead choose to walk back and bait the opponent's throw tech, which is impossible after a dash.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Ehonda hphk.png
SF6 Ehonda hphk hitbox.png
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HPHK
Sumo Crunch
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 5HK (1st) or Punish Counter 5HK (2nd)/2MP (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HK (2nd): 6[2] (stand block only)
  • 5HP: 7[3]
  • 5MP, 5HK (1st): 9[5]
  • 2MP: 10[6]
  • 5LP~MP: 13[9]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 5HK (2nd) > DI: 2f blockstring gap prevents opponent from absorbing the hit, but whiffs on crouch block
  • 5HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~5MP > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~5HK (1st) > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~2MP > DI: 2f blockstring gap prevents opponent from absorbing the hit

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Ehonda 6hphk.png
SF6 Ehonda 6hphk hitbox.png
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Hitboxes On

6HPHK
Raiden-Ho
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Ehonda mpmk.png
SF6 Ehonda mpmk hitbox.png
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Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Ehonda 66.png
SF6 Ehonda 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.213 (min, cancel into immediate Throw)
    • 1.769 (min, earliest blocking/movement frame)
    • 3.375 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Sumo Spirit (22K)
Sumo Spirit
22K
SF6 Ehonda 22k.png
SF6 Ehonda 22k hitbox.png
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22K
Sumo Spirit
Startup Active Recovery Cancel Damage Guard On Hit On Block
51 - 1 - - - - -


Enhances the next use of Hundred Hand Slap.

Enhanced Hands causes Honda to end his usual Hundred Hands attack with a downwards chop on hit. The chop causes a large amount of hitstun against grounded opponents and bounces airborne ones, allowing Honda to extend his combo afterwards. Grounded non-OD enhanced hands can link 2LP afterwards, enhanced OD hands can link 5LP afterwards. The bounce against airborne allows Honda to connect Headbutt, LP/MP/OD Hands, or OD Sumo Slam.

Enhanced Hands also gains the ability to be canceled into from certain moves that are otherwise not special-cancelable. Honda can cancel the following extra moves into Enhanced Hands:

  • 2HP
  • Later frames of 5HP (early frames are already special-cancelable)
  • Neko Damashi (22P)

Hundred Hand Slap (214P)
Hundred Hand Slap
214P
SF6 Ehonda 214lp.png

SF6 Ehonda 214pp.png
SF6 Ehonda 214p hitbox1.png

SF6 Ehonda 214pp hitbox1.png

SF6 Ehonda 214p enhanced.png
Sumo Spirit Follow-up
Hitboxes Off
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214LP
Hundred Hand Slap
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(4)2(2)1(2)2(1)1(1)2
[2(4)2(2)1(1)2(1)1(10)2]
14 SA3 80x5,400 (800)
[80x5,450 (850)]
LH +2[+4] -4
  • Cancel Hitconfirm Window: 36f [49f] (Super)
  • Sumo Spirit version counts as 2 hits for damage scaling when comboed into (applies to next hit)
214MP
Hundred Hand Slap
Startup Active Recovery Cancel Damage Guard On Hit On Block
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] SA3 80x8,360 (1000)
[80x7,490 (1050)]
LH +2[+4] -8
  • Cancel Hitconfirm Window: 51f [63f] (Super)
  • Sumo Spirit version counts as 2 hits for damage scaling when comboed into (applies to next hit)
214HP
Hundred Hand Slap
Startup Active Recovery Cancel Damage Guard On Hit On Block
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] SA3 80x11,320 (1200)
[80x10,450 (1250)]
LH +2[+4] -8
  • Cancel Hitconfirm Window: 66f [79f] (Super)
  • Sumo Spirit version counts as 2 hits for damage scaling when comboed into (applies to next hit)
214PP
Hundred Hand Slap
Startup Active Recovery Cancel Damage Guard On Hit On Block
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 SA2 SA3 80x8,160 (800)
[80x9,130 (850)]
LH +4[+6] -3
  • Cancel Hitconfirm Window: 62f [73f] (Super)


[] refers to enhanced Sumo Spirit version.

