Street Fighter IV Remix/E. Honda

From SuperCombo Wiki

Introduction

Honda went down the wrong alley and was offered the forbidden chanko stew that gives you power at a dark price. He has become a regular.


E. Honda is an extremely unusual grappler. While many grapplers focus solely on strike/throw mixups, Honda comes with a hoverdash instead of a normal dash. This hoverdash can be cancelled into air normals, allowing Honda to create fast overheads or fake into lows or grabs easily. This strange mixup game is backed up by an even more unique tool among grapplers, 236K Stomp.. This is a seismo-esque projectile, where the version dictates the location of the hitbox. Honda can cancel this stomp into his hoverdash, allowing for powerful combos or unique punishes.

Honda excels up close with his aforementioned mixup potential, where he can threaten overheads from hoverdash or empty hoverdash lows. His standard pressure is still strong however thanks to 6MP, a two hit plus on block normal which can be cancelled into off normals and into specials. His damage is extremely high thanks to 236K working as a launcher and his ability to relaunch with 6HP, and all combos can end in a hard knockdown with j.214K Sumo Smash.

Honda can struggle somewhat in neutral, as while he has great pokes to control the ground, he's lacking in strong anti-airs to dissuade jumping. j.2MP, 5HK, 6HP, and 236P can all work as anti-airs, but fill different niches, forcing him to decide in the moment and punishing him should he be wrong. j.2MP requires you to be airborne, 5HK has a hurtbox extension, 6HP has a lot of startup and recovery, and 236P is extremely consistent but very low reward. Honda also struggles in mobility, as his hoverdash replaces a standard dash, and unlike his hoverdash twin Yun he lacks the top tier walkspeed to make up for it.

If you want a character who steamrolls with flashy combos and unique offense made of hoverdash mixups on oki and sustained plus frames on offense, with the threat of massive damage behind them all, Honda is a great pick to play.

Strengths Weaknesses
  • Pro 1:
  • Pro 2:
  • Pro 3:
  • Con 1:
  • Con 2:
  • Con 3:
E. Honda
[[File:|center|300px]]
Character Data
Health 1050
Chains Command Normals
Walkspeed 1.5 (Below Average)
Forward Dash Duration 27 frames
Forward Dash Distance 2.3
Backdash Duration 20 frames
Backdash Invuln 4~13 Throw Invuln frames
Unique Movement Hoverdash

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
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Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
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Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Edmond Honda, more commonly known as E. Honda, is a video game character from the Street Fighter series, first appearing in Street Fighter II. He is an honorable champion Sumo wrestler that values tradition.

streetfighter wiki E. Honda