E. Honda's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 11, 2011 at 9:51 p.m. PDT


E. Honda Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 40 50 20 Sp*Su 6 2 6 3 6 1st hit cancellable
Close Medium Punch HL 30*50 50*50 40*20 Sp*Su 7 2(4)1 9 4 7
Close Hard Punch HL 120[100] 200[150] 60 Su 8 6 12 0 5 Forces stand
Close Light Kick HL 30 50 20 Sp*Su 5 3 6 2 5
Close Medium Kick HL 90 100 40 Sp*Su 5 3 12 -1 2
Close Hard Kick HL 30*100 125*75 60*20 Su 6 2*3 14 -1 6 2nd forces stand, 1st hit cancellable
Far Light Punch HL 40 50 20 Sp*Su 6 2 6 3 6
Far Medium Punch HL 90 100 40 Su 8 3 12 -1 2
Far Hard Punch HL 120 200 60 Su 10 6 16 -2 2
Far Light Kick HL 40 50 20 Sp*Su 5 2 7 2 5
Far Medium Kick HL 80 100 40 Su 8 2 12 0 3
Far Hard Kick L 100 150 60 - 7 3 22 -7 -3 Low attack
Crouch Light Punch HL 40 50 20 Sp*Su 4 4 7 0 3
Crouch Medium Punch HL 80 100 40 Su 8 3 11 0 3
Crouch Hard Punch HL 140 200 60 Su 11 4 16 -2 2
Crouch Light Kick L 30 50 20 Sp*Su 5 2 7 2 5 Low attack
Crouch Medium Kick L 80 100 40 Sp*Su 7 3 11 0 3 Low attack
Crouch Hard Kick L 120 200 60 - 14 2 14 2 D Low attack, cannot fast recover
Jump Up Light Punch H 60 50 20 - 7 5 - - -
Jump Up Medium Punch H 90 100 40 - 6 8 - - -
Jump Up Hard Punch H 120 200 60 - 8 10 - - -
Jump Up Light Kick H 50 50 20 - 7 9 - - -
Jump Up Medium Kick H 90 100 40 - 9 9 - - -
Jump Up Hard Kick H 130 200 60 - 7 9 - - -
Jump Toward Light Punch H 60 50 20 - 7 6 - - -
Jump Toward Medium Punch H 90 100 40 - 7 7 - - -
Jump Toward Hard Punch H 100 200 60 - 8 5 - - -
Jump Toward Light Kick H 50 50 20 - 6 6 - - -
Jump Toward Medium Kick H 90 100 40 - 6 8 - - -
Jump Toward Hard Kick H 110 200 60 - 6 7 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Down Forward + Hard Kick H 130 200 60 Sp*Su 30 2 19 -3 D Mid attack, cannot fast recover
Focus Attack Level 1 HL 80 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 100 150 40 - 17+12 2 35 -15 D
Focus Attack Level 3 - 160 200 60 - 65 2 35 D D
Forward Throw 0.9 140 180 40 - 3 2 20 - D Throw range 0.9
Back Throw 0.9 150 100 40 - 3 2 20 - D Throw range 0.9
Hundred Hands Light Punch HL 30x3 20x3 20/10x3 Su 6 - 16 1 5 1~2 hit super cancellable
Hundred Hands Medium Punch HL 30x4 20x4 20/10x7 Su 9 - 15 4 8 1~2 hit super cancellable
Hundred Hands Hard Punch HL 15x7 20x7 20/10x7 Su 9 - 13 3 10 1~4 hit super cancellable
Hundred Hands
30/15xN 20xN 0/10xN Su 4 1(3) 2(4) 1(2) 2(4) 1(3) 2 7 8 12
Hundred Hands EX HL 20x7 20x7 -250/0 Su 9 - 19 0 4 1~4 hit super cancellable
Headbutt Light Punch HL 130[120] 200 30/40 Su 13 17 14+13 -9 D 1~14f lower body invuln, Armor Break, charge 55f
Headbutt Medium Punch HL 140[130] 200 30/40 Su 9 21 14+13 -13 D Armor Break, charge 55f
Headbutt Hard Punch HL 160[140] 200 30/40 Su 8 48 14+22 -16 D Armor Break, charge 55f
Headbutt EX HL 160[140] 200 -250/0 Su 8 25 14+13 -8 D 1~8f invincible, Armor Break, charge 55f
Sumo Splash Light Kick HL*H 80*100 100*150 30*30*20 - 14 7(14)6 18 -2 D 1~12f invincible, 2nd hit juggles, cannot fast recover, charge 55f
Sumo Splash Medium Kick HL*H 90*110 100*150 30*30*20 - 14 7(14)9 18 -2 D 1~13f invincible, 2nd hit juggles, cannot fast recover, charge 55f
Sumo Splash Hard Kick HL*H 100*120 150*150 30*30*20 - 14 7(14)15 18 -3 D 1~12f invincible, 2nd hit juggles, cannot fast recover, charge 55f
Sumo Splash EX HL*H 100*80 100*100 -250/0 - 9 6(14)12 18 -2 D 1~9f invincible, 2nd hit juggles, cannot fast recover, charge 55f
Oicho Throw Light Punch 1.5 160 100 30/80 - 5 2 41 - D Throw range 1.5
Oicho Throw Medium Punch 1.35 170 100 30/80 - 5 2 41 - D Throw range 1.35
Oicho Throw Hard Punch 1.3 180 100 30/80 - 5 2 41 - D Throw range 1.3
Oicho Throw EX 1.5 190 100 -250/0 - 5 2 41 - D Throw range 1.5
Super Light Punch HL 160*240 0 -1000/0 - 1+8 13(36)23 14+17 -6 D 1~13f invincible, Pursuit Property, charge 55f
Super Medium Punch HL 160*240 0 -1000/0 - 1+9 16(36)23 14+17 -6 D 1~12f invincible, Pursuit Property, charge 55f
Super Hard Punch HL 160*240 0 -1000/0 - 1+9 25(36)23 14+17 -6 D 1~9f invincible, Pursuit Property, charge 55f
Ultra 1 HL 60*450 0 0/0 - 0+11 24 22+13 -15 D 1~10f invincible
Ultra 2 0.9 450 0 0/0 - 0+1 2 70 - D 1~2f invincible
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.


Comments

DarknessFallz said on December 11, 2010 at 10:04 p.m.

So is Honda's U2 a zero frame grab? I thought you could jump on reaction just like every other throw move except Zangief's, maybe I am not understanding something ?_?

#1
honda123 said on August 12, 2011 at 8:03 p.m.

1. Honda U2 is a rubbish. All people can jump away.
2. No combo into ultra for honda.
3. No weak headbutt for anti air. Stand punch or kick are not an anti air method.
4. Damage are reduce too. poor honda. hope it can change for rebalance 2012 AE

#2


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