Samurai Shodown/Hanzo Hattori: Difference between revisions

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Revision as of 07:24, 5 January 2023

Hanzo Hattori
服部 半蔵, Hattori Hanzō

Introduction

Hanzo is an extremely offensive character who comes equipped with some of the best mixup- and setplay-tools in the entire game.

While his normal slashes are mostly built for close-quarters combat, he can pester the opponent from full screen with his Baku'en Ryuu or throwing star projectiles. Fortunately, Hanzo has nearly unrivaled mobility options which include multiple teleports, blisteringly fast run speed, a wall-jump and a great backdash. His running 66C overhead can cross up which, when coupled with his running slide or 66B and his running command grab, makes his approach extraordinarily powerful.

Once Hanzo has scored that crucial knockdown, things really go from bad to worse for the opponent as he can mix you up between his high- or low-hitting teleport slashes, his aforementioned running crossup or powerful command grabs. Hanzo struggles in the mid range since his anti-airs are rather mediocre and he lacks a good long-range 5C to control space with, so it is recommended you set up your vortex game quickly before falling behind on life.

Strengths Weaknesses
  • Excellent mobility
  • Strong grabs
  • Best setplay in the game
  • Rage fireball becomes much less threatening against characters with strong zoning and anti-fireball
  • Needs to forego anti-air WFT and throw -> WFT in order to keep max rage for mixups
  • Very punishable if his setplay is blocked
  • Poor recoil cancel options
  • Floaty jump and poor jump normals make air neutral difficult

Data

  • Damage Taken: 100%
  • Rage Factor: 0.14
  • Rage Duration: 18 seconds
  • Jump: 49 frames (Slow)
  • Forward Walk Speed: 0.35 (Fast)
  • Back Walk Speed: 0.3 (Fast)
  • Dash Speed: 1.4 (Extremely Fast)
  • Back Dash: 40 frames (Cancelable from frame 13)
  • Weapon Pickup / Drop: 40 / 55 frames


Gameplan

Hanzo has a fairly open-ended playstyle. While his strong offensive arsenal lends itself well to a rushdown-mixup kind of style, he can also be played as a hit-and-run type character, or even as a more traditional grappler. You can mix-and-match these playstyles as you see fit, alowing for some great flexibility during matches.

Neutral

In neutral, it's important that his place a fireball before he makes a move. And when he lands it, he can get out of there and plan the next attack. If using the A version of his FB, its short range will not reach a full screen opponent, with his fast dash, he can go for a command grab if the opponent is standing or neutral jumped. If they forward jumped, he can go for 66B and 66C high/low or right/left mix when they land, it requires some practice to get the timing, but mix it up a little, find the right style.

If using the B version, it can work as the A version except he can't command grab when the opponent is in block stun of the fireball. When the opponent is blocking, he can use 66B and 66C for some mix. This version of FB is slow in its speed that its perfect for masking Hanzo's movement.

If using the C version, it's faster than the B version, it's more used when you want to keep out the opponent and play zoning game, but one problem is that he lacks a good anti-air making him hard to actually anti air people. Also he can't really be cornered with his teleports, so he's set to play a quite run away style too with his amazing mobility. When in rage, it becomes lots of pressure that lead to the most damage he can get, so often he will keep his rage for this more damage.

His teleports are the best in the game, they are fast, they can get him anywhere in the screen, having 7 different possibilities of the destination makes him have some gimmicks. Primarily the 22S version is used the most, as a dodge of certain attack, and a trick on the table to make people guess his movement. His 421S versions are for flexible movement in the screen, mostly used to get out of corner or set up for a command grab or reversal. His teleports with damage are used only to take a small amount of health when needed, if used carelessly it's really easy to block with some practice (block low at first when Hanzo disappears and change to high since the low one is faster than the high). So use it in combine with other versions.

Okizeme

His Oki is straight forward too, 66B and 66C mix-ups, or use 22S to bait out stuff. Can use 421S to suddenly appear at a different location to mess with opponent's head.

