Edmund Honda may be the greatest sumo wrestler to ever have lived and his skills as a sumo wrestler are unrivaled. However, Honda was appalled that the rest of the world did not respect his form of combat and set out to prove to the world that sumo was indeed the strongest form of martial arts there was. His journeys around the world have garnered him an eclectic set of friends, ranging from fellow wrestler Zangief to fellow food connoisseur El Fuerte and the otaku Japanophile Sodom. In order to pass on his extensive knowledge of sumo, Honda adopted a son named Jin Ichiro. He can be seen on the East Asia Overpass stage.
E. Honda is a well-rounded power character who aims for getting high amounts of damage within seconds of connecting a hit-confirm. His signature Hundred Hand Slap is one of the easiest moves to hit-confirm, and deals excellent damage on its own. His Headbutt is, surprisingly, both an excellent anti-ait tool and a good tool for moving him forward. If he gets in close enough, Honda can also make you respect his Oicho Throw, which has excellent invincibility for a command grab. He can also play defensive and patiently wait to time out the opponent should he have the life lead. Honda's main problem is one that has stuck to him like moths to flame - fireball characters. Any character with fireballs can make the fight an instant uphill battle for Honda, as there is little he can do other than jump over them and hope to punish something.
Made upper body totally invincible from start until 14th frame for light version.
Changed damage until 2nd active frame from 130 to 100 for light version.
Made medium version from start until 10th frame projectile-invincible and totally invincible around the foot.
Expanded final hit’s hitbox forward, making it easier to connect with all characters.
Changed easy command.
Made KO possible even when the move’s first hit is double hit.
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Close
| HL
| 40
| 50
| 20
| sp/su
| 6
| 2
| 6
| +3
| +6
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Close
| HL
| 30*50
| 50*50
| 40*20
| sp/su*-
| 7
| 2(4)1
| 9
| +4
| +7
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Close
| HL
| 120[100]
| 200[150]
| 60
| su
| 8
| 6
| 12
| 0
| +5
| Forces stand, [] refers to active frames 3~6
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Close
| HL
| 30
| 50
| 20
| sp/su
| 5
| 3
| 6
| +2
| +5
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Close
| HL
| 90
| 100
| 40
| sp/su
| 5
| 3
| 12
| -1
| +2
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Close
| HL
| 30*100
| 125*75
| 60*20
| su*-
| 6
| 2*3
| 14
| +1
| +6
| 2nd hit forces stand
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Far
| HL
| 40
| 50
| 20
| sp/su
| 6
| 2
| 6
| +3
| +6
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Far
| HL
| 90
| 100
| 40
| su
| 8
| 3
| 12
| -1
| +2
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Far
| HL
| 120[80]
| 200
| 60
| su
| 10
| 6
| 16
| -2
| +2
| Guard advantage based on 3rd active frame, [] refers to active frames 4~6
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Far
| HL
| 40
| 50
| 20
| sp/su
| 5
| 2
| 7
| +2
| +5
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Far
| HL
| 80
| 100
| 40
| su
| 8
| 2
| 12
| 0
| +3
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Far
| L
| 100
| 150
| 60
| -
| 7
| 3
| 22
| -7
| -3
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crouch
| HL
| 40
| 50
| 20
| sp/su
| 4
| 4
| 7
| 0
| +3
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crouch
| HL
| 80
| 100
| 40
| su
| 8
| 3
| 11
| 0
| +3
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crouch
| L
| 140
| 200
| 60
| su
| 11
| 4
| 16
| -2
| +2
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crouch
| L
| 30
| 50
| 20
| sp/su
| 5
| 2
| 7
| +2
| +5
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crouch
| L
| 80
| 100
| 40
| sp/su
| 7
| 3
