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Street Fighter V/E.Honda

From SuperCombo Wiki

Introduction

About E.Honda

One of the original 8 world warriors joins the fight in season 4.

Honda is possibly the most volatile character in the game. His tools, weirdly enough, give him a very skewed matchup chart compared to every other character in the game. He does better against a lot of top tiers than many other characters however, he has more trouble with some mid and low tiers compared to everyone else as well. This makes him the perfect counter pick character, and to accomplish this, he has some amazing buttons and specials. His Hundred Hand Slap is a plus on block, fast move that moves Honda forward, and his EX Sumo Smash allows him to get in easily and continue his obnoxious pressure. The constant threat of his command grab and armor breaking VT1 only adds to his pressure. If you want an incredibly volatile character that has all the tools he needs to be a great counter pick, then check out Honda.

Final Patch

Players to Watch

E.Honda
SFV-E.Honda Portrait.jpg
Vitals
Life Points 1050
Stun Points 1075
V-Gauge Points
V-Trigger 1 3 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.044
Backward Walk Speed 0.027
Forward Dash Speed 20
Backward Dash Speed 24
Forward Dash Distance 1.661
Backward Dash Distance 0.951
Backdash CH Frames 3-10
Jumping
Back Jump Speed 49(5+40+4)
Neutral Jump Speed 49(5+40+4)
Forward Jump Speed 48(4+40+4)
Forward Jump Distance 2.08
Backward Jump Distance 1.8
Throws
Throw Hurtbox 0.25
Throw Range 0.9
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

