Hanzou
From Shoryuken Wiki
Contents |
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
| General | Introduction | Notation | Game Mechanics | Strategy | Tiers | |
| The Characters | Brocken | Captain Kidd | Carn | Dragon | Erick | Fuuma | Hanzou | Jack | Janne | Johnny Maximum | Mudman | Muscle Power | Rasputin | Ryofu | Ryoko | Shura | Son Gokuu |