| 11
| 0
| +3
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crouch
| L
| 120
| 200
| 60
| -
| 14
| 2
| 14
| +2
| -
| Hard knockdown
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Jump up
| H
| 60
| 50
| 20
| -
| 7
| 5
| -
| -
| -
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Jump up
| H
| 90
| 100
| 40
| -
| 6
| 8
| -
| -
| -
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Jump up
| H
| 120
| 200
| 60
| -
| 8
| 10
| -
| -
| -
| Can adjust left/right in midair
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Jump up
| H
| 50
| 50
| 20
| -
| 7
| 9
| -
| -
| -
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Jump up
| H
| 90
| 100
| 40
| -
| 9
| 9
| -
| -
| -
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Jump up
| H
| 130
| 200
| 60
| -
| 7
| 9
| -
| -
| -
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Jump forward
| H
| 60
| 50
| 20
| -
| 7
| 6
| -
| -
| -
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Jump forward
| H
| 90
| 100
| 40
| -
| 7
| 7
| -
| -
| -
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Jump forward
| H
| 100
| 200
| 60
| -
| 8
| 5
| -
| -
| -
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Jump forward
| H
| 50
| 50
| 20
| -
| 6
| 6
| -
| -
| -
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Jump forward
| H
| 90
| 100
| 40
| -
| 6
| 8
| -
| -
| -
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Jump forward
| H
| 110
| 200
| 60
| -
| 6
| 7
| -
| -
| -
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+
| H
| 130
| 200
| 60
| sp/su
| 30
| 2
| 19
| -3
| -
| Hard knockdown, 12~30f cancellable
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| Target Combo 1
| H
| 130
| 200
| 60
| sp/su
| 30
| 2
| 19
| -3
| -
| Hard knockdown, 12~30f cancellable
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| Focus Attack LVL 1
| HL
| 80
| 100
| 20
| -
| 21
| 2
| 35
| -21
| -21
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| Focus attack LVL 2
| HL
| 100
| 150
| 40
| -
| 17+12
| 2
| 35
| -15
| -
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| Focus attack LVL 3
| -
| 160
| 200
| 60
| -
| 65
| 2
| 35
| -
| -
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| Forward Throw
| 0.90
| 140
| 180
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown, opponent recovers 81f after you recover
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| Back throw
| 0.90
| 150
| 100
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown, opponent recovers 64f after you recover
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Hundred Hands
| HL
| 30x3
| 20x3
| 20/10x3
| su
| 6
| 3(3)1(3)2(4)1(3)1(4)2(3)1
| 16
| +1
| +5
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Hundred Hands
| HL
| 30x4
| 20x4
| 20/10x4
| su
| 9
| 2(4)1(3)2(4)1(2)2(4)1(3)2
| 15
| +4
| +8
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Hundred Hands
| HL
| 15x7
| 20x7
| 20/10x7
| su
| 9
| 2(4)1(3)2(4)1(2)2(4)1(3)2
| 13
| +3
| +10
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Hundred Hands (continuation)
| HL
| 30xN
| 20xN
| 0/10xN
| su
| 4
| 1(3)2(4)1(2)2(4)1(3)2
| 7
| +8
| +12
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Hundred Hands (continuation)
| HL
| 30xN
| 20xN
| 0/10xN
| su
| 4
| 1(3)2(4)1(2)2(4)1(3)2
| 7
| +8
| +12
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Hundred Hands (continuation)
| HL
| 15xN
| 20xN
| 0/10xN
| su
| 4
| 1(3)2(4)1(2)2(4)1(3)2
| 10
| +9
| +13
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Hundred Hands
| HL
| 20x7
| 20x7
| -250/0
| su
| 9
| 2(4)1(3)2(4)1(2)2(4)1(3)2
| 19
| 0
| +4
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Headbutt
| HL
| 130[100]
| 200
| 30/40
| su
| 13
| 17
| 14 + After landing 13
| -9
| -
| 1~14f upper body strike invincible, 1~29f lower body projectile invincible, 15f~ airborne, armor break, recovery on hit/block is 29f, charge 55f, [] refers to first 2 active frames