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.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
Startup Active Recovery Hit
5 3 9 5
Damage Stun Attack Block
40 90 H 3
  • Confirm windows:
    • Specials & CA: 13
    • Target Combos: 10
    • V-Trigger: 10
  • Cancel options: sp su vt1 vt2
The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
Good hitboxes to poke / check the opponent
Quite a long special cancel window (uncharacteristic for a LP)
Deals 20 more stun (90) compared to most light attacks in the game
FATonline.png
5MP
Stand MP
5MP
Startup Active Recovery Hit
7 4 13 5
Damage Stun Attack Block
70 120 H 2
  • Confirm windows:
    • Specials & CA: *15
    • Target Combos: 18
    • V-Trigger: 15
    • Notes: *VS2 Hands only
  • Cancel options: vt1 vt2
Cancelable into the df+HK follow-up on frames 8-13 (cancel is slightly delayable to create mixups)
The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
Good hitboxes to poke / check the opponent
Can be a good oki tool (4 active frames for both wake-ups and good + frames)
Deals 10 more damage (70) and 20 more stun (120) compared to most medium attacks in the game
FATonline.png
5HP
Stand HP
5HP
Startup Active Recovery Hit
8 6 22 -2
Damage Stun Attack Block
90(80) 150 H -7
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 20
  • Cancel options: sp su vt1 vt2
Solid anti-air on the first 3 active frames
Only the first 3 active frames are cancelable into specials or super (also cancelable into V-Trigger on all active frames)
Deals 10 less damage (80) on active frames 4-6
Can hit cross-up (behind E.Honda)
FATonline.png
5LK
Stand LK
5LK
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
40 90 H 2
  • Cancel options: sp su vt1 vt2
Quite a long special cancel window (uncharacteristic for a LK)
Deals 20 more stun (90) compared to most light attacks in the game
FATonline.png
5MK
Stand MK
5MK
Startup Active Recovery Hit
5 2 14 7
Damage Stun Attack Block
60 120 H 4
  • Confirm windows:
    • Specials & CA: 13
    • V-Trigger: 14
  • Cancel options: sp su vt1 vt2
Forces standing
Good frametrap / combo tool
Deals 20 more stun (120) compared to most medium attacks in the game
FATonline.png
5HK
Stand HK
5HK
Startup Active Recovery Hit
8 2(1)3 21 5
Damage Stun Attack Block
90(80) 150 H 2(-4)
  • Confirm windows:
    • Specials & CA: *14/*17
    • V-Trigger: 14/17
    • Notes: *VS2 Hands only
  • Cancel options: vt1 vt2
First hit forces standing
Second hit cannot hit crouching and deals 10 less damage (80) by itself
-4 on block vs crouching when the second hit whiffs
Decent anti-air on 2nd hit (albeit a bit slow startup)
FATonline.png
2LP
Crouch LP
2LP
Startup Active Recovery Hit
5 3 9 5
Damage Stun Attack Block
40 90 H 2
  • Cancel options: sp su vt1 vt2
Chains into itself
Chained cr.LP has 3F startup and combos from cr.LK (has no gap in blockstring if chained into)
The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
Good hitboxes to poke / check the opponent
Deals 20 more stun (90) compared to most light attacks in the game
FATonline.png
2MP
Crouch MP
2MP
Startup Active Recovery Hit
6 3 14 4
Damage Stun Attack Block
60 120 H 2
  • Confirm windows:
    • Specials & CA: *14
    • V-Trigger: 14
    • Notes: *VS2 Hands only
  • Cancel options: vt1 vt2
