E.Honda(SF4)

Version vom 10. Februar 2009, 03:09 Uhr von Ulpian (Diskussion | Beiträge) (link aktualisiert)
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Street Fighter 4 EHonda.jpg

Matchups

7:3: Viper

5:5: Zangief, Boxer, Dictator, Akuma, Blanka, El Fuerte, Claw

4:6: Ryu, Chun Li, Rufus, Ken, Dhalsim, Abel, Guile

3:7: Sagat

Quelle: eventhubs.com - Tier listing for 2009


Matcharchiv


Normals & Command Normals

(Dies ist keine vollständige Liste.)

  • Shikofumi:   +HK (DF+HK)
    Overhead.
  • Target Combo: close MP (1 hit)- +HK (close MP[1st hit]-DF+HK)


Special Moves & EX Special Moves

  • Hundred Hand Slap: P (5x schnell drücken)
    Der Punch-Button entscheidet über Geschwindigkeit, Stärke und Anzahl der Hits; LP ist am langsamsten und schwächsten; HP ist am schnellsten und stärksten. EX Focus Attack & Super Cancel.
  • Flying Headbutt:  charge(2 sec.)   +P (charge B,F+P)
    Float-Eigenschaft. Armor-Breaking und EX Focus Attack & Super Cancel.
  • Hyakkan Otoshi:  charge(2 sec.)   +K (charge D,U+K)
    Float-Eigenschaft.
  • Oicho Nage:       +P (HCB+P)
    Command Throw (Grab).



  • EX Hundred Hand Slap: PP (5x schnell drücken) [alternativ: 4xP und dann PP]
    EX Focus Attack & Super Cancel.
  • EX Flying Headbutt:  charge(2 sec.)   +PP (charge B,F+PP)
    Armor-Breaking und EX Focus Attack & Super Cancel.
  • EX Hyakkan Otoshi:  charge(2 sec.)   +KK (charge D,U+KK)
    Float-Eigenschaft.
  • EX Oicho Nage:       +PP (HCB+PP)
    Command Throw (Grab).


Super & Ultra Moves

  • Oni Musou (Super):  charge(2 sec.)     +P (charge B,F,B,F+P)
    Juggle-Eigenschaft.
  • Super Oni Musou (Ultra):  charge(2 sec.)     +PPP (charge B,F,B,F+PPP)
    Juggle-Eigenschaft und Armor-Breaking.


Focus Attacks & EX Focus Attacks

siehe allgemein dazu: Focus Attacks (Saving Attacks) und EX Focus Attacks


Combos

(Dies ist keine vollständige Liste.)
• c.LK, c.LP, EX Hyakkan Otoshi

• c.LK, c.LP, HP Hundred Hand Slap, HK

• HP oder c.HP, Oni Musou

• cross-up mit j.MK, close MP, c.MK, HP Flying Headbutt


Wichtige Counter-Attack-Optionen

gegen Zangiefʼs Double Lariat (PPP): HP (Far), Headbutt (verzögert)(Far/Close), Ultra (Close)

gegen E.Hondaʼs Headbutt (charge B; F+P): HP Super, Ultra

gegen Blankaʼs Rolling Attack (charge B;F+P): HP Headbutt, HP Super, Ultra

gegen Guileʼs Sonic Boom (charge B;F+P): Super, Ultra


Framedata

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 6 2 6 +3 +6 10 13 40 50 20 HL SpS
Close Medium Punch 7 2(4)1 9 +4 +7 13 16 30*50 50*50 40*20 HL SpS*-
Close Hard Punch 8 6 12 0


+5 17 22 120[100] 200[150] 60 HL S
Close Light Kick 5 3 6 +2 +5 10 13 30 50 20 HL SpS
Close Medium Kick 5 3 12 -1 +2 13 16 90 100 40 HL SpS
Close Hard Kick 6 2*3 14 +1 +6 17 21*22 30*100 125*75 60*20 HL S*-
Far Light Punch 6 2 6 +3 +6 10 13 40 50 20 HL SpS
Far Medium Punch 8 3 12 -1 +2 13 16 90 100 40 HL S
Far Hard Punch 10 6 16 -3 +1 17 21 140 200 60 HL S
Far Light Kick 5 2 7 +2 +5 10 13 40 50 20 HL SpS
Far Medium Kick 8 2 12 0 +3 13 16 80 100 40 HL S
Far Hard Kick 7 3 22 -7


