Street Fighter 6: World Tour - Chapter 8 Walkthrough

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M. Bison, Terry, Elena, And Mai Are Coming To Street Fighter 6

Monopoly go: dice links, the mad max game is a beautiful reminder of how far technology has come, quick links, chapter 8 - 1: a toast to victory, chapter 8 - 2: tracking the mystery code, chapter 8 - 3: the elusive former national champ, chapter 8 - 4: big in japan, chapter 8 - 5: meeting at the sirn building, chapter 8 - 6: scraping the sky, chapter 8 - 7: high-flying man, notable avatars, hidden sirn chests.

So, you just won the Novice League Tournament, and you're a Metro City town hero. Life is good, right? Unfortunately, the good times don't last long in Street Fighter 6's World Tour. Just when you thought you could walk away from the Bosch drama, it pulls you right back in!

Related: Street Fighter 6: World Tour - Chapter 7 Walkthrough

Still, a little drama isn't a bad thing, especially when you meet FOUR ORIGINAL WORLD WARRIORS! If you thought World Tour mode was fan service before, wait until you've played Chapter 8. (Oh, and you'll fight refrigerators, too. But more on that later.)

Li-Fen reached a significant breakthrough with the encrypted memory card data while you kicked ass in the Novice League tournament. Head to Chinatown and grab some shaobing to get the 411.

Step 1: Fight Jamie

On your way to Bao Bao Bro, you'll walk in on Jamie taking down some Canary Crate ne'er-do-wells. After all, he is the "neighborhood peacekeeper." Unfortunately, he'll assume you're also a gang member and initiate a fight.

Unlike earlier matches, like the Juri fight, the match with Jamie is more balanced and easier to win. One stellar way to catch him off guard is to punish him whenever he goes for a drink from his flask .

Once the misunderstanding gets resolved, you'll become friends with Jamie. However, you won't be able to study under him yet.

Step 2: Talk To Li-Fen

Li-Fen will reveal that the data key contains three photos from around Metro City featuring posters containing random letters and numbers . These vital posters form a mysterious contact number you must unlock on your smartphone.

  • Flight Ticket x 5

After your conversation with Li-Fen, she'll send you the rest of the poster photos to your phone. All that's left to do is collect the posters.

Step 1: Collect The Posters

You'll find the posters in the following locations marked on your map:

  • Bayside Park
  • Construction Site near Baller Mando
  • Westbay Promenade

You can use the poster clues to enter the passcode or follow the next step below.

Step 2: Enter The Passcode

Once you collected all three posters, open the Messages app on your smart device. Then enter the following six-digit code:

  • 8,000 Zenny
  • Mighty Jawdestroyer x 5

Your new anonymous contact, Asterisk , will ask if you're Bosch. Once you confirm you're not him, Asterisk will offer you information regarding Bosch in exchange for intel on various Street Fighters. The first fighter on Asterisk's list? A former National Martial Arts Champ.

Step 1: Enter The SiRN Construction Site

To enter the SiRN construction site, you must have a Safety Helmet equipped with your gear . You can get a Safety Helmet by completing the "Safety First" sub-mission or purchasing one for 2,000 Zenny at the Kiss Ache Away store near Urban Park .

Talk to Nia at the entrance while wearing your helmet to enter the site.

Step 2: Meet Ken Masters

When you enter the construction site, a cutscene will occur where you will push someone out of the way from a falling beam. Ken will appear and deflect the beam away from you with a fiery kick.

Ken will enter the left scaffolding tower at the cutscene's end.

Step 3: Defeat Gus

But, of course, you can't stroll wherever you want on the construction site. To enter Ken's scaffolding tower, you must prove your strength to Gus, a worker guarding the scaffolding's entrance . Defeat him to enter the tower.

Step 4: Snap A Photo Of Ken

You'll find Ken on the scaffolding's second floor . Once you approach him, a blue marker will appear , signaling you to enter your smart device's camera app. After opening the app, select "Mission Mode" and take the photo .

Send this intel to Asterisk, and they'll direct you toward your next mark.

Master Opportunity: Ken

How would you like to learn from a champion? Talk to Ken and request you become his student. Then, you'll both enter a match so he can gauge your strengths and weaknesses. You'll become Ken's student after completing the match and the following cutscene.

  • 1,000 Miles
  • Lukewarm Beer x 1

Asterisk's next assignment directs you toward a fighter from Japan. However, with multiple Japanese fighters in this game, that's not the clearest request.

Step 1: Snap A Photo Of E. Honda

Your first instinct is to take a snapshot of a famous sumo wrestler living in Metro City. Visit the Sumo Restaurant near Urban Park to view a cutscene introducing the one and only Edmond Honda!

Once the cutscene is over, go to the designated photo spot and follow the same steps from Chapter 8 - 3 . Unfortunately, once you send the photo to Asterisk, they'll reveal it wasn't the fighter they sought.

Master Opportunity: E. Honda

Ready to become a professional sumo wrestler? Talk to E. Honda and request you become his student. You'll enter an awesome cutscene where the two of you duke it out in the sumo ring! After this initiation, you'll enroll in his style.

Step 2: Snap A Photo Of Ryu

Your conversation with Asterisk will direct you to Genbu Temple , thus unlocking it on the World Map. Fly over there to meet Street Fighter's legendary protagonist, Ryu!

After a fantastic cutscene that may make you cry (Just me? Okay.), Ryu will sit down to meditate . Use this opportunity to snap a mission photo of him . When you send the picture to Asterisk, they'll confirm he is the warrior they wanted.

Master Opportunity: Ryu

The time has come to enter the "heart of battle." Speak with Ryu and request to become his student. You'll fight in a match to convince him to take you on as a mentee.

After the match, you and Ryu will enter a disciplined training session (seriously, it's an awe-inspiring moment!). When this cutscene ends, you'll become his student.

  • 5,000 Zenny

Your last target will take some additional steps to meet. Specifically, you must enter a high-security building and commit identity theft. (NBD, really).

Step 1: Get The SiRN Key Card

This mission is straightforward. Travel to the SiRN construction site and speak with Jonathan , the SiRN security guard in the blue shirt with the yellow tie. He's working with Asterisk and will hand over the card to you.

Related: Street Fighter 6: Beginner's Guide To Ken

Now that you have a SiRN key card, you can nab the materials you need to impersonate a SiRN researcher. To complete this mission, you must grab a lab coat and a SiRN staff name tag .

Step 1: Get Into The SiRN Building

First, head to your hangout and wait until Night time . Then, you can enter the Night Shift area of the construction site that leads to the SiRN offices. Here are the step-by-step instructions:

  • Enter the construction site and turn right to enter the Night Shift area .
  • Head upstairs and fight Gus to cross the bridge to the next platform.
  • Drop off the bridge and make three right turns until you find the yellow power box . Turn on the box to power up the cranes.
  • Head back from whence you came and climb the two metal slab piles to return to the Night Shift entrance .
  • Cross the bridge and climb the ladder at the end of the room , located on the right.
  • Check your key card at the SiRN reader around the corner. A crane will move a platform in front of the STOP line.
  • Step on the crane platform and travel to the next scaffolding tower.
  • Run to the back of the tower and climb the ladder to the next floor. Then, follow the ramps up the tower until you reach the next SiRN reader.
  • Check-in at the SiRN reader . Then climb the ladder to the next floor and head onto the crane platform past the STOP line .
  • You'll encounter three poisonous drones on your way to the SiRN building . Use anti-air attacks like Shoryuken or Rising Uppercut to defeat them quickly.
  • Now you can enter the Base Server Room located on the right .

Step 2: Get The Lab Coat

Continue ascending the SiRN office floors to get to the Lab Coat. It's located in a SiRN chest in the 2nd Floor Office . Speak to SiRN Staff Grace to help you find it.

Step 3: Upgrade Your Security Clearance

You must upgrade your security clearance before you can access the elevator that reaches other SiRN floors. This requires a login from a desktop located in the 3rd Floor Office .

However, when you reach the 3rd Floor Office, you'll encounter Kimberly . She, too, is breaking into SiRN for unknown reasons. You must defeat her in a match to continue with the mission. Once you win, she'll deactivate the security alarm for you , thus making your upgrade much more manageable.

Now, approach this desktop to complete the upgrade.

Step 4: Get The Staff Name Tag

Use your new security clearance to ride the elevator to the 5th floor . Then, speak with SiRN Staff Liu , who happens to be missing his name card. He'll ponder if he left it in the server room, which provides your next lead.

Head down to the 3rd Floor Server Room, and you'll see an AI Refrigerator . Approach the refrigerator to begin an intense boss battle!

This three-on-one match pits you against the fridge, a drone, and a Hyoomba . In addition, the Shock Zone gimmick is in play. This means you'll get electrocuted if you get caught between the two electrical prods when they descend on screen.

Once you defeat the fridge, you'll obtain the Name Card, thus accomplishing your goal.

At this point, you've fought plenty of Hyoombas and attack drones. But what about AI Refrigerators? These opponents are tricky. Refrigerators have plenty of armor that absorbs most attacks. The key to beating the fridge is to cross it right before it starts hurling food at you. Then, strike it from the back . If you hit the fridge during its projectile attack, you'll trigger Pressure Time.

Step 5: Leave The SiRN Building

All that's left to do is to leave the SiRN building via Fast Travel . We don't know how a bus can transport you from inside a third-story building to the street below. But we won't look a gift horse in the mouth.

  • 7,000 Miles
  • Street Fiber (Head) x 1

So, what is the purpose of all this lab researcher cosplay? You'll soon discover that you must infiltrate a US government aircraft carrier. Who knew federal crimes were on the docket today?

Step 1: Meet Jonathan At The Construction Site

Equip the lab coat and meet Jonathan, the security guard, at the same spot you met him in Chapter 8 - 5 . He'll check over your look and give you the go-ahead for the rest of the mission. Your next stop is a US Navy aircraft carrier.

Step 2: Talk To Officer Curtis

Now that you're in disguise, and cleared to proceed, head to the Grace Marina and speak to Officer Curtis . Since you're posing as a SiRN researcher, he'll brief you on a maintenance job regarding SiRN's AI cleaning bots assigned to the Aircraft Carrier Byron Taylor. Then, he'll welcome you aboard.

