World Heroes Perfect/Hanzou: Difference between revisions

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=Frame Data=
=Frame Data=
Far LP: 4f, +6 on standing block, +7 on crouch block, +6 on standing hit, +8 on crouching hit
Far MP: 8f, +8 on standing block, +9 on crouching block, +8 on standing hit, +9 on crouching hit
Far HP: 6f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Standing LK: 5f, +7 on block, +6 on standing hit, +5 on crouching hit
Far MK: 6f, +5 on standing block, +7 on crouch block, +5 on standing hit, +3 on crouching hit
Far HK: 7f, -2 on standing block, +0 on crouch block, +3 on standing hit, +4 on crouching hit
Close LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Close MP: 6f, +5 on standing hit, +6 on crouching hit
Close HP: 5f, +2 on standing block, +4 on crouch block, +2 on standing hit, +0 on crouching hit
Close MK: 4f, +5 on standing block, +7 on crouch block, +5 on standing hit, +3 on crouching hit
Close HK: 8f, -6 on standing block, -4 on crouch block
Close f/b+HK: 8f, -6 on standing block, -8 on crouch block, -5 on standing hit, -4 on crouching hit
Crouching LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Crouching MP: 7f, +2 on standing block, +3 on crouching block, +5 on standing hit, +3 on crouching
hit
Crouching HP: 7f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Crouching LK: 4f, +7 on block, +6 on standing hit, +5 on crouching hit
Crouching MK: 4f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 6f, -1 on block
Jumping LP: 5f
Neutral Jumping LP: 5f
Jumping MP: 4f
Neutral Jumping MP: 5f
Jumping HP: 4f
Neutral Jumping HP: 5f
Jumping LK: 4f
Jumping MK: 3f
Jumping HK: 7f
Neutral Jumping HK: 6f
Jumping d+MP: 9f, -34 on block
Dashing LP: 4f, +4 on standing block, +5 on crouch block, +4 on standing hit, +6 on crouching hit
Dashing MP: 8f, +7 on standing block, +8 on crouch block, +7 on standing hit, +8 on crouching hit
Dashing HP: 6f, -4 on standing block, -2 on crouch block, +1 on standing hit, +2 on crouching hit
Dashing LK: 5f, +5 on block, +4 on standing hit, +3 on crouching hit
Dashing MK: 6f, +4 on standing block, +6 on crouch block, +4 on standing hit, +2 on crouching hit
Dashing HK: -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Dashing d+LP: 4f, +3 on standing block, +4 on crouching block, +3 on standing hit, +2 on crouching
hit
Dashing d+MP: 7f, -1 on standing block, +0 on crouch block, +2 on standing hit, +0 on crouch hit
Dashing d+HP: 7f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing d+LK: 4f, +5 on block, +4 on standing hit, +3 on crouching hit
Dashing d+MK: 4f, +2 on block, +4 on standing hit, +2 on crouching hit
Dashing d+HK: 6f, -2 on block
ABC: 10f before you can move/attack
d+ABC: 10f before you can move/attack
qcf+LP: 12f, -14 or better on standing block, -13 or better on crouch block, -14 or better on
standing hit, -13 or better on crouching hit
qcf+MP: 14f, -11 or better on standing block, -10 or better on crouch block, -11 or better on
standing hit, -10 or better on crouching hit
qcf+HP: 18f, -8 or better on standing block, -7 or better on crouch block, -8 or better on standing
hit, -7 or better on crouching hit
qcfx2+LP: 32f, -11 or better on standing block, -10 or better on crouch block, -11 or better on
standing hit, -10 or better on crouching hit
qcfx2+MP: 30f, -9 or better on standing block, -8 or better on crouch block, -9 or better on standing
hit, -8 or better on crouching hit
qcfx2+HP: 35f, -6 or better on standing block, -5 or better on crouch block, -6 or better on standing
hit, -5 or better on crouching hit
dp+LP: 8f, -24 on block
dp+MP: 10f, -32 on block
dp+HP: 10f, -47 on block
qcb+LK: 19-38f depending on distance, -6 on block, -12 on hit
qcb+MK: 28-f depending on distance, -6 on block, -12 on hit
qcb+HK: 30-50f depending on distance, -14 on block, -18 on hit
qcf+LK: 14-21f depending on distance, -3 to +0 on block
qcf+MK: 17-28f depending on distance, -5 to +1 on block
qcf+HK: 20-32f depending on distance, -25 to -20 on block
d,u+LP: 55f
d,u+MP: 55f
d,u+HP: 55f
d,u+LK: 45f before you can attack
d,u+MK: 45f before you can attack
d,u+HK: 45f before you can attack
dp+LP w/ full meter: 7f, -6 on standing block, -9 on crouch block
dp+MP w/ full meter: 7f, -14 on standing block, -17 on crouch block
dp+HP w/ full meter: 7f, -22 on standing block, -25 on crouch block
f,hcf+LP+LK: 26-38f depending on distance, -16 to -11 on block
f,hcf+LP+LK w/ full meter: 26-38f depending on distance, -16 to -11 on block
NOTES: Hanzou's ABC is incredible, as you can cancel any normal into it (even when it whiffs!). It
reduces the recovery of his heavy attacks by around 10-16 frames, creating strong pressure & even
infinites with his dashing HP and HK.