Normal Moves

Far Slashes

5A
5A
SS7 hanzo 5A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Mid 9 - - 25 -4 -5 [-7] 5 Yes Yes Yes Yes

Hanzo does a horizontal sword swipe in front of him

  • Far reaching, cancellable light
  • Quite slow for what it is
5B
5B
SS7 hanzo 5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 11 - - 39 -8 -12 [-10] 10 No Yes Yes No

Hanzo takes a large step forward and strikes with his sword

  • 11f Startup and long reach make 5B one of the beter pokes in the game, capable of easily punishing a lot of buttons not intended to be punished if spaced
  • Be mindful of deflect and the fact that Hanzo's own recoil options are sub-par
  • Naturally pushes you forward on hit and block
5C
5C
SS7 hanzo 5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
260 (180,80) Mid 29 - - 62 -5 -29 [-5] 25 No Yes No, Disarm No

Hanzo jumps off the ground in a shallow arc before coming down with his sword

  • 5C has been vastly improved since 5sp, so now you can actually use it sometimes!
  • Far reaching, albeit slow heavy.
  • It's airborne from frame 10 to 29, allowing you to jump over low hitboxes like Jubei's fireball or some low sweeps
  • Since you are still considered airbourne on the first hit, it also blows deflects up for free
  • At tip range, only the second hit will connect
  • Surprisingly safe on block against unarmed opponents
  • -2 on recoil cancel
2A
2A
SS7 hanzo 2A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 8 - - 23 -3 -5 [-6] 5 Yes Yes Yes No

Hanzo slashes from a crouching position

  • Long range crouching jab
  • Similar to 5A (but one frame faster)
  • Slightly shorter range
2B
2B
SS7 hanzo 2B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 Mid 12 - - 37 -5 -12 [-9] 10 Yes Yes Yes No

Hanzo does a powerful downwards slash

  • Standard-issue cancellable 2B
  • Not really all that useful in throw combos, since it pushes the opponent out of Hanzo's WFT range
  • Does more Damage than n.5B
2C
2C
SS7 hanzo 2C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
200 Low 18 - - 54 KD -28 [-13] 25 No Yes No No

Hanzo does a powerful sword strike directly at the opponent's feet

  • Damaging low sweep with decent range
  • Preferred meterless ender after throw

Near Slashes

n.5A
n.5A
SS7 hanzo n5A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 5 - - 16 +1 -5 [-5] 5 Yes Yes Yes No

Hanzo does a quick strike with this sword

  • Your 5 frame close normal
  • Possible recoil cancel into 623C command grab for a nasty tick throw
n.5B
n.5B
SS7 hanzo n5B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Mid 8 - - 29 -1 -12 [-5] 10 Yes Yes Yes No

Hanzo does a downwards sword strike close to his body

  • Fast punish starter
  • Combos into WFT
  • Less pushback than 2B makes this your preferred followup after a deep crossup j.D
n.5C
n.5C
SS7 hanzo n5C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
220 (150,70) Mid 12 - - 63 -4 -28 [-8] 25 No Yes Disarm No

Hanzo does a quick 2-hit sword attack from close range

  • Near heavy slash with slightly above average speed and damage
  • Gives Hanzo a threatening Guard Crush game
  • Make sure to cancel the first hit into 623S on GC, or all you get is the weak second hit

Kicks

5D
5D
SS7 hanzo 5D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 13 - - 28 -3 -6 5 Yes No No Yes

Hanzo does an upwards kick attack

  • Low-commitment, low-reward anti-air
  • Has a recessed hurtbox, yet still loses to some deep jump-ins
  • Will hit Earthquake standing
6D
6D
SS7 hanzo 6D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 Low 9~12 4 17~14 29 KD -11~-8 5 No No No Yes

Hanzo spins and sweeps the opponent's leg

  • Fast knockdown low
  • Safe-ish on block
  • Good in scrambles
2D
2D
SS7 hanzo 2D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
20 Low 5~8 4 9~6 17 0~+3 -3~±0 5 No No No Yes

Hanzo does a quick low kick

  • Your other 5f option, and gegerally your preferred one
  • Decent get off me-button, as it's fast and fairly low-risk
  • Unusually active for a 2D
  • Very low damage
3D
3D
SS7 hanzo 3D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 12~13 2 29~28 42 KD -15~-14 5 No No No Yes

Hanzo crouches down and does a far-reaching sweep

  • Slightly more range than 6D, but also worse on block
  • Pretty underwhelming button all-around

Dash Normals

66A
66A
SS7 hanzo 66A.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 Mid 6 - - 20 -2 -19 [-5] 5 Yes Yes Yes No

Cancellable running light. Might be useful for sneaking in a slinky in neutral, but is unfortunately terrible on block and deflectable. Becomes -8 frame on recoil cancel.

