Omega E. Honda general thread - We got Hitboxes in here!

Legend
cr. = Crouching
cl. = Close Standing
st. = Far Standing
f+ = Hold towards opponent and press attack button at the same time
LK = Light Kick
MK = Medium Kick
HK = Heavy Kick
LP = Light Punch
MP = Medium Punch
HP = Heavy Punch
EX = Uses one stock of EX Meter
FA = Focus Attack
FADC = Focus Attack Dash Cancel. Uses two stock of EX Meter
, = Link or next move
j. = jumping
xx = cancel/cut short attack animation prematurely by next special move

damage/stun/meter

Da Moves
close LP Headbutt = 160/250
close MP Headbutt = 170/250
close HP Headbutt = 180/250
close EX Headbutt = 210/250

far LP Headbutt = 140/200
far MP Headbutt = 150/200
far HP Headbutt = 160/200
far EX Headbutt = 180/200

LK Shoulder = 130/200
MK Shoulder = 140/200
HK Shoulder = 160/200
EX Shoulder = 180/200

LP Hands = 130/250
MP Hands = 120/200
HP Hands = 110/140
EX Hands = 180/200

LK & MK & HK Buttslam = 160/250
EX Buttslam = 200/200

LK Bear Grab = 230/200
MK Bear Grab = 240/200
HK Bear Grab = 250/200
EX Bear Grab = 260/150

LP Oicho = 180/250
MP Oicho = 190/250
HP Oicho = 200/250
EX Oicho = 330/300

Salt = 1/1

Super = 450
Ultra 1 = 353~518
Ultra 2 = 356~525

Da Combos
Ultra 1 (50% filled to 100%) - Ultra 2 (50% filled to 100%)
I’ll get rid of the useless combos eventually, this is just a first draft of what I messed around with in training mode and to compare dmg with each other.
All following combos have been tested on a standing Ryu.

cl.MK xx H.Hands = 205/274
cl.HK xx H.Hands = 200/290
cr.MK xx H.Hands = 190/240
cl.MP xx H.Hands = 160/240

EX Oicho = 330/300/2

  • xx EXFA lvl2 = 210/120/4
    – st.LK xx L.HHS, cr.LP xx MP Headbutt = 419/405
    – cl.MP xx M.HHS, cl.MK xx H.HHS, f+HK = 442/476
    – cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 461/495
    – Ultra = 425~521 & 425~525/120
  • xx FADC = 130/0/4
    – st.LK xx L.HHS, cr.LP xx MP Headbutt = 415/410
    – cl.MP xx M.HHS, cl.MK xx H.HHS, f+HK - 464/514
    – cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 494/540
    – U2 = 416~550/0

Jumpin, cl.MP, cl.MP xx cl.HP

  • MP Headbutt = 364/525
    – xx Super = 634/525/4
  • EX Buttslam = 385/525/1
  • EX Headbutt = 427/595/1
  • EX Oicho = 511/630/2
    – xx EXFA lvl2, U1 = 531~575 & 529~579/495/4
    – xx FADC, U2= 549~634/420/4

(st.LP, ) cl.MP xx M.HHS

  • st.LP xx M.HHS = 298/480
  • st.LP xx MP Headbutt = 319/480
  • cl.MK xx HP Headbutt = 358/520
  • cl.MK xx H.HHS, f+HK = 389/598

(st.LP, ) cl.MP xx H.HHS

  • f+HK = 248/400
  • cr.HP = 272/400
  • cr.LP xx EX Shoulder = 326/420/1
  • Super = 520/240/4
  • (st.LP xx ) EX Oicho = 424/480/2
    – xx EXFA lvl2 = 324/330
    — cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 472/549
    — Ultra = 470~532 & 467~534/330
    – xx FADC = 264/240
    — cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 515/639
    — U2 = 479~579/240

cl.MP, cl.HK xx M.HHS

  • st.LP xx MP Headbutt = 415/615
  • st.LP xx EX Oicho = 523/675/2
    – xx FADC cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 575/760
  • xx Super = 601/460/4

Corner Combos
j.HP, cl.MP xx L.HHS, cr.LP xx EX HHS, MP Headbutt = 487/780/1
j.HP, cl.MP xx L.HHS, cr.LP xx EX HHS, EX Oicho = 592/855/3

j.HP, cl.MP, cl.HK xx H.HHS, EX HHS, MP Headbutt = 547/813
j.HP, cl.MP, cl.HK xx H.HHS, EX HHS, EX Oicho = 646/888

Summary
Best meterless combos:

  • cl.MP xx M.HHS, cl.MK xx H.HHS, f+HK = 389/598
  • cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 415/615
    Best stun combos:
  • j.HP, cl.MP xx M.HHS, cl.MK xx H.HHS, f+HK = 464/764 + an oicho or buttslam is instant stun
  • j.HP, cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 494/790 + an oicho or buttslam is instant stun
  • j.HP, cl.MP, cl.MP xx cl.HP, EX Headbutt = 506/775 + an oicho or buttslam is instant stun
  • j.HP, cl.MP, cl.HK xx M.HHS, EX Oicho = 584/840
  • j.HP, cl.MP, cl.HK xx M.HHS, EX Oicho xx FADC, cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 611/885

after TC2 (the “cl.MP -> cl.HP” juggle) you can link U1 against high float characters (e.g: Boxer, Deejay…), even midscreen. You might be able to get U1 on those characters after an EX HHS in the corner too, but I couldn’t get it to work.