Step 3: Complete The Maintenance Job

When you arrive on the aircraft carrier, you'll see that the AI cleaning bots have become very aggressive. So, it's your job to get them under control. Your next battle is against two rampaging Hyoombas and one rampaging drone . Fortunately, you'll face them one at a time.

After the battle, a cutscene will occur as your avatar tries to take down the last nasty Hyoomba. Luckily, a famous soldier will enter in the nick of time and flash-kick that sucker clean in half! Yes, we're talking about Guile .

Step 4: Snap A Photo Of Guile

Finally, find the proper position and use your camera's Mission Mode to get a snapshot of Guile to send to Asterisk. Asterisk will confirm Guile's identity, and thank you for your intel collection.

While Asterisk will not have more intel ready yet, they will invite you to visit Bosch's home country of Nayshall. This begins the next chapter.

Master Opportunity: Guile

Like the other masters in this chapter, there are no hoops to jump through to get Guile to become your teacher. If you approach him with the request, he'll oblige. After all, how could he refuse one of Luke's students?

There are so many interesting characters you'll find in Chapter 8. However, two avatars stand out for offering awesome gear drops!

Miharu Abeno

  • Location: Genbu Temple, Japan
  • Location: Grace Marina, Metro City (Day)

Chapter 8 - 6: Scraping The Sky has some great SiRN chests to discover. If you're looking for extra miles, a permanent stat boost, or some stellar new gear, search for the following SiRN chests:

Next: Street Fighter 6: World Tour Tips

Chapter 7 Walkthrough

Street fighter 6: complete guide, street fighter 6 review - knockout punch.

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All Masters in Street Fighter 6 World Tour and where to find them

Michael Hassall

Michael Hassall

Street Fighter 6

Street Fighter 6

All Masters in Street Fighter 6 World Tour and where to find them cover image

Looking for your favorite fighter to learn under in Street Fighter 6 World Tour? We got you covered with all the Masters’ locations!

In Street Fighter 6’s open-world single-player mode, World Tour, you can adopt any of the game’s fighters as your Master. But finding them isn’t always easy. Here’s our guide on all the Masters in Street Fighter 6 World Tour and where to find them!

Where to find all Masters in Street Fighter 6 World Tour

Below we’ve listed every single We’ve done this in the chronological order of when you can unlock them. You don’t have to unlock them in this order, but they’re listed in the order that is easiest to unlock. Doing this took us around 20 hours (it will probably take others less time, as we were also mixing in Battle Hub play as well).

(Image via esports.gg)

Luke is the first Master you’ll unlock in the game, and your character automatically enrolled as his student as you start the game. It also means he’ll be one of the first you level up. However, you’ll still need to work at it to max out his Bond!

(Image via esports.gg)

Chun-Li is unlocked almost immediately in Chapter 2-1 and you’ll find her in Metro City, in the Chinatown district, near Beat Street. Having her as a Master is part of the main story, and you’ll have to talk to her to continue it.

Marisa 

(Image via esports.gg)

Marisa is the first optional Master you can miss. You’ll need to head to the Colosseo in Rome as part of Chapter 3-3, but you’ll also need to talk to Marisa after the fact to make sure you become her student.

(Image via esports.gg)

Lily is the first Master hidden behind a sub mission. You’ll need to take on a side mission called The Spirit Guide which becomes available during Chapter 4-1. We have a full guide for unlocking Lily as well.

How to unlock Lily as a Master in Street Fighter 6 World Tour preview image

How to unlock Lily as a Master in Street Fighter 6 World Tour

Unlike some of the Masters in Street Fighter 6 World Tour, Lily isn’t available on the main story. Here’s how to find her:

Michael Hassall

Blanka is of course based in Brazil. He’s unlockable from Chapter 6-1 onwards, and you’ll meet him during the story. But you’ll need to actually talk to him after the mission to unlock him as a Master.

(Image via esports.gg)

Like Blanka, you’ll meet Dee Jay during the main story of Chapter 6-1, but you’ll need to make sure to talk to him after you’ve done the main mission for Luke to unlock him. His location, Jamaica, Bathers Beach, is also one of the best location for Gift items.

(Image via esports.gg)

Cammy is unlocked by an optional sub mission called Special Unit Del—? After the start of Chapter 7-1. You can follow our full guide on unlocking Cammy for more information.

How to unlock Cammy as a Master in Street Fighter 6 World Tour preview image

How to unlock Cammy as a Master in Street Fighter 6 World Tour

Cammy is one of Street Fighter 6’s most dangerous femme fatales, and we’re giving you the low-down on making her your Master in World Tour!

(Image via esports.gg)

Manon is also hidden behind a sub mission called Extra , and is unlockable after Chapter 7-3. We have a full guide on unlocking her as your Master.

How to unlock Manon as a Master in Street Fighter 6 World Tour preview image

How to unlock Manon as a Master in Street Fighter 6 World Tour

Manon, a French model and judo champion is one of the new fighters added in Street Fighter 6. Here’s how to unlock her as a Master in Street Fighter 6 World Tour:

(Image via esports.gg)

Ken is part of the main story, and located in Metro City. Again, like Marisa, you can miss adopting him as your Master if you don’t talk to him. Follow the main story quest and then gain access to the construction site. Talk to Ken after the story mission to unlock him as your Master.

E. Honda (Edmond Honda)

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Edmond Honda, (E. Honda) is unlocked during the main story, as you need to get a picture of the legendary Sumo for Chapter 8-4. But again, you’ll need to make sure you talk to him after the fact to unlock him as a Master.

Related articles

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Same with E. Honda, Ryu is part of the main story and you need to get a picture of him for the story to advance. Like with other Masters, you’ll need to talk to him after the story to make sure you unlock him as a Master.

(Image via esports.gg)

Guile is part of the story in Chapter 8-7, and you’ll find him on the aircraft carrier Bryon Taylor. There’s a mission based on the Carrier, and after you’ve defeated that mission, you can talk to Guile to unlock him as a Master.

(Image via esports.gg)

We have a full guide for unlocking Kimberly , but long story short: After Chapter 8-7 you can find her on top of the Police Station in Metro City. This is after you’ve encountered her as part of the mission in the Construction Site.

How to unlock Kimberly as a Master in Street Fighter 6 World Tour preview image

How to unlock Kimberly as a Master in Street Fighter 6 World Tour

Kimberly is a new Ninjitsu-based fighter added in Street Fighter 6, and you can have her teach you some of her tricks as a Master in World Tour!

(Image via esports.gg)

Jamie can first be found in the Alleyway near where Chun-Li is found during the night. You’ll find him on top of the roof in Chinatown after Chapter 8-7. We have a full guide on that if you need!

How to unlock Jamie as a Master in Street Fighter 6 World Tour preview image

How to unlock Jamie as a Master in Street Fighter 6 World Tour

Jamie, Street Fighter 6’s Zui Quan practitioner can become your Master in the World Tour Mode. Here’s how to unlock him:

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Zangief is unlocked towards the end of the main story in a sub mission called Hither and Tither after Chapter 9-1. Here’s our full guide on unlocking Zangief as a Master .

How to unlock Dhalsim as a Master in Street Fighter 6 World Tour preview image

How to unlock Dhalsim as a Master in Street Fighter 6 World Tour

Dhalsim isn’t unlocked in Street Fighter 6 World Tour’s main story mission. Here’s how to unlock him instead:

(Image via esports.gg)

Similarly to Zangief, Dhalsim is unlocked near the end of the game in one of the longer-winded sub missions called Yoga Statue . We have a full guide for this mission and unlocking Dhalsim .

How to unlock Zangief as a Master in Street Fighter 6 World Tour preview image

How to unlock Zangief as a Master in Street Fighter 6 World Tour

Here’s how to make Zangief, the invincible lariat-throwing Russian wrestler your Master in Street Fighter 6’s World Tour mode!

(Image via esports.gg)

The penultimate Master in the base story, Juri is first encountered in London, early in World Tour, but not unlockable as a Master until Chapter 12, although you can start the mission in Chapter 11. Here’s a full guide .

(Image via esports.gg)

JP, the mysterious villain of SF6 is unlocked as your Final Master in the base game. We have a dedicated guide for that, but basically, you need to complete the whole story before you can unlock JP.

How to unlock JP as a Master in Street Fighter 6 World Tour preview image

How to unlock JP as a Master in Street Fighter 6 World Tour

JP, the mysterious Psycho Power-wielding antagonist of Street Fighter 6 can be your Master in World Tour if you follow these steps:

(Image via esports.gg)

Rashid, the Turbulent Wind, is the first DLC character, but that doesn't stop him from helping out your World Tour avatar. To unlock him, head to Nayshalls during the night, and defeat him. We've also written a full guide to help you with this!

How to unlock Rashid as a Master in Street Fighter 6 World Tour preview image

How to unlock Rashid as a Master in Street Fighter 6 World Tour

Rashid, the social media-loving parkour fighter joined Street Fighter 6 as the first DLC character on July 24, 2023. Here’s how to get him as your Master.

DLC Masters? Future World Tour Chapters?

In the future the DLC characters will be unlockable Masters in World Tour. We’ll be updating this article, and bringing you all the info.

For more guides and info on  Street Fighter 6 , keep your eyes locked on  esports.gg !

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sf6 world tour e honda

Street Fighter 6/E.Honda

Introduction.

A sumo wrestler looking to bring the sport worldwide, E. Honda has the skills of a yokozuna, but his constant globetrotting has prevented his promotion. Also an expert chef renowned for mouthwatering chanko stew.

Edmond Honda is a powerful and aggressive rushdown character with a speciality in long-range advancing offense . Honda's entire gameplan revolves around his signature sumo moves, burying opponents under a barrage of slaps, headbutts and ground slams until he's the only one left standing.