66B
66B
SS7 hanzo 66B.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 Low 15 - - 36 KD(+103) -35 [-5] 10 No Yes No No

Unusually powerful running low. Knocks down on hit. Forms one part of Hanzos running mixup. Also -8 on recoil cancel.

66C
66C
SS7 hanzo 66C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
160 High 25~26 2 - 82 KD(+46) -26~-27 20 No No No No

Overhead move that can crossup or stay same side, which makes it a great mixup tool. However it's very punishable on block.

66D
66D
SS7 hanzo 66D.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
70 Low 9~20 12 24~13 44 KD -20~-9 5 No No No Yes

Slide kick that can low profile some attacks. Pretty safe, if you can make it hit at the tip.

Air Normals

j.A
j.A
SS7 hanzo jA.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
40 High 9 - - - - - 5 No No No No

Standard jumping light with decent hitbox.

j.B
j.B
SS7 hanzo jB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
100 High 11 - - - - - 10 No No No No

Strider Hiryū-looking jumping slash. Actually a pretty good air-to-air. Gives Hanzo a restand on air hit, which he enjoys greatly.

j.C
j.C
SS7 hanzo jC.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
150 High 13 - - - - - 20 No No No No

Strong jump-in with a low hitbox. Can connect n.5C on a deep hit.

j.D
j.D
SS7 hanzo jD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
30 High 7 - - - - - 5 No No No Yes

Cross up jumping kick. Can go into n.5B xx WFT on a deep hit.

Unarmed Normals

u.5S
u.5S
SS7 hanzo u5S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 8 - - 26 +2 -3 5 No No No Only

Hanzo retains all of his special moves while disarmed, which SNK apparently took as an excuse to half-ass all his unarmed normals. u.5S is only slightly faster than his armed 5A but without the range or cancellability. At least it's safe on block.

u.2S
u.2S
SS7 hanzo u2S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 9 - - 31 -2 -7 5 No No No Only

Like u.5S but somehow worse.

ju.S
ju.S
SS7 hanzo ujS.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 High 8 - - - - - 5 No No No Only

Decent air-to-air that wins more often than it should. Somewhat outclassed by j.6D.

u.66S
u.66S
SS7 hanzo u66S.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
50 Mid 7 - - 30 KD -8 5 No No No Only

Dash punch. Knocks down on hit. Actually a good normal! Try to get your weapon back please.

Universal Mechanics

Guard Break
Guard Break (Throw)
SS7 hanzo 4CD.jpg
5C+D / 6C+D
5C+D / 6C+D
SS7 hanzo 44CD.jpg
4C+D
4C+D
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 No 3 - 71 74 +20 - - - - - Yes
Back 0 No 5 - 69 74 +25 - - - - - Yes

Universal throw. Can be followed up with combos. Back throw has slower start up but better frame advantage.

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS7 hanzo 5BC.jpg
Armed Overhead
Armed Overhead
SS7 hanzo u5BC.jpg
Unarmed Overhead
Unarmed Overhead
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 80 High 21 - - 59 +2 -12 - No No No No

Universal overhead. Since version 1.70 it doesn't knock down.

Unarmed 60 High 17 - - 62 KD -23 - No No No Only

Universal unarmed overhead, knocks down the opponent.

Dodge
Dodge
5A+B
SS7 hanzo 5AB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
N/A - 1 16 22 38 - - - - - - Yes

Universal dodge. Avoids all attacks for a brief moment, and is mainly used to avoid throws.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

Stance Break
Stance Break
A+B during Just Defense
SS7 hanzo gAB.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 55 KD -24 - No - - Yes

Universal Stance Break.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS7 hanzo deflect.jpg
Counter
Counter
SS7 hanzo bladecatch1.jpg
SS7 hanzo bladecatch2.jpg
Blade Catch
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 46 +35~+59 - - - - - No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.

Unarmed 0 N/A 2 12 9 22 KD - - - - - Only

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

Rage Explosion
Rage Explosion
5A+B+C
SS7 hanzo RE.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
0 No 21 1 - 58 0 - - - - - No

Unblockable pushback attack. Hitbox extends all the way up to top of the screen.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS7 hanzo issen.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
300~709 Mid 9 - - - KD -44 - - - No No

Has full invincibility and can anti-air. Damage scales based on remaining rage explosion gauge.

Command Moves

Rolling Aerial Attack
Rolling Aerial Attack
(close)j.6D
SS7 hanzo j6D.jpg
STOP JUMPING OUT OF MY OKI
STOP JUMPING OUT OF MY OKI
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
112 No 4 - - - KD - - - - - Yes

Air throw, an excellent air to air option.

