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E. Honda

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.