Omega Honda still has a bunch of character specific combos, unfortunately. You can do cr.mk xx HP HHS, cr.MK xx HP Headbutt on a bunch of characters, even standing, but the second cr.mk whiffs on standing shotos ;_;. Usually you can substitute cr.lp… I think cr.mk xx HP HHS, cr.lp xx EX HHS works on everyone…

for j.HP, cl.MP xx L.HHS, cr.LP xx EX HHS, M.Headbutt getting both hits of cl.MP seems to be character specific. It works with 1 hit of cl.MP for slightly less damage and stun.

omega honda is a stun monster. here are some more 1 bar heavy stun combos

j.HP, c.LP xx MP HHS, s.LP xx EX Oicho does 513 damage, 675 stun
j.HP, cl.MP, HK xx EX Oicho does 533 damage, 730 stun

also you can combo into and out of salt, but i can’t find anything useful with it

Thanks for the help guys. I’m gonna hold off the character specific stuff (big and floaty characters) until I can find a solid bnb that works on 80% of the cast.
Honda is indeed a stun monster, it’s why I added a stun value to all the combos. @sage2050‌ I’ve found better stun combos so far, but I really had no idea he can combo off of his salt throw.
Maybe the salt works as a safe meaty in similar fashion like Dudley’s rose or Hugo’s clap.

Btw I found something else. The first hits of cl.MP and st.HK can put airborne opponents in a juggle state. That means the following combos work on jumping/backdashing or late crumpled opponents:

st.HK/cl.MP xx MP Headbutt
st.HK/cl.MP xx EX Oicho

AA Salt throw, st.HK/cl.MP xx MP Headbutt
AA Salt throw, st.HK/cl.MP xx EX Oicho

Spoiler

http://i.minus.com/ibjlKPUAYngXwY.gif

sick. how does salt throw function as an AA? is it at all reliable

when I get home tonight I’ll test out some properties of oicho, shoulder tackle, and the new command throw. the latter two seem kind of useless unless they have good invincibility or armor.

Salt throw is situational as an AA. It usually trades and the most u can get realistically is a f+HK after salt puts them in a juggle state.

st.LP, cl.LK, cr.MK all combo into salt
cr.LP and cl.MK seem to be the only normals that can combo from salt.

Knowing this, the following combo works but isn’t really viable as it’s a tricky hitconfirm and annoying combo to execute.
cl.LK xx Salt, cl.MK xx H.HHS, f+HK = 280/349

edit
defeating someone with Salt triggers the super finish background and u get the super finish icon.

double edit
Salt can destroy high projectiles. For example: high tiger shots, air fireballs and Viper’s burn kicks.

http://i.minus.com/ibaYMy53OvvTkK.gif

You can combo off of Honda’s overhead with cl.MK or cr.LP
Here’s a neat stun reset I found on Ryu that works if the opponent doesn’t block the overhead

j.HP, (st.LP, )cl.MP xx M.HHS - reset part - df.HK, cr.LP xx ex oicho = 692 (276 + 416) dmg / 1005 stun

if you follow-up the stun, you can do almost 1000 dmg with the following combos

j.HP, cl.MP, cl.MPxx cl.HP, MP Headbutt = 240
j.HP, M.HHS, cl.MK xx HP Headbutt = 244
j.HP, cl.MP, cl.HK xx M.HHS, st.LP xx MP Headbutt = 254
j.HP, M.HHS, cl.MK xx H.HHS, f+HK = 254
j.HP, U1 = 297

Some major hitbox differences between Omega Honda and Ultra Honda that are worth mentioning.
Omega Honda will always be on the left side and Ultra Honda will be on the right side.

cr.LP gained a hurtbox on the arm and the hitbox is slightly shifted inwards. It has less recovery.
st.LP has a faster startup.

st.HP has no hurtboxes on the arm on startup and in the beginning of the attack. It’s an EXCELLENT anti-air, but the hurtboxes are also wider on the body. The hitbox shrinks and the old arm hurtbox comes back at the later part of the attack, making it much less effective in footsies.

Spoiler

http://i.imgur.com/NuiTSKc.png?1

http://i.imgur.com/3UWDTAZ.png?1

http://i.imgur.com/bFxzgFf.png?1

st.HK has a massive hurtbox on startup and on recovery. It’s also slower, but also causes a knockdown on hit. It has a much better hitbox once it’s active.

Spoiler

http://i.imgur.com/X4kCQAQ.png?1

http://i.imgur.com/d2HwXRx.png?1

http://i.imgur.com/ur8N5os.png?1

cr.HP’s startup is a lot faster but the hitbox doesn’t expand as much as Ultra’s and It also gets a hurtbox before it starts.

http://i.imgur.com/oj10IY6.png?1

cr.HK has less hurtboxes, attacks in the front AND in the back. If you catch someone with the back part you get massive frame advantage on hit and block.

http://i.imgur.com/u1djG3t.png?1

http://i.imgur.com/UVpVm3K.png?1

edit
Images and hitboxes were captured thanks to Frame Trapped 3.