World Heroes Perfect/Hanzou: Difference between revisions

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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


===Special Moves===
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
! align="center" | Command
! align="center" | Frames
! align="center" | Standing Block
! align="center" | Crouch Block
! align="center" | Standing Hit
! align="center" | Crouching Hit
|-
| align="center" | Quarter Circle Forward + LP
| align="center" | 12
| align="center" | -14 or better
| align="center" | -13 or better
| align="center" | -14 or better
| align="center" | -13 or better
|-
| align="center" | Quarter Circle Forward + MP
| align="center" | 14
| align="center" | -11 or better
| align="center" | -10 or better
| align="center" | -11 or better
| align="center" | -10 or better
|-
| align="center" | Quarter Circle Forward + HP
| align="center" | 18
| align="center" | -8 or better
| align="center" | -7 or better
| align="center" | -8 or better
| align="center" | -8 or better
|-
| align="center" | Quarter Circle Forward + LP
| align="center" | 12
| align="center" | -14 or better
| align="center" | -13 or better
| align="center" | -14 or better
| align="center" | -13 or better
|-
| align="center" | Double Quarter Circle Forward + LP
| align="center" | 32
| align="center" | -11 or better
| align="center" | -10 or better
| align="center" | -11 or better
| align="center" | -10 or better
|-
| align="center" | Double Quarter Circle Forward + MP
| align="center" | 30
| align="center" | -9 or better
| align="center" | -8 or better
| align="center" | -9 or better
| align="center" | -8 or better
|-
| align="center" | Double Quarter Circle Forward + HP
| align="center" | 35
| align="center" | -6 or better
| align="center" | -5 or better
| align="center" | -6 or better
| align="center" | -5 or better
|-
| align="center" | Forward, Down, Down-Forward + LP
| align="center" | 8
| align="center" | -24
| align="center" | -24
| align="center" |
| align="center" |
|-
| align="center" | Forward, Down, Down-Forward + MP
| align="center" | 10
| align="center" | -32
| align="center" | -32
| align="center" |
| align="center" |
|-
| align="center" | Forward, Down, Down-Forward + HP
| align="center" | 10
| align="center" | -47
| align="center" | -47
| align="center" |
| align="center" |
|-
| align="center" | Quarter Circle Back + LK
| align="center" | 19-38 depending on distance
| align="center" | -6
| align="center" | -6
| align="center" | -12
| align="center" | -12
|-
| align="center" | Quarter Circle Back + MK
| align="center" | 28 depending on distance
| align="center" | -6
| align="center" | -6
| align="center" | -12
| align="center" | -12
|-
| align="center" | Quarter Circle Back + HK
| align="center" | 30-50 dependind on distance
| align="center" | -14
| align="center" | -14
| align="center" | -18
| align="center" | -18
|-
| align="center" | Quarter Circle Forward + LK
| align="center" | 14-21 depending on distance
| align="center" | -3 to +0
| align="center" | -3 to +0
| align="center" |
| align="center" |
|-
| align="center" | Quarter Circle Forward + MK
| align="center" | 17-28 depending on distance
| align="center" | -5 to +1
| align="center" | -5 to +1
| align="center" |
| align="center" |
|-
| align="center" | Quarter Circle Forward + HK
| align="center" | 20-32 depending on distance
| align="center" | -25 to -20
| align="center" | -25 to -20
| align="center" |
| align="center" |
|-
| align="center" | Down, Up + LP
| align="center" | 55
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Down, Up + MP
| align="center" | 55
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Down, Up + HP
| align="center" | 55
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Down, Up + LK
| align="center" | 45 before you can attack
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Down, Up + MK
| align="center" | 45 before you can attack
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | Down, Up + HK
| align="center" | 45 before you can attack
| align="center" |
| align="center" |
| align="center" |
| align="center" |
|-
| align="center" | (With Full Meter)Forward, Down, Down-Forward + LP
| align="center" | 7
| align="center" | -6
| align="center" | -9
| align="center" |
| align="center" |
|-
| align="center" | (With Full Meter)Forward, Down, Down-Forward MP
| align="center" | 7
| align="center" | -14
| align="center" | -17
| align="center" |
| align="center" |
|-
| align="center" | (With Full Meter)Forward, Down, Down-Forward + HP
| align="center" | 7
| align="center" | -22
| align="center" | -25
| align="center" |
| align="center" |
|-
|}





