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Street Fighter’s resident sumo wrestler, E. Honda brings the traditional Japanese sport into the modern times in Street Fighter 6. Despite his imposing frame, E. Honda is surprisingly quick and hits hard when he manages to get close to his opponents.

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E. Honda is a straightforward close-range fighter who excels at pressuring opponents towards the corner and smacking them with vicious hundred-hand slaps and sumo headbutts. With the new challengers emerging to claim the World Warrior title, E. Honda proves to be a formidable wall that they have to break through, and he surely will give them a fight.

E. Honda Strategies

E. Honda thrives when he’s in reach of his opponents and can slap them around with his sumo might. He has good neutral buttons, strong charge attacks in his Sumo Headbutt and Sumo Smash, and amazing attacks that can take chunks of Drive Meter away from his opponents.

His Sumo Headbutt is great at closing distance, with its Overdrive version being excellent at plowing through projectiles. Once he gets his opponents on the corner, he can utilize his great pokes and jabs to hit confirm into a myriad of Hundred-Hand Slap combo variations. He also has some command grabs to further add mind games on his cornered opponent until he can finish them off with a well-timed Super Art.

Mastering his Charge Attacks

E. Honda landing a Sumo Headbutt on Manon

The Sumo Headbutt is E. Honda’s signature move. It lets him get in striking range on his opponent, and is also pivotal in some of his more damaging combos. That said, Sumo Headbutt is a charge attack, and this means knowing when a player has a charge ready is essential.

Aside from Sumo Headbutt, E. Honda’s Sumo Smash is also a charge attack, but instead of holding back then forward, players have to hold down, then press up to execute the charge. This also serves as a closing-in move that can bypass projectiles and catch opponents jumping in, if timed correctly.

It will take a lot of practice and patience, but mastering E. Honda’s charge attacks significantly opens up his damage potential and threat against opponents.

Know When to Close In

E. Honda sizing up Zangief

While E. Honda does have tools to get in striking range on his opponents, in most cases, he loses out to projectiles and other zoning attacks when players rush in. E. Honda is great at dictating the pace of matches since his Sumo Headbutt and Sumo Smash are dangerous attacks that blow up enemies when used at the right time.

For newer E. Honda players, it is best to approach a more defensive and reactive playstyle. The Overdrive version of Sumo Headbutt is great at bypassing projectile spammers, but it has to be timed correctly to get the punishment just right.

Pressure Cornered Opponents

E. Honda landing a corner combo on Manon

When E. Honda has cornered his opponents, he can deal immense pressure on them, thanks to his Hundred-Hand Slaps. Hundred-Hand Slap is exceptional at draining an opponent’s Drive Gauge. E. Honda players need to use Sumo Spirit first, then use an Overdrive version of Hundred-Hand Slap. If opponents block this move, it will drain a good amount of Drive Gauge.

Related: Street Fighter 6: The Drive System Explained

But that’s not just E. Honda’s pressure moves in the corner, he can mix up his onslaught with his Oicho Throw. Once players have conditioned their opponents to constantly be blocking, they can throw Oicho Throw to surprise opponents and deal a good chunk of damage.

Sumo Smash is also a great corner move for players who tend to jump to get out of the corner. E. Honda players can charge up either Sumo Smash or Sumo Headbutt during the Hundred-Hand Slap animation, and throw out either move as a reaction to whatever their opponent does after blocking.

Always Keep Sumo Spirit Up

E. Honda using Sumo Spirit

E. Honda’s Sumo Spirit is back in Street Fighter 6, but instead of being a V-Trigger move, it is now one of his Special Moves. When active, it will enhance E. Honda’s Hundred-Hand Slap, opening enemies up to various combo strings.

Since Sumo Spirit can now be accessed by a simple input, E. Honda players should always have this buff active whenever they can. Whenever the opponent is knocked down, sneak in a Sumo Spirit: a Sumo Headbutt knockdown is often the best option, since it gives E. Honda space to execute Sumo Spirit safely.

