本田
E. Honda — 대책
Key Info
- Overhead that combos on hit: 6MK
- Defense
- No OD invincible reversal
- SA1 236236P: 7F startup, strike and throw invincible
- SA2 214214K: 9F startup, fully invincible, projectile-invincible
- SA3 236236K: 10F startup
- Command throw: 63214789P (Oicho Throw)
- Moves that are plus on block:
- HK: +2F
- HP: +1F (close range)
- OD Sumo Step → Teppo (1st hit): +3F
Neutral Game (Focus Points)
- Deal with [4]6P (Sumo Headbutt)
- Guaranteed punish changes by strength — memorize each one.
- [4]6LP is -4F on block; everything else is worse.
- If thrown at close range, block and always punish.
- At long range it often hits only the tip, making a punish hard to land — be careful.
- Deal with [4]6K (Super Sumo Headbutt)
- It has aerial properties — knock it out with an anti-air move.
- Neutral jump attack is highly effective.
- If you block it, E. Honda is at a large disadvantage — always punish with a heavy attack.
- Deal with 236P (Hundred Hand Slap)
- Guarantees a punish at close range on block.
- At tip range a punish may not connect.
- Maintain close range and punish every blocked instance.
- Deal with the command throw (63214789P — Oicho Throw)
- If you see it coming, jump to escape.
- Punish with a full combo from neutral jump.
- The strike vs. command throw mixup is E. Honda's core threat — back dash is also a valid option.
- Projectile-character gameplan
- Sumo Headbutt passes through fireballs — be careful when throwing projectiles.
- Either throw from a safe distance or read the Headbutt timing and bait it.
[4]6P (Sumo Headbutt)
E. Honda's charge headbutt. Dash distance and punish window change by strength.
- [4]6LP: -4F on block; punish with 4F normal; short range
- [4]6MP: -8F on block; punish with heavy attack
- [4]6HP: -12F on block; punish with heavy-normal-starter combo; long range
- [4]6PP (OD): -20F on block; armor attribute (throw breaks armor); projectile-invincible; combo-able on hit
Recommended Counter
- [4]6LP is only -4F and creates distance, making it difficult to punish for some characters. Still always input a 4F normal — letting it go risk-free encourages more use.
- Parry removes Drive Gauge drain — go for it actively.
- [4]6MP and [4]6HP give large reward on block — practice a heavy-attack-starter combo now.
- [4]6PP (OD) is -20F — full combo punish. Armor breaks to throws, so throw is effective against Honda players who spam reversal OD Headbutt.
- When [4]6PP is used to escape projectiles, pay attention to your fireball timing.
[4]6K (Super Sumo Headbutt)
E. Honda's aerial-property rush attack.
- [4]6LK: Short range
- [4]6MK: Mid range
- [4]6HK: Long range; surprise attack from full screen
- [4]6KK (OD): Combo-able on hit
Recommended Counter
- Aerial properties — knock it out with an anti-air move. Characters with invincible anti-air specials should go for them actively.
- Neutral jump attack is highly effective — lands a full combo.
- E. Honda is at a large disadvantage on block — always punish with a heavy attack.
- Many Honda players throw [4]6HK from long range — when you read it, anti-air or neutral jump for big damage.
Warning
Normal anti-air attacks can lose to [4]6K on hitbox clashes. When you need a guaranteed knock-down, use an invincible anti-air special or neutral jump.
236P (Hundred Hand Slap)
Used for mashing at close range and as a combo part.
- 236LP: -6F on block
- 236MP: -8F on block
- 236HP: -12F on block; long range
- 236PP (OD): -4F on block; combo-able on hit
Recommended Counter
- Every strength is punishable on block.
- 236LP is -6F — medium attack or heavier connects.
- 236HP is -12F — punish with a heavy-normal-starter combo.
- At tip range the punish may not reach — forward step first, then punish.
214PP (OD Hundred Hand Slap)
Leaves E. Honda at -3F in throw range on block. Knowing this prevents Honda from freely continuing his offense.
Recommended Counter
- -3F means no light normal is guaranteed, but showing the threat of mashing is important.
- You are in throw range — choose fastest mash or throw as your response.
214K (Sumo Step)
E. Honda's pressure tool with multiple extensions from the step.
- 214LK: No extension (step only)
- 214MK
- 214HK
- 214KK (OD Sumo Step)
Extensions:
- Teppo (P): Strike
- Neko Damashi (K): Throw
- Harite (LP+LK): Overhead
Recommended Counter
- On seeing Sumo Step, default to blocking and read the extension.
- After blocking Teppo (strike): E. Honda is at disadvantage — punish.
- On Neko Damashi (throw): Tech the throw, or if you read it, jump and punish with full combo.
- On Harite (overhead): Stand-block.
