Ultra Street Fighter IV/E. Honda/Omega

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E. Honda

SSFIV-EHonda Face.jpg


In a nutshell


E. Honda had his damage massively buffed in Omega, so a few stray hits can give him a huge life lead in a matter of seconds. His headbutts are great for chip damage against characters that can't reliably punish it, and his new Zuri Fugaku tackle gives him a more universally safe chip special. Like most Omega characters, Honda's frame data buffs give him more consistent combo routes, like an easily confirmable Target Combo from his Close 5MP. Hundred Hand Slap, on the other hand, is more limited in combos and pressure, but the easier execution requirement gives him some more simple, high damage routes.

Sumo Smash is much faster as an overhead, making Honda's offense more unpredictable. Combined with Orochi Slammer, the new 2-bar version of EX Oicho Throw, the sumo can overload the opponent's mental stack in a way that was previously impossible. Even with these new tools, his bread and butter is still passive turtling that forces the opponent to overextend. While Honda used to struggle a bit defensively, the removal of hard knockdowns combined with his new powerful EX Sumo Smash have made him a much more well-rounded character. While he still struggles against characters with strong neutral and projectiles, he requires far fewer openings to steal a round in his disadvantaged matchups, which has helped to propel him upward in the Omega SF4 tier list.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - E. Honda
Detailed Frame Data with USF4 Comparisons - E. Honda

  • General/Movement Changes:
    • Forward Dash: 3f faster (19f > 16f)
    • Throw: slightly shorter range
    • Focus Attack: Lv. 2 version charges 1f faster
    • Charge Time: All charge moves now require 40f charge (was 55f in USF4)


  • Normal Move Changes:
    • cl.5MP - 1f faster (6f), links from cl.5LP, has an additional Target Combo followup
    • cl.5MK - 1f faster (4f)
    • far.5LP - 1f faster (5f)
    • 5HK - No longer a proximity normal, USF4 cl.5HK now comes out at all ranges; far.5HK replaced with 6HK command normal

    • 2LP - Better frame advantage (+5/+2), can no longer combo into HP Hands but has alternative combo routes
    • 2MP - Better frame advantage (+4/+1)
    • 2HP - 3f faster (8f), worse on block (-4, was -2)
    • 2LK - worse advantage on hit (-4), no longer links into itself
    • 2MK - 1f faster (6f), important for hitconfirms as it combos to HP Hands and has less pushback than cl.5MK
    • 2HK - Super cancellable; not has a backwards hitbox late in the active frames
      • This backwards hit doesn't knock down, and is +12/+9 on hit/block if it connects

    • Sweep Kick - 6HK - Replaced USF4 Honda's far 5HK; 1f slower, -12 on block, knocks down and does more damage/stun
    • Shikofumi - 3HK - 2 hits, 9f faster (21f) and now +4/-2 (was KD/-3). No longer kara cancels during startup.

    • Target Combo 1 - cl.5MP~3HK - Now +6 on hit, -2 on block (was KD/-3). The other Omega changes to 3HK also apply.
    • Target Combo 2 - cl.5MP~HP - New TC after the 2nd hit of cl.5MP, launches into a juggle state on hit but unsafe on block.


  • Special Move Changes:
    • Hundred Hand Slap (P~P~P~P) - LP (4f) and EX (6f) are faster, MP (10f) and HP (14f) are slower
      • Meterless versions are now 0 on block (was +1/+4/+3)
      • Meterless versions are now +4/+5/+8 on hit (was +5/+8/+10), and all hits can cancel into Super
      • EX Version knocks down (was +5) and is +1 on block (was 0)
      • No longer a mashed extension on any version
    • Sumo Headbutt ([4]6P) - LP and MP versions are 4f faster, EX is 1f slower, and all do more damage
      • MP/HP versions are safer on block at -10/-11 (were -13/-16)
      • EX is 1f worse on block (-9)
    • Sumo Smash / Buttslam ([2]8K) - Meterless versions no longer hit on the way up, but downward hit is much faster
      • Meterless versions are throw/projectile invuln on startup instead of fully invuln
      • EX version is a 5f invincible reversal that hits on both sides
      • All versions are slightly more unsafe, around -3 to -5
    • Zuri Fugaki ([4]6K) - New move, multi-hitting tackle that lowers Honda's upper body hurtbox
      • Meterless versions are safe at -2/-1/-2, EX is unsafe at -9; all versions knock down
    • Oicho Throw (63214P) - Meterless versions do less damage but more stun
    • Orochi Slammer (63214PP) - 2-bar replacement for EX Oicho Throw, 2f slower (7f startup)
      • Does 330 dmg/300 stun, can be comboed into and has juggle potential, but no more throw invuln
      • 2nd hit can FADC or combo into Lv. 2 Focus
    • Back Crusher (63214K) - New move, 8f command throw that doesn't switch sides (6f for EX version)
      • Does more damage and less stun than Oicho Throw, and each version has less range than its Oicho Throw counterpart
    • Salt Toss (236K) - New move, short range projectile that whiffs on crouchers (except Hugo)
      • Safe if blocked, can get more frame advantage near max range but pushback makes it hard to follow up


