Street Fighter 6 – E. Honda Character Breakdown

Street Fighter 6 ushers in a range of fighters that come with both new and classic faces. E. Honda is among the legacy fighters to come back in this sixth installment. E. Honda was never really a ‘fan favorite’ per se. However, he was always a constant variable among the roster of fighters since the 90s. Being a world-renowned sumo wrestler, E. Honda is built like a Tonka truck and comes with speed and agility that’s almost second to none. He always has had a unique move set and it definitely makes a comeback in spades in this sequel.

With that said, the new Drive System in Street Fighter 6 now gives E. Honda more nuances to his attacks than he ever had before. He still comes with his classic charge attacks, along with a couple of new ones. He is generally played as a brawler, and players can excel in matches by mixing up his attacks. He also has some grapples this time around, but not to the extent of Zangief, for example. However, in the right hands, E. Honda can be a sumo nightmare for his opposition.

The trick with E. Honda is that his moves require precise timing for maximum damage. Of course, his “hundred-hand slap” move makes a return in Street Fighter 6. It is much more accessible and can be inserted into combos. He also now comes with a couple of anti-air moves that can also be used in a number of ways. Additionally, he also has some grapples that can make him a fearsome opponent in close quarters.

E. Honda’s Power Moves

In Street Fighter 6, E. Honda is a little more nimble this time around. He comes toward his opponents at surprising speed, despite his size. His move set is fundamentally simple to execute. With inputs similar to Ryu and Guile, respectively. He also comes with a move that can cancel projectiles, as well as inflict moderate damage to his opponent. E. Honda is all about getting in close and learning his combos is essential for victory.

Sumo Dash

Roll a fourth of a circle forward and press kick. This is a short dashing animation that can let E. Honda closes the distance between him and his opponent. There are two follow-up attacks that can be implemented with it. Either press forward, then punch for a small punching combo, or down and punch for an attack that will send enemies into the air. The latter move is very useful for setting up air combos.

Oicho Throw

Roll a half circle backward, then press kick. E. Honda will slam his opponent into the ground, then follow it up with a body slam. If a player comes across an opponent that is blocking everything in sight, this move will break through it.

Sumo Smash

Press down, then up, and press kick. E. Honda will launch into the air, flipping back down with a body slam. This can be used as an anti-air attack, avoiding projectiles or getting around an opponent’s guard.

Hundred Hand Slap

Roll a fourth of a circle backward, then press punch. This is E. Honda’s classic move that is reminiscent of Chun-Li’s rapid kick move. It can be used as a standing attack, or stitched into combos.

Sumo Spirit

Press down, down, then kick. This is a ‘buffing move’ that will juice up E. Honda’s ‘Hundred Hand Slap’ the next time he uses it.

Neko Damashi

Press down, down, then punch. E. Honda will unleash a massive clap around his opponent’s skull. Thusly, this move can also be used for destroying projectiles.

Sumo Headbutt

Press back for a second or two, then press forward and punch. This is another classic attack of E. Honda’s that lets him fly across the air like a torpedo and ram into his opponent. This move can also be used within combos to surprise opponents.

E. Honda’s Super Arts Moves

Now, E. Honda’s Super Arts Moves are essentially different variations of his two classic moves. Naturally, they are way more devastating and flashy to look at. Timing is essential to pull off these moves because the animations take a little time to unfold. Once players find an opening, then these Super Arts Moves can quickly turn the tide of a fight.

Ultimate Killer Head Ram

Pull back for a second or two, then press forward, back, forward and kick. E. Honda will use his standard flying head butt move, then follow it up with will a series of slaps. After that, he will do a twisting flying head butt move, sending his opponent into the ground.

Show of Force

Roll a fourth of a circle forward, twice. Then, press punch. E. Honda will body slam his opponent clear across the arena, bashing them onto the wall. This is good for making distance between each other, plus there’s a good chance the opponent could end up in a daze.

The Final Bout

Roll a fourth of a circle backward, twice. Then, press punch. This is a cinematic move to where E. Honda will ignite a ring of fire around him, forming a traditional Sumo ring. Then, he will perform a massive throw on the opponent, crushing them into the ground. This move comes with a pretty good reach and can be executed easily during combos.

Conclusion

E. Honda can be a satisfying character to play as in Street Fighter 6. As long as players embrace his sumo spirit, he can be a force to be reckoned with. With air-tight timing, players can unleash a flurry of combos with E. Honda, that will chip away an opponent’s life bar in no time. Players who avoided him in the past might want to try him out in this sixth installment. Street Fighter 6 is now available for PlayStation, Xbox and PC.

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