The upper half of the hitboxes cannot hit airborne opponents (to discourage use as an anti-air)
Good hitboxes to poke / check the opponent
Deals 20 more stun (120) compared to most medium attacks in the game
FATonline.png
2HP
Crouch HP
2HP
Startup Active Recovery Hit
10 2 21(20/26) 4
Damage Stun Attack Block
100 150 H -5
  • Crush Counter: Stagger, 25 Adv, +120 V-Gauge.
  • Confirm windows:
    • Specials & CA: *16
    • V-Trigger: 16
    • Notes: *VS2 Hands only
  • Cancel options: vt1 vt2
Crush Counter (Stagger: +25)
Recovery Frames (21F) and Total Frames (32F) listed refers to the whiff version (-1F recovery on hit / +5F recovery on block)
FATonline.png
2LK
Crouch LK
2LK
Startup Active Recovery Hit
4 2 13 3
Damage Stun Attack Block
30 90 L 0
  • Cancel options: sp vt1 vt2
Chains into cr.LP
Can cancel into Hundred Hand Slap special or V-Trigger activation / specials
If canceled into VT1 or VT2 activation, recovery is 11F instead of 6F
FATonline.png
2MK
Crouch MK
2MK
Startup Active Recovery Hit
6 3 14 5
Damage Stun Attack Block
60 120 L -2
  • Confirm windows:
    • Specials & CA: *15
    • V-Trigger: 15
    • Notes: *VS2 Hands only
  • Cancel options: vt1 vt2
Decent hitbox priority for a cr.MK
Deals 20 more stun (120) compared to most medium attacks in the game
If canceled into VT1 or VT2 activation, recovery is 11F instead of 6F
FATonline.png
2HK
Crouch HK
2HK
Startup Active Recovery Hit
7 2(8)2 14(17) KD
Damage Stun Attack Block
100 150 L -9(-2)
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 71 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *16
    • V-Trigger: 16
    • Notes: *VS2 Hands only
  • Cancel options: vt1 vt2
Crush Counter (Hard Knockdown: +71 KDA) on both hits
Hits on both sides of E.Honda
Second hit (behind E.Honda is only -2 on block
Only the first hit (front) can cancel into V-Trigger
Second hit (behind) cannot hit airborne or targets in front of E.Honda
Second hit does not play out if the first hit connects to opponent (hit or block)
3 extra recovery frames on whiff (17F)
FATonline.png
8LP
Jump LP
8LP
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
50 90 M -
Incredible hitbox priority for a horizontal jump-in
Deals 10 more damage (50) and 20 more stun (90) compared to most light jump-ins in the game
FATonline.png
8MP
Jump MP
8MP
Startup Active Recovery Hit
6 7 - -
Damage Stun Attack Block
70 120 M -
Great hitbox for both air-to-air and jump-in
Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
FATonline.png
7or9HP
Jump HP
7or9HP
Startup Active Recovery Hit
7 3 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8HP
Neutral Jump HP
8HP
Startup Active Recovery Hit
10 5 - -
Damage Stun Attack Block
90 150 M -
Strong air-to-air hitbox
Can steer E.Honda's air momentum forward or backwards on frames 1-28 (forward momentum is faster than backwards)
FATonline.png
8LK
Jump LK
8LK
Startup Active Recovery Hit
4 9 - -
Damage Stun Attack Block
50 90 M -
Can crossup
Shrinks bottom hurtbox on frame 3 and onwards
Deals 10 more damage (50) and 20 more stun (90) compared to most light jump-ins in the game
FATonline.png
8MK
Jump MK
8MK
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
70 120 M -
Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
FATonline.png
8HK
Jump HK
8HK
Startup Active Recovery Hit
9 6 - -
Damage Stun Attack Block
90 150 M -
FATonline.png