Honda steps forward and attacks with repeated slaps. Heavier strengths advance further forward and hit additional times. The rapid multiple hits allow the move to beat Drive Impact and other armored moves, and if it does do this, the extra frame advantage from a counter-hit allows Honda to get a short combo afterward.

Not recommended to use in neutral due to being fairly minus on block. LP Hands is only -4 and can be safe if spaced well, but MP and HP Hands are always punishable. Hundred Hands is mainly useful in combos, especially the version enhanced by Sumo Spirit, as it allows for several possible extensions. Despite hitting several times, only counts as a single attack for damage scaling purposes.

Sumo Headbutt ([4]6P)
Sumo Headbutt
[4]6P
SF6 Ehonda 46lp.png

SF6 Ehonda 46pp.png
SF6 Ehonda 46p hitbox1.png
SF6 Ehonda 46p hitbox2.png
Hitboxes Off
Hitboxes On

[4]6LP
Sumo Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 1~22 2+18(17) land SA3 1300(1000) LH KD +40 -4
  • Anti-Air Invuln: 4-13f; Airborne 14-33f (Forced Knockdown state)
  • 1f less landing recovery on block
  • Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
  • Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
[4]6MP
Sumo Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 1~24 2+18(20) land SA3 1300(1100) LH KD +40 -4
  • Anti-Air Invuln: 5-13f; Airborne 14-35f (Forced Knockdown state)
  • 2f extra landing recovery on block
  • Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
  • Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
[4]6HP
Sumo Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 1~34 2+18(20) land SA3 1400(1300) LH KD +40 -4
  • Anti-Air Invuln: 6-16f; Airborne 18-30(49)f (Forced Knockdown state)
  • 2f extra landing recovery on block
  • Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
  • Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
[4]6PP
Sumo Headbutt
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5,1~30 30(37) land - 600,1000 LH KD +36(+37) -20
  • Armor: 1-8f, 9-34f; Airborne 14-25(34)f (Forced Knockdown state)
    • Can absorb 2 hits if they occur during the 2 separate armor windows
  • 2 hits (1st only connects at close range); 7f extra landing recovery on block
  • Punish counter state for the move's full duration


All Versions:

  • 40f charge time; charge lasts up to 10f after releasing back direction
  • () refers to reduced damage from active frame 5 onward
  • Active frames end upon contact with opponent; all active frames result in the same frame advantage


An all-purpose neutral tool, counterpoke, anti-air, and combo ender, Sumo Headbutt is a core part of Honda's gameplan. Meterless versions are -4 on block, safe against every 4-frame button in the game due to its high pushback. The pushback is so high that some characters struggle to take back their turn even when they are at frame advantage; the exact spacing can vary on block, which may cause opponents to whiff their counterattack for an easy whiff punish.

Each version of Headbutt has different properties and travel speeds. LP Headbutt has the slowest travel speed and shortest distance, traveling ~50% of the screen length. While this makes it easier to react to, this is useful for messing with the opponent's parry timing. Since Perfect Parry is the primary counter to Honda's neutral tools, switching between Headbutt strengths is a good way to increase the difficulty. Honda can even whiff LP Headbutt from just beyond its max range, then land and punish the opponent's whiffed parry with a throw or Oicho Throw. LP Headbutt also has less landing recovery if the opponent armors through it with Drive Impact, making it more likely to land safely so Honda can counter with his own DI.

MP Headbutt travels ~80% of the screen and is the most effective overall at mid-range, working consistently from cancels and in juggles. It's fairly hard to react with parry at this range, making it more likely to chip away at the opponent's Drive gauge.