-3 17 21 100 150 60 L -
Crouch Light Punch 4 4 7 0 +3 10 13 40 50 20 HL SpS
Crouch Medium Punch 8 3 11 0 +3 13 16 80 100 40 HL S
Crouch Hard Punch 11 4 16 -2 +2 17 21 140 200 60 HL S
Crouch Light Kick 5 2 7 +2 +5 10 13 30 50 20 L SpS
Crouch Medium Kick 7 3 11 0 +3 13 16 80 100 40 L SpS
Crouch Hard Kick 14 2 14 +2 - 17 - 120 200 60 L -
Jump Up Light Punch 7 5 - - - 8 11 60 50 20 H -
Jump Up Medium Punch 6 8 - - - 11 15 90 100 40 H -
Jump Up Hard Punch 8 10 - -


- 15 18 140 200 60 H -
Jump Up Light Kick 7 9 - - - 8 11 50 50 20 H -
Jump Up Medium Kick 9 9 - - - 11 15 90 100 40 H -
Jump Up Hard Kick 7 9 - - - 15 18 130 200 60 H -
Jump Forward Light Punch 7 6 - - - 8 11 60 50 20 H -
Jump Forward Medium Punch 7 7 - - - 11 15 90 100 40 H -
Jump Forward Hard Punch 8 5 - - - 15 18 120 200 60 H -
Jump Forward Light Kick 6 6 - - - 8 11 50 50 20 H -
Jump Forward Medium Kick 6 8 - - - 11 15 90 100 40 H -
Jump Forward Hard Kick 6 7 - -


- 15 18 130 200 60 H -
Down Forward + Hard Kick 30 2 19 -3 - 17 - 130 200 60 H SpS
Target Combo 1 30 2 19 -3 - 17 21 130 200 60 H SpS
Level 1 Focus Attack 21 2 35 -21 -21 15 15 80 100 20 HL -
Level 2 Focus Attack 17+12 2 35 -15 - 21 - 100 150 40 HL -
Level 3 Focus Attack 65 2 35 - - - - 160 200 60 - -
Forward + Throw 3 2 20 - - - - 140 180 40 0.9 -
Back + Throw 3 2 20 - - - - 150 100 40 0.9 -
Hundred Hands Light Punch 9 - 16 +3 +7 20 24 20xN 20xN 20/10xN HL S
Hundred Hands Medium Punch 9 - 15 +4 +8 20 24 20xN 20xN 20/10xN HL S
Hundred Hands Hard Punch 9 - 13 +6 +10 20 24 20xN 20xN 20/10xN HL S
Hundred Hands EX 9 - 19 0 +4 20 24 20x7 20x7 0/0 HL S
Headbutt Light Punch 13 17 14+13 -9 - 20 - 130 200 30/40 HL S
Headbutt Medium Punch 9 21 14+13 -13 - 20 - 140 200 30/40 HL S
Headbutt Light Punch 8 48 14+13 -16 - 20 - 160 200 30/40 HL S
Headbutt EX 8 25 14/13 -8 - 20 - 160 200 0/0 HL S
Sumo Splash Light Kick 14 7(14)6 18 -2 - 20 -


80*100 100*150 30*30*20 HL*H -
Sumo Splash Medium Kick 14 7(14)9 18 -2 - 20 - 90*110 100*150 30*30*20 HL*H -
Sumo Splash Hard Kick 14 7(14)15 18 -3 - 20 - 100*120 150*150 30*30*20 HL*H -
Sumo Splash EX 9 6(14)12 18 -2 - 20 - 100*80 100*100 0/0 HL*H -
Oicho Throw 5 2 41 - - - - - 100 30/80 - -
Oicho Throw EX 5 2 41 - - - - 190 100 0/0 1.5 -
Super Move Light Punch 1+8 13(36)23 14+17 -6 - 20 24 160/240 0 0/0 HL -
Super Move Medium Punch 1+9 16(36)23 14+17 -6 - 20 24 160*240 0 0/0 HL -
Super Move Hard Punch 1+9 25(36)23 14+17 -6


- 20 24 160*240 0 0/0 HL -
Ultra 1+10 24 22+13 -15 - 20 29 40*300 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Quelle: eventhubs.com


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