Command Normals

9 > 2MK
Flying Sumo Press
9 > 2MK
Startup Active Recovery Hit
12 9 - -
Damage Stun Attack Block
70 120 M -
Cross-up
Can only be performed during a forward jump
Highly vulnerable hurtbox below his body
Deals 10 more damage (70) and 20 more stun (120) compared to most medium jump-ins in the game
FATonline.png
6HK
Harai-Geri
6HK
Startup Active Recovery Hit
12 3 23(24) 2
Damage Stun Attack Block
80 150 H -7
  • Crush Counter: Stagger, 20 Adv, +120 V-Gauge.
  • Confirm windows:
    • Specials & CA: *18
    • V-Trigger: 18
    • Notes: *VS2 Hands only
  • Cancel options: vt1 vt2
Crush Counter (Stagger: +20)
+1F recovery on whiff
Juggle Limit: 1
FATonline.png
3HK
Chikara-Ashi
3HK
Startup Active Recovery Hit
21(20) 6 16 5
Damage Stun Attack Block
90 120 H 4
  • Knockdown: 70 KD Adv, 9 Quick Rise Adv, 14 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *17
    • V-Trigger: 17
    • Notes: *VS2 Hands only
  • Cancel options: vt1 vt2
Not an overhead
Great oki and mixup tool
Can hit OTG (KDA: +70/9/14) once per knockdown
Can be kara-canceled from frames 12-19 (before active) into all special moves (including V-trigger specials) and super (Critical Art)
Kara-cancel into Sumo Headbutt requires a plink input
Pulls back E.Honda's hurtbox a bit on frames 4-17
Juggle Limit: 5
FATonline.png

Target Combos

5MP > 3HK
Tokoshizume
5MP > 3HK
Startup Active Recovery Hit
7+20 6 16 5
Damage Stun Attack Block
70*63 (133) 100*110 (210) H 2
  • Confirm windows:
    • Target Combos: 18
  • Cancel options: vt1 vt2
Not an overhead
Great oki and mixup tool
Can be kara-canceled from frames 12-19 (before active) into all special moves (including V-trigger specials) and super (Critical Art)
Kara-canceling into Sumo Headbutt requires a plink input
Juggle Limit on df+HK: 5
70dmg / 100 stun if only df HK hits
FATonline.png
5LP > 5MP
Tsurane Harite
5LP > 5MP
Startup Active Recovery Hit
5+7 4 19 KD
Damage Stun Attack Block
40*45 (85) 90*90 (180) H -6
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 13
    • Target Combos: 10
    • V-Trigger: 13
  • Cancel options: sp su vs1 vt1 vt2
Cancels into Specials / V-Skill 1 Target Combo / Super (CA) on hit only
Puts grounded opponents into a limited juggle state (Juggle Start: +1)
FATonline.png
5LP > 5MP > MPMK (VS1)
Hirate
5LP > 5MP > MPMK (VS1)
Startup Active Recovery Hit
5+7+16 4 24 KD
Damage Stun Attack Block
40*45*56 (141) 90*90*96 (276) H -
  • Knockdown: 97 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 13
    • Target Combos: 13
    • V-Trigger: 13
  • Cancel options: sp vt1 vt2
Last hit (V-Skill clap) nullifies 1 hit of projectiles
Allows for further juggling if canceled into V-Trigger
Puts opponent into a limited juggle state (Juggle Count: 1)
Juggle Limit / Increase / Start: 3 / 0 / 1
FATonline.png

Throws

LPLK
Saba-Ori
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 170 T -
  • Knockdown: 65 KD Adv, 6 Quick Rise Adv, 6 Back Rise Adv.
FATonline.png
4LPLK
Tawara Throw
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 170 T -
  • Knockdown: 65 KD Adv, 6 Quick Rise Adv, 6 Back Rise Adv.
No difference in stun damage from forward throw
FATonline.png

