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JuiceboxAbel

SF6 Character Notes - E.Honda

Jun 4th, 2023 (edited)
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  1. Specials/Supers:
  2. (X - EX version is possible)
  3. > (followup from above move)
  4.  
  5. 214P X
  6. [4]6P X (charge: 40f)
  7. [2]8K X (charge: 40f)
  8. 63214K X
  9. 236K X
  10. > P
  11. > P
  12. > 2P
  13. 22P
  14. 22K
  15.  
  16. 1 - 236236P
  17. 2 - [4]646K
  18. 3 - 214214P
  19. -----
  20. Command Normals:
  21. 6HK
  22. 3HK
  23. j2MK
  24.  
  25. njHP (not listed. can control left and right)
  26. -----
  27. Target Combos:
  28. LP > MP
  29. MP > 3HK
  30. -----
  31. Juggle State Normals:
  32.  
  33. HK
  34.  
  35. - these cause a juggle state when used on an airborne opponent
  36. - unless otherwise noted, these do not require counter hit or punish counter
  37. ------------------------------------------
  38. movement data:
  39. ff - 19
  40. bb - 23
  41. up - 45
  42. angle jump - 45
  43. ------------------------------------------
  44. 63214K:
  45. - strength affects range and damage:
  46. LK - longest range - 2000 dmg
  47. MK - more range than HK, less than LK - 2200 dmg
  48. HK - shortest range - 2400 dmg
  49. KK - longest range - 2800 fmg
  50.  
  51. [4]6P:
  52. - LP/MP/HP versions have anti-air invul
  53. - EX: 1st frame armor, two hits. if thrown, Honda suffers a PC
  54. - reversal option versus strikes, punishable on guard (-20)
  55.  
  56. 236K:
  57. - forward-moving special with followups
  58. - Press P or 2P for different attacks
  59. - 2P is an unsafe launcher
  60. - P is -3 on guard normally, +2 on EX
  61. - After P is a 2nd followup P, it can't come out if the previous P misses
  62.  
  63. 22P:
  64. - destroys fireballs
  65. - decent meaty potential
  66. - can cancel to 214P with Sumo Spirit active
  67. - because it counts as a special move, you can do:
  68. - normal xx 22P xx 214P
  69.  
  70. 22K:
  71. - "Sumo Spirit"
  72. - powers up 214P on hit:
  73. - +2 advantage on ground hits
  74. - ground bounce combo extension on air hits
  75. - with Sumo Spirit active, 2HP and HP at the tip can cancel into 214P, and the 214P is still powered up
  76. - 52 frames, to set up charge
  77. - use after corner stun if needed
  78.  
  79. 236236P:
  80. - 1 frame full invul at beginning, then strike/throw invul
  81. - standard level 1 reversal
  82. - combo ender
  83.  
  84. [4]646K:
  85. - fully invul
  86. - standard level 2 reversal
  87. - combo ender
  88.  
  89. 214214P:
  90. - fully invul
  91. - standard level 3 reversal
  92. - combo ender
  93. - the 2nd hitbox of super 3 is a 'weak hit' that doesn't lead into animation, and does 2500 damage (super 3 is normally 4000 w/animation)
  94. ------------------------------------------
  95. STRATEGY
  96.  
  97. Antiairs:
  98. HP
  99. [4]6P
  100. EX [2]8K (must leave ground before invul kicks in)
  101. njHP
  102.  
  103. Poke ranges (short to long):
  104. 3HK < HK(1) < LK = 2LK < 2LP < LP < 2MP < 2MK
  105. < MP = HP < HK(2) = MK < 2HK < 2HP < 6HK
  106.  
  107. important combo tools by startup frames:
  108. 4 - 2LP / LK
  109. 5 - LP / 2LK
  110. 6 - [2]8KK
  111. 7 - 63214K / 236236P
  112. 8 - 2MP / HP / HK(1)
  113. 9 - 2MK / [4]6PP / 214214P
  114. 10 - MK / MK / [4]6LP/MP
  115. 11 - 2HP / 2HK / HK(2) / [2]8LK/MK/HK / 22P
  116. 12 - 214LP / [4]646K
  117.  
  118. launchers:
  119. 236K > 2P
  120. PCH HP
  121. PCH [2]8K (2nd hit)
  122.  
  123. SPECIAL SCALING:
  124. LP > MP = 100/90 if the starter, standard scaling otherwise
  125. ------------------------------------------
  126.  
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