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.
Pros and Cons
Pros
- Simple to learn and not very hard to play
- Amazing pressure, one of the strongest in the game due to his ABC special
- Great mobility, with a double jump and a teleport
- Good matchups against most of the cast
Cons
- Ground pokes aren't the best
- EX and Super aren't very good
Moves List
Normal Moves
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
Standard jab. |
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
Startup has an auto-guard around Hanzou's front hand. |
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
Breaks projectiles. One of Hanzou's primary buttons for pressure, especially when combined with 2D. |
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
Kick that hits low. |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Close Normal Moves
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
Hard knockdown on hit. Not much oki off it, but gives you a bit of corner carry. |
Crouching Normal Moves
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Damage | Guard | Cancel | Properties | |
---|---|---|---|---|
- | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Block |
- | - | - | - | - |
Command Normals
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
Your most damaging normal, but no knockdown or cancels. |
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
Hanzou stops midair, somersaults and dives straight down with his sword. Bounces forward roughly your normal jump trajectory on contact. Decent damage and splat knockdown on hit. Whiff recovery isn't bad, but you're screwed if they block it (and they probably will). Okay to pull out of a teleport now and then, but don't try to abuse it. |
Normal Throws
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
More damaging than cl.4AB and good forward corner carry, but leaves you almost a full screen away. |
Damage | Guard | Cancel | Properties | ||
---|---|---|---|---|---|
- | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Block | |
- | - | - | - | - | |
Your preferred throw most of the time. Amazing corner carry, leaves them right next to you, and allows option select from blocking. |
ABC / Personal Action
Special Moves
Rekko Zan
- Quarter Circle Forward + Punch
Double Rekko Zan
- Double Quarter Circle Forward + Punch
Koh Ryu Ha
- Forward, Down, Down-Forward + Punch
- EX Special
Ninpo Koh Rin Kazan
- Quarter Circle Back + Kick
Ninja Leg Lariat
- Quarter Circle Forward + Kick
Ninja Teleport
- Down, Up + Any attack
Super Moves
Slice The Shimmering Light
- Forward, Half Circle Forward + 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 |
Super Move
Command | Frames | Standing Block | Crouch Block |
---|---|---|---|
Forward, Half Circle Forward + LP+LK | 26-38 depending on distance | -16 to -11 | -16 to -11 |
(With Full Meter)Forward, Half Circle Forward + LP+LK | 26-38 depending on distance | -16 to -11 | -16 to -11 |
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.