E. Honda’s Move List

E. Honda Super Arts

E. Honda has a total of 19 unique moves in Street Fighter 6. His moves include his signature Sumo Headbutt and Hundred-Hand Slap, on top of his Sumo Smash. He also has a stance input in Sumo Dash which branches out into more sumo-based attacks that either extends his air juggle, or launches his opponents to begin his combo strings. E. Honda has a total of 5 Unique Attacks, 9 Special Moves, 3 Super Arts, and 2 Throws.

MoveDescriptionType
Harai KickHeavy low kickUnique Attack
Power StompHeavy overhead sumo stompUnique Attack
Flying Sumo PressLeaping body pressUnique Attack
Double SlapsHit-confirmable sumo slapsUnique Attack
Toko ShizumeSumo slap to sumo stomp attackUnique Attack
Hundred-Hand SlapMultiple sumo slap attackSpecial Move
Sumo HeadbuttHorizontal flying headbuttSpecial Move
Sumo SmashLeaping sumo butt smashSpecial Move
Oicho ThrowSumo throw followed by a jumping hip attackSpecial Move
Sumo DashRushing sumo stanceSpecial Move
Teppo Triple SlapThree sumo slaps (during Sumo Dash)Special Move
Taiho Cannon LiftTwo-hit sumo slap launcher (during Sumo Dash)Special Move
Neko DamashiLunging sumo slapSpecial Move
Sumo SpiritSumo gesture that enhances Hundred-Hand SlapSpecial Move
Show of ForceHard-hitting sumo shoveSuper Art 1
Ultimate Killer Head RamDevastating sumo combo attackSuper Art 2
The Final BoutRing of fire emerges, and a quick sumo match begins, culminating with E. Honda throwing his opponent down with decisive forceSuper Art 3
Saba OriSumo bearhug followed up by throw awayThrow
Tawara ThrowSumo side switch throwThrow

Best Combos For E. Honda

Almost all of E. Honda’s combos utilize Sumo Headbutt and Hundred-Hand Slap. It is essential for players who want to main E. Honda to master charge special attacks, especially since E. Honda’s combos need Sumo Headbutt for maximum damage.

Beginner Combo: Double Slaps to Hundred-Hand Slap to Sumo Headbutt

Classic ControlsModern Controls
Down, Down+ Light Kick, Light Punch, Medium Punch, Quartercircle Back Light Punch+Medium Punch, charge Back, Forward Heavy PunchDown, Down+Light, Light, Medium, Special Move+Auto, charge Back, Special Move

This is an easy E. Honda combo that will help gauge how E. Honda players have mastered the Sumo Headbutt. Charge the Sumo Headbutt input during the Overdrive Hundred-Hand Slap animation and perform the forward and Heavy Punch after. Players need to ensure that Sumo Spirit is active to make the Sumo Headbutt hit after the OD Hundred-Hand Slap.

Intermediate Combo: Sumo Dash Cancel To Hundred-Hand Slap And Ultimate Killer Head Ram

Classic ControlsModern Controls
Down, Down+ Light Kick, Heavy Punch, Quartercircle forward Light Kick+Medium Kick, Down+Heavy Punch, Quartercircle Back Light Punch + Medium Punch, charge Back, Forward, Back, Forward Heavy KickDown, Down+Light, Heavy, Forward+Special Move+Auto, Down+Heavy, Special Move+Auto, charge Back, Special Move+Heavy

One of E. Honda’s many combos following a Sumo Dash, this string needs Sumo Spirit active first. Canceling the Heavy Punch to OD Sumo Dash is relatively easy to do, and the OD Hundred-Hand Slap flows well input-wise after Down+Heavy Punch. Same goes with the Ultimate Killer Head Ram input: players have to practice pulling off E. Honda’s Super Art 2 on both sides to make this combo a consistent threat to have.

