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E. Honda

本田

E. Honda — 对策

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.

Counter-strategy for Oicho Throw — punish frames, blocking direction, yomi paths — to be added.

Normal versions (requires Shoulder Tackle stance)

  • 214LP (L Hundred Hand Slap)
    • 0 on block — neutral, no guaranteed punish
  • 214MP (M Hundred Hand Slap)
    • E. Honda is -4 on block
    • A 4F move gets a guaranteed punish
  • 214HP (H Hundred Hand Slap)
    • E. Honda is -4 on block
    • A 4F move gets a guaranteed punish

OD version

  • 214PP (OD Hundred Hand Slap)
    • E. Honda is +1 on block
    • Advantaged — do not mash

Recommended counters

  • Light version is 0 on block — no free punish, play the neutral carefully
  • Medium and heavy versions are -4 — always respond with a 4F normal
  • OD version is +1 — Honda has advantage, so focus on teching throws rather than mashing
  • All versions require the Shoulder Tackle stance; track his stance throughout the match

起き攻め時

Key points when applying wake-up pressure on Honda.

  • 214214K (SA2)
    • Fully invincible, 9F startup
    • Safe jump with a 10F or slower meaty
  • 236236P (SA1)
    • 7F startup, strike and throw invincible
    • Safe jump with an 8F or slower meaty
  • Drive Reversal — universal system option

Recommended counters

  • Honda has no OD reversal, so wake-up pressure lands consistently — commit to strike/throw mix-ups
  • SA1 is 7F: an 8F meaty beats it cleanly; watch for it when Honda has SA1 stocked
  • SA2 (214214K) is fully invincible and goes through projectiles — use a 10F safe jump when he has SA2
  • When Honda has no meter: standard meaty setups work fine — keep layering pressure with strikes

Honda's jumping attack used from jump-ins. All strengths grant +1 on block.

Recommended counters

  • Perfect Parry is the most universally effective answer — works for all characters and converts into damage
  • Do not mash after blocking — Honda is +1 and will continue offense
    • Holding ground against Honda's small normals or going for an invincible reversal are both valid reads
  • Back jump to create distance is a safe, low-risk option
    • Easy to recover from even if mistimed
  • After blocking, standing and walking back puts you out of range of both command grab and crouching LP/L Hundred Hand Slap
    • Managing spacing is key

Warning

Sumo Slam is +1 on block — Honda's turn starts the moment you block it. Anti-airing it before it lands is the ideal response; look up your character's best anti-air option.

Taiho Cannon Lift(相扑步中)↓P

Taiho Cannon Lift

Counter-strategy for Taiho Cannon Lift — punish frames, blocking direction, yomi paths — to be added.

OD 鉄砲(1段目)(相扑步中)P

OD 鉄砲(1段目)

On a blocked 1st hit (-3), reckless mashing is risky and reward is small — block the follow-up instead. If Honda commits to the 2nd hit on block, take the -24 max punish. Against OD 1st hit (+3 on block), do not mash — respect the turn and defend.

Normal version

  • 214HP ([Shoulder Tackle] H Hundred Hand Slap)
    • E. Honda is -4 on block
    • A 4F move gets a guaranteed punish

Recommended counters

  • -4 on block — always punish with a 4F normal
  • This move is only available in the Shoulder Tackle stance; track his stance to anticipate it

214K

Sumo Dash is E. Honda's primary mix-up tool with multiple follow-ups.

  • 214LK — no follow-up (step only)
  • 214MK
  • 214HK
  • 214KK (OD Sumo Dash)

Available follow-ups:

  • Teppo (P) — strike follow-up
  • Neko Damashi (K) — command grab follow-up
  • Slap (LP+LK) — overhead follow-up

Recommended counters

  • When you see Sumo Dash, block and read the follow-up before acting
  • After blocking Teppo (strike): Honda is at disadvantage — punish
  • Against Neko Damashi (command grab): tech the throw or, if you read it, jump and punish with a full combo
  • Against the Slap overhead: stand block

Normal version

  • 214LP ([Shoulder Tackle] L Hundred Hand Slap)
    • 0 on block — neutral
    • No guaranteed punish

Recommended counters

  • Neutral on block — no free punish available
  • The resulting 50/50 means focus on teching throws and mashing out carefully
  • This move is only available in the Shoulder Tackle stance

Normal version

  • 214MP ([Shoulder Tackle] M Hundred Hand Slap)
    • E. Honda is -4 on block
    • A 4F move gets a guaranteed punish

Recommended counters

  • -4 on block — always punish with a 4F normal
  • Same frame disadvantage as the heavy version (-4)
  • This move is only available in the Shoulder Tackle stance

OD version

  • 214PP ([Shoulder Tackle] OD Hundred Hand Slap)
    • E. Honda is +1 on block
    • Do not mash — Honda has frame advantage

Recommended counters

  • +1 on block means Honda has the advantage — do not press buttons
  • Expect a throw/strike 50/50; focus on teching throws
  • This move is only available in the Shoulder Tackle stance

Counter-strategy for Sumo Spirit — punish frames, blocking direction, yomi paths — to be added.

Normal version

  • 22P (Neko Damashi)
    • E. Honda is -3 on block
    • Only a 3F move guarantees a punish

Recommended counters

  • -3 on block means only 3F moves punish — poke back with a jab or wait
  • Watch for the st.LP → MP target combo → whiffed Neko Damashi string; a throw almost always follows — jump out on the whiff
  • Also used to absorb projectiles; adjust your fireball timing accordingly

Counter-strategy for Sumo Dash — punish frames, blocking direction, yomi paths — to be added.