HP Headbutt has the highest damage and the highest travel speed once airborne, but the slower startup makes it more restrictive in combos and juggles. From beyond round start distance, the travel speed makes it the fastest overall option. It also travels incredibly far, continuing until Honda reaches the opponent or beyond the current edge of the screen. The opponent usually cannot bait this version with a jump unless Honda flies directly into the corner, as he will continue a long distance after crossing under. At the moment Honda gets behind the opponent, 10 more active frames will play out before starting his landing recovery (unless he reaches the corner before then).

Headbutts makes an excellent tool for bullying the opponent's Drive gauge, chipping away 0.75 bars on the LP/MP versions and 1 full bar on the HP version. If it happens to whiff punish the opponent's pokes, it also drains a whopping 1.25 Drive bars on its own. Keep in mind that the opponent will actually gain ~1/2 bar of Drive gauge on every successful parry attempt, so mindlessly using Headbutt can actually be harmful for winning the Drive meter war. Predictable Headbutt timing also makes Honda susceptible to Perfect Parry for a free punish, and longer range Headbutts can even be intercepted with Drive Impact on reaction for even more damage.

All meterless Headbutts have anti-air invulnerability, making it Honda's best anti-air when charge is available. However, this invulnerability does not apply to the first few startup frames, and it runs out when Honda becomes airborne. If you Headbutt too late, or if an opponent is able to adjust their air timing (such as with a divekick), Honda can still get hit; consider OD Sumo Smash or an air-to-air in these scenarios. Honda can cancel the early Headbutt active frames into SA3, making it a good option to increase his anti-air damage despite the significant damage scaling applied.

OD Headbutt has armor immediately on startup and can absorb up to 2 hits depending on when they occur. While a useful reversal, it loses to throws and causes Honda to take some recoverable damage; this prevents him from using it to absorb an attack at low health. Unlike meterless headbutts, the OD version is extremely punishable, though not quite as unsafe as most OD reversals.

Absorbing an attack with OD Headbutt causes Honda to incur only 7f hitstop; this makes it impossible to safe jump against him with a medium/heavy normal, so all setups must be adjusted to use light normals instead. OD Headbutt can reach full screen; if it whiffs under the opponent's jump, he will start his landing recovery beginning on frame 26 at the earliest. This affects whether or not Honda will land near the opponent, or continue flying past them to make the punish more difficult.

Sumo Smash ([2]8K)
Sumo Smash
Buttslam
[2]8K
SF6 Ehonda 28lk.png

SF6 Ehonda 28kk.png
SF6 Ehonda 28k hitbox1.png
SF6 Ehonda 28k hitbox2.png
Hitboxes Off
Hitboxes On

[2]8LK
Sumo Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(45) 4(26)8 17 land - 400,1000 [800] LH,H KD +23[+27] +1
  • Airborne 7-48f (Forced Knockdown state)
  • Punish Counter (downward hit): KD +55 (limited juggle state)
  • Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
[2]8MK
Sumo Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(42) 4(24)7 17 land - 400,1000 [800] LH,H KD +23[+27] +1
  • Airborne 7-45f (Forced Knockdown state)
  • Punish Counter (downward hit): KD +55 (limited juggle state)
  • Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
[2]8HK
Sumo Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(39) 4(22)6 17 land - 400,1000 [800] LH,H KD +23[+27] +1
  • Airborne 7-42f (Forced Knockdown state)
  • Punish Counter (downward hit): KD +55 (limited juggle state)
  • Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
[2]8KK
Sumo Smash
Startup Active Recovery Cancel Damage Guard On Hit On Block
6(36) 12(13)9 17 land - 400,1000 [800] LH,H KD+23[+27] +1
  • Anti-Air Invuln: 5-17f; Airborne 5-39f (Forced Knockdown state)
  • Punish Counter (downward hit): KD +54 (limited juggle state)
  • Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)


[] refers to reduced damage on the cross-up downward hit.

Hits twice, once as Honda leaps up into the air (though it misses crouching opponents), then again as he slams downward with his butt. The L, M, and H versions of Sumo Smash all have slight differences in timing as they're falling. This difference is important if opponents are attempting to perfect parry Sumo Slam.