Advanced Combo: Corner Super Art 3

Classic ControlsModern Controls
Down, Down+Light Kick, Jump Heavy Kick, Heavy Punch, Quartercircle Forward Light Kick+Medium Kick, Down+Heavy Punch, Quartercircle Back Light Punch+Medium Punch, charge Back, Forward Heavy Punch, Quartercircle Back, Quartercircle Back Heavy PunchCan’t be done on Modern Controls

This advanced combo can only be done on Classic Controls since it utilizes E. Honda’s jumping Heavy Kick. It is a variant of E. Honda’s final combo trial that ends with his Super Art 3 for maximum damage.

The tricky part in this combo is inputting the Super Art 3 during the Sumo Headbutt since the timing is tight, and it would take a bit of practice to squeeze in the Super Art 3 input just as Sumo Headbutt hits the opponent.

Drive Impact can also be used to open up cornered opponents, and is especially deadly if they are out of Drive Gauge. E. Honda players can get a free Sumo Spirit window if they manage to Dizzy an opponent following a Drive Impact hit on the corner, followed up by the advanced combo.

Tips For Winning With E. Honda

E. Honda landing OD Hundred-Hand Slap on Dee Jay

E. Honda is capable of mowing down opponents with his combos, but has to dictate the pace. His Overdrive Sumo Headbutt is especially strong in punishing projectiles and leaves him in strike range. After throwing out a Sumo Headbutt, observe how opponents react, and act accordingly.

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He possesses various combo strings that go up to the 10-hit mark, thanks to his Hundred-Hand Slap, which can be powered up by Sumo Spirit move. This makes him dangerous to opponents who are reckless, as E. Honda can blow them up quickly and finish rounds by taking advantage of one or two mistakes.

Here are some advanced tips:

  • Mix up Sumo Headbutt and Sumo Smash: E. Honda can quickly close the distance with either Sumo Headbutt and Sumo Smash. Make the opponent guess which one they’ll deal with by using both options when planning on closing in.
  • Dealing with Projectiles: Overdrive Sumo Headbutt is amazing against projectiles as it helps E. Honda plows through them. This can be done reactively, but it will take practicing storing up charge attacks. Neko Damashi is also a great anti-projectile tool, but timing is also crucial: when used at close range it can also smack the opponent for a good punish.
  • Utilize hit confirmable attacks: E. Honda’s LP to MP is a good neutral move as the MP can be used to catch players who want to steal their turn back. Once they are tagged with MP, it can easily be linked with Hundred-Hand Slap then Sumo Headbutt.
  • Use Sumo Spirit every time it’s possible: Keeping Sumo Spirit available is essential for E. Honda as it powers up his Hundred-Hand Slap for massive combos. Whenever opponents have been knocked down, throw Sumo Spirit to ensure Hundred-Hand Slap is enhanced.
  • Chunking Out Opponent’s Drive Gauge: E. Honda’s Sumo Headbutt, Sumo Smash, and Overdrive Hundred-Hand Slap are great for taking out the opponent’s Drive Gauge. When they are on the ropes and blocking, don’t be afraid to throw the Overdrive versions of these moves to tear through their Drive Gauges.

How To Counter E. Honda

E. Honda getting hit by Guile's Sonic Boom

E. Honda is susceptible to being punished himself after he commits to his special attacks. In most cases, it’s a matter of waiting patiently to see which move he will throw out and reacting to it. Since his Sumo Headbutt gives him plus frames on block and puts him just out of striking range, it is best to parry these special moves. Practice is needed for this one since Sumo Headbutt has a fast cast time.

Outside his Overdrive Sumo Headbutt and Sumo Smash, E. Honda can struggle against zoners, since he isn’t that quick when restoring to walking towards enemies. Characters like Guile can lock E. Honda down since Sonic Boom and Somersault Kick effectively beats E. Honda’s Sumo Headbutt and Sumo Smash if they are not the Overdrive versions.

Street Fighter 6 is available now on PC, PS5, PS4, and Xbox Series X/S