Honda's core move is Sumo Headbutt , a forward-moving special that just about does it all. If blocked normally, headbutt is safe and deals significant damage to the opponent's drive gauge. On hit, headbutt deals 1000+ damage and knocks down, leading to strong setplay. At close ranges, the headbutt is fast to start up and is difficult to react to or punish. Headbutt is also an anti-air, and OD headbutt has armor frames and works as a reversal. Opponents therefore can't carelessly approach Honda, as successful headbutts will get them slammed backwards. If opponents choose to block, they will burn out due to drive gauge damage, allowing Honda to begin nearly endless pressure against them. This forces opponents to take action and make risky guesses, and Honda capitalizes by forcing these interactions.

Outside of headbutt, Honda also has a great set of brawling tools. In close range, Honda has strong normals and target combos. Standing medium punch (5MP) is +1 on block and leads to tricky offensive sequences. At far range, Honda can poke with crouching medium punch (2MP) and Harai Kick (6HK). Oicho Throw (a damage-dealing command grab) and Sumo Smash (a combo finisher and anti-air that is plus on block) round out Honda's offense. Once he's gotten the hit, Honda is capable of dealing exceptional damage thanks to the mighty Hundred-Hand Slap , an incredible combo starter/filler/ender that is safe on block. Allowing Honda to stay still at fullscreen will let him apply Sumo Spirit , a buff that makes successful conversions with Hundred-Hand Slap hurt even more. All of this can make Honda very difficult to deal with once he's gotten close.

While Honda's offense is nothing short of devastating, it does have one major weakness: commitment. Unlike a lot of characters, Honda is all-in or all-out. He has poor movement speed, meaning his footsies can be somewhat lacking. He lacks a throw loop, and Oicho Throw resets him back to neutral on landing it. While Honda has great pokes, his Medium normals are notably either stubbier or slower than the majority of the cast, and he lacks a low to cancel into Drive Rush for demonstrating neutral control. Thus, Honda relies quite a bit on headbutt to get the job done in many matchups. That said, headbutt is a fantastic move that compliments Honda's gameplan well, so smart Honda players have to learn when to go ham and when to back off and be patient. Honda rewards both styles well, as any sumo should. If you love getting up close and personal and live for the feeling of landing a good headbutt or hand slap, there's no better Rikishi to show you the ropes than E. Honda.

Classic & Modern Versions Comparison

Standing normals.

SF6 Ehonda 5lp.png

  • Cancel Hitconfirm Window: 13f (18f 5LP~MP TC)
  • Drive Rush cancel advantage: +7 oH / +2 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)

Rarely used by itself, since 2LP is faster with nearly identical range. Instead, it is usually chained into the 5LP ~ MP Double Slap Target Combo for a juggle into Headbutt. This TC cancel is extremely lenient for a light normal, though it doesn't matter much since Headbutt is safe on block. Note that at max range, this TC can whiff.

5LP can be used as an emergency anti-air against shallow air attacks, in situations where 5HP and Headbutt would be too slow.

SF6 Ehonda 5mp.png

  • Moves Honda forward
  • Chains into Toko Shizume Target Combo (5MP~3HK)
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +11 oH / +8 oB

One of Honda's most important normals. This move is +1 on block, and up to +3 with meaty timing. The hitbox is great, with a disjoint in front of his hand. Combined with this move's significant forward movement, 5MP is an indispensible neutral tool. The pushback is pretty high, so Honda can't continuously abuse his frame advantage to pressure the opponent, but it's useful for starting pressure sequences that drain the opponent's Drive gauge.

This move is very strong out of Drive Rush , making it a core part of Honda's offense. On hit, DR~ 5MP links into itself as well as 5HK and 2MP . On block, you are +5 and can follow up with many offensive options. If the opponent uses an early Drive Impact , Honda can simply cancel into his own DI; a late Drive Impact will not punish this button's short recovery, allowing him to fully recover before inputting DI.

The 3HK follow-up target combo is an overhead that can be kara-canceled into special moves (most notably Oicho Throw ). Normally, there is a gap between the hits that allows opponents to interrupt the 3HK . If you do the 5MP out of Drive Rush , this becomes a true frame trap.

SF6 Ehonda 5hp.png

  • Anti-Air Invuln (Upper Body): 8-10f (cannot hit cross-up)
  • Punish Counter: KD +77(+80) Crumple / limited juggle OTG state vs. airborne
  • Special/ DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +15 oH / +10 oB
  • Extends a hurtbox on frame 10 that is vulnerable to projectiles

An all-purpose anti-air, counterpoke, juggle, and whiff punish tool. The exact frame advantage varies depending on the spacing and whether the opponent is standing or crouching. Although 5HP is an 8-frame move, the first frame only hits above him for anti-air purposes and the second frame has incredibly short range against grounded opponents. Realistically, you should consider the startup to be 10 frames for most combo and punish applications.

Only the first 3 active frames can be special canceled, so ranged combos and buffers will not work. However, Sumo Spirit allows for later active frames to cancel into Hundred Hand Slap. The remaining 4 active frames are a solid neutral poke but are less rewarding.

The crumple state on Punish Counter allows for strong follow-up conversions. From close range, Honda can follow this with a dash into 5HK > Sumo Dash for a powerful launching combo; from a little farther out, Drive Rush can be used for consistency.

5HP is not very effective at counterpoking against projectile characters due to the extended hurtbox that appears before it reaches its max range. If the opponent attempts a late Drive Impact in neutral, the 20f recovery may allow Honda to block or counter after being armor absorbed; the opponent's forward movement may also cause the early active frames to connect, allowing Honda to cancel into his own DI.

The vertical hitbox is very disjointed during the early active frames, making it a strong anti-air when Headbutt is not charged. If it lands as an anti-air Punish Counter, the opponent is slammed down into a short juggle state; 5HP must be canceled to capitalize on this juggle, which requires some situational awareness. The vertical hitbox also allows 5HP to work well in juggle routes, like Taiho Cannon Lift into DR~ 5HP .

SF6 Ehonda 5lk.png

  • Cancel Hitconfirm Window: 12f
  • Drive Rush cancel advantage: +6 oH / 0 oB

Honda's secondary 4-frame button (after 2LP ) and his button with the shortest total duration at 14f.

Does not chain into any other move, but is +5 on hit (compared to 2LP being +4 ), which links into 5LP ~ MP Target Combo, so 5LK has higher damage potential.

5LK can be blocked high or low, but its hitbox is low to the ground, which is relevant in some interactions. Marisa's Gladius, for instance, has armor that would absorb 2LP but is beaten by 5LK .

SF6 Ehonda 5mk.png

  • Front leg hurtbox is raised on frames 7-13 (useful vs. low pokes)

A neutral poke that can be special canceled into Hundred Hand Slap when Sumo Spirit is active. Less useful overall than 5MP , which is cancelable, plus on block, and harder to whiff punish, with otherwise similar properties. However, 5MK does have one significant advantage over 5MP - its hitbox allows it to go over many low attacks. At +6 on counter-hit and +8 on Punish Counter, it can be a solid tool for keeping 2MK -happy opponents in line.

The forward movement makes it useful after a corner Forward Throw, allowing a meterless confirm into 2LP . Opponents are more likely to mash reversal normals in corner throw situations due to Honda's weak throw loop game, so this is a useful way to keep them honest.

SF6 Ehonda 5hk.png

  • 1st hit forces stand (short range vs. crouching)
  • 2nd hit whiffs vs. crouch blocking opponents ( -11 oB)
  • Puts airborne opponents into free juggle state (1st hit), limited juggle state (2nd hit)
  • Counter-hit/Punish Counter advantage carries through both hits
  • Cancel Hitconfirm Window: 34f (1st hit: 18f on hit, 21f on crouch block)
  • Drive Rush cancel advantage: +17 oH / +8 oB, 2nd hit +15 oH / +11 oB

A 2-hitting move that is most useful in Honda's Punish and Drive Rush confirm routes. The 1st hit combos naturally into Taiho Cannon Lift, making it great for damage. The 2nd hit has a bit less hitstun, but still combos naturally even into HP Hands .

It's best to hitconfirm into this button, as the 2nd hit whiffs on crouch blocking opponents. The confirm window is quite lenient, so you can cancel it to avoid being punished with quick reactions. The first hit actually has an even longer cancel window against crouch block, since normally the 2nd hit would connect before this point. Crouching opponents will be forced to stand and take both hits, assuming they are close enough for the first hit to connect. At farther ranges, 5HK can whiff entirely.

Crouching Normals

SF6 Ehonda 2lp.png

  • Chains into 2LP / 2LK (true blockstring)
  • Cancel Hitconfirm Window: 13f

An extremely important defensive poke and hitconfirm tool, you'll press this button more than any other. Starting a light chain with 2LP keeps the opponent locked in a true blockstring, preventing them from using an invincible reversal. At close range, it has enough range for a 3-hit light confirm; a string like 2LP > 2LK > 2LP is useful for opening up opponents trying to walk, dash, or jump out of pressure after blocking the first attack.

2LP can combo into LP Hundred Hand Slap or LP / MP Headbutt; HP Headbutt also combos, but only at extremely close range making it impractical in most scenarios. If the opponent is standing, Honda can also build the charge for a Sumo Smash cancel, but the upwards hit whiffs on crouching opponents.

Because Headbutt is safe on block, you can cancel a single 2LP into Headbutt with minimal risk, skipping the need to hitconfirm. This is useful at awkward ranges where 2LP > 2LP would whiff. At far ranges, 2LP > LP Hundred Hand Slap is also safe.

Critically, 2LP can be canceled into Drive Rush . It's one of the few light normals in the game that has frame advantage on a blocked DR Cancel , allowing for frame traps and strike/throw mixups; however, Honda cannot form a true blockstring from this cancel, making it vulnerable to invincible reversals. On hit, a DR Cancel links into 2LP / 5LK which gains enough advantage for a combo into 5HK . While any route into 5HK is useful, the extra scaling from a light normal starter and Drive Rush makes the damage quite low considering the high Drive gauge cost.

SF6 Ehonda 2mp.png

  • Drive Rush cancel advantage: +13 oH / +7 oB

An important button for all parts of Honda's gameplan.

In neutral, this is a decent disjointed poke that can be canceled into specials, Drive Rush , or Drive Impact . However, be careful because this button is relatively short. Buttons such as Kimberly's 5MK and Ken's 2MK outrange Honda's 2MP , so you can be punished for pressing aggressively in some matchups. Also be aware of your own blockstring pushback; for example, 2MP whiffs after a blocked 2LK > 2LP > 2LP string.

