E. Honda

Who is E. Honda?

Edmond Honda is a powerful and aggressive brawler with a specialty in mid-range pressure. Honda's entire gameplan revolves around his signature sumo moves, burying opponents under a barrage of slaps, headbutts and ground slams until he's the only one left standing.

Honda's Standing Medium Punch (5MP) is one of the strongest buttons in the entire game. High damage, disjointed, long range, forward advancing, special cancellable, highly rewarding on hit and even plus on block, this button forms much of the crux of his gameplan. He can use it from out of range of common pokes like crouching medium kicks to harass foes, drive rush into it to set up powerful strike/throw mix-ups from range, whiff punish and even set up his overhead/throw mix via his target combo. Extremely powerful and versatile, Honda is rarely disappointed to use this move.

Outside of 5MP, Honda also has a great set of brawling tools. In close range, Honda has strong normals and target combos. Crouching Heavy Punch (2HP) has even greater range than 5MP, is completely safe and with sumo spirit can convert into big combos. Honda can poke with crouching medium punch (2MP) and Harai Kick (6HK). At mid-range Honda can dissuade opponent's approach with Sumo Headbutt or close the distance with OD Teppo Triple Slap, getting him up close to the opponent and +3: enough to threaten a strike/throw mix-up. Oicho Throw (a damage-dealing command grab) and Sumo Smash (a combo finisher and anti-air that is plus on block) round out Honda's offense. Once he's gotten the hit, Honda is capable of dealing exceptional damage thanks to Taiho Cannon Lift, a launcher that allows him to follow up with any of his specials or supers, and if he has Sumo Spirit applied the mighty Hundred-Hand Slap becomes a powerful combo extender that turns unassuming stray hits into significant damage, or taking his big openings up over the top.

While Honda's offense is nothing short of devastating, it does have one major weakness: commitment. Unlike a lot of characters, Honda is all-in or all-out. He has poor movement speed, meaning his footsies can be somewhat lacking. He lacks a throw loop, and Oicho Throw resets him back to neutral on landing it. While Honda has great pokes, his Medium normals are notably either stubbier or slower than the majority of the cast, and he lacks a low to cancel into Drive Rush for demonstrating neutral control. Thus, Honda often has to play very patiently to get into his preferred position, so smart Honda players have to learn when to go ham and when to back off and be patient. Honda rewards both styles well, as any sumo should. If you love getting up close and personal and live for the feeling of landing a good headbutt or hand slap, there's no better Rikishi to show you the ropes than E. Honda.

Pick / Avoid

Play E. Honda if…

  • Unshakeable Sumo Stubbornness: An aggressive kit based on getting in and pressuring the opponent safely

  • Ozeki Offense: Big damage for making solid reads coupled with excellent Drive Bar damage in blockstrings

  • Chanko Powered Mayhem: A highly drive efficient kit, where you can squeeze out a lot of value out from spending 2 bars

Think twice if…

  • Throwing His Weight Around: Not having a Throw Loop, which really hurts your pressure

  • Fireball Frustrations: Having to rely on system mechanics or inconsistent anti-projectile tools to deal with fireballs

  • Go Big or Go Home: Having an all-in or all-out playstyle with very high commitment

Vitals

Health10,500
Fwd Walk
0.045
Back Walk
0.025
Fwd Dash
1.06
Back Dash
0.60
Fwd Jump
1.90
Back Jump
1.52
Jump Height
2.12
Throw Range
0.90
Drive Rush
1.77
Jump4+38+3 f

Guides & Data

Community

Patch History

2.04013 Aug 2026Yasmine release. Balance changes for all characters.
  • 5MP
  • Whiff recovery increased 15 → 17
  • This was already +2f extra recovery over hit/block, bringing the total to +4f extra recovery
  • This also eliminates all Drive Reversal safe meaty setups
  • Body hurtbox expanded forward on whiff
  • 5HK
  • Blockstun (1st hit) increased 18 → 20
  • Block Advantage (vs. crouch) increased -11 → -9
  • DR Cancel Block Advantage (1st hit) increased +8 → +10
  • Alongside other changes, this makes 5HK(1) > 236K~P a frame trap that leaves Honda safe on block (or plus with OD version)
  • While this also works from 5HP at about the same ranges, 5HK has faster startup leading to better frame trap sequences
  • 2HP
  • Can now be canceled into Supers
  • Hitconfirm window: 18f
  • Harai Kick (6HK)
  • Punish Counter Knockdown Advantage increased +45 → +76
  • Can now get oki from anywhere on the screen with a setup like whiff MP Sumo Headbutt + Forward Dash
  • HP Sumo Headbutt can sideswitch with a setup like whiff 5LK + [4]6HP, but opponent will Back Rise away from Honda if starting too close
  • Sumo Dash (236K)
  • Total recovery animation time decreased 51 → 44
  • Cancel timing into Teppo Triple Slap 1 (236K~P) shifted 1f earlier (14f → 13f)
  • Combined with 5HK changes, creates tighter frame trap pressure on block
  • Can also combo from 5MP (string is interruptible on block, but now only by 4-5f buttons)
  • Teppo Triple Slap 1 (236K~P)
  • Forward movement increased (can threaten from farther away in neutral)
  • 1st hit keeps opponent closer and lower to the ground when hitting an airborne opponent
  • Keeps previous juggle routes consistent with the movement increase

Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.