Revision as of 02:33, 14 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

Normal Moves

Command Frames Standing Block Crouch Block Standing Hit Crouch Hit
Far LP 4 +6 +7 +6 +8
Far MP 8 +8 +9 +8 +9
Far HP 6 -3 -1 +2 +3
Standing LK 5 +7 +6 +5
Far MK 6 +5 +7 +5 +3
Far HK 7 -2 +0 +3 +4
Close LP 4 +5 +6 +5 +7
Close MP 6 +5 +6
Close HP 5 +2 +4 +2 +0
Close MK 4 +5 +7 +5 +3
Close HK 8 -6 -6
Close Forward or Back + HK 8 -6 -8 -5 -4
Crouching LP 4 +5 +6 +5 +4
Crouching MP 7 +2 +3 +5 +3
Crouching HP 7 +0 +2 +5 +6
Crouching LK 4 +7 +6 +5
Crouching MK 4 +3 +5 +3
Crouching HK 6 -1
Jumping LP 5
Neutral Jumping LP 5
Jumping MP 4
Neutral Jumping MP 5
Jumping HP 4
Neutral Jumping Hp 5
Jumping LK 4
Jumping MK 3
Jumping HK 7
Neutral Jumping HK 6
Jumping Down + MP 9 -34 -34
Dashing LP 4 +4 +5 +4 +6
Dashing MP 8 +7 +8 +7 +8
Dashing HP 6 -4 -2 +1 +2
Dashing LK 5 +5 +4 +3
Dashing MK 6 +4 +6 +4 +2
Dashing HK -3 -1 +2 +3
Dashing Down + LP 4 +3 +4 +3 +2
Dashing Down + MP 7 -1 +0 +2 +0
Dashing Down + HP 7 -1 +1 +4 +5
Dashing Down + LK 4 +5 +4 +3
Dashing Down + MK 4 +2 +4 +2
Dashing Down + HK 6 -2

ABC Moves

Command Frames Notes
ABC 10 Before You Can Move N/A
Down + ABC 10 Before You Can Move N/A

Special Moves

Command Frames Standing Block Crouch Block Standing Hit Crouching Hit
Quarter Circle Forward + LP 12 -14 or better -13 or better -14 or better -13 or better
Quarter Circle Forward + MP 14 -11 or better -10 or better -11 or better -10 or better
Quarter Circle Forward + HP 18 -8 or better -7 or better -8 or better -8 or better
Quarter Circle Forward + LP 12 -14 or better -13 or better -14 or better -13 or better
Double Quarter Circle Forward + LP 32 -11 or better -10 or better -11 or better -10 or better
Double Quarter Circle Forward + MP 30 -9 or better -8 or better -9 or better -8 or better
Double Quarter Circle Forward + HP 35 -6 or better -5 or better -6 or better -5 or better
Forward, Down, Down-Forward + LP 8 -24 -24
Forward, Down, Down-Forward + MP 10 -32 -32
Forward, Down, Down-Forward + HP 10 -47 -47
Quarter Circle Back + LK 19-38 depending on distance -6 -6 -12 -12
Quarter Circle Back + MK 28 depending on distance -6 -6 -12 -12
Quarter Circle Back + HK 30-50 dependind on distance -14 -14 -18 -18
Quarter Circle Forward + LK 14-21 depending on distance -3 to +0 -3 to +0
Quarter Circle Forward + MK 17-28 depending on distance -5 to +1 -5 to +1
Quarter Circle Forward + HK 20-32 depending on distance -25 to -20 -25 to -20
Down, Up + LP 55
Down, Up + MP 55
Down, Up + HP 55
Down, Up + LK 45 before you can attack
Down, Up + MK 45 before you can attack
Down, Up + HK 45 before you can attack
(With Full Meter)Forward, Down, Down-Forward + LP 7 -6 -9
(With Full Meter)Forward, Down, Down-Forward MP 7 -14 -17
(With Full Meter)Forward, Down, Down-Forward + HP 7 -22 -25


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

Game Navigation

General
FAQ
HUD
Controls and Notation
Game Mechanics
Strategy
Characters
Brocken
Captain Kidd
Carn
Dragon
Erick
Fuuma
Hanzou
Jack
Janne
Johnny Maximum
Mudman
Muscle Power
Rasputin
Ryofu
Ryoko
Shura
Son Gokuu
Neo-Dio