  • Super/Ultra Changes:
    • Super - all versions do 50 more damage (150*300, was 160*240)
    • Ultra 1 - 1f slower (11f startup)
    • Ultra 2 - 25 more damage (525, was 500)


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5LK; Far 5LP, 5LK; 2LP, 2MP, 2LK, 2MK; Shikofumi (3HK), TC1 (cl.5MP~3HK), TC2 (cl.5MP~HP)
    • Hundred Hand Slap (P~P~P~P), Salt Toss (236K), Focus Attack + Forward Dash

Character Specific Data

E. Honda

VITALS
Health: 1050 Stun: 1100
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+37+4 Jump Distance: 1.98 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 0.83
Back Dash Frames: 27 Back Dash Distance: 0.90
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 22
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 6-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 5 2 5 3 7 50 50 M Sp Su -
5MP (Close) cl. Mp.png 6 2(4)1 9 3 7 50x2 100*50 M TC Sp Su 2 hits; Sp/Su cancel works on 1st hit only; HP Target Combo works on 2nd hit only; either hit chains to 3HK Target Combo; both hits connect on airborne opponent
5HP (Close) cl. Hp.png 8 8 10 0 5 120 200 M Su First 2 active frames cancellable with a lower hitbox; final 6 active frames hit above Honda; damage no longer reduced on later active frames
5LK (Close) cl. Lk.png 5 3 6 2 5 60 50 M Sp Su -
5MK (Close) cl. Mk.png 4 3 12 -1 2 95 100 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 5 2 6 3 6 55 50 M Sp Su -
5MP (Far) far. Mp.png 9 3 10 -2 3 100 100 M Su -
5HP (Far) far. Hp.png 10 6 16 -4(0) 0(4) 120 230 M Su First active frame hits above Honda and continues forward & downward; frame advantage depends on range and opponent height; damage no longer reduced on later active frames
5LK (Far) far. Lk.png 5 2 7 2 5 60 50 M Sp Su -
5MK (Far) far. Mk.png 8 2 12 0 3 100 100 M Su -
5HK st. Hk.png 6 2*3 14 1(-1) 6 90*60 150*100 M Sp Su / - 2 hits, only 1st is cancellable; forces stand on hit; (block adv. if 2nd hit whiffs); no longer a proximity normal, looks like USF4 cl.5HK; both hits connect on airborne opponent
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 6 2 5 50 50 M Sp Su -
2MP Down.gifMp.png 8 4 9 1 4 95 100 M Su -
2HP Down.gifHp.png 8 3 17 -4 2 140 200 L Su -
2LK Down.gifLk.png 5 2 7 2 4 50 50 L Sp Su -
2MK Down.gifMk.png 6 3 11 0 3 80 100 L Sp Su -
2HK Down.gifHk.png 14 2(5)1 8 2
(9)
KD
(12)
120
(80)
200
(100)
L Su Final active frame hits backwards (better adv, no KD); KD Adv: +26
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sweep Kick Right.gifHk.png 8 2 26 -12 KD 110 200 L - Comparable to Honda's USF4 Far 5HK, but knocks down and is more unsafe on block; KD Adv: +14
Shikofumi
(Overhead)
Downright.gifHk.png 21 2(2)4 14 -2 4 30*80 125*80 H - 2 hits; can no longer kara cancel the startup, no longer knocks down
Target Combo 1 cl.Mp.png > Downright.gifHk.png - - - -2 6 *30*80 *125*80 *M*H - Not a true combo, even on counterhit; (data for 3HK part only)
Target Combo 2 cl.Mp.png > Hp.png - - - -8 KD *60*40 *100*50 *M*M - Must cancel from 2nd hit of cl.5MP; HP has 2 hits; launches opponent into juggle state; (data for HP part only); KD Adv: +40
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 7 6 - - - 70 50 H - -
j.MP (angled) Upright.gifMp.png 7 7 - - - 90 100 H - -
j.HP (angled) Upright.gifHp.png 8 5 - - - 130 250 H - -
j.LK (angled) Upright.gifLk.png 6 6 - - - 70 50 H - -
j.MK (angled) Upright.gifMk.png 6 8 - - - 90 100 H - Crossup
j.HK (angled) Upright.gifHk.png 6 7 - - - 120 200 H - -
j.LP (neutral) Up.gifLp.png 7 5 - - - 70 50 H - -
j.MP (neutral) Up.gifMp.png 6 8 - - - 110 100 H - -
j.HP (neutral) Up.gifHp.png 8 10 - - - 120 200 H - Can steer left/right
j.LK (neutral) Up.gifLk.png 7 9 - - - 70 50 H - -
j.MK (neutral) Up.gifMk.png 9 9 - - - 110 100 H - -
