FIGHTER GUIDE IORI'S STRATEGY

E. HONDA
E.本田

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for E. HONDA.

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E. HONDAE. HONDA character artwork
Home›Fighter Guides›E. HONDA›Combos & Okizeme
COMBO ROUTES

E. HONDA Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (16)CONTENTS
ESSENTIAL ROUTES01

Notation

DR = Parry Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Hundred Hand Slap = 214P Sumo Headbutt = [4]6P Sumo Smash = [2]8K Oicho Throw = 63214K Sumo Dash = 236K Teppo Triple Slap = Sumo Dash > P Taiho Cannon Lift = Sumo Dash > 2P Neko Damashi = 22P Sumo Spirit = 22K

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

Sumo Dash

• Total duration: 51F > 44F • Teppo Triple Slap follow-up is also 1F faster. • st.MP can now combo into Teppo Triple Slap. • Teppo Triple Slap travels farther forward.

st.MP

• Whiff recovery: 15F > 17F • Larger hurtbox on whiff • Some older Drive Reversal-safe setups no longer work.

cr.HP

• Can cancel directly into SA1 / SA2 / SA3

st.HK

• First hit on block: -11F > -9F

6HK

• Causes a sliding knockdown on grounded PC

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COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

cr.LP or cr.LK > cr.LP > L Hundred Hand Slap

• Honda's most important light-attack combo • Can also continue into SA3

Options to check against the opponent's posture: cr.LP > cr.LP > M Sumo Headbutt Alternatively, finish with H Sumo Smash.

2 Basic st.MP route

st.MP > Sumo Dash > Teppo Triple Slap

• A new main route in Year4 • st.MP: +6F on hit / +1F on block • Whiffing carries more risk than before.

3 Drive Rush Taiho Cannon Lift

st.MP > CDR > st.MP > st.HP > Sumo Dash > Taiho Cannon Lift

/ Sumo Smash, TC, into follow-ups

4 Midscreen / Taiho Cannon Lift > Sumo Smash

st.MP > CDR > st.MP > st.HP > Taiho Cannon Lift > H Sumo Smash

• Approximately +23F after Sumo Smash • Continue into a mix-up with Oicho Throw.

5 Taiho Cannon Lift > TC

st.MP > CDR > st.MP > st.HP > Taiho Cannon Lift > DR st.MP > 3HK > cr.HK

• Gain Sumo Spirit • Switch sides • Transition into alternative setplay

TCafter Sumo Spirit > +13F

6 corner / Taiho Cannon Lift > >

st.MP > CDR > st.MP > st.HP > Taiho Cannon Lift > > H Sumo Headbutt

• Important Year4 corner route • Around +42F after H Sumo Headbutt, depending on the situation

7 DI Punish Counter / Midscreen

DI PC > st.HP > Taiho Cannon Lift > Sumo Smash

• Basic meterless option • Continue into okizeme after Sumo Smash.

8 DI Punish Counter / OD Taiho Cannon Lift

DI PC > st.HP > OD Taiho Cannon Lift > st.HK > Teppo Triple Slap at a high position > SA1

• New Year4 route where st.HK connects after OD Taiho Cannon Lift

9 Corner DI: new Year4 route

DI PC or > st.HP (whenst.HK) > Taiho Cannon Lift > >

• Finishes around +42F • Easy to transition into a safe jump

10 High-end damage with Sumo Spirit

Taiho Cannon Lift > DR st.HP > CDR > DR st.HK > CDR > Neko Damashi > [Sumo Spirit]M Hundred Hand Slap > H Sumo Headbutt > SA3

• High meter use • High-end damage option

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COMBO ROUTES04

Direct Super Art cancel from cr.HP

cr.HP > SA1

cr.HP > SA2

cr.HP > SA3

cr.HP > CA

• Important new Year4 option • Also useful for finishing a round while in Burnout

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ESSENTIAL ROUTES05

6HK Punish Counter

6HK PC > M Sumo Headbutt > forward dash

after a forward dash: +4F

From there: strike or Oicho Throw

Continue into this okizeme mix-up.

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SETPLAY06

Frame Advantage by Ender

Sumo Smash grounded hit > +23F

Sumo Headbutt on grounded hit > approximately +40F

Sumo Dash > Teppo Triple Slap first hit > +42F

OD Teppo Triple Slap first hit > +45F

Taiho Cannon Lift > approximately +64F, with a follow-up expected

forward throw > +17F

SA1 > +13F

SA3 > +11F

CA > +34F

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SETPLAY07

Setplay

1 After Sumo Smash at +23F: first priority

Sumo Smash > +23F

Whiff cr.LP > approximately +7F

From there: H Oicho Throw / st.HK / st.MP / normal throw / wait

A basic midscreen game plan.

2 Sumo Smash > whiff cr.LP > st.HK

Sumo Smash > whiff cr.LP > st.HK

st.HK catches an opponent jumping to avoid Oicho Throw.

On hit, follow with Sumo Headbutt, Hundred Hand Slap, or OD Taiho Cannon Lift.

Choose an appropriate follow-up.

3 Sumo Smash > active frames

Sumo Smash >

Approximate values when connecting on a later active frame

hit: +5F block: -1F

• Character-specific conditions apply. • Can also lead to options that avoid invincible reversals or Drive Reversal.

4 Sumo Smash > forward dash

Sumo Smash +23F > forward dash 19F > +4F

From there: cr.LP / normal throw / Oicho Throw

The same forward dash sets up strikes, normal throws, and command throws.

