STREET FIGHTER 6
MAX DATABASE
本田
63 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Sp SA TC
Notes Good range for a light normal; very lenient hitconfirm window into 5LP~MP Target Combo for a light normal (though the MP can whiff at max range)
Standing Medium Punch
5MP5M
Notes 2f extra recovery on whiff; good poke and pressure starter due to its hitbox priority, distance traveled, and block advantage
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes 1st active frame only hits above Honda, and 2nd active frame only hits point blank (realistically 10f startup vs. grounded opponents in most scenarios); first 3 active frames are cancelable and a solid anti-air (cannot hit cross-up); Punish Counter causes a crumple vs. grounded opponents, or slams airborne opponents down into a free OTG juggle state (5HP must be canceled to combo afterwards); only the first 3 active frames are cancelable (with Sumo Spirit, later active frames can be canceled into 214P); final 4 active frames make 5HP a solid poke in neutral; extends a hurtbox on frame 10 (1f before longer-range active frames) that is vulnerable to projectiles; special/DR cancel is delayed until after 2nd active frame; Honda's most important meterless route into 236K~2P launcher (higher damage and identical range compared to 5HK 1st hit)
Standing Light Kick
5LK5L
Notes 4f normal with less range than 2LP, but allows a link into 5LP on hit
Standing Medium Kick
5MK5M
Cancel -
Notes No leg hurtbox (except for back foot) on frames 7-13, making it useful vs. low pokes; cancelable into 214P with Sumo Spirit enhancement (combos into any strength version)
Standing Heavy Kick
5HK5H
Notes 1st hit forces stand (can only connect on crouchers at close range); 2nd hit whiffs vs. crouching opponents unless they extend a vertical hurtbox; if 1st hit connects on crouch block and the 2nd hit whiffs, the cancel window of the first hit is extended, making it possible to confirm into a safe special move; 1st hit puts airborne opponents into a free juggle state; 2nd hit puts airborne opponents into a limited juggle state; Counter-hit/Punish Counter advantage carries through both hits; gives Honda a meterless combo into 236K~2P launcher (weaker than 5HP starter, but required in some routes like CH 5MP/2MK or DR~2LP)
Crouching Light Punch
2LP2L
Cancel Chn Sp SA
Notes Chains into 2LP/2LK; true blockstring when chained into 2LP; topmost hurtbox on frames 1-6 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes Great bufferable poke with strong hitbox priority; topmost hurtbox on frames 1-11 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Heavy Punch
2HP2H
Notes 2f extra recovery on whiff or if armor absorbed; not a low attack despite the animation; can be spaced to hit on later active frames for improved advantage; cancelable into 214P with Sumo Spirit enhancement (combos into any strength version)
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 2LP/2LK; cancelable into 214P with Sumo Spirit enhancement (combos into LP version only)
Crouching Medium Kick
2MK2M
Notes Low poke that can combo after hit (much stronger combo opportunities when used out of Drive Rush); cancelable into 214P with Sumo Spirit enhancement (combos into any strength version)
Dohyo Sweep
2HK2H
Notes Has juggle potential; 2nd hit is behind E. Honda (safe on block and better KD Adv. if it connects); 2nd hit puts airborne opponents into limited juggle state (useful in some side-switch juggles)
Sumo Smash
[2]8HK[2]8H
Notes [] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 37); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back
[2]8KK
Notes [] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 31); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back; holding LK or MK will cause Honda to hang mid-air before starting his descent (LK 4f longer, MK 2f longer)
[2]8LK[2]8L
Notes [] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 41); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back
[2]8MK[2]8M
Notes [] refers to damage on cross-up version of downward smash; () refers to total startup on the overhead downward smash vs. standing opponents (2nd hit becomes active mid-air on frame 39); downward smash has 1f better KD Adv. vs. crouching opponents; 40f charge time (holds charge for 12f after releasing down direction); 1st hit whiffs on crouching opponents and cannot hit cross-up; can alter trajectory on the way up by holding forward/back
Double Slaps
5LP~MP5LP~M
Notes Puts opponent into limited juggle state on hit; MP follow-up can whiff at max range; very lenient hitconfirm window from a light starter
Toko Shizume
5MP~3HK5MP~3H
Cancel kara
Notes Overhead Target Combo with a 6f gap between hits on block and 2f gap on hit (requires Drive Rush or Punish Counter to combo); 3HK startup can kara-cancel into specials/supers on frames 14-15 (can start buffering the cancel beginning on frame 9); kara-cancel into 63214K command throw also has a 7f interruptible gap; Honda lifts up his front leg hurtbox on frames 4-20; slams juggled opponents down for a Hard Knockdown (+43~46); the 3HK is cancelable into Sumo Spirit on hit by inputting 2HK (-30 vs. grounded opponents, only useful in juggles, HKD +11~14)
Sumo Headbutt
[4]6LP[4]6L
Cancel SA3
Notes () refers to reduced damage on active frame 5 onward; 1f less landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~50% screen length; only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge
[4]6MP[4]6M
Notes () refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); travels ~80% screen length; only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge
[4]6HP[4]6H
Notes () refers to reduced damage on active frame 5 onward; 2f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); continues until it reaches opponent or edge of screen (variable Active and Total frame count); only first 4 active frames are cancelable into SA3; always -3 on block regardless of how meaty it connects, and usually in range for opponent's 4f normal to connect; extra pushback on block when opponent is in Burnout; good for chipping at opponent's Drive gauge; if Honda switches sides, he will start landing recovery (11+9 land) after 15 active frames (cannot safely fly under neutral jumps)
[4]6PP