In blockstrings, this is a frame trap whenever you are +5 to +7 . Notably, DR~ 5MP is +5 , so 2MP is a common follow-up. Because 2MP can be canceled into Drive Impact , you can react if the opponent tries to DI out of pressure.

In combos, 2MP is used to convert off a variety of +8 situations, usually off of 5MP . Punish Counter 5MP and DR~ 5MP are both +8 , allowing you to continue the combo with 2MP . Punish Counter 2LP also links into 2MP , though it can whiff at far distances.

SF6 Ehonda 2hp.png

  • 2f extra recovery on whiff or armor absorb
  • Cancel Hitconfirm Window: 18f (Sumo Spirit 214P)

An advancing poke with long range. Useful as a way to check someone trying to advance into footsies range. However, this move is relatively slow and can be difficult to use against characters with fast, long-range neutral pokes. Despite its visual appearance, this move does not hit low and can be blocked standing.

Safe on block at -3 but susceptible to whiff punishes. Although +3 on hit, Honda will often be too far away to continue any pressure.

If you have Sumo Spirit activated, 2HP can cancel into Hundred Hand Slap for a high damage combo extension. This makes 2HP a significant threat, allowing Honda to convert into massive damage off a far-reaching poke.

2HP moves forward a significant amount, allowing Honda to advance while maintaining down and back charges. It is also possible to space the move to hit on a later active frame for up to 2f better advantage on hit or block.

2HP can be used out of Drive Rush and is plus on both hit and block. Without Sumo Spirit, 2MK is often a stronger option as it is faster, hits low, and creates higher frame advantage. DR~ 2MK , for example, is +9 on hit and links into 2MP , while DR~ 2HP is only +7 . However, DR~ 2HP is useful if you need the extra range, or for extra damage from a Sumo Spirit cancel.

SF6 Ehonda 2lk.png

  • Chains into 2LP / 2LK (not a true blockstring)

A useful tool in light chains to open up opponents that stop blocking low under pressure. Using 2LK as the first and/or second hit of a light chain increases the chance of landing a hit, but any chain after 2LK leaves a blockstring gap that the opponent can reversal through. Opponents mashing light normals in this gap can be counter-hit, but this doesn't lead to anything useful due to Honda's slow normals (at best, 2LK > CH 2LP > HP Headbutt works for slightly more damage than a MP Headbutt ender).

Additionally, 2LK can be canceled into the enhanced Hundred Hand Slap when Sumo Spirit is active - a potentially useful, low-risk buffer to catch back-walking opponents.

SF6 Ehonda 2mk.png

Ordinarily, 2MK is a fairly unremarkable low that can't be special canceled and starts up slower than most other 2MK 's in the game. However, with the buff from Sumo Spirit active, 2MK becomes cancelable (and combo-able) into any version of the enhanced Hundred Hand Slap .

At +6 on hit, Honda has several options for linking out of 2MK on normal hit. From Drive Rush , 2MK becomes +10 on hit, allowing Honda to link into 5MP from a plus-on-block low.

SF6 Ehonda 2hk.png

  • 2 hits; 2nd hit is behind E. Honda (better block/KD advantage)
  • Counter-hit/Punish Counter: HKD +45(+54)
  • Has juggle potential; not a Hard Knockdown when juggled into

A relatively slow and short-range sweep that moves Honda slightly forward. Most characters can punish a blocked sweep with a sweep of their own, but Honda is matchup-dependent. There are many sweeps Honda cannot punish with his own.

Harai kick ( 6HK ) has longer range and is only -5 on block, so it is a stronger option in many cases if you want to check someone's feet. However, the reward of a successful sweep is higher, as a +30 Hard Knockdown allows Honda to dash forward and run offense without spending Drive gauge.

The backwards hit grants better frame advantage, but there are very few practical ways to set it up. An opponent jumping over Honda from close range may land into the backwards active frames, leading to a Punish Counter if they input an air normal.

Jumping Normals

SF6 Ehonda jlp.png

  • Can be used as a fuzzy instant overhead

Honda's fastest air-to-air button with a good horizontal hitbox. Useful when you need to react quickly to an airborne attack. The instant overhead property can be useful for closing out a round after a low-health opponent blocks a deep jump-in, but it's very unsafe if the opponent blocks or survives the hit.

SF6 Ehonda jmp.png

Similar hitbox and faster start-up frames than j.MK , but with one major distinction: j.MP sends the opponent into a knockdown rather than causing an air reset. When successfully hitting an airborne opponent with j.MP , Honda can be more than +50 upon landing, giving him time for a safe Sumo Spirit , or to dash up on the opponent for midscreen okizeme.

SF6 Ehonda jhp.png

  • Spike knockdown vs. airborne opponents on Counter-hit/Punish Counter

Honda's highest-damage air-to-air option with a good horizontal hitbox. Relatively slow to start up, though it is 1f faster than j.HK or nj.HP . Good if you can react quickly to the opponent going airborne. Can also be used as a jump-in attack as it does the same damage as j.HK .

SF6 Ehonda 8jhp.png

  • Forward movement is faster than backward movement

A powerful air normal with a great air-to-air hitbox that can also stuff grounded approaches. The ability to alter his trajectory allows Honda to threaten with a jump-in or empty jump at ranges where the opponent cannot consistently anti-air both options. It is also good for avoiding projectiles that Honda would otherwise land on. Because the opponent will not know exactly where Honda will land, this button can be used to set up mixups like an empty jump into Oicho Throw as soon as he lands.

SF6 Ehonda jlk.png

  • Can hit cross-up

This is Honda's secondary cross-up; Flying Sumo Press ( j.2MK ) is usually superior as it deals more damage and creates more frame advantage, but you can use j.LK to alter the timing of your jump-in pressure. As an example, the lower hitstun/blockstun of j.LK can create trickier tick throw setups with Oicho Throw that don't require delaying the throw.

The block advantage varies from 0 to +5 depending on how deep it connects; in general, you want to connect as deep as possible for frame advantage. The timing of the button press can also affect whether it hits in front or as a cross-up when used at certain ranges.

SF6 Ehonda jmk.png

Has less horizontal range than j.MP but pops the opponent up higher as an air-to-air, generating greater frame advantage when landing. It also has more hit advantage on grounded opponents, allowing stronger follow-up combos.

SF6 Ehonda jhk.png

Honda's go-to jump in button. Leads to big damage on hit and large frame advantage if blocked. A poor air-to-air button as this move has slow startup and a downward-facing hitbox.

Command Normals

SF6 Ehonda 6hk.png

  • Punish Counter: KD +45

Honda advances forward with a standing Low kick. The forward movement gives 6HK surprising range that can threaten opponents outside his usual footsies range. While slightly unsafe on block, the pushback usually keeps Honda safe if spaced properly.

DR~ 6HK is +5 on hit and can connect from nearly full-screen, letting Honda confirm into 5LP ~ MP while remaining safe on block.

SF6 Ehonda 3hk.png

  • Can kara-cancel into specials/supers on frames 15-16 (can start buffering on frame 9)
  • Front leg hurtbox is raised on frames 4-20 (can avoid low pokes)
  • Spike knockdown vs. juggled opponents (HKD +42~43)

A standing overhead with short range. Can be done by itself or via the Toko Shizume ( 5MP ~ 3HK ) Target Combo. In general, 3HK is used in specific offensive sequences where it hits meaty or as a frame trap. This move is otherwise slow to start up and has a short range, making it extremely risky to use in neutral.

At only +3 , Power Stomp does not combo on normal hit, though it leaves Honda close for a strike/throw mixup. To get a combo afterward, it must counter-hit or be done out of Drive Rush . You can also time it as a meaty on the opponent's wakeup or after an air reset, making it up to +8 on hit or +2 on block.

The startup of 3HK can be kara-canceled into any special or Super, most importantly into Oicho Throw (63214K). This overhead/throw mixup is a core part of Honda's offense. Canceling into Neko Damashi (22P) can hit opponents trying to jump out, and with the Sumo Spirit install this can be hitconfirmed into Hundred Hand Slap for a full combo. Kara-canceling into Sumo Smash is another great way to mix up the opponent, particularly ones who expect a command throw. With precise charge timing, you can even cancel 3HK startup into Sumo Headbutt, which can throw off the opponent's parry timing or bait a reaction that gets them hit.

See the 5MP ~ 3HK section for more information on that specific combo.

SF6 Ehonda j2mk.png

  • Forward jump only; can hit cross-up

Honda's primary cross-up and a good jump-in if the opponent is in a position where they could walk under Honda.

Against normal-height characters, j.2MK is at least +7 on block and +11 on hit, though it can be 1f worse against tall characters like Zangief or Marisa. Since Honda's 10f 5MP is the primary button to hit after landing, this can lead to a trade on these characters if you don't delay the j.2MK slightly. On hit, a 5MP will always combo, allowing a 2LP link or a mixup. If you notice the opponent whiffed an attack as you're jumping, be ready to follow up with a much stronger option like 5HP or 5HK .

Target Combos

  • Puts opponent into limited juggle state on hit
  • MP can whiff at max range
  • Cancel Hitconfirm Window: 35-36f
  • Drive Rush cancel advantage: KD +48 oH / +4 oB

Leads to higher damage and stronger oki than combos that start with 2LP , which makes a +5 situation much more valuable than a +4 situation. This TC can actually be confirmed from the 5LP alone due to its extended hitconfirm window, but this is generally unnecessary since Honda has a safe Headbutt ender regardless.

On hit, the 5LP ~ MP juggle state gives Honda time to build charge, and allows him to follow up with most specials and supers. On block, the TC is very unsafe at -10 , unlike the advantageous 5MP . If the opponent attempts a Drive Impact , you can easily react to a counter-DI on either hit.

A basic offensive sequence off Double Slaps is 5LP ~ MP > Headbutt, j.HK . The meterless Headbutt leaves Honda at +42 KD advantage, which sets up a corner safe jump .