Special Moves

LP (mash)
LP Hundred Hand Slap
LP (mash)
Startup Active Recovery Hit
7 2(4)3(5)3 14 3(4)
Damage Stun Attack Block
100(110) 160(170) H 2
  • Cancel options: su vt1
3 hits total
Only 2nd hit can be canceled into V-Trigger 1 activation or Super (CA)
Cannot cancel into V-Trigger 2 activation
All 3 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
Values in parentheses refer to the buffed V-Skill 2 version
FATonline.png
MP (mash)
MP Hundred Hand Slap
MP (mash)
Startup Active Recovery Hit
17 2(3)2(5)2(3)2(5)2 14 3(4)
Damage Stun Attack Block
110(120) 170(180) H 1
  • Cancel options: su vt1
5 hits total
Only 3rd hit can be canceled into V-Trigger 1 activation or Super (CA)
Cannot cancel into V-Trigger 2 activation
All 5 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
Values in parentheses refer to the buffed V-Skill 2 version
FATonline.png
HP (mash)
HP Hundred Hand Slap
HP (mash)
Startup Active Recovery Hit
19 2(3)2(3)2(3)2(3)2(3)2(3)2 15 2(4)
Damage Stun Attack Block
120(130) 180(190) H -2
  • Cancel options: su vt1
7 hits total
Only 3rd hit can be canceled into V-Trigger 1 activation or Super (CA)
Cannot cancel into V-Trigger 2 activation
All 7 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
Values in parentheses refer to the buffed V-Skill 2 version
FATonline.png
PP (mash)
EX Hundred Hand Slap
PP (mash)
Startup Active Recovery Hit
16 2(3)2(2)2(3)2(3)2(3)2(2)2 15 4(6)
Damage Stun Attack Block
100(110) 150(160) H -2
  • Cancel options: vt1 vt2
7 hits total
E.Honda automatically moves forward during the slaps (does not stay in place once the slaps begin)
Only last hit can be canceled into V-Trigger activation (both V-Triggers)
All 7 hits can cancel into V-Trigger 1 / V-Trigger 2 specials
Values in parentheses refer to the buffed V-Skill 2 version
FATonline.png
46LP
LP Sumo Headbutt
46LP
Startup Active Recovery Hit
10(16) 3(14) 10+14(11+15) KD
Damage Stun Attack Block
120(100) 180(150) H -4
  • Knockdown: 97(98) KD Adv, 38(39) Quick Rise Adv, 43(44) Back Rise Adv.
  • Cancel options: su
Requires 40 frames of charge
Airborne on frames 13-39 on whiff
Travels about 50% screen length
Deals less damage (100) and stun (150) after the first 3 active frames (after Honda goes airborne)
Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
+1 extra KDA after first 3 active frames (see KDA in parentheses)
There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / block)
Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
Juggle Limit / Increase / Start: 0 / 1 / 2
FATonline.png
46MP
MP Sumo Headbutt
46MP
Startup Active Recovery Hit
8(14) 3(19) 9+14(11+15) KD
Damage Stun Attack Block
140(110) 180(150) H -7
  • Knockdown: 93(96) KD Adv, 34(37) Quick Rise Adv, 39(42) Back Rise Adv.
  • Cancel options: su
Requires 40 frames of charge
Airborne on frames 11-41 on whiff
Travels about 75% screen length
Deals less damage (110) and stun (150) after the first 3 active frames (after Honda goes airborne)
Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
+3 extra KDA after first 3 active frames (see KDA in parentheses)
There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / block)
Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
Juggle Limit / Increase / Start: 0 / 1 / 2
FATonline.png
46HP
HP Sumo Headbutt
46HP
Startup Active Recovery Hit
12(18) 3(25) 11+16(~) KD
Damage Stun Attack Block
160(120) 180(150) H -12
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su
Requires 40 frames of charge
Upper-half of E.Honda's body is invincible to airborne strikes on frames 1-14
Airborne on frames 15-53 on whiff
Travels full-screen
Deals less damage (120) and stun (150) after the first 3 active frames
Only first 3 active frames (while Honda is still grounded) can cancel into Super (CA)
There's a 3F gap in the active frames between Honda's grounded and airborne Sumo Headbutt
Startup frames listed refer to the start of the grounded Sumo Headbutt (startup of airborne Sumo Headbutt is shown in the parantheses data)
Recovery and Total frames listed refers to the whiffed version (11+15 recovery frames on hit / 11+23 recovery frames on block)
Has fixed KDA (KDA does not vary depending on distance traveled)
Can cancel into Oni-Daikaku (VT1 Headbutt) on hit
KDA varies if canceled into VT1 Headbutt (see Oni-Daikaku for KDA data)
Juggle Limit / Increase / Start: 0 / 1 / 2
FATonline.png
46PP
EX Sumo Headbutt
46PP
Startup Active Recovery Hit
7(14) 4(22) 9+23(~) KD
Damage Stun Attack Block
160(130) 200(180) H -26
  • Knockdown: 79(81) KD Adv, 20(22) Quick Rise Adv, 25(27) Back Rise Adv.
Requires 40 frames of charge
1 hit of armor on frames 3-9 and then another 1 hit of armor on frames 10-35
