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The Oicho Throw (大銀杏投げ Ō'ichō Nage?, "Great Ginkgo Throw"), also known by the misspelled name Ochio Nage, is one of E. Honda's special attacks, introduced in Super Street Fighter II Turbo. In Super Street Fighter IV, the move has a much more powerful version functioning as Honda's second Ultra Combo.

Input
Super Street Fighter II Turbo
Street Fighter IV
series

Street Fighter V
Street Fighter 6
Arcade Stick HCB+Arcade Button Punch
Street Fighter Alpha 3 Arcade Stick 360+Arcade Button Punch
Street Fighter 6
(Modern)
Arcade-Stick-Down+Modern SP

Description[]

OichoThrow

E. Honda slamming Cammy on the ground using Oicho Throw.

"Grab your opponent by the head, slam them into the ground, and follow up with a Sumo Slam. Useful for breaking through an opponent's guard at close range."
Street Fighter 6

Executed by performing a half-circle backward motion (or a full circle motion for either side, depending on the game) and pressing punch, E. Honda attempts to grab his opponent. If successful, he grabs them by the face and steps forward, swinging his opponent off of the feet. Finally, E. Honda violently slams his opponent to the ground. As they are recovering, E. Honda leaps above his opponent, performs a front flip and descends buttocks-first on top of their midsection, delivering a mini Sumo Smash on them.

In Street Fighter V, the EX version has Honda perform two consecutive Oicho Throws before slamming buttock-first on the opponent, as an homage to the Orochi Crush.

Tactics[]

Oicho Throw

E. Honda crashing on top of Cammy's midsection using Oicho Throw.

The reach and damage are determined by the punch button pressed. The Light version has the longest reach, but inflicts the least damage. The Heavy version has the shortest reach but deals the most damage. The Medium version lies in-between.

The EX Special version introduced in the Street Fighter IV series has a longer range and faster startup than the Light version. It also deals more damage than the Heavy version. Additionally, the EX version is invincible to throws for the first five frames.

The attack inflicts a sizable amount of damage and can provide a great advantage with its adjustable reach, allowing Honda to grab foes from a relatively safer distance. Because it's a command grab, this move cannot be blocked. While his E. Honda can keep his opponent at a distance with his mid-range normals, he's even scarier when he's up close and in range to perform his command throw. However, while Oicho Throw inflicts more damage than his regular throws, it has a lot more recovery frames. Like many command throws, whiffing this move leaves E. Honda vulnerable for a damaging punish combo.

Trivia[]

  • In its original appearance in Super Street Fighter II Turbo, some of the sprites for this move were incomplete; there was a complete lack of shading on Honda's midsection. It also had some issues with E. Honda's height, making him appear taller/longer in some of the CPS2 created sprites.
  • The name of this move may be a pun on Honda's topknot hairstyle, a ginkgo leaf shaped variation of the traditional chonmage used by high ranking sumo wrestlers, the Oichomage.

Gallery[]

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