Wall Jump
Wall Jump
(near wall)9
SS7 hanzo walljump.jpg
Wall Jump
Wall Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - - Yes

Hanzo can jump near walls.

Backdash
Backdash
44
SS7 hanzo 44.jpg
Do a flip!
Do a flip!
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - - - - 40 - - - - - - Yes

Although not a "real" command move, Hanzo's backdash deserves special mention, since it functions differently from almost any other backdash in the game. On it's own, it takes 40 frames to complete and moves you backwards a little more than half screen. This makes proper repositioning with backdash almost impossible. However, the middle of the animation (pretty much the entire part where Hanzo's hands touch the ground) is special cancellable, and Hanzo has some great ways to abuse this:

The most obvious cancel here is backdash into slinky (214S), this allows you to set up a slinky in neutral with very little risk, as it's surprisingly hard to chase after Hanzo. You can also chain your backdash into any of your teleports for some very tricky movement. For 22S, simply input 44~1(5)2S and for 421S input 4421S. If you wanna be cheeky, cancel your backdash into 421D (On player 1 side) or 421B (On player 2 side) to show up directly behind your opponent, setting them up for a command grab.

The second part of the animation is airbourne - as all other backdashes in the game are - and can be cancelled with aerial special moves (In Hanzo's case j.236S). This isn't terribly useful since Hanzo is too far away to hit the opponent unless they gave chase right away.

Special Moves

Ninja Exploding Dragon Blast
Ninja Exploding Dragon Blast
214S
SS7 hanzo 214S.jpg
Ninja Exploding Dragon Blast
Ninja Exploding Dragon Blast
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 60 Mid 24 - - 54 KD -5 5 - - - Yes

Fire slinky. Your main goal after a knockdown will be to make your opponent respect it, so you can apply your vortex game. The A version will just about reach after 623S, which means you can make it whiff on purpose by doing microwalk back 214A.

B 60 Mid 28 - - 59 KD -6 5 - - - Yes

Reaches about 3/4 screen. Has a little bit more startup and recovery than the A version.

C 60 Mid 32 - - 64 KD -7 5 - - - Yes

Full screen slinky. Long startup and recovery, so don't expect to win fireball wars with this.

Rage 120 (12,18x6) Mid 20 - - 54 KD +23 7 - - - Yes

Rage 214C is the cornerstone of Hanzo's offense and one of the best Rage Specials in the game. It comes out even faster than the A version and has seven hits, putting the opponent in prolonged blockstun if done meaty. On Hit, it allows powerful followups such as j.C or Airthrow. Hanzo has the 3rd longest rage timer in the game at 18 seconds, allowing multiple rounds in the blender. In fact, Rage Slinky is so good, lots of Hanzo players will forgo the opportunity to WFT early in order to get more use out of it.

Ninja Shrike Dash
Ninja Shrike Dash
(close)623S
SS7 hanzo 623S.jpg
Ninja Shrike Dash
Ninja Shrike Dash
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 180 No 6 - - 53 KD - - - - - Yes
B 200 No 9 - - 49 KD - - - - - Yes
C 230 No 13 - - 45 KD - - - - - Yes

Hanzo's izuna drop style command grab and arguably the best command grab in the game. Compared to regular throws, 623S has almost half the recovery on whiff, while doing generally more damage, having more range and leaving you with better Okizeme. Stronger versions have more range, slower start up and faster recovery. Invaluable move. Always go for it, unless you absolutely need the extra speed of your normal throws.

Whistling Shrike Drop
Whistling Shrike Drop
(close)6623C
SS7 hanzo 6623C.jpg
Whistling Shrike Drop
Whistling Shrike Drop
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
180 No 6 - - 41 KD - - - - - Yes

Hanzo's command grab while dashing has even less recovery than his 623S series, while having similar range, damage and speed as the light version. To compensate, you throw yourself towards the corner during it. While the enemy is knocked down, you can attempt to corpse hop 66C, crossup Teleport or simply jump over, but you'll give up your Oki in the process. Since version 1.70, it only comes out with the heavy slash button.

Ninja Silencer
Ninja Silencer
22S
SS7 hanzo 22S.jpg
Ninja Silencer
Ninja Silencer
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
- - 16 - - 44 - - - - - - Yes

Hanzo does a teleport animation then phases out briefly before reappearing at the same position. Total of 55 frames and full invincibility from frame 21~50.
Since version 2.10, all of his teleports now disappears faster.