Honda can steer where he will land by holding left, right, or neutral while ascending. Honda can direct the slam to hit cross-up or same side even from fairly far away, although Buttslam deals slightly less damage as a cross-up.

Buttslam allows Honda to bully his way in on defensive opponents. The falling attack does fairly well against normal anti-airs, and the cross-up element can mess with opponents trying to use a DP or charge input to anti-air. Drive Impact can armor through the slam but the attack itself tends to whiff under Honda, letting him punish. The Buttslam is +1 on block, letting him frame trap challenges with 2LP, but he is too far away to enforce a throw mixup (defender can walk back out of any throw options). The rising hit is also fairly fast and has surprisingly good horizontal range, letting Honda "counterpoke" with random Buttslams or do annoying things like 2LP > [2]8K on block. It is also a good combo ender, dealing good damage and leading to a knockdown with Honda close and at good frame advantage to set up oki.

If the downward part of Buttslam hits as a Punish Counter (mainly if Honda reads a fireball and Buttslams over it), the opponent will be ground bounced. Honda can confirm with 5HK into a full combo of his choice.

OD Buttslam has air invincibility on the way up, making it a good alternative anti-air. It can be used to catch people neutral jumping at midrange, attempting to avoid Headbutt.

Oicho Throw (63214K)
Oicho Throw
63214K
SF6 Ehonda 63214lk.png

SF6 Ehonda 63214kk.png
SF6 Ehonda 63214lk hitbox.png
Hitboxes Off
Hitboxes On

63214LK
Oicho Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 52 - 2000 (2300) T HKD +7 -
  • Range: 1.19; cannot be canceled into from normals
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
63214MK
Oicho Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 52 - 2200 (2645) T HKD +7 -
  • Range: 1.09; cannot be canceled into from normals
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
63214HK
Oicho Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 52 - 2400 (2760) T HKD +7 -
  • Range: 0.99; cannot be canceled into from normals
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
63214KK
Oicho Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 52 - 2800 (3220) T HKD +7 -
  • Range: 1.19; cannot be canceled into from normals
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


() refers to damage on Punish Counter.

Honda's command grab. All versions have identical frame data, differing only in range and damage. Of non-OD versions, LK Oicho Throw has the farthest range and the lowest damage, while HK Oicho Throw has the shortest range and highest damage. OD Oicho Throw has the highest damage overall with the same range as the LK version. However, the LK version's range is still relatively short. For example, both Zangief and Lily's LP command grabs outrange Honda significantly. Honda usually needs to have established a close position and frame advantage on the opponent to attempt an Oicho Throw as it is very difficult to use in neutral.

On whiff, Oicho Throw has massive recovery frames, opening Honda up to easy and high-damage punishes from the opponent. The more resources your opponent has, the higher risk a whiffed Oicho Throw becomes.

Oicho Throw is +7 on hit but places both characters away from each other, approximately round-start distance. So while Oicho Throw can represent a lot of damage, it resets Honda's offense. Players must use good judgment when assessing the risk/reward. An HK Oicho Throw might close out a round against a cornered opponent with low life, but a midscreen LK Oicho Throw is only 2000 damage and effectively resets the match to neutral. Honda players should mix normal throws into their offense as they are lower risk and lead to stronger oki.

Honda's 3HK overhead, both the normal version and the 5MP~3HK target combo, can be kara-canceled into Oicho Throw.

Be aware that minor differences in spacing can cause Oicho Throw to whiff due to its short range. For example, an opponent who blocks Sumo Slam ([2]8K) is often in range of LK/OD Oicho Throw, but it is not guaranteed. Characters walking backward for just a few frames can also make Oicho Throw whiff. Oicho Throw is therefore stronger in the corner where positioning is more reliable.

If you Oicho Throw an opponent in the corner, they will recover slightly forward of the corner, leaving a small gap for cross-ups.

