World Heroes Perfect/Hanzou

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< World Heroes Perfect
Revision as of 12:40, 4 June 2015 by HanzoHimemiya (talk | contribs) (HanzoHimemiya moved page World Heroes Perfect/Hanzou to Hanzou (WHP) over redirect)

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

  • 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.

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