OD Sumo Step → Teppo (1st hit)
Leaves E. Honda at +3F on block. If you block anything out of OD Sumo Step, use Drive Reversal immediately — the long window makes it easy to land even if you did not react in time.
Recommended Counter
- Drive Reversal after block is the stable answer.
- From +3F he can go strike or command throw — the risk is high.
- Drive Reversal has a generous window and is easy to confirm — rely on it.
63214789P (Oicho Throw — Command Throw)
E. Honda's powerful mixup command throw.
- 63214789LP: Standard version
- 63214789MP: Increased damage
- 63214789HP: High damage
- 63214789PP (OD): OD version
Recommended Counter
- Read a command throw coming → neutral jump or back dash; punish from neutral jump with full combo.
- Strike vs. command throw is E. Honda's primary strength.
- Read strike → block; read command throw → jump.
- Back dash is a stable safe option but gets chased if read.
- OD version has faster startup — jumping is the reliable escape.
Warning
In the corner, the command throw / strike mixup becomes extremely strong. If you have no invincible reversal, use fuzzy defense or commit to jumping and accept the risk. Corner Oicho Throw deals high damage — avoid getting caught repeatedly.
22P (Neko Damashi)
Forces the opponent into standing state. Used as a combo part and as a poke.
Recommended Counter
- Watch for the sequence: standing LP → MP target combo → whiff Neko Damashi.
- After this sequence a throw is almost guaranteed.
- Jump on seeing the whiff Neko Damashi.
- Also used to absorb projectiles.
Hyakkan Otoshi (j.HP — Sumo Splash)
E. Honda's aerial attack. All strengths leave E. Honda at +1F on block.
Recommended Counter
- Just Parry is the universal counter — landing it gives solid reward.
- Do not mash after blocking — E. Honda is at +1F. Reversal with an invincible move is an option against his light-attack pressure.
- Back jump to create distance is also a stable option — easy to recover from a miss.
- After blocking Sumo Splash, stand up and walk back — command throw, c.LP, and c.LP Hundred Hand Slap all fall short. Distance management is key.
Warning
Sumo Splash leaves E. Honda at frame advantage on block — blocking it gives him his turn. Ideally knock it out with an anti-air. Research the anti-air option for each character.
HK
A normal that leaves E. Honda at +2F on block. Long range and excellent as a poke.
Recommended Counter
- Do not mash after blocking — E. Honda is +2F.
- Expect strike or command throw attempts after HK.
- Fighting inside HK range makes it harder for him to throw it out.
LKLK (Forward Throw)
+17F advantage for E. Honda.
E. Honda must use Drive Rush to maintain okizeme. On in-place wakeup, once you see the Drive Rush flash, use an OD reversal with a wide horizontal hitbox — it is guaranteed. On back wakeup, E. Honda's options are:
- Drive Rush → MP: A short-range wake-up attempt gets stuffed by MP's range
- Drive Rush stop → delayed HP: Trying to poke out the Rush with a long-range normal gets Punish Countered by delayed HP
- Neutral (wait and see)
If this mixup is uncomfortable, in-place wakeup and watching for Drive Rush is the simpler solution.
Recommended Counter
- In-place wakeup → Drive Rush confirm → OD reversal is the stable option. Commit to the OD reversal the moment you see Drive Rush flash.
- If you have no OD reversal: in-place wakeup → confirm Drive Rush → respond accordingly. If no Drive Rush comes, reset neutral.
- Back wakeup creates a mixup and is not recommended. Also sacrifices stage position.
4LKLK (Back Throw)
+24F — better for E. Honda than forward throw. OD reversal is NOT guaranteed on the Drive Rush flash, and even on back wakeup Drive Rush → MP is a meaty jump-in. Throw range +5F. There is no one clean counter — play the read.
Warning
The back throw situation is stronger for E. Honda than the forward throw. Drive Rush okizeme is potent — check Drive Gauge and SA Gauge before choosing a reversal option. OD reversal is not always guaranteed, so fuzzy jump and Drive Reversal are also valid options.
Wake-up Pressure on E. Honda
Notes when applying okizeme to E. Honda:
- SA2 214214K: 9F startup, fully invincible; 10F-or-slower meaty beats it
- SA1 236236P: 7F startup, strike and throw invincible; 8F-or-slower meaty beats it
- Drive Reversal: Universal system mechanic
Recommended Counter
- E. Honda has no OD reversal — okizeme is effective. Apply strike and throw mixup pressure consistently.
- SA1 is 7F startup — an 8F meaty jump-in setup beats it. When SA1 is stocked, use a meaty setup.
- SA2 (214214K) is fully invincible and projectile-invincible at 9F — a 10F meaty jump-in setup beats it.
- When no gauge is stocked: standard frame overlaps are sufficient. Maintain meaty pressure and keep the okizeme going.