=Strategies=
=Strategies=

Revision as of 14:12, 9 May 2008

Introduction

Hanzou is just plain sick, though not the easiest to use to his full potential. The double-jump singlehandedly screws some characters. The DP cannot be air-blocked when it hits "deep" - a number of other anti-air specials can. His teleports can kill slower characters. And to top it off, his ABC is basically a free roman cancel, and it allows for great rushdown & infinites (dashing HK or dashing HP). In terms of matchups, I would compare him to ST Dhalsim: No disadvantages, but a good portion of the cast can hang with him. His ground pokes aren't the best, and his EX move & super are among the worst in the game.

Moves List

Normal Moves

Command Normals

In air, d + B -

Normal Throws

f + AB -

b + AB -

ABC / Personal Action

Special Moves

Rekko Zan (qcf + P) -

Double Rekko Zan (qcf x 2 + P) -

Koh Ryu Ha (dp + P) [EX] -

Ninpo Koh Rin Kazan (qcb + K) -

Ninja Leg Lariat (qcf + K) -

Ninja Teleport (d,u + attack) -

Super Moves

Slice The Shimmering Light (f, hcf + AC) -

Combos

Frame Data

Far LP: 4f, +6 on standing block, +7 on crouch block, +6 on standing hit, +8 on crouching hit

Far MP: 8f, +8 on standing block, +9 on crouching block, +8 on standing hit, +9 on crouching hit

Far HP: 6f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit

Standing LK: 5f, +7 on block, +6 on standing hit, +5 on crouching hit

Far MK: 6f, +5 on standing block, +7 on crouch block, +5 on standing hit, +3 on crouching hit

Far HK: 7f, -2 on standing block, +0 on crouch block, +3 on standing hit, +4 on crouching hit


Close LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit

Close MP: 6f, +5 on standing hit, +6 on crouching hit

Close HP: 5f, +2 on standing block, +4 on crouch block, +2 on standing hit, +0 on crouching hit

Close MK: 4f, +5 on standing block, +7 on crouch block, +5 on standing hit, +3 on crouching hit

Close HK: 8f, -6 on standing block, -4 on crouch block

Close f/b+HK: 8f, -6 on standing block, -8 on crouch block, -5 on standing hit, -4 on crouching hit


Crouching LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Crouching MP: 7f, +2 on standing block, +3 on crouching block, +5 on standing hit, +3 on crouching hit