Airborne on frames 10-44 on whiff
Travels full-screen
Hits 2 times if used up close for 100+60 damage and 150+50 stun (otherwise only does 1 hit for 130 damage and 180 stun if connected while Honda is airborne)
Recovery and Total frames listed refers to the whiffed version (11+26 recovery frames on hit / 11+36 recovery frames on block)
Has fixed KDA (but KDA does differ depending on if both hits connect (up close) or just one hit connects)
KDA shown in parantheses (X) refers to when both hits connect (up close)
Juggle Limit / Increase / Start: 2*5 / 1*1 / 1*1
FATonline.png
28LK
LK Sumo Smash
28LK
Startup Active Recovery Hit
11 3(18)6 24 KD
Damage Stun Attack Block
120(100) 180(160) H*M -1(-3) / -3(-5)
  • Knockdown: 63~65(77) KD Adv, 4~6(18) Quick Rise Adv, 9~11(23) Back Rise Adv.
Requires 40 frames of charge
Second hit is an overhead and can hit cross-up
Airborne on frames 4-37
First hit usually won't hit grounded opponents unless canceled into
Deals 20 less damage (100) and stun (160) if only the second hit connects in front
Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
Less frame advantage if blocked cross-up (-3~5) and less damage (80) and stun (120)
KDA shown in parantheses (X) refers to when both hits connect
KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
FATonline.png
28MK
MK Sumo Smash
28MK
Startup Active Recovery Hit
13 3(19)7 24 KD
Damage Stun Attack Block
120(100) 180(160) H*M -1(-3) / -3(-5)
  • Knockdown: 63~65(77) KD Adv, 4~6(18) Quick Rise Adv, 9~11(23) Back Rise Adv.
Requires 40 frames of charge
Second hit is an overhead and can hit cross-up
Airborne on frames 4-41
First hit usually won't hit grounded opponents
Deals 20 less damage (100) and stun (160) if only the second hit connects in front
Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
Less frame advantage if blocked cross-up (-3~5) and less damage (80) and stun (120)
KDA shown in parantheses (X) refers to when both hits connect
KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
FATonline.png
28HK
HK Sumo Smash
28HK
Startup Active Recovery Hit
16 3(19)13 24 KD
Damage Stun Attack Block
120(100) 180(160) H*M -2(-3) / -4(-5)
  • Knockdown: 62~64(76) KD Adv, 3~5(17) Quick Rise Adv, 8~10(22) Back Rise Adv.
Requires 40 frames of charge
Second hit is an overhead and can hit cross-up
Airborne on frames 10-50
First hit usually won't hit grounded opponents
Deals 20 less damage (100) and stun (160) if only the second hit connects in front
Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
Less frame advantage if blocked cross-up (-4~6) and less damage (80) and stun (120)
KDA shown in parantheses (X) refers to when both hits connect
KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
Juggle Limit / Increase / Start: 1*2 / 1*1 / 1*1
FATonline.png
28KK
EX Sumo Smash
28KK
Startup Active Recovery Hit
8 8(14)10 19 KD
Damage Stun Attack Block
160(140) 200(180) H*M 4(6) / -1(-3)
  • Knockdown: 68~70(84~85) KD Adv, 9~11(25~26) Quick Rise Adv, 14~16(30~31) Back Rise Adv.
Requires 40 frames of charge
Throw invincible on frames 1-20
Second hit is an overhead and can hit cross-up
Airborne on frames 4-38
Trajectory can be altered by holding stick forward or back during the move animation
Deals 20 less damage (140) and stun (180) if only the second hit connects in front
Block advantage varies depending on how tall the opponent (the taller they are the less advantageous it is)
Less frame advantage if blocked cross-up (-1~3) and less damage (100) and stun (150)
KDA shown in parantheses (X) refers to when both hits connect
KDA varies depending on how tall / high in the air opponent is (higher KDA the closer to ground the collision happens)
Juggle Limit / Increase / Start: 6*7 / 1*1 / 1*1
FATonline.png
63214LP
LP Oicho Throw
63214LP
Startup Active Recovery Hit
7 2 60 KD
Damage Stun Attack Block
140 180 T -
  • Knockdown: 49 KD Adv, 10 Quick Rise Adv, 10 Back Rise Adv.
Denies back-roll
Grab Range: 1.19
FATonline.png
63214MP
MP Oicho Throw
63214MP
Startup Active Recovery Hit
7 2 60 KD
Damage Stun Attack Block
160 180 T -
  • Knockdown: 49 KD Adv, 10 Quick Rise Adv, 10 Back Rise Adv.
Denies back-roll
Grab Range: 1.15
FATonline.png
63214HP
HP Oicho Throw
63214HP
Startup Active Recovery Hit
7 2 60 KD
Damage Stun Attack Block
180 180 T -
  • Knockdown: 49 KD Adv, 10 Quick Rise Adv, 10 Back Rise Adv.
Denies back-roll
Grab Range: 1.08
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63214PP
EX Oicho Throw
63214PP
Startup Active Recovery Hit
5 3 59 KD
Damage Stun Attack Block
200 200 T -
  • Knockdown: 58 KD Adv, 9 Quick Rise Adv, 9 Back Rise Adv.
Denies back-roll
Grab Range: 1.30
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Critical Art