5 Sumo Smash > DR st.MK

Sumo Smash > DR st.MK

Approximate values

hit: +11F block: +4F

From there: st.HK / Oicho Throw / shimmy

6 Teppo Triple Slap first hit: +42F into a safe jump

Sumo Dash > Teppo Triple Slap first hit > +42F > immediate forward-jumping attack

• basic safe jump

7 Corner Sumo Headbutt: +40F

Sumo Headbutt on grounded hit > +40F

st.LKwhiff > active-frame meaty

Approximate values

hit: +8F block: +2F

On hit, st.HK combos afterward.

8 Corner Sumo Headbutt > whiff st.LK > forward dash

Sumo Headbutt > whiff st.LK > forward dash

Approx.: +7F

From there: Oicho Throw or strike

Choose between these two threats.

9 Sumo Headbutt > whiff cr.MK > st.MP

Corner Sumo Headbutt at +40F > whiff cr.MK > st.MP

st.MP on a later active frame

Approximate values hit: +9F block: +4F

On hit, st.HK combos afterward.

10 corner / Taiho Cannon Lift > > H Sumo Headbutt

Taiho Cannon Lift > > H Sumo Headbutt

Time the following st.MP to connect on a later active frame.

Approximate values

st.MP hit: +8F st.MP block: +4F

From there: st.HK or a cr.MP hit confirm

11 Teppo Triple Slap ender +41F approximately

Airborne follow-up > Teppo Triple Slap ender > approximately +41F

From there: safe jump, or two forward dashes to approximately +3F > strike / Oicho Throw

12 TC > Sumo Spirit

DR st.MP > TC > Sumo Spirit

> +13F

From there: / cr.HP / Neko Damashi

Approximate late-active-frame values On hit: +6F On block: roughly even

Further options: walk forward into st.MP / throw / Oicho Throw / shimmy

13 TC > forward jump

TC > forward jump > opponent Jump-in

Approximately +3F on landing

From there: crouching light kick or Oicho Throw

Side-switch okizeme.

14 DI PC >

DI PC > > +59F

Whiff cr.LP > approximately +42F > cross-up safe jump

• Prioritizes a side switch and setplay

15 After OD Sumo Headbutt

OD Sumo Headbutt > cr.LKx2 > st.MP

st.MP on a later active frame

Approximate values block: +4F

• Within M Oicho Throw range • On hit, follow with st.HK.

easy route

OD Sumo Headbutt > st.MK

> +7F

From there: strike or Oicho Throw

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ESSENTIAL ROUTES08

How to establish Oicho Throw

The goal of Honda's setplay

Meaty strike ↓ Make the opponent focus on blocking ↓ Oicho Throw

Oicho Throw has 6F startup in the current version.

Pay particular attention to:

• Sumo Smash: +23F • Sumo Headbutt: +40F • Teppo Triple Slap: +41–42F

Use a frame kill from these situations to leave approximately 6–7F of advantage, making a strike / command-throw mix-up easier to establish.

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ESSENTIAL ROUTES09

Basic pressure on block

st.MP

block +1F

From there: > cr.LP

Whiffing is riskier, but +1F on block is unchanged.

cr.LP

block -1F

It can be chain-canceled, so use:

cr.LP > cr.LP

Use this sequence to maintain pressure.

On hit, follow with L Hundred Hand Slap or Sumo Headbutt.

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ESSENTIAL ROUTES10

Enhanced Hundred Hand Slap

Hundred Hand Slap enhanced by Sumo Spirit

Light version: 0F on block

Medium / heavy version: -4F on block

OD > block +1F

Enhanced OD Hundred Hand Slap > +1F > continue pressure

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ESSENTIAL ROUTES11

OD Sumo Dash > Teppo Triple Slap

OD Teppo Triple Slap first hit: +3F on block

Frame advantage at close range.

From there: cr.LP or Oicho Throw

Vary these choices in the mix-up.

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COMBO ROUTES12

Invincible-Reversal Punishes

Easy, reliable option

cr.HP PC > SA3

In Year4, cr.HP can cancel directly into a Super Art.

Meterless option prioritizing okizeme

st.HP PC > Taiho Cannon Lift > Sumo Smash

corner

st.HP PC > Taiho Cannon Lift > >

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ESSENTIAL ROUTES13

10 Practical Starter Routes

1. cr.LP > cr.LP > L Hundred Hand Slap

2. st.MP > Sumo Dash > Teppo Triple Slap

3. st.MP > CDR > st.MP > st.HP > Taiho Cannon Lift

4. Taiho Cannon Lift > Sumo Smash > cr.LP whiff > Oicho Throw / st.HK

5. Sumo Smash > forward dash > +4F > strike / throw / Oicho Throw

6. corner Taiho Cannon Lift > > H Sumo Headbutt

7. +40F > st.LKwhiff > active frames

8. +42F > safe jump

9. DI PC > st.HP > Taiho Cannon Lift > >

10. cr.HP > SA3

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ESSENTIAL ROUTES14

Current Game Plan

duringmove ↓ Taiho Cannon Lift into ↓ Midscreen Sumo Smash ↓ corner > ↓ F ー cost ↓ strike vs Oicho Throw ↓ Okizeme

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ESSENTIAL ROUTES15

Notes for Older Guides

Use the following current-version replacements.

• st.MP whiff recovery weakened > Some Drive Reversal-safe setups no longer work.

• Faster Sumo Dash

• st.MP > Teppo Triple Slap is now possible.

/ corner Taiho Cannon Lift > >

• cr.HP is Super Art-cancelable.

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ESSENTIAL ROUTES16

References

• Official Street Fighter 6 balance update information • Ultimate Frame Data • Year4 Honda combo and setplay references • Testing after the 2026-8-3 update

Combo and setplay conditions may vary with spacing, active-frame timing, recovery type, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.