  • After 5MP , 7f gap on block, 4f gap on hit (requires Drive Rush for combo or frame trap)
  • Kara-cancel into Oicho Throw also leaves a 7f interruptible gap on block
  • Front leg hurtbox is raised on frames 4-20
  • Spike knockdown vs. juggled opponents (HKD +43~46); only applicable after wall splat or DR~ 5MP juggle starter

Target combo from 5MP into Honda's safe overhead. The 3HK in this target combo can be canceled into Sumo Spirit on hit by pressing 2HK at the end of the attack. This leaves Honda at -28 and should probably be avoided. On block, pressing 2HK causes nothing to happen. Otherwise, this version of 3HK is identical to the regular version.

Leaves an interruptible gap on block that loses to mashed jabs regardless of whether Honda ends with the stomp or an Oicho Throw; the stomp is also vulnerable to Drive Impact . To avoid this, you should generally start this sequence with DR~ 5MP . This makes both enders a frame trap, and 3HK will even catch opponents trying to jump away while being DI -safe. If the opponent wants to reversal instead, they will have to react quickly to the 3HK startup since 5MP is safe on its own.

Forward Throw (LPLK)

SF6 Ehonda lplk.png

  • Punish Counter: HKD +17
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)

Honda's forward throw does not generate oki midscreen if the opponent back rises. Even with Drive Rush , the opponent wakes up too quickly, and Honda cannot threaten with any meaty attack. For this reason, consider Back Throw when midscreen to generate better frame advantage.

In the corner (or on a Punish Counter Hard Knockdown), Honda must use Drive Rush to generate useful oki with any normal 9f or faster. DR~ 5MP also gives strong block advantage, but trades with 4-frame normals; this usually leaves him with enough advantage to link 2MP afterwards, but it depends on the hitstun of the opponent's attack.

Without Drive Rush , Honda can still walk forward and challenge with normals. This is one situation where 5MK can be useful, since it moves Honda forward significantly. If 5MK hits meaty, you can link into 2LP for a combo. Other normals don't lead to a practical hitconfirm.

Be aware that Honda does not get throw loops off forward throw in any situation. If you attempt to walk or Drive Rush into a normal throw or Oicho Throw, the opponent will be able to mash out with fast buttons. Before attempting this, condition the opponent with meaty strikes to convince them not to mash.

Back Throw (4LPLK)

SF6 Ehonda 4lplk.png

  • Side switch
  • Punish Counter: HKD +24

After throwing the opponent back into the corner, Honda is +5 after dashing up and in range for a meaty attack or a quick walk-up throw. He also has enough frame advantage to Drive Rush forward and land a meaty attack, regular throw, or an Oicho Throw , while still being safe if he decides to bait the opponent's DP with an empty Drive Rush .

Drive System

Drive impact (hphk).

SF6 Ehonda hphk.png

  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps ; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HK (2nd) : 6[2] (stand block only)
  • 5MP , 5HK (1st) : 9[5]
  • 2MP : 10[6]
  • 5LP ~ MP : 13[9]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K) , frame 3 counter
  • Marisa (214K) , frame 3 armor
  • Zangief ( 5[HP] ) , frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 5HK (2nd) > DI : 2f blockstring gap prevents opponent from absorbing the hit, but whiffs on crouch block
  • 5HP > DI : 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~ 5MP > DI : 1f blockstring gap prevents opponent from absorbing the hit
  • DR~ 5HK (1st) > DI : 1f blockstring gap prevents opponent from absorbing the hit
  • DR~ 2MP > DI : 2f blockstring gap prevents opponent from absorbing the hit

Drive Reversal (6HPHK)

SF6 Ehonda 6hphk.png

  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)

SF6 Ehonda mpmk.png

See Drive Parry on the Gauges page for more details.

  • Applies a 50% damage scaling multiplier to any punish afterwards
  • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
  • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)

SF6 Ehonda 66.png

  • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush .

  • 0.213 (min, cancel into immediate Throw)
  • 1.769 (min, earliest blocking/movement frame)
  • 3.375 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes

Special Moves

Sumo spirit (22k).

SF6 Ehonda 22k.png

Enhances the next use of Hundred Hand Slap.

Enhanced Hands causes Honda to end his usual Hundred Hands attack with a downwards chop on hit. The chop causes a large amount of hitstun against grounded opponents and bounces airborne ones, allowing Honda to extend his combo afterwards. Grounded non-OD enhanced hands can link 2LP afterwards, enhanced OD hands can link 5LP afterwards. The bounce against airborne allows Honda to connect Headbutt, LP/MP/OD Hands, or OD Sumo Slam.

Enhanced Hands also gains the ability to be canceled into from certain moves that are otherwise not special-cancelable. Honda can cancel the following extra moves into Enhanced Hands:

  • Later frames of 5HP (early frames are already special-cancelable)

Neko Damashi (22P)

Hundred hand slap (214p).

SF6 Ehonda 214lp.png

  • Cancel Hitconfirm Window: 36f [49f] (Super)
  • Sumo Spirit version counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Cancel Hitconfirm Window: 51f [63f] (Super)
  • Cancel Hitconfirm Window: 66f [79f] (Super)
  • Cancel Hitconfirm Window: 62f [73f] (Super)

[] refers to enhanced Sumo Spirit version.

Honda steps forward and attacks with repeated slaps. Heavier strengths advance further forward and hit additional times. The rapid multiple hits allow the move to beat Drive Impact and other armored moves, and if it does do this, the extra frame advantage from a counter-hit allows Honda to get a short combo afterward.

Not recommended to use in neutral due to being fairly minus on block. LP Hands is only -4 and can be safe if spaced well, but MP and HP Hands are always punishable. Hundred Hands is mainly useful in combos, especially the version enhanced by Sumo Spirit, as it allows for several possible extensions. Despite hitting several times, only counts as a single attack for damage scaling purposes.

Sumo Headbutt ([4]6P)

SF6 Ehonda 46lp.png

  • Anti-Air Invuln: 4-13f; Airborne 14-33f ( Forced Knockdown state)
  • 1f less landing recovery on block
  • Cancel Hitconfirm Window: 17f (Super, only first 4 active frames are cancelable)
  • Applies 30% damage scaling to next hit when beginning a combo (Headbutt > SA3 starter: 40% total scaling)
  • Anti-Air Invuln: 5-13f; Airborne 14-35f ( Forced Knockdown state)
  • 2f extra landing recovery on block
  • Anti-Air Invuln: 6-16f; Airborne 18-30(49)f ( Forced Knockdown state)
  • Can absorb 2 hits if they occur during the 2 separate armor windows
  • 2 hits (1st only connects at close range); 7f extra landing recovery on block
  • Punish counter state for the move's full duration

All Versions:

  • 40f charge time; charge lasts up to 10f after releasing back direction
  • () refers to reduced damage from active frame 5 onward
  • Active frames end upon contact with opponent; all active frames result in the same frame advantage

An all-purpose neutral tool, counterpoke, anti-air, and combo ender, Sumo Headbutt is a core part of Honda's gameplan. Meterless versions are -4 on block, safe against every 4-frame button in the game due to its high pushback. The pushback is so high that some characters struggle to take back their turn even when they are at frame advantage; the exact spacing can vary on block, which may cause opponents to whiff their counterattack for an easy whiff punish.

Each version of Headbutt has different properties and travel speeds. LP Headbutt has the slowest travel speed and shortest distance, traveling ~50% of the screen length. While this makes it easier to react to, this is useful for messing with the opponent's parry timing. Since Perfect Parry is the primary counter to Honda's neutral tools, switching between Headbutt strengths is a good way to increase the difficulty. Honda can even whiff LP Headbutt from just beyond its max range, then land and punish the opponent's whiffed parry with a throw or Oicho Throw. LP Headbutt also has less landing recovery if the opponent armors through it with Drive Impact , making it more likely to land safely so Honda can counter with his own DI.

MP Headbutt travels ~80% of the screen and is the most effective overall at mid-range, working consistently from cancels and in juggles. It's fairly hard to react with parry at this range, making it more likely to chip away at the opponent's Drive gauge.

HP Headbutt has the highest damage and the highest travel speed once airborne, but the slower startup makes it more restrictive in combos and juggles. From beyond round start distance, the travel speed makes it the fastest overall option. It also travels incredibly far, continuing until Honda reaches the opponent or beyond the current edge of the screen. The opponent usually cannot bait this version with a jump unless Honda flies directly into the corner, as he will continue a long distance after crossing under. At the moment Honda gets behind the opponent, 10 more active frames will play out before starting his landing recovery (unless he reaches the corner before then).

Headbutts makes an excellent tool for bullying the opponent's Drive gauge, chipping away 0.75 bars on the LP/MP versions and 1 full bar on the HP version. If it happens to whiff punish the opponent's pokes, it also drains a whopping 1.25 Drive bars on its own. Keep in mind that the opponent will actually gain ~1/2 bar of Drive gauge on every successful parry attempt, so mindlessly using Headbutt can actually be harmful for winning the Drive meter war. Predictable Headbutt timing also makes Honda susceptible to Perfect Parry for a free punish, and longer range Headbutts can even be intercepted with Drive Impact on reaction for even more damage.

All meterless Headbutts have anti-air invulnerability, making it Honda's best anti-air when charge is available. However, this invulnerability does not apply to the first few startup frames, and it runs out when Honda becomes airborne. If you Headbutt too late, or if an opponent is able to adjust their air timing (such as with a divekick), Honda can still get hit; consider OD Sumo Smash or an air-to-air in these scenarios. Honda can cancel the early Headbutt active frames into SA3 , making it a good option to increase his anti-air damage despite the significant damage scaling applied.

OD Headbutt has armor immediately on startup and can absorb up to 2 hits depending on when they occur. While a useful reversal, it loses to throws and causes Honda to take some recoverable damage; this prevents him from using it to absorb an attack at low health. Unlike meterless headbutts, the OD version is extremely punishable, though not quite as unsafe as most OD reversals.

Absorbing an attack with OD Headbutt causes Honda to incur only 7f hitstop; this makes it impossible to safe jump against him with a medium/heavy normal, so all setups must be adjusted to use light normals instead. OD Headbutt can reach full screen; if it whiffs under the opponent's jump, he will start his landing recovery beginning on frame 26 at the earliest. This affects whether or not Honda will land near the opponent, or continue flying past them to make the punish more difficult.