Notes 2 hits if used from close range; 2nd hit continues until it reaches opponent or edge of screen (variable Active and Total frame count); 7f extra landing recovery on block; 40f charge time (charge lasts 10f after releasing back direction); 1 hit of armor before active frames, then another hit of armor that lasts until end of active frames; armor has fixed 7f hitstop that allows it to punish safe jumps using Medium/Heavy air normals (Light safe jumps can still block OD Headbutt); always -20 on block regardless of how meaty it connects; from frame 26 onward, Honda transitions to his 30f recovery animation if he switches sides with the opponent
Oicho Throw
63214LK63214L
Notes Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.19
63214MK63214M
Notes Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 1.09
63214HK63214H
Notes Cannot be canceled into from normals; () refers to Punish Counter damage; Range: 0.99
Harai Kick
6HK6H
Notes Ranged low poke that knocks down on Punish Counter; can be made safe due to pushback
63214KK
Jumping Light Punch
j.LPj.L
Notes Strong horizontal jump-in hitbox; can be used as a fuzzy instant overhead
Jumping Medium Punch
j.MPj.M
Notes Puts airborne opponents into limited juggle state; lower body projectile invuln 6-22f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Strong horizontal jump-in hitbox; causes spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; lower body projectile invuln 9-27f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up
Jumping Medium Kick
j.MKj.M
Notes Decent air-to-air; lower body projectile invuln 9-20f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Flying Sumo Press
j.2MKj.2M
Notes Cross-up; can only be performed during forward jump; lower body projectile invuln 11-23f on center of body only (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Sumo Dash
236K
Notes Can cancel into P or 2P follow-ups on frames 14-43; Movement Speed: 0.052
Taiho Cannon Lift
236K~2P
Notes Launches opponent into a limited juggle state; reduced recovery on hit only
Teppo Triple Slap 1
236K~P
Notes Puts opponents into limited juggle state on hit, allowing for Super or P follow-up to juggle; incredibly disjointed hitbox for neutral approaches; safe but minus on block (recovers outside the opponent's throw range if well spaced); canceling into the final P follow-up creates a 2f frame trap that can punish opponents trying to retake their turn; sets up a safe jump anywhere on screen
Teppo Triple Slap 2
236K~P~P
Notes Easily hitconfirmable ender after a safe 236K~P starter; can be used to frame trap opponent trying to take back their turn from the -3 situation (2f gap on block); ender cannot be performed on whiff
236KK
Notes Can cancel into P follow-up on frames 13-27, or the 2P follow-up on frames 11-27; Movement Speed: 0.067
236KK~2P
Cancel SA2 SA3
Notes Launches opponent into a limited juggle state; reduced recovery on hit only; leaves opponent closer than the meterless version with a more lenient juggle state
236KK~P
Notes Honda advances forward with frame advantage on hit or block for more mixups/pressure; incredibly disjointed hitbox for neutral approaches; puts airborne opponents into limited juggle state; always a true blockstring into the follow-up attack (should only be done on hit unless it will chip out)
Hundred Hand Slap
214HP214H
Notes [] refers to enhanced Sumo Spirit version (extra damage, +2 Hit advantage, +4 Block advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version
214LP214L
214MP214M
Notes [] refers to enhanced Sumo Spirit version (extra damage, +2 Hit advantage, +4 Block advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce); combo scaling only applies to Enhanced version; combos from 5LP/2LP
214PP
Notes [] refers to enhanced Sumo Spirit version (extra damage, +2 Hit advantage, +4 Block advantage); Counter-hit/Punish Counter bonus advantage carries through all hits; only final hit is Super cancelable; puts airborne opponents into limited juggle state (Enhanced version: causes OTG bounce)
Sumo Spirit
22K
Notes Enhances the next Hundred Hand Slap (increases damage and improves frame advantage by +2 on hit and +4 on block); allows 5HP (all active frames), 2HP, and 22P to cancel into Hundred Hand Slap
Neko Damashi
22P
Cancel Sp* SA3
Notes Forces stand (allows Sumo Smash confirm on meaty/Counter-hit); has a 1-hit projectile clash hitbox during active frames; useful anti-air for horizontal approaches but cannot hit cross-up; can be spaced out for better hit/block advantage (can lead to extended combos); cancelable into enhanced 214P with Sumo Spirit; 8f hitstop when clashing with projectile
Neutral Jump Heavy Punch
8HP8H
Notes Can be steered forward or backward in the air (forward movement is faster than backward); great air-to-air hitbox; lower body projectile invuln 10-29f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Show of Force
236236P
Notes Good range makes it useful as a 7f punish tool; KD Adv. depends on distance from the opposite wall
Ultimate Killer Head Ram
[4]646K
Notes 40f charge (charge lasts 28f after releasing back direction); travels full screen, making it a useful anti-projectile tool; becomes projectile invincible on hit up until the fully invincible cinematic ender (ensures a full connect even against slow projectiles); first hit has very short range (slightly less damage and Drive damage from longer ranges); from frame 24 onward, Honda transitions to his 45f recovery animation if he switches sides with the opponent; if Honda whiffs entire SA2 without crossing under the opponent, landing recovery becomes 12+33 (total recovery time is unchanged); full dmg distribution: 50,500,100x14,900; detailed charge requirements: first Forward input must be within 28f of releasing charge, next Back input must be within the next 6 frames, next Forward input must be within the next 6 frames, final K input must be within the next 6 frames (slowest possible input takes 48f after releasing charge)
The Final Bout
214214P
Notes () refers to non-cinematic hit when 1st hit whiffs (1500 less damage, Drive Dmg is unaffected); cinematic time regenerates ~2.4 Drive bars for E. Honda; cinematic hit has around 1/2 screen range (2/3 screen for non-cinematic hit); can use the first hit to force Burnout to ensure a chip KO the 2nd hit