[Top 10] SF6 E. Honda Combos Showcase And Best Combo List

sf6 honda combos
Updated:
11 Dec 2023

What are the best Street Fighter 6 E. Honda combos?

Edmond Honda is a proficient Sumo wrestler from Japan, who takes great pride in his art and travels the world to show the glory of Sumo to everyone.

Although he is one of the original 8 World Warriors, Honda has suffered to see any sort of representation when it comes to competitive play.

In Street Fighter 6, new mechanics and systems have been implemented into his core, turtling and pressurizing gameplay, so we can expect to see a lot of Honda.

 

10. Target Combo

Start at: 1:52

E. Honda retains some of his tools from past iterations, and it is not only his familiar special moves.

In fact, his dope target combo of stand strong into stomp is back, and although the video cuts the animation right there, it is still possible that it can still be followed up with some more juice, like in the past.

When to use this combo: To create mix-ups, since his stomp can be kara-canceled.

 

9. Armored Headbutt

Start at: 1:20

E. Honda is in a pinch after getting cornered in the video, and Drive Parrying on wake-up is way too risky against a grappler character like Lily.

So the developer using Honda uses his Overdrive Sumo Headbutt, which has 1 hit of armor, going through the meaty attack and covering other options at the same time.

When to use this combo: As a risky defensive option in a pinch.

 

8. Sumo Shuffle

Start at: 1:24

The true usage of this move is somewhat questionable, as it seems the Honda player in the developer match just randomly throws it in neutral.

However, we know that this is one of the variants of the Sumo Dash move, instead of the launcher. It would seem it is safe on block.

When to use this combo: For corner carry.

 

7. Reset

Start at: 0:29

After a successful knockdown, Honda lunges forward for pressure, and he goes for the meaty medium punch, which target combos into his stomp.

However, like in previous games, he can Kara-cancel the stomp into his command grab, resetting the scaling factor and dealing massive damage.

When to use this combo: As a reset out of oki.

 

6. Neko Damashi

Start at: 0:10

We see that his former V-Skill from Street Fighter V is now one his many special moves. It is unclear for now if it still can nullify fireballs.

E. Honda is seen cancelling a normal, probably a crouch jab into it, and it leaves Honda clearly plus on hit, allowing him to keep pressuring the opponent from a standing position.

When to use this combo: As a means to keep applying pressure in mid-range.

 

5. 1-2-Slaps

Start at: 0:05

This move is straight out of Street Fighter V. E. Honda can target combo his light punch into medium punch.

He can then cancel to any special, and in the video we see it combo into Hundred Hands Slap, knocking the opponent away.

When to use this combo: As an easy confirm.

 

4. Drive Impact

Start at: 0:21

Honda baits a Drive Impact with Sumo Headbutt and then reverses it using a Dive Impact of his own.

He then follows up on the crumpled state with a standing roundhouse into his new Sumo Dash launcher, which juggles into Butt Slam.

When to use this combo: Off of a crumpling Drive Impact.

 

3. Enhanced Hands

Start at: 0:19

Like his V-Skill 2 in Street Fighter V, Honda has a way of enhancing his next Hundred Hands Slap, gaining extra frame advantage on hit and block.

In this combo, we see Honda charging up his hands before delivering the Hundred Hands Slap and being able to then link into a crouch jab cancelled into Sumo Headbutt.

When to use this combo: As a confirm out of enhanced Hands.

 

2. Level 1 Super

Start at: 2:21

This is nothing short of a small glimpse of what E. Honda really can do with his juggling techniques.

What we learn is that he can cancel his stand roundhouse into his Sumo Dash launcher, and here we see him cancel into the Overdrive version, which can then be cancelled into Level 1 Super Art.

When to use this combo: For big and relatively cheap damage.

 

1. Neutral Jump Yokozuna

Start at: 1:59

As classic Honda dictates, his neutral jump fierce can be piloted to create some traps and it makes Honda a hell of a threat when it comes to punishes out of neutral jumps.

Honda then links into crouch jab to enhanced Hands to another crouch jab to Hundred Hands and cancels the slaps into his devastating Level 3 Super Art.

When to use this combo: To punish out of neutral jump traps.

 

E. Honda is a pressure monster and a defensive tank, but with his new moves and the new Street Fighter 6 combo system, we can only imagine just how much damage he can dish out.

He may not be the fastest character, and he may be somewhat limited in several aspects, but Edmond Honda is without a doubt a character to respect, and we can only wish him well in his mission to spread Sumo around the world.

 

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Gamer Since:
2003
Currently Playing:
Street Fighter V: Champion Edition
Top 3 Favorite Games:
Street Fighter X Tekken, Grand Theft Auto V, Assassin's Creed: Brotherhood