World Heroes Perfect/Hanzou

From SuperCombo Wiki

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
+Has a down-back throw (the only character in the game to have a down-back throw)

Cons

-Ground pokes aren't the best
-EX and Super aren't very good

Moves List

Normal Moves

5A
WHP Hanzou 5A.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Standard jab.


5B
WHP Hanzou 5B.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


5AB
WHP Hanzou 5AB.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

One of Hanzou's primary buttons for pressure, especially when combined with 2D.


5C
WHP Hanzou 5C.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Kick that hits low.


5D
WHP Hanzou 5D.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


5CD
WHP Hanzou 5CD.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


Close Normal Moves

cl.5A
WHP Hanzou cl.5A.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


cl.5B
WHP Hanzou cl.5B.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


cl.5AB
WHP Hanzou cl5AB.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


cl.5D
WHP Hanzou cl.5D.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


cl.5CD
WHP Hanzou cl.5CD.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


Crouching Normal Moves

2A
WHP Hanzou 2A.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


2B
WHP Hanzou 2B.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


2AB
WHP Hanzou 2AB.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


2C
WHP Hanzou 2C.png
World's best crouching light kick
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


2D
WHP Hanzou 2D.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


2CD
WHP Hanzou 2CD.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -


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