Sumo Dash (236K)
Sumo Dash
236K
SF6 Ehonda 236k.png

SF6 Ehonda 236kk.png

236K
Sumo Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 51 total - - - - -
  • Dash Movement Speed: 0.052
236KK
Sumo Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
13(11) - 34 total - - - - -
  • Dash Movement Speed: 0.067


"Stance" special command walk. Honda moves forward, taking three steps in total. Sumo Dash's primary purpose is to access its follow-up specials: Teppo Triple Slap and Taiho Cannon Lift.

Non-OD versions are completely identical. OD Sumo Dash has two main benefits: it allows Honda to access the follow-up specials 1 frame earlier than he normally can (13f instead of 14f), which gives some extra combo potential. It also improves the follow-up specials themselves, typically by giving them superior recovery or damage.

Teppo Triple Slap 1 (236K~P)
Teppo Triple Slap 1
236K~P
SF6 Ehonda 236k p.png

SF6 Ehonda 236kk p.png
SF6 Ehonda 236k p hitbox1.png
SF6 Ehonda 236k p hitbox2.png
Hitboxes Off
Hitboxes On

236K~P
Teppo Triple Slap 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(13)3 22 SA3 400x2 LH KD +42 -3
  • Cancel Hitconfirm Window: 44f (Super) / 51f (Follow-up)
236KK~P
Teppo Triple Slap 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(13)3 17 SA2 SA3 400x2 LH KD +45 +2
  • Cancel Hitconfirm Window: 44f (Super) / 51f (Follow-up)


One of two options from Sumo Dash. Honda steps forward and attacks twice with his palm. LP/MP/HP versions are identical. It is easy to hit confirm Triple Slap 1, either continuing the move into Triple Slap 2 by pressing P again or canceling into super art 3. The OD version of Triple Slap 1 can also be canceled into super art 2.

On hit, this move is +42, which is one of Honda's strongest offensive situations since it leads to a safe jump. Even midscreen if an opponent backrolls, Honda gets a j.HK safe jump after this move. You will also be close enough to empty jump Oicho Throw if the opponent commits to blocking. If the opponent does not move, they will be in range for HK Oicho Throw. However, any back walk will put the opponent out of range of HK Oicho Throw, and opponents will naturally back walk if blocking high, so MK Oicho will be more consistent overall. The range can also vary if Triple Slap 1 hits from a far distance, so be aware of how far away Honda is from the opponent.

OD Triple Slap 1 is +45, however, and so a safe jump will not work unless manually delayed a few frames.

Triple Slap 1 is -3 on block and is a frame trap after a blocked 5HP. While safe, being -3 next to an opponent is dangerous, so this is a high-risk frame trap.

OD Triple Slap 1 is +2 on block, generating follow-up pressure. Note that Triple Slap 1 will lose to Drive Impact and can be reacted to, especially the OD version with its yellow flash.

This move is important when the opponent is in burnout, as the +4 frame bonus means more buttons will frame trap when leading into Triple Slap 1. The move becomes +1 on block, allowing follow-up pressure. As an example, 2MP > Triple Slap 1 is a frame trap. You can hit confirm with 2LP > 2LP afterward, comboing on hit or doing a frame trap HP headbutt on block. If you sneak in another 2MP at any point, you can reset the entire sequence.

Teppo Triple Slap 2 (236K~P~P)
Teppo Triple Slap 2
236K~P~P
SF6 Ehonda 236k p p.png

SF6 Ehonda 236kk p p.png
SF6 Ehonda 236k p p hitbox.png
Hitboxes Off
Hitboxes On

236K~P~P
Teppo Triple Slap 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 38 - 600 LH KD +22 -24
236KK~P~P
Teppo Triple Slap 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 3 38 - 800 LH KD +54 -24


Follow-up to Teppo Triple Slap by pressing an additional punch button. It is now very punishable on block. Triple Slap adds a hefty amount of damage and still gives Honda oki potential near the corner, but knocks the opponent very far away, sacrificing midscreen Oki and the ability to score a safe jump like he can from Double Slap.