j.HK (neutral) Up.gifHk.png 7 9 - - - 130 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 120 150 M Dash KD Adv: +10; +28 after Forward Dash, +24 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+10 2 35 -15 crumple 100 150 M Dash Focus release is 1f faster than USF4 version
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 180 250 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sabori
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +31
Rice Bale Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Hundred Hand Slap Mash Lp.png x4
P~P~P~LP
4 2(4)1(4)
2(4)1
13 0 4 30x3*40 50x3*100 M Su All hits Super cancellable; no longer has mashed extension
MP Hundred Hand Slap Mash Mp.png x4
P~P~P~MP
10 2(4)1(3)
2(4)1(2)2
11 0 5 20x4*40 30x4*80 M Su All hits Super cancellable; no longer has mashed extension
HP Hundred Hand Slap Mash Hp.png x4
P~P~P~HP
14 3(5)1(4)
3(5)1(4)
2(5)2(4)2
15 0 8 10x6*50 20x7 M Su All hits Super cancellable; no longer has mashed extension
Ex.png Hundred Hand Slap Mash 2p.png x4
P~P~P~PP
6 2(4)1(3)
2(4)1(2)
2(4)1(4)3
17 1 KD 20x6*60 20x6*80 M FA Final hit knocks down and can FADC, but can only juggle into Focus Attack; KD Adv: +37
LP Sumo Headbutt Cb.png,F.pngLp.png
[4]6+LP
9 17 14+13 land
(15 land)
-9 KD 160
[140]
250
[200]
M Su* 1-9f upper body strike invuln, 1-9f projectile invuln, 10-25f lower body projectile invuln, 10-39f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~17]; (landing recovery on hit/block); charge time 40f; KD Adv: +29
MP Sumo Headbutt Cb.png,F.pngMp.png
[4]6+MP
5 19 14+13 land
(16 land)
-10 KD 170
[150]
250
[200]
M Su* 1-6f lower body strike invuln, 1-6f projectile invuln, 7-23f lower body projectile invuln, 7~37f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~19]; (landing recovery on hit/block); charge time 40f; KD Adv: +28
HP Sumo Headbutt Cb.png,F.pngHp.png
[4]6+HP
8 48 14+17* land
(17 land)
-11 KD 180
[160]
200 M Su* 10-55f lower body projectile invuln, 10-69f airborne; Armor Break; first 2 active frames cancellable; [data for active frames 3~48]; (landing recovery on hit/block); active frames end upon reaching edge of screen (13f landing recovery if this happens); charge time 40f; KD Adv: +27
Ex.png Sumo Headbutt Cb.png,F.png2p.png
[4]6+PP
9 2*13 14+13 land
(15 land)
-9 KD 130*80
[180]
150*100
[200]
M FA* 1-14f full invuln, 15-23f lower body projectile invuln, ~37f airborne; Armor Break; first 2 active frames cancellable; [data when hitting later in active frames]; (landing recovery on hit/block); charge time 40f; KD Adv: +29 (close), +28 (far)
LK Zuri Fugaku
(Tackle)
Cb.png,F.pngLk.png
[4]6+LK
10 4(11)5 16 -2 KD 70*60 150*50 M Su 1-9f upper body invuln; charge time 40f; KD Adv: +27
MK Zuri Fugaku
(Tackle)
Cb.png,F.pngMk.png
[4]6+MK
13 4(11)5 15 -1 KD 80*60 150*50 M Su 1-11f upper body invuln; charge time 40f; KD Adv: +28
HK Zuri Fugaku
(Tackle)
Cb.png,F.pngHk.png
[4]6+HK
19 4(11)5 16 -2 KD 100*60 150*50 M Su 1-17f upper body invuln; charge time 40f; KD Adv: +27
Ex.png Zuri Fugaku
(Tackle)
Cb.png,F.png2k.png
[4]6+KK
10 5(10)
5(9)8
22 -9 KD 60*40*80 100*50x2 M FA 1-9f upper body invuln; charge time 40f; KD Adv: +21
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Sumo Smash
(Butt Slam)
Cd.png,U.pngLk.png
[2]8+LK
25 6 19 land -4 KD 160 250 H - 1-15f throw/projectile invuln, ~30f airborne; charge time 40f; KD Adv: +2~3
MK Sumo Smash
(Butt Slam)
Cd.png,U.pngMk.png
[2]8+MK
26 6 20 land -5(-4) KD 160 250 H - 1-17f throw/projectile invuln, ~31f airborne; charge time 40f; KD Adv: +3~4
HK Sumo Smash
(Butt Slam)
Cd.png,U.pngHk.png
[2]8+HK
29 6 20 land -5(-3) KD 160 250 H - 1-19f throw/projectile invuln, ~34f airborne; charge time 40f; KD Adv: +3~5
Ex.png Sumo Smash
(Butt Slam)
Cd.png,U.png2k.png
[2]8+KK
5(30) 2(3)7
(14)6
22 land -7(-5) KD 50x2*100 50x2*100 M*H - 1-11f full invuln, ~36f airborne; first 2 hits connect on the way up; hits overhead on the way down; block advantage varies based on opponent height; if only upward hit connects, opponent is put into limited juggle state; charge time 40f; KD Adv: +14 (upward hit), +3~5 (downward hit only)
