Honda Frame Data

e-honda

#1

KEY


 

L = low

M = medium

H = high


P = punch

K = kick

EX = EX version of special

x = not avalable

* = this is the I cant read japanese star

How information works :

Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge


Close Normals



lp = 6/2/6/+3/+6/10/13/40/50/20
mp = 7/2(4)1/9/+4/+7/13/16/30.50/50.50/40.20
hp = 8/6/12/0/+5/17/22/120[150]/200[150]/60

lk = 5/3/6/+2/+5/10/13/30/50/20
mk = 5/3/12/-1/+2/13/16/90/100/40
hk = 6/2.3/14/+1/+6/17/21.22/30.100/125.75/60.20


Far Normals



lp = 6/2/6/+3/+6/10/13/40/50/20
mp = 8/3/12/-1/+2/13/16/90/100/40
hp = 10/6/16/-3/+1/17/21/140/200/60

lk = 5/2/7/+2/+5/10/13/40/50/20
mk = 8/2/12/0/+3/13/16/80/100/40
hk = 7/3/22/-7/-3/17/21/100/150/60


Crouching Normals



lp = 4/4/7/0/+3/10/13/40/50/20
mp = 8/3/11/0/+3/13/16/80/100/40
hp = 11/4/16/-2/+2/17/21/140/200/60

lk = 5/2/7/+2/+5/10/13/30/50/20
mk = 7/3/11/0/+3/13/16/80/100/40
hk = 14/2/14/+2/x/17/x/120/200/60


Jumping Normals ( straight up )



lp = 7/5/x/x/x/8/11/60/50/20
mp = 6/8/x/x/x/11/15/90/100/40
hp = 8/10/x/x/x/15/18/140/200/60

lk = 7/9/x/x/x/8/11/50/50/20
mk = 9/9/x/x/x/11/15/90/100/40
hk = 7/9/x/x/x/15/18/130/200/60


Jumping Normals ( Diagonal )



lp = 7/6/x/x/x/8/11/60/50/20
mp = 7/7/x/x/x/11/15/90/100/40
hp = 8/5/x/x/x/15/18/120/200/60

lk = 6/6/x/x/x/8/11/50/50/20
mk = 6/8/x/x/x/11/15/90/100/40
hk = 6/7/x/x/x/15/18/130/200/60


Overhead Stomp ( Diagonal Down Foward + hk )



30/2/19/-3/x/17/x/130/200/60/


[this is new to me] Target combo or double fake? ( c.mp -> Diagonal Down Foward + hk )



30/2/19/-3/x/17/x/130/200/60


Focus Attack



lvl 1 = 21/2/35/-21/-21/15/15/80/100/20
lvl2 = 17+12/2/35/-15/x/21/x/100/150/40
lvl3 = 65/2/35/x/x/x/x/160/200/60


Bear Hug Throw ( -> lp+lk )



3/2/20/x/x/x/x/140/180/40


Huge Toss Throw ( <- lp+lk)



3/2/20/x/x/x/x/150/100/40


Hundred Hand Slap ( Tap p repeatedly )



lp = 9/*/16/+3/+7/20/24/20 x n/20 x n/[20/10 x n]
mp = 9/*/15/+4/+8/20/24/20 x n/20 x n/[20/10 x n]
hp = 9/*/13/+6/+10/20/24/20 x n/20 x n/ [20/10 x n]
EX = 9/*/19/0/+4/20/24/20 x 7/ 20 x 7/0


Super Zutsuki ( hold back [charge] foward p )



lp = 13/17/14+*13/-9/x/20/x/130/200/[30/40]
mp = 9/21/14+*13/-13/x/20/x/130/200/[30/40]
hp = 8/48/14+*13/-16/x/20/x/160/200/[30/40]
EX = 8/25/14+*13/-8/x/20/x/160/200/0


Super Hyakkan Otoshi ( hold down [charge] up k )



lk = 14/7(14)6/*18/-2/x/20/x/80.100/100.150/[30/30.20]
mk =14/7(14)9/*18/-2/x/20/x/100.120/150.150/[30/30.20]
hk = 14/7(14)15/*18/-3/x/20/x/100.120/150.150/[30/30.20]
EX = 9/6(14)12/*18/-3/x/20/x/100.80/100.100/0


Ooichio Nage ( :hcb: p )



all normal versions = 5/2/41/x/x/x/x/*/100/[30/80]
EX = 5/2/41/x/x/x/x/190/100/0


Onimusou [super] ( hold :l:[charge],:r:,:l:,:r: + p )