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Headbutt
| HL
| 130[140]
| 200
| 30/40
| su
| 9
| 21
| 14 + After landing 13
| -13
| -
| 1~10f lower body strike invincible, 1~29f lower body projectile invincible, 11f~ airborne, armor break, recovery hit/block is 33f, charge 55f, [] refers to first 2 active frames
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Headbutt
| HL
| 140[160]
| 200
| 30/40
| su
| 8
| 48
| 14 + After landing 22
| -16
| -
| 10~55f lower body projectile invincible, 10f~ airborne, armor break, (translate), recovery hit/block is 36f, charge 55f, [] refers to first 2 active frames
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Headbutt
| HL
| 140[160]
| 200
| -250/0
| su
| 8
| 25
| 14 + After landing 13
| -8
| -
| 1~8f Invincible, 9~32f lower body projectile invincible, 10f~ airborne, armor break, recovery on hit/block is 28f, charge 55f, [] refers to first 2 active frames
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Butt Drop
| HL*H
| 80*100
| 100*150
| 30/30*20
| -
| 14
| 7(14)6
| After landing 18
| -2
| -
| 1~12f Invincible, 8f~ airborne, 2nd hit hard knockdown, charge 55f
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Butt Drop
| HL*H
| 90*110
| 100*150
| 30/30*20
| -
| 14
| 7(14)9
| After landing 18
| -2
| -
| 1~13f Invincible, 8f~ airborne, 2nd hit hard knockdown, charge 55f
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Butt Drop
| HL*H
| 100*120
| 150*150
| 30/30*20
| -
| 14
| 7(14)15
| After landing 18
| -3
| -
| 1~12f Invincible, 7f~ airborne, 2nd hit hard knockdown, charge 55f
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Butt Drop
| HL*H
| 100*80
| 100*100
| -250/0
| -
| 9
| 6(14)12
| After landing 18
| -2
| -
| 1~9f Invincible, 4f~ airborne, 2nd hit hard knockdown, charge 55f
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Ohicho
| 1.50
| 160
| 100
| 30/80
| -
| 5
| 2
| 41
| -
| -
| Hard knockdown, opponent recovers 26f after you recover
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Ohicho
| 1.35
| 170
| 100
| 30/80
| -
| 5
| 2
| 41
| -
| -
| Hard knockdown, opponent recovers 26f after you recover
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Ohicho
| 1.30
| 180
| 100
| 30/80
| -
| 5
| 2
| 41
| -
| -
| Hard knockdown, opponent recovers 26f after you recover
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Ohicho
| 1.52
| 190
| 100
| -250/0
| -
| 5
| 2
| 41
| -
| -
| Hard knockdown, opponent recovers 26f after you recover
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Super Combo
| HL
| 160*240
| 0
| -1000/0
| -
| 1+8
| 13(36)23
| 14 + After landing 17
| -6
| -
| 1~12f Invincible, 14~80f projectile invincible (or until it hits), 8~44f 55f~ airborne, untechable limited juggle knockown, pursuit property, charge 55f
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Super Combo
| HL
| 160*240
| 0
| -1000/0
| -
| 1+9
| 16(36)23
| 14 + After landing 17
| -6
| -
| 1~11f Invincible, 13~84f projectile invincible (or until it hits), 8~48f 59f~ airborne, untechable limited juggle knockown, pursuit property, charge 55f
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Super Combo
| HL
| 160*240
| 0
| -1000/0
| -
| 1+9
| 25(36)23
| 14 + After landing 17
| -6
| -
| 1~8f Invincible, 10~103f projectile invincible (or until it hits), 8~57f 71f~ airborne, untechable limited juggle knockown, pursuit property, charge 55f
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| Ultra Combo 1
| HL
| 60*450
| 0
| 0/0
| -
| 0+11
| 24
| 22 + After landing 13
| -15
| -
| 1~11f Invincible, 12~34 projectile invincible, 8f~ airborne, hard knockdown, armor break, 1st hit goes into animation, charge 55f, opponent recovers 63f after you recover
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| Ultra Combo 2
| 1.16
| 450
| 0
| 0/0
| -
| 0+1
| 2
| 70
| -
| -
| 1~2f Invincible, hard knockdown
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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