Sumo Smash ([2]8K)

SF6 Ehonda 28lk.png

  • Airborne 7-48f ( Forced Knockdown state)
  • Punish Counter (downward hit): KD +55 ( limited juggle state)
  • Applies 25% damage scaling to next hit when beginning a combo (100/75/65...)
  • Airborne 7-45f ( Forced Knockdown state)
  • Airborne 7-42f ( Forced Knockdown state)
  • Anti-Air Invuln: 5-17f; Airborne 5-39f ( Forced Knockdown state)
  • Punish Counter (downward hit): KD +54 ( limited juggle state)

[] refers to reduced damage on the cross-up downward hit.

Hits twice, once as Honda leaps up into the air (though it misses crouching opponents), then again as he slams downward with his butt. The L, M, and H versions of Sumo Smash all have slight differences in timing as they're falling. This difference is important if opponents are attempting to perfect parry Sumo Slam.

Honda can steer where he will land by holding left, right, or neutral while ascending. Honda can direct the slam to hit cross-up or same side even from fairly far away, although Buttslam deals slightly less damage as a cross-up.

Buttslam allows Honda to bully his way in on defensive opponents. The falling attack does fairly well against normal anti-airs, and the cross-up element can mess with opponents trying to use a DP or charge input to anti-air. Drive Impact can armor through the slam but the attack itself tends to whiff under Honda, letting him punish. The Buttslam is +1 on block, letting him frame trap challenges with 2LP, but he is too far away to enforce a throw mixup. The rising hit is also fairly fast and has surprisingly good horizontal range, letting Honda "counterpoke" with random Buttslams or do annoying things like 2LP > [2]8K on block. It is also a good combo ender, dealing good damage and leading to a hard knockdown with Honda very close and at good frame advantage.

If the downward part of Buttslam hits as a Punish Counter (mainly if Honda reads a fireball and Buttslams over it), the opponent will be ground bounced. Honda can confirm with 5HK into a full combo of his choice.

OD Buttslam has air invincibility on the way up, making it a good alternative anti-air. It can be used to catch people neutral jumping at midrange, attempting to avoid Headbutt. Holding the kick buttons during the attack will cause the second attack to come out 4 frames later, mimicking the behavior of the regular version's different strengths.

Oicho Throw (63214K)

SF6 Ehonda 63214lk.png

  • Range: 1.19; cannot be canceled into from normals
  • Range: 1.09; cannot be canceled into from normals
  • Range: 0.99; cannot be canceled into from normals

() refers to damage on Punish Counter.

Honda's command grab. All versions have identical frame data, differing only in range and damage. Of non-OD versions, LK Oicho Throw has the farthest range and the lowest damage, while HK Oicho Throw has the shortest range and highest damage. OD Oicho Throw has the highest damage overall with the same range as the LK version. However, the LK version's range is still relatively short. For example, both Zangief and Lily's LP command grabs outrange Honda significantly. Honda usually needs to have established a close position and frame advantage on the opponent to attempt an Oicho Throw as it is very difficult to use in neutral.

On whiff, Oicho Throw has massive recovery frames, opening Honda up to easy and high-damage punishes from the opponent. The more resources your opponent has, the higher risk a whiffed Oicho Throw becomes.

Oicho Throw is +7 on hit but places both characters away from each other, approximately round-start distance. So while Oicho Throw can represent a lot of damage, it resets Honda's offense. Players must use good judgment when assessing the risk/reward. An HK Oicho Throw might close out a round against a cornered opponent with low life, but a midscreen LK Oicho Throw is only 2000 damage and effectively resets the match to neutral. Honda players should mix normal throws into their offense as they are lower risk and lead to stronger oki.

Honda's 3HK overhead, both the normal version and the 5MP~3HK target combo, can be kara-canceled into Oicho Throw.

Be aware that minor differences in spacing can cause Oicho Throw to whiff due to its short range. For example, an opponent who blocks Sumo Slam ([2]8K) is often in range of LK/OD Oicho Throw, but it is not guaranteed. Characters walking backward for just a few frames can also make Oicho Throw whiff. Oicho Throw is therefore stronger in the corner where positioning is more reliable.

If you Oicho Throw an opponent in the corner, they will recover slightly forward of the corner, leaving a small gap for cross-ups.

Sumo Dash (236K)

SF6 Ehonda 236k.png

  • Dash Movement Speed: 0.052
  • Dash Movement Speed: 0.067

"Stance" special command walk. Honda moves forward, taking three steps in total. Sumo Dash's primary purpose is to access its follow-up specials: Teppo Triple Slap and Taiho Cannon Lift.

Non-OD versions are completely identical. OD Sumo Dash has two main benefits: it allows Honda to access the follow-up specials 1 frame earlier than he normally can (13f instead of 14f), which gives some extra combo potential. It also improves the follow-up specials themselves, typically by giving them superior recovery or damage.

Teppo Triple Slap 1 (236K~P)

SF6 Ehonda 236k p.png

  • Cancel Hitconfirm Window: 44f (Super) / 51f (Follow-up)

One of two options from Sumo Dash. Honda steps forward and attacks twice with his palm. LP/MP/HP versions are identical. It is easy to hit confirm Triple Slap 1, either continuing the move into Triple Slap 2 by pressing P again or canceling into SA3 . The OD version of Triple Slap 1 can also be canceled into SA2 .

On hit, this move is +42 , which is one of Honda's strongest offensive situations since it leads to a safe jump. Even midscreen if an opponent backrolls, Honda gets a j.HK safe jump after this move. You will also be close enough to empty jump Oicho Throw if the opponent commits to blocking. If the opponent does not move, they will be in range for HK Oicho Throw. However, any back walk will put the opponent out of range of HK Oicho Throw, and opponents will naturally back walk if blocking high, so MK Oicho will be more consistent overall. The range can also vary if Triple Slap 1 hits from a far distance, so be aware of how far away Honda is from the opponent.

Triple Slap 1 is -3 on block and is a frame trap after a blocked 5HP. While safe, being -3 next to an opponent is dangerous, so this is a high-risk frame trap.

OD Triple Slap 1 leaves the opponent standing instead of causing a knockdown like the regular version. This leaves Honda at +3 and in range for Oicho Throw or any of his other offensive options. It's also +2 on block and leaves Honda very close to the opponent. Note that Triple Slap 1 will lose to Drive Impact and can be reacted to, especially the OD version with its yellow flash.

This move is important when the opponent is in burnout, as the +4 frame bonus means more buttons will frame trap when leading into Triple Slap 1. The move becomes +1 on block, allowing follow-up pressure. As an example, 2MP > Triple Slap 1 is a frame trap. You can hit confirm with 2LP > 2LP afterward, comboing on hit or doing a frame trap HP headbutt on block. If you sneak in another 2MP at any point, you can reset the entire sequence.

Teppo Triple Slap 2 (236K~P~P)

SF6 Ehonda 236k p p.png

Follow-up to Teppo Triple Slap by pressing an additional punch button. It is now very punishable on block. Triple Slap adds a hefty amount of damage and still gives Honda oki potential near the corner, but knocks the opponent very far away, sacrificing midscreen Oki and the ability to score a safe jump like he can from Double Slap.

It is also worth noting that Triple Slap can not be canceled into supers, the way that the initial two hits can. If Honda intends to combo into SA2 (via OD Sumo Dash) or SA3 , he needs to omit this attack.

Taiho Cannon Lift (236K~2P)

SF6 Ehonda 236k 2p.png

  • Cancel Hitconfirm Window: 54f (Super)

Taiho Cannon Lift is Honda's launcher. It deals solid up-front damage (identical to Teppo without follow-up), and knocks the opponent airborne for Honda to juggle with a special or Drive Rush normal of his choice. Comboing into Taiho Cannon is a great way to increase Honda's damage potential, but it should never be used in neutral due to its slow startup and terrible recovery.

Taiho Cannon's downside compared to Teppo Slap is its slower startup. Under normal circumstances, it is too slow to combo from any of Honda's special-cancelable normals, except for the first hit of 5HK. The slightly faster startup of OD Sumo Dash allows Honda to additionally combo from the 2nd hit of 5HK, as well as from 5HP. Other factors such as Drive Rush advantage or Punish Counters can allow Honda to combo into Taiho Cannon from other normals, but the primary way remains 5HK(1).

Although Taiho Cannon can be super-canceled, this should never be done because both SA2 and SA3 will whiff under the launched opponent. Instead, Honda can complete the launcher and juggle into super, or juggle into a special move (such as HP/OD Hands) and super-cancel that move instead.

SF6 Ehonda 22p.png

  • Anti-Air Invuln (Head): 1-14f; cannot hit cross-up
  • 1-hit projectile clash hitbox during active frames
  • Cancel Hitconfirm Window: 19f (Super / Sumo Spirit 214P)

Honda smacks his hands together. This creates a small shockwave which destroys projectiles. All versions/strengths are identical, and there is no OD version.

In theory, 22P can be used from around footsies range to simultaneously beat a fireball such as Ryu's Hadouken and counter-hit the opponent behind it. On counter-hit/punish counter, Honda can usually mash 2LP to link afterwards into a short combo. In practice, the 11f startup, relatively short active window, and limited range make this difficult to both space and time. However, Clap is safe on block, and so you can attempt to catch people with it.

If Honda has his Sumo Spirit buff active, then 22P can be canceled on contact into Enhanced Hands. This gives Honda the potential for slightly longer hit-confirms and slightly improved damage. For example, Honda can normally only combo 2LP into LP Hundred Hands. However, if he has Sumo Spirit, he can combo 2LP > 22P > 214MP.

Level 1 Super (236236P)

SF6 Ehonda 236236p.png

  • Strike/Throw Invuln: 1-11f; Armor Break
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling

SA1 is a fast reversal and combo tool. It's especially important to Honda because OD Headbutt is susceptible to throws; threatening with this Super can force the opponent to lay off their pressure occasionally, unless they have meaty projectile options to bypass the strike/throw invincibility.