1+*8/13(36)23/14+*17/-6/x/20/24/160.240/0/0

1+*9/16(36)23/14+*17/-6/x/20/24/160.240/0/0

1+*9/25(36)23/14+*17/-6/x/20/24/160.240/0/0


*** Im guessing the three stats versions of the super depend on the distance you perform the super on the opponent***

Ultra Onimusou [ultra] ( hold :l:[charge],:r:,:l:,:r: + ppp )



1+*10/24/22+*13/-15/x/20/29/40.300/0/0



#2

Nice job on this man. Very informative.

One silly question. Is there frame data on Hondas Dash foward and Dash Back. His dash is kinda like a hop and I was wondering if it had the same frames as others.


#3

nah man I dont think there is dash frame data for anyone in the book. If there is I dont know where to look :looney:


#4

It’s on page 154. It’s the chart with all the vitality ratings.

Honda’s dash is 19 frames and his back dash is 27.


#5

So the EX Command Grab does 190 damage, but how much do the regular versions do? Why is it an asterisk for the damage? Also, is it known what the ranges on the throws are?


#6

I have question. How much life does a 100% life character have in terms of numbers?

do we know that information yet?

cuz if ex oichio does 190 dmg… is that like out of 1000? which is 20% dmg or is that out of 2500? which is like… 7% or something dmg?


#7

Keep in mind all damage is scaled depending on how much health the opponent had. 30-50% health left = 95% damage, 15-30% health left = 90% damage, less than 15% = 75% damage.


CHAR      VITALITY     STUN
Zangief    1200        1200
Rufus      1150        950
Honda      1100        1100
Sagat      1100        1100
Abel       1100        1050
Boxer      1100        1000 
Blanka     1050        950 
Ryu        1000        1000
Ken        1000        1000
Dictator   1000        950
Guile      1000        900
Claw       1000        900
Chun       900         1050 
Fuerte     900         1000
Viper      900         950
Dhalsim    900         900
Akuma      850         850

I’m still curious as to how much regular Oichio does. Probably 200? Can anyone look it up?


#8

E. Honda Move Comments:

close st.MP: 1st hit on hit or block can be canceled into next attack. [Refers to close st.MP -> down-forward + HK Target Combo)
close st.HP: Forces opponent to stand on hit. Data in [ ] are for frames 3~6.
close st.HK: 2nd hit forces opponent to stand on hit.
cr.HK: Knocks down. [Anything that says “Knocks down” in these comments should actually read “Opponent cannot ukemi/quick rise.”]

straight j.LP: 1~11 feet/leg projectile invincible.
straight j.MP: 1~13 feet/leg projectile invincible.
straight j.HP: 1~17 feet/leg projectile invincible.
straight j.LK: 1~15 feet/leg projectile invincible.
straight j.MK: 1~17 feet/leg projectile invincible.
straight j.HK: 1~15 feet/leg projectile invincible.
diagonal j.LP: 1~12 feet/leg projectile invincible.
diagonal j.MP: 1~13 feet/leg projectile invincible.
diagonal j.HP: 1~13 feet/leg projectile invincible.
diagonal j.LK: 1~3 feet/leg projectile invincible.
diagonal j.MK: 1~13 feet/leg projectile invincible.
diagonal j.HK: 1~5 feet/leg projectile invincible.

down-forward + HK: 1~29 character specific cancel. On ground hit floats opponent ?.
down-forward + HK (2nd hit of) Target Combo: 1~29 character specific cancel. On ground hit floats opponent ?.

Saving Attack Lv1: 1~10F or 1F after button’s are released: Has super armor.
Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 12 after releasing the buttons.

Saving Attack Lv2: 1~1F after button’s are released: Has super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 12 after releasing the buttons.

Saving Attack Lv3: 1~63F has super armor. Breaks super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.

Neutral or Forward Throw: Knocks down. Opponent recovers 81F after you recover.
Back Throw: Knocks down. Opponent recovers 64F after you recover.