LK Back Crusher
(Same-side Throw)
Hcb.pngLk.png
63214+LK
8 2 41 - KD 230 200 T - Slightly less than HP Oicho Throw; KD Adv: +29
MK Back Crusher
(Same-side Throw)
Hcb.pngMk.png
63214+MK
8 2 41 - KD 240 200 T - Less range than LK version; KD Adv: +28
HK Back Crusher
(Same-side Throw)
Hcb.pngHk.png
63214+HK
8 2 41 - KD 250 200 T - Less range than MK version; KD Adv: +28
Ex.png Back Crusher
(Same-side Throw)
Hcb.png2k.png
63214+KK
6 2 41 - KD 260 150 T - Longest range Back Crusher, in between LP/MP Oicho Throw range; KD Adv: +28
LP Oicho Throw
(Sideswitch Throw)
Hcb.pngLp.png
63214+LP
5 2 41 - KD 100 250 T - Side switch vs. everyone except Hugo; longest meterless command throw range; KD Adv: +8
MP Oicho Throw
(Sideswitch Throw)
Hcb.pngMp.png
63214+MP
5 2 41 - KD 110 250 T - Side switch vs. everyone except Hugo; less range than LP version or EX Back Crusher; KD Adv: +8
HP Oicho Throw
(Sideswitch Throw)
Hcb.pngHp.png
63214+HP
5 2 41 - KD 120 250 T - Side switch vs. everyone except Hugo; less range than MP version, slightly more than LK Back Crusher; KD Adv: +8
Ex.pngEx.png Orochi Slammer Hcb.png2p.png
63214+PP
7 2 41 - KD 130*200 0*300 T FA* / - Costs 2 bars, longest range of Honda's command throws; no longer throw invincible; can be comboed into and has juggle potential; 2nd hit cancels into Focus Attack, but loses significant damage/stun; if 2P is input too late, meterless Oicho will come out due to more lenient input timing; KD Adv: +7
Salt Toss Qcf.pngK.png
236+K
13 12 10 -2(4) 4(10) 1 1 M - Whiffs on crouching opponents except Hugo; projectile hitbox (active frames 7-12 have extended hitbox, giving better advantage at max range); puts airborne opponent into free juggle state; lower priority than Zuri Fugaku if inputs overlap; can clash with high projectiles like Sagat's P Tiger Shot or air projectiles
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Super Killer
Head Ram
(LP Super)
Cb.png,F.pngBf.pngLp.png
[4]646+LP
1+8 13(36)23 14+17 land -6 KD 150*300 - M - 1-13f full invuln, 14-80f projectile invuln, 8-44f and 55-94f airborne; charge time 40f; KD Adv: +91
MP Super Killer
Head Ram
(MP Super)
Cb.png,F.pngBf.pngMp.png
[4]646+MP
1+9 16(36)23 14+17 land -6 KD 150*300 - M - 1-12f full invuln, 13-84f projectile invuln, 8-48f and 59-98f airborne; charge time 40f; KD Adv: +91
HP Super Killer
Head Ram
(HP Super)
Cb.png,F.pngBf.pngHp.png
[4]646+HP
1+9 25(36)23 14+17 land -6 KD 150*300 - M - 1-9f full invuln, 10-93f projectile invuln, 8-57f and 68-107f airborne; worst reversal Super as it will trade with a strike's active frames; charge time 40f; KD Adv: +91
Ultimate Killer
Head Ram
(Ultra 1)
Cb.png,F.pngBf.png3p.png
[4]646+PPP
0+11 24 22+13 land -15 KD 60x7*98 - M - 1-11f full invuln, 12-34f projectile invuln, 8-56f airborne; charge time 40f; KD Adv: +62
Orochi Breaker
(Ultra 2)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+1 2 70 - KD 150*375 - T - 1-2f full invuln; KD Adv: +50
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 288/320, 0 bar -- 2LK, 2LP, cl.5MK xx HP Headbutt
  • 306/330, 0 bar -- cl.5LK, cl.5LP x2, 2MK xx HP Headbutt
  • 314/425, 0 bar -- cl.5LP, cl.5MP > HP, juggle MP Headbutt
  • 315/430, 0 bar -- 2LP xx MP Hundred Hands, 2LP xx MP Headbutt
    • Execution tip: 2LP~MP~LP~MP works easily (only 4 inputs required)
  • 308/410, 0 bar -- cl.5MP, 2MK xx MP Headbutt
  • 278/400, 0 bar -- 2MK xx HP Hundred Hands, 6HK
  • 334/400, 1 bar -- 2MK xx HP Hundred Hands, EX Hundred Hands (+ corner followup)
  • 353/510, 0 bar -- LP Hundred Hands, cl.5MK xx HP Headbutt
    • LP Hands must be point blank, no confirm into it
  • 316/435, 0 bar -- 3HK, 2LP, 5LP xx HP Headbutt
  • 435/505, 2 bar -- 3HK, 2LP, 5LP xx Orochi Slammer