On hit, the opponent is launched toward the wall; Honda's knockdown advantage depends on the distance from the edge of the screen, with farther launches leading to greater advantage. In most cases, Honda won't be able to secure any follow-up oki unless the opponent was already cornered to begin with. SA1 works well in juggles, such as after Enhanced Hundred Hand Slap or a Taiho Cannon Lift launcher. This can provide a bit more damage than a meterless ender, especially in a highly scaled combo.

Level 2 Super ([4]646K)

SF6 Ehonda 4646k.png

  • Full Invuln: 1-18f; Projectile Invuln: 19-36f; Armor Break
  • Airborne 14f~land ( Forced Knockdown state)
  • 40f charge time; charge lasts up to 28f after releasing back direction
  • If only 2nd hit connects, 0.95 bars (hit) / 0.45 bars (block)
  • 40% minimum damage scaling

The Super version of Sumo Headbutt. Hits twice at close range, but most of the damage applies to the 2nd hit. SA2 's primary use is countering projectiles; the projectile invuln lasts an incredibly long time, and the travel speed allows it to reach full screen fairly quickly. This Super becomes even more effective with Modern controls; as long as he has charge, Honda can instantly react to any projectile for an easy punish.

The range and invincibility make SA2 an effective anti-air against farther range jumps that would otherwise be tricky to deal with. While it can be used as a reversal similar to SA1 , this is best reserved for characters that can threaten with meaty projectiles due to the extra cost.

Works well as a juggle ender, particularly after OD Hundred Hand Slap or OD Teppo Triple Slap , which are both safe and easily confirmable.

If SA2 whiffs under the opponent's jump, Honda will start his landing recovery beginning on frame 24 at the earliest; this means he will usually land close enough for an easy punish if the opponent jumps to bait the Super. If the entire SA2 active frames manage to whiff without crossing under the opponent, Honda's landing recovery becomes 12+33 instead of 2+43 (no functional difference, but slightly more likely to get hit airborne by a descending jump normal).

Level 3 Super (214214P)

SF6 Ehonda 214214p.png

  • Full Invuln: 1-11f; Armor Break
  • Cinematic time regenerates ~2.4 Drive bars for E. Honda
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
  • Available at 25% HP or below
  • Cinematic time regenerates ~2.2 Drive bars for E. Honda

A forward-moving Super that triggers a cinematic from ~1/2 screen; if the first 3 active frames whiff, the 2nd hit triggers a weaker non-cinematic version with no Hard Knockdown, which is indicated with () in the frame data.

A great combo tool, SA3 cancels from any version of Hundred Hand Slap, meterless Headbutt (early active frames), or any Sumo Dash follow-up except for the final hit of Teppo Triple Slap. It is often used to cap off Honda's massively damaging punish combos. Attempting a very early Headbutt > SA3 cancel is one scenario where the non-cinematic hit can trigger even at closer ranges, as the opponent can be launched too high for the first hit to connect.

Because it hits twice on block, the first hit can be used to put the opponent into Burnout before chipping out with the 2nd hit. Opponents can Drive Reversal to prevent this if Honda uses a blockstring into SA3 , but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation.

Like SA1 and SA2 , this is also an effective reversal; due to the high cost, it should mostly be reserved for last-ditch efforts where the extra damage can secure a win. It also has a niche use in situations where SA1 won't work (vs. projectile hitboxes) and you won't have enough time to charge SA2 .

Neutral Taunt (5PPPKKK)

SF6 Ehonda 5pppkkk.png

  • Armor (1-hit): 88-266f; [] refers to active armored period
  • 310f total animation

Forward Taunt (6PPPKKK)

SF6 Ehonda 6pppkkk.png

Back Taunt (4PPPKKK)

SF6 Ehonda 4pppkkk.png

SF6 Navigation

  • SI SWIMSUIT
  • SI SPORTSBOOK

10 Characters We'd Like To See In Street Fighter 6's Season 2

Norris howard | jun 3, 2024.

sf6 world tour e honda

With Akuma's release we brought the first chapter of Street Fighter 6 to a close. But that means that the cycle starts once more and we again speculate on which characters are coming to SF6. Season 1 was riddled with leaks and fans ended up prematurely knowing the first season of DLC fighters fairly early on. But now, we're all in the dark. So here are some speculative ideas on who might be coming to SF6.

CHESTO!

One of the most beloved (and feared) characters in the Street Fighter III: Third Strike, Makoto is due for an update. She appeared in Ultra Street Fighter IV but was virtually unchanged from her Street Fighter III version. With SF6 taking place after SFIII it would be interesting to see what she’s been up to.

2. Crimson Viper

We need Thunder Knuckle back!

Shockingly, Crimson Viper has only appeared in one mainline Street Fighter game - SFIV. Since then her fellow debutante in the SFIV series, Juri, hasn’t missed a game. C. Viper would be a great addition to the SF6 roster and would be a huge salute to SFIV fans that have only seen one character persist into the later games.  She made a cameo in Juri's story in World Tour so we know she's still in the shadows somewhere.

3. M. Bison (again?!)

sf6 world tour e honda

M. Bison is still the big bad of Street Fighter. No matter what his actions and influence still reverberate through the lore of the series. But what if this wasn't the typical Bison. We know from the lore that he has the power to change bodies but retain his soul/consciousness. What if the Bison in SF6....didn't look like the one we're used to?

4. New Character

sf6 world tour e honda

It’s almost a given that we’d get someone new in SF6 again. A.K.I. isn’t exactly the most played character in the game, but she’s something different. Capcom has a massive roster of characters it can pull from as well. So if it’s just a debutante to the series or someone completely new, there’s a good chance that there will be a fresh face coming in Season 2.

She's really cool actually.

One of the newest characters in the series, Menat was praised for her Egyptian-themed design and super technical play style. Seeing as how she's the spiritual successor to another technical character, Rose, she'll be a breath of fresh air for those looking for a deep and rewarding gameplay style that isn't super dependent on SF6's aggressive mechanics.

More. Spanish. Ninja.

With the addition of Ed, Balrog seems a bit less likely this time around for DLC. However, that doesn’t mean that some of M. Bison’s former cronies shouldn’t still show up. And if there’s one that should appear it's Vega. He’s got one of the most unique play styles in the whole series and has made appearances in the SFII/IV/V, Alpha 3, the Capcom vs. SNK games. The Spanish Ninja must return.

Tiger x1000

It almost doesn't feel like Street Fighter without Sagat. Even though he’d rank as one of the older fighters in the series, the inclusion of E. Honda, Dhalsim and Akuma shouldn’t keep him out of the running. We also don't have a Muay Thai representative in SF6 yet, and Sagat is easily the best of that bunch.

*Shudders in fear*

The Kenyan Capoeira fighter who only wants to make friends would strike fear in the hearts of SF IV vets. Elena was known for her "Healing" super move, which did exactly what it sounded like. It was so effective in that game that she often could heal herself multiple times a round. But she's still a cool character and a fan favorite.

It IS an election year...

G was a polarizing character upon his release in Street Fighter V in 2018. He was a confusing character that didn’t seem to have any real connections to the cast outside of some obscure references to SF III’s Q. However, G is a character that had a very unique set of attacks and powers that made him stand out from most of the cast. Seeing his return would be a good opportunity to see his story get fleshed out in the World Tour mode.

Let the kid redeem himself!

Sean, on the other hand, was maligned as the worst character in all of Third Strike. But in SF III: 2nd Impact, he was easily the top fighter in that version. Lore-wise, he’s Ken’s pupil and it’s shocking that we would hear nothing from him after all that’s happened to Ken in the story of SF6. We've gotten Sakura in many versions of Street Fighter, but not Sean, so it'll be cool to see him return. He's also the younger brother of SFV's Laura.

Norris Howard

NORRIS HOWARD

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Order of Lenin Moscow Air Defence District

Ордена Ленина Московский округ ПВО

Military Unit: 64178

Commanders:

  • Marshal of the Soviet Union Kirill Semenovich Moskalenko, 1948 - 1953
  • Colonel-General Nikolay Nikiforovich Nagornyy, 1953 - 1954
  • Marshal of the Soviet Union Pavel Fedorovich Batitskiy, 1954 - 7.66
  • Colonel-General Vasiliy Vasilevich Okunev, 7.66 - 8.70
  • Marshal of Aviation Aleksandr Ivanovich Koldunov, 8.70 - 1975
  • Colonel-General Boris Viktorovich Bochkov, 1975 - 1980
  • Marshal of Aviation Anatoliy Ustinovich Konstantinov, 1980 - 1987
  • Colonel-General Vladimir Georgievich Tsarkov, 1987 - 1989
  • General of the Army Viktor Alekseevich Prudnikov, 1989 - 8.91
  • General of the Army Anatoliy Mikhaylovich Kornukov, 8.91 - 1998
  • Colonel-General G.B. Vasilev, 1998 - 2002
  • Colonel-General Yuriy V. Solovev, from 2002

Activated 1948 in Moscow, Moscow Oblast, as the Moscow Air Defence Region , from the North-Western Air Defence District.

1950 renamed Moscow Air Defence District .