LP Hyakuretsu Harite: On air hit puts opponent in jugglable state. On hit or on block ? 3 ? 1 ?. Active frames are 2(4)1(3)2(4)1(2)2(4)1(3)2[(3)1(3)2(4)1(2)2(4)1(3)2]. Numbers in [ ] are active frames for mashed hands. Mashed hands count as a separate move. Recovery after mashed part 7.
MP Hyakuretsu Harite: On air hit puts opponent in jugglable state. On hit or on block ? 2 ? 1 ?. Active frames are 2(4)1(3)2(4)1(2)2(4)1(3)2[(3)1(3)2(4)1(2)2(4)1(3)2]. Numbers in [ ] are active frames for mashed hands. Mashed hands count as a separate move. Recovery after mashed part 7.
HP Hyakuretsu Harite: On air hit puts opponent in jugglable state. Active frames are 2(4)1(3)2(4)1(2)2(4)1(3)2[(3)1(3)2(4)1(2)2(4)1(3)2]. Numbers in [ ] are active frames for mashed hands. Mashed hands count as a separate move. Recovery after mashed part 10.
EX Hyakuretsu Harite: On air hit puts opponent in jugglable state. ?. Active frames are 2(4)1(3)2(4)1(2)2(4)1(3)2.

LP Super Zutsuki: 1~14 upper body invincible & lower body invincible to projectiles. 15~ airborne. Puts opponent in jugglable state. Armor breaks. On hit or on block ? (?29). Charge time 55F.
MP Super Zutsuki: 11~ airborne. Puts opponent in jugglable state. Armor breaks. On hit or block ? (?33). Charge time 55F.
HP Super Zutsuki: 10~ airborne. Puts opponent in jugglable state. Armor breaks. ?. ? or hit or block ? (?36). Charge time 55F.
EX Super Zutsuki: 1~8 fully invincible. 10~ airborne. Puts opponent in jugglable state. Armor breaks. On hit or on block ? (?28). Charge time 55F.

LK Super Hyakkan Otoshi: 1~12 fully invincible. Puts opponent in jugglable state. ? 2nd hit on hit ? (?). Charge time 55F.
MK Super Hyakkan Otoshi: 1~13 fully invincible. Puts opponent in jugglable state. ? 2nd hit on hit ? (?). Charge time 55F.
HK Super Hyakkan Otoshi: 1~12 fully invincible. Puts opponent in jugglable state. ? 2nd hit on hit ? (?). Charge time 55F.
EX Super Hyakkan Otoshi: 1~9 fully invincible. Puts opponent in jugglable state. ? 2nd hit on hit ? (?). Charge time 55F.

Oichou Nage: Knocks down. LP Version: 180 damage, 1.5 range; MP Version: 190 damage, 1.35 range; HP Version: 200 damage, 1.3 range (?, ?). Opponent recovers 26F after you recover.
EX Oichou Nage: Knocks down. Opponent recovers 26F after you recover.

Super Combo

LP Musou Oni: 1~12 frames after super flash fully invincible. ? 8~43, 57~ airborne. ? invincible to projectiles. On hit or on block ?. 1st hit on air hit or 2nd hit on hit puts opponent in jugglable state (cannot safe fall). Can juggle. Charge time 55F.
MP Musou Oni: ~11 frames after super flash fully invincible. 9~47, 61~ airborne. ? invincible to projectiles. On hit or on block ?. 1st hit on air hit or 2nd hit on hit puts opponent in jugglable state (cannot safe fall). Can juggle. Charge time 55F.
HP Musou Oni: ~8 frames after super flash fully invincible. 9~56, 70~ airborne. ? invincible to projectiles. On hit or on block ?. 1st hit on air hit or 2nd hit on hit puts opponent in jugglable state (cannot safe fall). Can juggle. Charge time 55F.

Ultra Combo

Super Musou Oni: 1~10 frames after super flash fully invincible. 11~20 invincible to projectiles. 10~ airborne. Knocks down. 1st hit armor breaks. 1st hit on hit ? 2nd hit ?. On hit ?. Opponent recovers 63F after you recover. Charge time 55F.


#9

I’m thoroughly confused after reading that post.

I guess a few notable things are:

-lp headbutt upper body invincibility 1~14 and 15th~ airborne

-EX headbutt 1~8 fully invincible. 10th~ airborne

-Ochio: LP Version: 180 damage, 1.5 range; MP Version: 190 damage, 1.35 range; HP Version: 200 damage, 1.3 range. Pretty much ALWAYS use lp ochio for safety then. No invincibility at all and needs 5 frames to hit so it’ll always get beat out by light attacks and meaties (this sucks).

-Super and Ultra fully invincible for 1~12 and 1~10 so it’s a good answer to gief empty jumps. Ultra has 20 frames of projectile invincibility which isn’t much at all. Super is 43 projectile invincibility frames which rocks.


