Street Fighter Wiki
Advertisement
"Move forward with a traditional sumo shuffle. Useful for closing the distance with your opponent."
Street Fighter 6

The Sumo Dash (相撲ステップ Sumo Suteppu?, Sumo Step) is one of E. Honda's signature special attacks, introduced in Street Fighter 6.

Inputs
Appearances Sumo Dash Teppo Triple Slap Taiho Cannon Lift
Classic Arcade Stick QCF+Arcade Button Kick Arcade Stick QCF+Arcade Button Kick>Arcade Button Punch>Arcade Button Punch Arcade Stick QCF+Arcade Button Kick>Arcade-Stick-Down+Arcade Button Punch
Modern Arcade-Stick-Right+Modern SP Arcade-Stick-Right+Modern SP>Modern Button>Modern Button Arcade-Stick-Right+Modern SP>Arcade-Stick-Down+Modern Button

Description[]

SumoDash

Executed by performing a quarter-circle motion and pressing kick, Honda steps forward while moving his hands. By pressing any punch button twice during the dash, E. Honda performs the Teppo Triple Slap (鉄砲 Teppō?, Practice Pole), where he does three palm thrusts into his opponent's middle while stepping forward. By pressing down and punch during the dash, E. Honda performs the Taiho Cannon Lift (大砲 Taihō?, Cannon), where he slaps his opponent twice, the second of which launching his opponent up.

Tactics[]

This is one of E. Honda's newest moves. He gains access to a command dash that can be cancelled from E. Honda's normals or his Double Slaps target combo. During the dash, E. Honda has two different follow-up moves:

Teppo Triple Slap[]

TeppoTripleSlap
"A sequence of slaps performed from Sumo Dash. Useful for checking your opponent up close or as a way to continue your offensive pressure."
Street Fighter 6

The Teppo Triple Slap follow-up is performed by pressing any punch button during the active frames of the command dash. E. Honda performs the first two slaps that knocks down the opponent. On hit, E. Honda has a massive frame advantage; allowing him to perform a safe jump as the opponent is recovering. He can continue offensive pressure with a jumping attack or land in front of the opponent and quickly before Oicho Throw to catch them off-guard. E. Honda can also cancel Teppo Triple Slap from Standing Heavy Punch to create enough space away from the opponent where it can be difficult to punish him. The OD version is also safe on block. Additionally, he can only cancel into his Super Art from the first two slaps. By pressing punch during the first couple of slaps, E. Honda finishes the move with a third slap. This adds more damage to the move overall. However, it knocks the opponent across the stage, making it difficult for E. Honda to continue pressure unless he sends his them into the corner.

Taiho Cannon Lift[]

TaihoCannonLift
"A sequence of two strikes performed from Sumo Dash that launch an opponent into the air. Can be used to deal big damage in combos performed on opponents who have left themselves wide open."
Street Fighter 6

This move is performed by pressing down and any punch button during the command dash. While Teppo Triple Slap knocks the opponent further away, this move launches the opponent into the air. This allows E. Honda to follow up with a Sumo Slam or a Drive Rush to perform a juggle combos. While this can lead to a high damage potential, this move has a slower startup than the Teppo Triple Slap. Because of its slow startup, it can be difficult to use in the neutral game.

Gallery[]

Advertisement