236236P
Kamigashima
236236P
Startup Active Recovery Hit
1+8 29 9+28 KD
Damage Stun Attack Block
50*(4x27)*12*170 (340) 0 H -22
  • Knockdown: 4 KD Adv, 4 Quick Rise Adv, 4 Back Rise Adv.
Fully invincible on frames 1-13
Projectile invincible on frames 1-36
Airborne on frames 7-46
Hard Knockdown
Can punish a lot of moves (and jumps) from full-screen)
Honda and opponents end up mid-screen far away from each other after the cutscene on hit
Inflicts a total of 340 damage but 50% of damage is inflicted in one hit at the end
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Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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V-System

V-Skill 1

MPMK (VS1)
Neko Damashi
MPMK (VS1)
Startup Active Recovery Hit
12 4 23 3
Damage Stun Attack Block
60 120 H -6
  • Cancel options: sp su vt1 vt2
Nullifies 1 hit of projectiles
Can be canceled into from special cancelable normals
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V-Skill 2

MPMK (VS2)
Sumo Spirit
MPMK (VS2)
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
Powers up next Hundred Hand Slap (increased damage, stun, and on hit advantage only)
Allows all normals / command normals to cancel into Hundred Hand Slap even if they are not normally special cancelable
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V-Trigger 1

HPHK (VT1)
Onigawara
HPHK (VT1)
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
3-bar V-Trigger
Duration of 3000 frames (50 seconds)
Unlocks Oni-Daikaku (1000 V-Meter) and Oni-Muso (1200 V-Meter)
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HPHK
Oni-Daikaku
HPHK
Startup Active Recovery Hit
10 3(3)21 10+10(11+14) KD
Damage Stun Attack Block
120(100) 200 H -2
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su vt1
Spends 1000 V-Meter (33% V-Timer)
Airborne frames 15-46
Only cancelable into Super (Critical Art) on first 3 active frames (up close)
Has 1 point of armor on frame 4 and onwards during hold (if released early on frames 8-51 then the armor disappears and the headbutt active frames start 3F after release)
Another 1 hit of armor if fully charged on frames 58-62
Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
Juggle Limit / Increase / Start: 10 / 1 / 1
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HPHK (hold)
Oni-Daikaku (Hold)
HPHK (hold)
Startup Active Recovery Hit
60 3(3)21 10+10(11+14) KD
Damage Stun Attack Block
180(160) 200 H 27(GB)
  • Knockdown: 90(87) KD Adv, 31(8) Quick Rise Adv, 36(13) Back Rise Adv.
  • Cancel options: su vt1
Spends 1000 V-Meter (33% V-Timer)
Airborne frames 65-96
Causes Guard Break (+27 frame advantage) when fully charged
Only cancelable into Super (Critical Art) on first 3 active frames (up close)
Has 1 point of armor on frame 4 and onwards during hold (if released early on frames 8-51 then the armor disappears and the headbutt active frames start 3F after release)
Another 1 hit of armor if fully charged on frames 58-62 (during first few active frames up close)
Fully charged version has projectile invincibility on frames 63-87 (while mid-air) after the initial 3 active frames
Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
If canceled into from Headbutt, deals 80 less damage (100) first 3 active frames (up close) and 80 less dmg (80) on later active frames (far away)
KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt (+2 extra KDA in corner)
Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
Juggle Limit / Increase / Start: 10 / 1 / 1
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HPHK (release)
Oni-Daikaku (Release)
HPHK (release)
Startup Active Recovery Hit
3 3(3)21 10+10(11+14) KD
Damage Stun Attack Block
120(100) 200 H -2
  • Knockdown: 90(87) KD Adv, 31(8) Quick Rise Adv, 36(13) Back Rise Adv.
  • Cancel options: su vt1
This is framedata for the release version of Oni-Daikaku when you release the buttons before it's fully charged
Spends 1000 V-Meter (33% V-Timer)
Airborne on frames 8-39
Only cancelable into Super (Critical Art) on first 3 active frames (up close)
Deals 20 less damage (100) after the first 3 active frames (after Honda goes airborne)
If canceled into from Headbutt, deals 20 less damage (60) first 3 active frames (up close)
Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit / block)
Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
If canceled into from Headbutt, deals 80 less damage (100) first 3 active frames (up close) and 80 less dmg (80) on later active frames (far away)
KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt (+2 extra KDA in corner)
Juggle Limit / Increase / Start: 10 / 1 / 1
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HPHK > HPHK
Oni-Muso
HPHK > HPHK
Startup Active Recovery Hit
3 3(3)21 10+10(11+14) KD
Damage Stun Attack Block
120*72*36 (228) 200*90*90 (380) H KD
  • Knockdown: 92(91) KD Adv, 33(32) Quick Rise Adv, 38(37) Back Rise Adv.
  • Cancel options: su
Secondary Headbutt follow-up to that spends additional 1200 V-Meter (40% V-Timer)
Can only be activated if opponent is in blowback state (airborne hitstun) - Cannot be used after: Armor Break / Armor Absorb / Parry
Only cancelable into Super (Critical Art) on first 3 active frames (up close)
If canceled into from Headbutt, deals 20 less damage (60) first 3 active frames (up close)
Has fixed KDA (KDA does not vary depending on distance traveled) on grounded opponents
KDA listed in parentheses is refers to Sumo Headbutt canceled into VT1 Headbutt
Recovery and Total frames listed refers to the whiffed version (11+14 recovery frames on hit)
Juggle Limit: 11
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V-Trigger 2

HPHK (VT2)
Tajikarao
HPHK (VT2)
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2-bar V-Trigger
Duration of 2000 frames (~33 seconds)
Unlocks Iwato Biraki (1000 V-Meter per use)
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HPHK
Iwato Biraki
HPHK
Startup Active Recovery Hit
28(17) 20 44 KD
Damage Stun Attack Block
140 150 T -
  • Knockdown: 62 KD Adv, 22 Quick Rise Adv, 22 Back Rise Adv.
  • Cancel options: sp
Spends 1000 V-Meter (50% of V-Timer)
Has 1 point of armor on frames 3-18 and another point of armor on frames 19-37
Can be canceled into from his normals / command normals / Hundred Hand Slap
Carries opponent to the nearest corner
Faster startup (17F) and combos if canceled into from Hundred Hand Slap
Can cancel wall bounce into specials (only EX Butt Slam or LP hands combos but you get no juggle after hands)
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 0.95 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Super Sumo Impact
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Raiden-Ho
6PPP
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
Strike and Projectile invincible for frames 1-30
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