It is also worth noting that Triple Slap can not be canceled into supers, the way that the initial two hits can. If Honda intends to combo into SA2 (via OD Sumo Dash) or SA3, he needs to omit this attack.

Taiho Cannon Lift (236K~2P)
Taiho Cannon Lift
236K~2P
SF6 Ehonda 236k 2p.png

SF6 Ehonda 236kk 2p.png
SF6 Ehonda 236k 2p hitbox1.png
SF6 Ehonda 236k 2p hitbox2.png
Hitboxes Off
Hitboxes On

236K~2P
Taiho Cannon Lift
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(17)3 32(15) SA3 400x2 LH KD +64 -22
  • Cancel Hitconfirm Window: 54f (Super)
236KK~2P
Taiho Cannon Lift
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(17)3 32(15) SA2 SA3 500x2 LH KD +64 -22
  • Cancel Hitconfirm Window: 54f (Super)


Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or Drive Rush normal of his choice. Comboing into Taiho Cannon is a great way to increase Honda's damage potential, but it should never be used in neutral due to its slow startup and terrible recovery.

Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for the first hit of 5HK. The slightly faster startup of OD Sumo Dash allows Honda to additionally combo from the 2nd hit of 5HK, as well as from 5HP. Other factors such as Drive Rush advantage or Punish Counters can allow Honda to combo into Taiho Cannon from other normals, but the primary way remains 5HK(1).

Although Taiho Cannon can be super-canceled, this should never be done because both SA2 and SA3 will whiff under the launched opponent. Instead, Honda can complete the launcher and juggle into super, or juggle into a special move (such as HP/OD Hands) and super-cancel that move instead.

Neko Damashi (22P)
Neko Damashi
Clap
22P
SF6 Ehonda 22p.png
SF6 Ehonda 22p hitbox.png
Hitboxes Off
Hitboxes On

22P
Neko Damashi
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 5 14 Sp* SA3 600 LH +3(+7) -3(+1)
  • Anti-Air Invuln (Head): 1-14f; cannot hit cross-up
  • 1-hit projectile clash hitbox during active frames
  • Cancel Hitconfirm Window: 19f (Super / Sumo Spirit 214P)


Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version.

In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and counter-hit the opponent behind it. On counter-hit/punish counter, Honda can usually mash 2LP to link afterwards into a short combo. In practice, the 11f startup, relatively short active window, and limited range make this difficult to both space and time. However, Clap is safe on block, and so you can attempt to catch people with it.

If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP.

Super Arts

Level 1 Super (236236P)
Show of Force
Level 1 Super Art
236236P
SF6 Ehonda 236236p.png
SF6 Ehonda 236236p hitbox.png
Hitboxes Off
Hitboxes On

236236P
Show of Force
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 48 - 2000 LH KD +13(+38) -33
  • Full Invuln: 1f (until freeze); Strike/Throw Invuln: 2-11f; Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling


SA1 is a fast reversal and combo tool. It's especially important to Honda because OD Headbutt is susceptible to throws; threatening with this Super can force the opponent to lay off their pressure occasionally, unless they have meaty projectile options to bypass the strike/throw invincibility.

On hit, the opponent is launched toward the wall; Honda's knockdown advantage depends on the distance from the edge of the screen, with farther launches leading to greater advantage. In most cases, Honda won't be able to secure any follow-up oki unless the opponent was already cornered to begin with. SA1 works well in juggles, such as after Enhanced Hundred Hand Slap or a Taiho Cannon Lift launcher. This can provide a bit more damage than a meterless ender, especially in a highly scaled combo.

