Repost from Google’s cache:
E. Honda Moveset and Attributes
And once more from Majestros:
"Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.
Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties."
For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.
x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?
Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.
Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.
Note’s on /'s and +'s and :'s
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.
 :'s now used for super startup, to match Buktooth’s way of listing.
:'s separate the startup frames before and after the super flash freeze for supers.
Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.
for supers, 4:5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.
Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.
All the ground ones have been posted on Justdefend.com
So instead, I’ll simply add cancellability, as well as add a few notes.
HP: x/x/o, downs on hit
RH: x/x/o, downs on hit
10/10, straightup jump
8/10, horizontal jump
Note: For the straight jumpup fierce, holding forward
or back seems to have an slight effect on the jump
trajetory. Think Balrog/M.Bison’s jumping fierce.
HP: 2000, 52 pixels
RH: 900+200*(2~15), 52 pixels
E. Honda’s command move, f+RH, is mistakenly listed as a Dhalsim command move. cancellability is x/x/x.
downs on hit, -10 on block, must be blocked and parried low.
Hundred Hand Slap: Mash Px5
LP: 500 damage per slap. +3/+3.
MP: 400 damage per slap. +7/+7.
HP: 400 damage per slap. +1/+1.
Wake up nonjab RC handslap should be command throwable. Normal throws will likely fail for MP version.
6 frames of nonthrow + 3 frames of startup = 8 frames of startup + 1 frame of RC.
Risk reward not really in your favour.
HeadButt: Charge b, f+P
not airblockable when done deep.
Airborne frames for MP and HP versions not listed. Might be same as LP headbutt, unsure, but doubtful.
At any rate, wakeup RC headbutt should be throwable by command throws, but normal throwing will likely fail
if they wake up with RC fierce headbutt. They’ll hit on frame 9 or 10, your throw comes out on 10 if perfectly timed.
Not likely = fail.
LP: 1600,1400,1100. down/-9.
Invincibility: 5 frames of fullbody, 7 of above the knees.
Airborne from 16-41.
MP: 1600,1400. down/-10
Invincibility: 4 frames of fullbody, 8 of above the knees.
HP: 1700,1600. down/-9.
Invincibility: 2 frames of fullbody, 5 above the knees.
Notes: Clearly the jab version is the best antiair. Its the only one which
starts hitting before the invincibility above the knees runs out.
Since the invincibility is only above the knees, you lose to stuff like
electricity if you don’t RC. So don’t try headbutting pikachu blanka on your head
Ooichou Nage: 360+P
LP: 2000, 58 pixel reach
MP: 2100, 57 pixel reach
HP: 2200, 56 pixel reach
ButtDrop: Charge d, u+K
Initial hit can be blocked mid, second hit must be blocked high.
LK: 1200, 1300. down/-2
Invincibility: 21 frames of fullbody
MK: 1300, 1400. down/-4
Invincibility: 19 frames of fullbody
RH: 1500, 1500 down/-7
Invincibility: 19 frames of fullbody
-Only short/forward buttdrops hit on the way up.
Possible usage as a ghetto antiair, but headbutt is pretty much
better in every situation. Either hit of the drop knocks down,
so this isn’t like ST where both hits could connect.
-Somehow, the butt drop is less safe than the
frame data suggests. Remember, most moves that go airborne
and come down to strike, like Kyo’s R.E.D. kick, the +/-
frame advantage is somewhat variable, so these numbers
are not what you get if you hit as early as possible I believe.
Onimusou(Headbutt Super): Charge b, f, b, f+P
NOT airborne at all. Pointed out in Maj/Jchensor’s
Ode to the 2 hit combo transcript.
Lvl 1: 3000, down/+4
Invincibility: 9 fullbody
Lvl 2: 4300, down/+6
Invincibility: 15 fullbody
Lvl 3: 5800, down/+2
Invincibility: 23 fullbody
Orochi Kutaki(Grab super): 720+P
Lvl 3: 6600, 58 pixel reach
Invincibility: 19 fullbody