Crouching HP: 7f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit

Crouching LK: 4f, +7 on block, +6 on standing hit, +5 on crouching hit

Crouching MK: 4f, +3 on block, +5 on standing hit, +3 on crouching hit

Crouching HK: 6f, -1 on block


Jumping LP: 5f

Neutral Jumping LP: 5f

Jumping MP: 4f

Neutral Jumping MP: 5f

Jumping HP: 4f

Neutral Jumping HP: 5f

Jumping LK: 4f

Jumping MK: 3f

Jumping HK: 7f

Neutral Jumping HK: 6f

Jumping d+MP: 9f, -34 on block


Dashing LP: 4f, +4 on standing block, +5 on crouch block, +4 on standing hit, +6 on crouching hit

Dashing MP: 8f, +7 on standing block, +8 on crouch block, +7 on standing hit, +8 on crouching hit

Dashing HP: 6f, -4 on standing block, -2 on crouch block, +1 on standing hit, +2 on crouching hit

Dashing LK: 5f, +5 on block, +4 on standing hit, +3 on crouching hit

Dashing MK: 6f, +4 on standing block, +6 on crouch block, +4 on standing hit, +2 on crouching hit

Dashing HK: -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit

Dashing d+LP: 4f, +3 on standing block, +4 on crouching block, +3 on standing hit, +2 on crouching hit

Dashing d+MP: 7f, -1 on standing block, +0 on crouch block, +2 on standing hit, +0 on crouch hit

Dashing d+HP: 7f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit

Dashing d+LK: 4f, +5 on block, +4 on standing hit, +3 on crouching hit

Dashing d+MK: 4f, +2 on block, +4 on standing hit, +2 on crouching hit

Dashing d+HK: 6f, -2 on block


ABC: 10f before you can move/attack

d+ABC: 10f before you can move/attack


qcf+LP: 12f, -14 or better on standing block, -13 or better on crouch block, -14 or better on standing hit, -13 or better on crouching hit

qcf+MP: 14f, -11 or better on standing block, -10 or better on crouch block, -11 or better on standing hit, -10 or better on crouching hit

qcf+HP: 18f, -8 or better on standing block, -7 or better on crouch block, -8 or better on standing hit, -7 or better on crouching hit


qcfx2+LP: 32f, -11 or better on standing block, -10 or better on crouch block, -11 or better on standing hit, -10 or better on crouching hit

qcfx2+MP: 30f, -9 or better on standing block, -8 or better on crouch block, -9 or better on standing hit, -8 or better on crouching hit

qcfx2+HP: 35f, -6 or better on standing block, -5 or better on crouch block, -6 or better on standing hit, -5 or better on crouching hit


dp+LP: 8f, -24 on block

dp+MP: 10f, -32 on block

dp+HP: 10f, -47 on block


qcb+LK: 19-38f depending on distance, -6 on block, -12 on hit

qcb+MK: 28-f depending on distance, -6 on block, -12 on hit

qcb+HK: 30-50f depending on distance, -14 on block, -18 on hit


qcf+LK: 14-21f depending on distance, -3 to +0 on block

qcf+MK: 17-28f depending on distance, -5 to +1 on block

qcf+HK: 20-32f depending on distance, -25 to -20 on block


d,u+LP: 55f

d,u+MP: 55f

d,u+HP: 55f

d,u+LK: 45f before you can attack

d,u+MK: 45f before you can attack

d,u+HK: 45f before you can attack


dp+LP w/ full meter: 7f, -6 on standing block, -9 on crouch block

dp+MP w/ full meter: 7f, -14 on standing block, -17 on crouch block

dp+HP w/ full meter: 7f, -22 on standing block, -25 on crouch block


f,hcf+LP+LK: 26-38f depending on distance, -16 to -11 on block


f,hcf+LP+LK w/ full meter: 26-38f depending on distance, -16 to -11 on block


NOTES: Hanzou's ABC is incredible, as you can cancel any normal into it (even when it whiffs!). It reduces the recovery of his heavy attacks by around 10-16 frames, creating strong pressure & even infinites with his dashing HP and HK.

Strategies

Match-ups

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