Punishes:

  • 620/300, 4 bar -- 2MK xx HP Headbutt xx Super
    • Close range; only first 2 active frames of Headbutt cancel to Super
  • 550/240, 4 bar -- 2MK xx HP Hundred Hands (7 hits) xx Super
    • Less damage than Headbutt, but works from farther range
  • 521(525)/120, 4 bar -- Orochi Slammer xx Lv. 2 Focus, Ultra 1 (or Ultra 2)
  • 550/0, 4 bar -- Orochi Slammer xx FADC, Ultra 2


Counterhit Confirms:

  • CH 2MP: 2MK
  • CH cl.5HP: 2MK or 2HP
  • CH 2LK/2LP/cl.5LK: 2MK or cl.5MP
  • CH 2HP: 2LK or 2LP
  • CH Salt Toss (close range): 2MK


Ultra Setups:

  • Orochi Slammer (63214PP) 2nd hit xx Lv. 2 Focus, U1 or U2
    • Uses 4 bars, ultras are heavily scaled; combo into Super is usually stronger if possible
  • Orochi Slammer (63214PP) 2nd hit xx FADC, U2
    • Same as above, but can combo into U2 without a crumple for less scaling
  • EX Buttslam (high connect on the way up), juggle U1
    • Requires very early AA reaction

Useful Info

Reversals:

  • EX Buttslam (Cd.png,U.png2k.png / [2]8+KK) - 5f, fully invuln, hits on both sides, somewhat hard to punish
  • EX Headbutt (Cb.png,F.png2p.png / [4]6+PP) - slower but also invuln, -9 on block but higher pushback can make it safe on some characters
    • LP Headbutt - has upper body invuln, can beat many high/mid attacks
    • MP Headbutt - has lower body invuln, can beat low attacks
  • Super (Cb.png,F.pngBf.pngP.png/ [4]646+P) - MP version is the most useful due to its travel speed + invincibility; only -6 on block with some pushback
    • HP version invincibility runs out before active frames, LP version travels more slowly but has 1f faster startup
  • Ultra 1 (Cb.png,F.pngBf.png3p.png/ [4]646+PPP) - a little slow, but has enough invincibility to go through most attacks
  • Ultra 2 (Hcb.pngHcb.png3p.png / 63214,63214+PPP) - 1f throw, can be jumped post-freeze but will beat any grounded attack if the opponent commits


Anti-Airs:

  • 2MP - surprisingly strong AA when used late
  • cl.5HP - great upwards hitbox for close range jumps
  • far.5HP - another good vertical hitbox for farther range jumps
  • 5HK - inconsistent and likely to trade at some ranges
  • LP Headbutt (Cb.png,F.pngLp.png / [4]6+LP) - upper body invuln, very reliable if timed late
    • EX version also works well but it's usually worth saving the meter; can also do LP Headbutt xx Super
  • EX Buttslam (Cd.png,U.png2k.png / [2]8+KK) - fast and invincible, hitting on both sides if you have down charge
    • early AA connect on the way up can lead to a followup juggle
  • Zuri Fugaku (Cb.png,F.pngK.png / [4]6+K) - inconsistent, but lowers Honda's upper body hurtbox during startup
  • Super / Ultra 1 - can AA like any other headbutt; LP Super is most consistent for AA
  • Salt Toss (Qcf.pngK.png / 236K) - impractical, but if used early it can give a free juggle state


Anti-Focus:

  • Headbutt (Cb.png,F.pngP.png / [4]6+P) - all versions are fast and break armor
  • Hundred Hand Slap (P.pngx4 /P~P~P~P) - can be cancelled into on reaction if a normal is absorbed (LP is fastest)
  • Super / Ultra 1 - will break armor, and invincibility will blow through focus release
  • Oicho Throw/Back Crusher (Hcb.pngP.png or K.png / 63214+P or K) - command throws beat armor; PP, KK, and LP command throws have the most range
  • Ultra 2 - if in range and opponent is charging focus, their backdash won't be airborne quickly enough to escape the throw


Anti-Projectile:

  • Ultra 1 (Cb.png,F.pngBf.png3p.png/ [4]646+PPP) - most consistent option, high damage reaction punish
  • Super (Cb.png,F.pngBf.pngP.png/ [4]646+P) - same as U1, great projectile invuln
    • Meter is very valuable for Honda, so this should generally only be used to kill or initiate a comeback
  • Buttslam (Cd.png,U.pngK.png / [2]8+K) - projectile invuln on startup, but not usually fast enough to use on reaction
    • Can be used to blow up fake fireball blockstrings (MK version is most consistent)
  • EX Headbutt (Cb.png,F.png2p.png / [4]6+PP) - within about 1/2 screen, has enough invincibility to go through most projectiles
    • Faster projectiles are easier to pass through, making it reliable from slightly farther away


Juggles:

  • TC2 (cl.5MP > HP)...
    • MP/EX Headbutt, EX Buttslam, Orochi Slammer, MP Headbutt xx Super
    • LP Super can also juggle, but no reason to do this without the MP Headbutt cancel
  • EX Buttslam (high connect, on the way up)...
    • Ultra 1, MP/EX Headbutt, EX Buttslam, Orochi Slammer
  • EX Hundred Hand Slap...
    • MP/EX Headbutt, EX Buttslam, Orochi Slammer - Corner only
    • xx Focus Attack juggle - Midscreen if starting from close range, otherwise Corner only
      • Expensive, but may be worthwhile if the Focus kills


Miscellaneous:

  • Command Throw range comparison: PP > LP > KK > MP > HP > LK > MK > HK
  • 2LP is Honda's max range cancellable normal, but inconsistent from far out (EX Hands is most reliable)

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