Organisation 1955:

  • 37th Fighter Aviation Corps PVO (Morsansk, Tambov Oblast)
  • 56th Fighter Aviation Corps PVO (Yaroslavl, Yaroslavl Oblast)
  • 78th Guards Fighter Aviation Corps PVO (Bryansk, Bryansk Oblast)
  • 88th Fighter Aviation Corps PVO (Rzhev, Kalinin Oblast)
  • 151st Guards Fighter Aviation Division PVO (Klin, Moscow Oblast)
  • 38th independent Reconnaissance Aviation Squadron (Rzhev, Kalinin Oblast)
  • 182nd independent Reconnaissance Aviation Squadron
  • 90th independent Transport Aviation Squadron (Stupino, Moscow Oblast)
  • 1st Guards Anti-Aircraft Artillery Division (Maryino-Znamenskoye, Moscow Oblast)
  • 52nd Anti-Aircraft Artillery Division (Biryulevo, Moscow Oblast)
  • 74th Anti-Aircraft Artillery Division (Mytishchi, Moscow Oblast)
  • 76th Anti-Aircraft Artillery Division (Skolkovo, Moscow Oblast)
  • 78th Anti-Aircraft Artillery Division (Gorkiy, Gorkiy Oblast)
  • 80th Anti-Aircraft Artillery Division (Moscow (Lenin Hills), Moscow Oblast)
  • 96th Anti-Aircraft Artillery Division (Panki, Moscow Oblast)
  • 48th Anti-Aircraft Artillery Regiment (Yaroslavl, Yaroslavl Oblast)
  • 80th Guards Anti-Aircraft Artillery Regiment (Tula, Tula Oblast)
  • 108th Anti-Aircraft Artillery Regiment (Voronezh, Voronezh Oblast)
  • 387th Anti-Aircraft Artillery Regiment (Sarov, Gorkiy Oblast)
  • 389th Anti-Aircraft Artillery Regiment (Bezhitsa, Bryansk Oblast)
  • 393th Guards Anti-Aircraft Artillery Regiment (Elektrostal, Moscow Oblast)
  • 532nd Anti-Aircraft Artillery Regiment (Smolensk, Smolensk Oblast)
  • 1225th Anti-Aircraft Artillery Regiment (Gorkiy, Gorkiy Oblast)
  • 1287th Anti-Aircraft Artillery Regiment (Shcherbaki, Kalinin Oblast)
  • 92nd independent Regiment for Radar Countermeasures (Moscow, Moscow Oblast)

Organisation 1962:

  • 118th Communications Center (Moscow, Moscow Oblast)
  • 6th independent Radio-Technical Regiment (Klin, Moscow Oblast)
  • 436th independent Transport Aviation Regiment (Stupino, Moscow Oblast)
  • 103rd independent Communications and Radio-Technical Support Company (Stupino, Moscow Oblast)
  • 2367th independent Radio-Relay Battalion (Nemchinovka, Moscow Oblast)
  • 52nd independent Airfield Engineer Battalion (Kosterevo, Moscow Oblast)
  • 1470th independent Engineer Battalion (Elektrostal, Moscow Oblast)
  • 193rd independent Transport Battalion (Moscow, Moscow Oblast)
  • 1st Air Defence Army for Special Use (Balashikha, Moscow Oblast)
  • 2nd Air Defence Corps (Rzhev, Rzhev Oblast)
  • 3rd Air Defence Corps (Yaroslavl, Yaroslavl Oblast)
  • 7th Air Defence Corps (Bryansk, Bryansk Oblast)
  • 18th Air Defence Division (Gorkiy, Gorkiy Oblast)

Awarded the Order of Lenin 22.6.68.

Organisation 1970:

  • 16th Air Defence Corps (Gorkiy, Gorkiy Oblast)

Organisation 1980:

  • 712th Data Center (Moscow, Moscow Oblast)

Organisation 1988:

1998 renamed Moscow Air Force and Air Defence District.

2002 renamed Special Purpose Troop Command.

  • Moscow, Moscow Oblast, 1948 - today [55 45 59N, 37 38 22E]

Subordination:

  • GK PVO, 1948 - 7.98
  • GK VVS and PVO, 7.98 - today

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Elektrostal , Moscow Oblast, Russia

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Elektrostal, visit elektrostal, check elektrostal hotel availability, popular places to visit.

  • Electrostal History and Art Museum

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  • Cities near Elektrostal

Photo by Ksander

  • Places of interest
  • Yuri Gagarin Cosmonaut Training Center
  • Central Museum of the Air Forces at Monino
  • Peter the Great Military Academy
  • History of Russian Scarfs and Shawls Museum
  • Ramenskii History and Art Museum
  • Bykovo Manor
  • Pekhorka Park
  • Balashikha Arena
  • Malenky Puppet Theater
  • Drama Theatre BOOM
  • Balashikha Museum of History and Local Lore
  • Pavlovsky Posad Museum of Art and History
  • Saturn Stadium
  • Church of Vladimir
  • Likino Dulevo Museum of Local Lore
  • Orekhovo Zuevsky City Exhibition Hall
  • Noginsk Museum and Exhibition Center
  • Fairy Tale Children's Model Puppet Theater
  • Fifth House Gallery
  • Malakhovka Museum of History and Culture

IMAGES

  1. Street Fighter 6 World Tour

    sf6 world tour e honda

  2. Street Fighter 6

    sf6 world tour e honda

  3. E. Honda, World Tour Opening Art

    sf6 world tour e honda

  4. E.HONDA

    sf6 world tour e honda

  5. E.HONDA

    sf6 world tour e honda

  6. E.HONDA

    sf6 world tour e honda

VIDEO

  1. SF6 ▶ KEI.B (JP) vs GO1 (E.honda)

  2. SF6 💥 Scrub (E. HONDA) VS Wolfgang (BLANKA) 💥 4K ACTION 💥 STREET FIGHTER 6

  3. E Honda 1991

  4. Street Fighter 6 🔥 kobayan (ZANGIEF) VS DoU_Know_Kimchi (E. HONDA) 🔥 Ranked Match 🔥 SF6 [2K ACTION]

  5. GRANDFINALS ! ANGRYBIRD VS TOKIDO (FAV CUP) JAPAN

  6. 🔴BACK FROM RED BULL KUMITE 👊 JOINED TEAM LIQUID

COMMENTS

  1. Street Fighter 6 World Tour

    E Honda is featured as part of World Tour's main story during Chapter 8-4, where a mysterious information broker tasks you with finding information on a legendary fighter who happens to be ...

  2. Street Fighter 6 E. Honda, Blanka, Ken, Dhalsim 4K Reveal Trailer

    Get your first detailed look at World Tour in Street Fighter 6. Fully customize your avatar with robust options and equip the right gear for your playstyle. ...

  3. Street Fighter 6

    Street Fighter 6 Edmond Honda All Cutscenes, Memories and Arts.#gameplay #walkthrough #streetfighter6Subscribe: https://bit.ly/3gTGd4zTwitter: https://twitte...

  4. All Master Locations in World Tour

    The following Master locations are listed in alphabetical order for ease of navigation. Click the links below to jump to a particular Master. All Master Locations in SF6. Blanka Location. Cammy ...

  5. E. Honda Cutscenes In World Tour ~ Street Fighter 6

    All the cutscenes of E. Honda in World Tour mode.Broadcasted live on Youtube -- Watch live at https://www.youtube.com/@rpgaming8928/streamsBroadcasted live o...

  6. E.honda

    Profile, voice clips, and theme song for E.HONDA from SF6. Also includes a command list, frame data, and costumes. A sumo wrestler looking to bring the sport worldwide, E. Honda has the skills of a yokozuna, but his constant globetrotting has prevented his promotion. Also an expert chef renowned for mouthwatering chanko stew.

  7. Gift Guide: Best Gifts for Every Master in World Tour

    Best Gifts for Each Master in Street Fighter 6. Wanting to level up your Master Bond as quickly as possible? Here is a complete list of all the best gift items for every Master in SF6.

  8. World Tour Walkthrough

    updated Jun 12, 2023. Street Fighter 6 includes World Tour Mode, a single-player story mode in which you'll create your own avatar. This Street Fighter 6 World Tour walkthrough details everything ...

  9. How To Meet Ryu In SF6 World Tour

    8,000 Miles. [SiRN Building] At the bottom of the ramp between the 3rd Floor Server Room and 3rd Floor Office. Cocoa-a-gogo Stamina Booster x 1. Next: Street Fighter 6: World Tour Tips. To meet Ryu in SF6 World Tour, start mission 8 - 4. Then send Asterisk a photo of E. Honda.

  10. All Masters in Street Fighter 6 World Tour and where to find them

    If you're looking for your favorite fighter in Street Fighter 6 World Tour, we have you covered with all the Master's locations! ... (E. Honda) is unlocked during the main story, as you need to get a picture of the legendary Sumo for Chapter 8-4. ... JP, the mysterious villain of SF6 is unlocked as your Final Master in the base game. We have ...

  11. Street Fighter 6/E.Honda

    Front leg hurtbox is raised on frames 4-20. Spike knockdown vs. juggled opponents (HKD +43~46); only applicable after wall splat or DR~5MP juggle starter. Target combo from 5MP into Honda's safe overhead. The 3HK in this target combo can be canceled into Sumo Spirit on hit by pressing 2HK at the end of the attack.

  12. "Take a photo of Honda" HOW?!? : r/StreetFighter

    rjhunt42. • 1 yr. ago. Solution: You have to get close enough to him ( on his left side) to get the blue camera icon to show up at the bottom middle of the screen, then go into the phone menu to select Camera and it will then give you two options this time with MISSION MODE.

  13. Street Fighter 6 World Tour

    Once you've met with E. Honda during Chapter 8, the sumo lad will tell you about a Legendary Warrior who happens to be residing at Genbu Temple in Japan. Head on over to the world map and travel ...

  14. Big in Japan

    This SF6 World Tour Walkthrough guide will detail the rewards for completing Big in Japan, where you'll be introduced to Ryu and E. Honda. Big in Japan Rewards. When you complete Big in Japan, you ...

  15. How to unlock every character in Street Fighter 6 World Tour ...

    Juri is one of the best characters in Street Fighter 6. Location: Nayshall. Chapter: Unlocked via the sub-quest A Hardboiled Adventure. Juri is one of the most fun characters that you will get to ...

  16. Street Fighter 6

    Once you do you'll receive the Japanese Horseradish item which will increase A.K.I.'s bond with you by 40 points. Couple this with the Fan item you can get from Ioannis in Tian Hong Yuan, and ...

  17. Characters We'd Like To See In Street Fighter 6's Season 2

    Even though he'd rank as one of the older fighters in the series, the inclusion of E. Honda, Dhalsim and Akuma shouldn't keep him out of the running. We also don't have a Muay Thai ...

  18. Street Fighter 6 Ken, Blanka, Dhalsim, E. Honda Official ...

    Get your first detailed look at World Tour in Street Fighter 6. Fully customize your avatar with robust options and equip the right gear for your playstyle. ...

  19. Street Fighter 6

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  20. Elektrostal, Moscow Oblast, Russia

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