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 |
ABD Moves
Command | Frames | ||||
---|---|---|---|---|---|
ABC | 10 Before you can move | - | Down + ABC | 10 Before you can move | -
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. StrategiesMatch-ups
|