Level 2 Super ([4]646K)
Ultimate Killer Head Ram
Level 2 Super Art
[4]646K
SF6 Ehonda 4646k.png
SF6 Ehonda 4646k hitbox1.png
SF6 Ehonda 4646k hitbox2.png
Hitboxes Off
Hitboxes On

[4]646K
Ultimate Killer Head Ram
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2(2),1~21 2+43 land - 2850(2800) LH HKD +13 -27
  • Full Invuln: 1-18f; Projectile Invuln: 19-36f; Armor Break
  • Airborne 14f~land (Forced Knockdown state)
  • 40f charge time; charge lasts up to 28f after releasing back direction
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
    • If only 2nd hit connects, 0.95 bars (hit) / 0.45 bars (block)
  • 40% minimum damage scaling


The Super version of Sumo Headbutt. Hits twice at close range, but most of the damage applies to the 2nd hit. SA2's primary use is countering projectiles; the projectile invuln lasts an incredibly long time, and the travel speed allows it to reach full screen fairly quickly. This Super becomes even more effective with Modern controls; as long as he has charge, Honda can instantly react to any projectile for an easy punish.

The range and invincibility make SA2 an effective anti-air against farther range jumps that would otherwise be tricky to deal with. While it can be used as a reversal similar to SA1, this is best reserved for characters that can threaten with meaty projectiles due to the extra cost.

Works well as a juggle ender, particularly after OD Hundred Hand Slap or OD Teppo Triple Slap, which are both safe and easily confirmable.

If SA2 whiffs under the opponent's jump, Honda will start his landing recovery beginning on frame 24 at the earliest; this means he will usually land close enough for an easy punish if the opponent jumps to bait the Super. If the entire SA2 active frames manage to whiff without crossing under the opponent, Honda's landing recovery becomes 12+33 instead of 2+43 (no functional difference, but slightly more likely to get hit airborne by a descending jump normal).

Level 3 Super (214214P)
The Final Bout
Level 3 Super Art
214214P
SF6 Ehonda 214214p.png

SF6 Ehonda 214214p(ca).png
CA version grants 500 extra damage
SF6 Ehonda 214214p hitbox1.png
SF6 Ehonda 214214p hitbox2.png
Hitboxes Off
Hitboxes On

214214P
The Final Bout
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(8)3 51 - 4000 (2500) LH HKD +11 (KD +19) -34
  • Full Invuln: 1-11f; Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block); unaffected by non-cinematic hit
    • Cinematic time regenerates ~2.4 Drive bars for E. Honda
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
214214P
The Final Bout (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(8)3 51 - 4500 (2750) LH HKD +34 (KD +19) -34
  • Full Invuln: 1-11f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block); unaffected by non-cinematic hit
    • Cinematic time regenerates ~2.2 Drive bars for E. Honda
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


A forward-moving Super that triggers a cinematic from ~1/2 screen; if the first 3 active frames whiff, the 2nd hit triggers a weaker non-cinematic version with no Hard Knockdown, which is indicated with () in the frame data.

A great combo tool, SA3 cancels from any version of Hundred Hand Slap, meterless Headbutt (early active frames), or any Sumo Dash follow-up except for the final hit of Teppo Triple Slap. It is often used to cap off Honda's massively damaging punish combos. Attempting a very early Headbutt > SA3 cancel is one scenario where the non-cinematic hit can trigger even at closer ranges, as the opponent can be launched too high for the first hit to connect.

Because it hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Honda uses a blockstring into SA3, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation.

Like SA1 and SA2, this is also an effective reversal; due to the high cost, it should mostly be reserved for last-ditch efforts where the extra damage can secure a win. It also has a niche use in situations where SA1 won't work (vs. projectile hitboxes) and you won't have enough time to charge SA2.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Ehonda 5pppkkk.png
"Just bring it!"
SF6 Ehonda 5pppkkk hitbox.png
"Just bring it!"
Hitboxes Off
Hitboxes On

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
88 [178] 45 - - - - -
  • Armor (1-hit): 88-266f; [] refers to active armored period
  • 310f total animation

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Ehonda 6pppkkk.png
"You ready to rumble, chump?"

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

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Ehonda 4pppkkk.png
"You know what? I'm all fired up!"

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



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