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E. Honda
1 - [SF6] E. Honda Frame Data with Video
2 - [SF6] E. Honda Countermeasures Guide [Win Just by Reading]
Basic Info
Neutral (Awareness Priority)
214PP
E. Honda is -3F at throw range on Block — remember this.
OD Sumo Step > Teppo (1st Hit)
On Block, E. Honda is +3F. If you Block anything from OD Sumo Step, use Drive Reversal. The window is long and it’s easy to confirm even from unexpected situations.
LKLK
+17F
E. Honda needs Rush to apply Oki. On Quick Rise, if you see Rush you can use a long-range OD invincible to Punish. On Back Rise, E. Honda’s options are these two:
- Rush MP Short-range normals get beaten by MP’s range.
- Rush stop > Delayed HP Trying to punish Rush MP with a long-range move gets Punish Countered by delayed HP.
- Wait and see
If you don’t like the above mixup, Quick Rise and watching for Rush is the simpler counter.
4LKLK
+24F Better situation than forward throw. OD invincible from Rush flash is not guaranteed, and even with Back Rise, Rush > MP is meatied at throw range +5F. No recommended counter — just play the mixup.