#10

Abels HP Throw is only .9, and his Jab is 1.3. Ochio has better range by comparison then.

Once console version is out it will be worth testing when to use LP and when to use HP. That extra 20 damage could be enough to win you a close match.


#11

this thread confuses and angers me lol :frowning: with practice comes timing and through punishment comes experience


#12

Error in frame data?

I’m not sure if I have found a problem with the frame data or if there is just something that I am overlooking. I was practicing some HHS combos in training mode when I came across something interesting.

Here’s what I got out of the frame data -

EX Hands is +4 on hit.
Ochio has 5 frames of start-up, and 2 active frames.
Just to make sure, with EX Hands being +4, does that means the opponent will be back to neutral on the 5th frame? Likewise with Ochio, 5 frames of startup and 2 active frames means it can throw the opponent on frames 6 and 7?

If that is correct and you do the math, Ochio should never whiff if you do it within range after connecting EX Hands (edit - and your opponent does nothing). If you did it with reversal timing, your opponent recovers on frame 5 and you throw on frames 6 and 7. However, in training mode I have whiffed ochio in range after EX hands (!!!). Is there an error in the frame data? Or are there some “extra” unthrowable frames at the end of hitstun? Did I read the frame data wrong?

Hopefully someone who knows can come by and clear this up.


#13

I don’t know much about the frame data, but I have been hit by jab Shoryuken between EX HHS and an Oichou, so there is at least enough time to get that out. Throws, to my knowledge, are always counterable either via another throw or a faster move. You can’t attack your opponent and get them into a situation where it’s impossible for them to escape a throw. They can get themselves into that situation, but after EX HHS the only reason they get thrown is because they don’t act fast enough or do something with more startup than Oichou.


#14

I do know this, but that’s not the point of my post. I’m not saying ochio is guaranteed after EX Hands. If I’m reading the data right, they recover on frame 5 and you throw on frame 6, so of course they have a frame to reverse. The thing I’m stumped on is if they recover a frame faster than the first active frame of an ochio, shouldn’t it always throw them if they stand there and do nothing?

Basically, if I’m reading the data correctly, the fact that ochio whiffed vs a standing neutral opponent, within throw distance means there’s something else going on that I don’t know about, or the frame data is incorrect.


#15

I see what you mean now. The frame data may be incorrect or there may be some time where they are unthrowable for some reason. Unfortunately, I’m not the best with frame data, but if they are unthrowable it seems like it would only be for one frame. Have you checked this frame data against the SRK wiki?


#16

I was actually looking at the wiki data first. I also checked it against eventhubs, but I think that is just an identical copypaste. The info in this thread seems to confirm the same data.

As far as I can tell the SRK wiki doesn’t mention anything about extra hitstun frames. I’m out of ideas on this one. I’ll try to test if the frame data is incorrect for either ochio or EX hands sometime soon.


#17

I just tried it and couldn’t seem to get it to whiff. It’s probably unlikely, but maybe you were just outside the range of Oichou? I doubt it, considering that you were probably moving forward with EX HHS, thus putting you right next to them. Are you whiffing it consistently? Could you put up a video?

Edit: I did actually get it to whiff a few times after playing some more. Now I’m wondering what’s up, too.


#18

someone told me that if a move has 5 frames of start up, it actually hits on frame 5.

i’m not sure if this is true… but it would help explain this issue.

another similar issue is boxer cr.mk is +7 on hit. and cr.mp has 7 frame startup… yet you can combo them.

so either the frame data is wrong in several places… or the start up number is actually the first frame the move goes active.


#19

start up is the first hitting frame. So ochio hits on the 5th and 6th frame. For your boxer example c.mk hits in 8 frames so you can’t link them but you can link c.mk (+7) w/ c.mp which starts in 7 frames. If ochio whiffed after EX hands you were not in range. Most likely caused by you command motion. While your holding down the last hit of HHS could of pushed you back and/or the db part of the motion moved you backwards enough to put you out of range.


#20

Ok well this is good to know, and makes things make a little more sense. So ochio throws on frames 5 and 6. Still, EX hands being +4, even if he was throwable on frame 5, or even 6, he should still get thrown.

Try it yourself in training mode, EX Hands pushes you right up against them as you hold forward. It’s absolutely in range (unless ochio has a minimum required distance, which just sounds ridiculous).