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

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
- - - - -

Startup has an auto-guard around Hanzou's front hand.


5AB
WHP Hanzou 5AB.png
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.


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
- - - - -

Bit more damage than far 5A.


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

Guard break on block.


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

Hanzou's hardest hitting normal that special cancels.


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
- - - - -

Hard knockdown on hit. Not much oki off it, but gives you a bit of corner carry.


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
- - - - -

The new light kick animation from WH Jet. Mashable and VERY low profile.


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

His old LK from WH 1 and 2. Fast and long reaching. Hanzou isn't really meant for foot games, but this is perfectly serviceable.


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


Command Normals

cl.6CD
WHP Hanzou cl6CD.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Your most damaging normal, but no knockdown or cancels.


j.2C
WHP Hanzou j2C.png
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

cl.6AB
WHP Hanzou cl6AB.png
Sorry Zangief, Hanzou did it first.
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.


cl.4AB
WHP Hanzou cl4AB.png
I wanna take you for a ride!
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

ABC/2ABC
WHP Hanzou ABC.png
Ninja pose in 3, 2..
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Hanzou takes a pose and does - nothing. You can act again after 10 frames. Seems pointless, but the catch is, it cancels out of any ground normal, hit or whiff. This allows you to save yourself from certain unsafe situations, set up insane block strings, and it's the prime ingredient for some infinite TOD dash combos.

Special Moves

Rekko Zan
236P
WHP Hanzou rekko.png
"Hadou... Err, I mean, Rekko Zan!"
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Hanzou swings his sword and flings a spectral shuriken. The sword does not hit, only the shuriken. Pretty bog standard projectile. You won't get far basing your game plan around this, but it's still a decent tool to control space and force your opponent to do something.


Double Rekko Zan
236236P
WHP Hanzou db rekko.png
Sorry Akuma, Hanzou did it first.
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Hanzou swings both his swords to fire off a pair a spectral shuriken that travel in a sinusoidal motion. Does more damage and beats other single hit projectiles, but interestingly, it's only a single hit itself. Be careful with this. Recovery is about the same as Rekko Zan, but startup is roughly twice as long, and despite appearances it's just as easily countered.


Koh Ryu Ha
623P
WHP Hanzou koh.png
Sorry Ken, Hanzou did it first.
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Hanzou grabs his sword and twirls into the air surrounded by a spectral dragon. The initial hitbox starts just before he leaves the ground, can't be air blocked, and beats pretty much anything head to head. I've seen talk of moves like Muscle Power's jC beating DPs, but that's not happening here so long as you hit deep. Watch out for cross-ups though. The hitbox doesn't cover Hanzou's back, so it's possible to blow right by them and leave yourself open. This is also Hanzou's EX move, but doesn't really do much for you. You get a lot more hits and an ostensibly longer invincibility, but neither of them make much practical difference.


Ninpo Koh Rin Kazan
214K
WHP Hanzou Kazan.png
Ninja kites are last week's news.
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

The ninja buzz-saw. Hanzou grabs his swords, leaps into the air, then tells gravity to sit and spin. Cool looking move, but unfortunately not very practical other than a gimmick or round finisher. Lower strength buttons fly mostly straight forward and can hit three times for big damage. Heavy version reels backward, then swoops down and up again in a high priority full screen arc, but none of them are safe on hit or block.


Ninja Leg Lariat
236K
WHP Hanzou lariat.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

A basic expansion attack where Hanzou leaps forward with a flying axe kick. Light version deals a single hit, the others have two. All three versions knock down for nice damage and leave you in a good position for follow ups. You're in trouble if they see it coming though, so try not to get too predictable.


Ninja Teleport
258 any
WHP Hanzou teleport.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Hanzou teleports to one of six locations on screen depending on your button press. The command is very precise and must pass through neutral - something like Down + Back to Up won't work. This move gives you incredible mobility, endless attack options, and can wreck your opponent's game plan all by itself. There's even a screen shake effect that can mess with their timing.

Super Moves

Slice The Shimmering Light
641236 AC
WHP Hanzou slice light.png
Damage Guard Cancel Properties
- - -
Startup Active Recovery Adv. Hit Adv. Block
- - - - -

Hanzou leaps to the wall behind him, kicks off, and dives at the opponent. On hit, he teleports all around and slices them to ribbons punctuated with kanji flashes. Ends with opponent corner splat and Hanzou teleporting close. Looks awesome, does a ton of damage, and the dive has nice priority. Sounds great on paper, but good look connecting. The closer Hanzou is to an edge the faster it hits, but no matter what it's brain dead reactable. They WILL see it coming, they WILL block it, and you WILL get punished. Plus, if the screen scrolls, it can sometimes fail outright. The only real use outside of combo exhibitions is catching them dizzy or punishing other extremely laggy moves on reaction (ex. an opponent's super), but this is extremely risky.

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