236P

Hundred Hand Slap — used at close range to poke or in combos.

  • 236LP — Honda is -6 on block
  • 236MP — Honda is -8 on block
  • 236HP — Honda is -12 on block (longest range)
  • 236PP — Honda is -4 on block; follow-up possible on hit

Recommended counters

  • Every version is punishable on block
    • 236LP is -6 — punish with a medium or better
    • 236HP is -12 — launch a heavy-starter combo
  • If you blocked at max range, the punish may not reach — forward dash first, then punish

Warning

The back throw leaves Honda in a better position than the forward throw. Rush wake-up pressure is strong — watch Honda's Drive and SA gauges and look for a reversal opportunity. OD reversals may not work in some situations; consider fuzzy jumping or Drive Reversal as alternatives.

63214789P

Oicho Throw (command grab) — one of Honda's most powerful mix-up options.

  • 63214789LP — standard startup
  • 63214789MP — increased damage
  • 63214789HP — high damage
  • 63214789PP — OD version

Recommended counters

  • To escape a command grab read: neutral jump or back dash
    • Neutral jump leads into a full combo punish
  • Honda's strength lies in the strike/command-grab 50/50
    • Read strike → block; read command grab → jump
    • Back dash is a safe default but Honda can chase you down if he reads it
  • OD version is faster — jumping is the safest escape

Warning

When Honda corners you, the command grab / strike mix-up becomes extremely dangerous. If you lack an invincible reversal, fuzzy-guard or take the risk and jump your way out. Corner Oicho Throw deals high damage, so avoid getting hit by it repeatedly.

Recommended counters

  • +2 on block — do not mash after guarding it
  • Honda will often follow with a strike or command grab — be ready to react
  • Fighting inside its max range forces Honda to use different tools and makes HK harder to land

Honda must use Drive Rush to apply wake-up pressure after this throw.

On in-place tech: Drive Rush is visible before Honda acts — activate an OD invincible move the moment you see the flash to beat the meaty.

On back tech, Honda has two main options:

  • Drive Rush MP — its reach beats short-range wake-up buttons
  • Drive Rush stop → delayed HP — beats attempts to challenge the rush MP with a long-range normal (Punish Counter)
  • Walk up and wait

If the above mix-up feels uncomfortable, in-place tech with a focus on Drive Rush confirmation is the easiest defense.

Recommended counters

  • In-place tech → confirm Drive Rush → OD reversal is the most reliable answer
    • Commit to the OD reversal the moment you see the rush flash
  • Without OD reversal:
    • In-place tech, confirm Drive Rush, then react accordingly
    • If no rush is seen, reset to neutral
  • Back tech creates a mix-up, so it is not recommended
    • It also costs you screen position

OD相撲ステップ → 鉄砲(1段目)

Blocking OD Sumo Dash into Teppo (1st hit) leaves Honda at +3 — do not press buttons. Use Drive Reversal immediately after blocking; the long input window makes it easy to confirm even when surprised.

Recommended counters

  • Drive Reversal is the most reliable answer on block
  • At +3, Honda can strike or go for a command grab — the risk of mashing is high
  • Drive Reversal has a generous input window, so you can land it reliably even in scramble situations

Normal versions

  • [2]8LK (L Sumo Smash)
    • E. Honda is +1 on block
    • Advantaged — do not mash
  • [2]8MK (M Sumo Smash)
    • E. Honda is +1 on block
    • Advantaged — do not mash
  • [2]8HK (H Sumo Smash)
    • E. Honda is +1 on block
    • Advantaged — do not mash

OD version

  • [2]8KK (OD Sumo Smash)
    • E. Honda is +2 on block
    • Advantaged — do not mash

Recommended counters

  • All versions leave Honda +1 or +2 on block — pressing buttons is a loss
    • Expect a throw/strike 50/50; focus on teching throws
  • Anti-airing the jump arc before it lands is also a strong option

[4]6K

Sumo Headbutt — an airborne charge move.

  • [4]6LK — short travel distance
  • [4]6MK — medium travel distance
  • [4]6HK — long range, used as a full-screen surprise attack
  • [4]6KK — allows follow-up on hit

Recommended counters

  • It has an airborne hitbox, so anti-air moves work — characters with invincible anti-air specials should use them aggressively
  • Neutral jump is extremely effective — it leads directly into a full combo punish
  • On block Honda is heavily disadvantaged — always punish with a heavy attack or better
  • Many Honda players love [4]6HK from fullscreen — read it and anti-air or neutral jump for big damage

Warning

Trying to anti-air [4]6K with a normal move can lose to the hitbox. For a guaranteed knockdown, use an invincible anti-air special or neutral jump.

Normal versions

  • [4]6LP (L Sumo Headbutt)
    • E. Honda is -3 on block
    • Only a 3F move gets a guaranteed punish
  • [4]6MP (M Sumo Headbutt)
    • E. Honda is -3 on block
    • Only a 3F move gets a guaranteed punish
  • [4]6HP (H Sumo Headbutt)
    • E. Honda is -3 on block
    • Only a 3F move gets a guaranteed punish

OD version

  • [4]6PP (OD Sumo Headbutt)
    • E. Honda is -20 on block
    • Full combo punish guaranteed

Recommended counters

  • L/M/H versions are all -3 on block — only a 3F jab punishes; otherwise wait
    • Parrying keeps your Drive Gauge safe, so go for it actively
  • OD version is -20 on block — full combo punish
    • It has armor but a throw breaks through it; throw-happy Hondas are vulnerable to grabs on wakeup