Ninja Mon Dance
Ninja Mon Dance
421A/B/C/D
SS7 hanzo 421S.jpg
Ninja Mon Dance
Ninja Mon Dance
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A / C N/A - 16 - - 70 - - - - - - Yes
B / D N/A - 16 - - 70 - - - - - - Yes

Hanzo does a teleport animation then goes to one of the 4 positions (It's the same regardless of P1 or P2 side)

  • A version: Places Hanzo in the air towards left side of screen.
  • B version: Places Hanzo near the ground on left side of the screen.
  • C version: Places Hanzo in air on right side of the screen.
  • D version: Places Hanzo near the ground on the right side of the screen.

It has full invincibility from frame 21 until he shows up.
Since version 1.70, hold left for the A version / right for the C version to fall at a different angle, besides they can follow up any air action.

Falling Ninja Cicada Larva
Falling Ninja Cicada Larva
63214A+D
SS7 hanzo 6321AD.jpg
Falling Ninja Cicada Larva
Falling Ninja Cicada Larva
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
110 High 72 - - - KD -46 12 - - - Yes

Hanzo teleports, then waits for the opponent to be on the ground if they aren't already before showing up above with an overhead attack. (If the opponent is in the air while he disappears, the attack will be delayed.) Hanzo attacks 21 frames after he shows up for regular standing opponent. Unfortunately, it's both fairly reactable and also absolutely terrible on block, so think twice before throwing it out! Its damage becomes 90 while disarmed.

Gashing Ninja Cicada Larva
Gashing Ninja Cicada Larva
63214B+D
SS7 hanzo 63214BD.jpg
Gashing Ninja Cicada Larva
Gashing Ninja Cicada Larva
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Low 65 - - - KD -28 12 - - - Yes

Hanzo teleports, then waits for the opponent to be on the ground if they aren't already before showing from the ground and doing an attack. If the opponent is in the air while he disappears, the attack will be delayed. Hanzo attacks 13 frames after he shows up. Not quite as bead as the overhead version on block, yet still comfortably 5C punishable for most characters. Its damage becomes 70 while disarmed.

Self-Sacrifice Stratagem of Buddha
Self-Sacrifice Stratagem of Buddha
(During knocked back)63214x2A+D
SS7 hanzo HighWood.jpg
Self-Sacrifice Stratagem of Buddha
Self-Sacrifice Stratagem of Buddha
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
110 High 72 - - - KD -46 12 - - - Yes

Hanzo leaves behind a log and appears from the air to counterattack his enemy, this move can only be done while knocked back by opponent. Its damage become 90 while disarmed.

Demonic Self-Sacrifice Stratagem
Demonic Self-Sacrifice Stratagem
(During knocked back)63214x2B+D
SS7 hanzo HighWood.jpg
Demonic Self-Sacrifice Stratagem
Demonic Self-Sacrifice Stratagem
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Low 65 - - - KD -28 12 - - - Yes

Hanzo leaves behind a log and appears from the ground to counterattack his enemy, this move can only be done while knocked back by opponent. Its damage become 70 while disarmed.

Ninja Windsplitter
Ninja Windsplitter
j.236S
SS7 hanzo j236S.jpg
Ninja Windsplitter
Ninja Windsplitter
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 60 High 21 - - - -26 -31 5 - - - Yes
B 60,20 High 23 - - - -26 -31 10 - - - Yes
C 60,20,20 High 25 - - - -26 -31 15 - - - Yes

Throws ninja stars in the air, hits overhead. Can be performed during backdash and air teleports. Usually safe if spaced well, though don't plan on using this move for full-on zoning anytime soon. Hanzo stops his jump arc while doing this move, so you can try to bait anti-air Issen with it, if you're really feeling yourself.

Supers

Weapon Flipping Technique

Sealed Scroll: Shadow Particle
236B+C
SS7 hanzo WFT.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
384(448) Mid 20 - - - KD -51 - - - - No

Available only during Max Rage or Rage Explosion. Disarms on hit. It has a large hitbox for anti-air but start up is slow.

Super Special Move

True Whistling Shrike Drop -Ruin Embers-
641236C+D
SS7 hanzo SSM1.jpg
SS7 hanzo SSM2.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
690 Mid 10+20 - - - KD -45 - - - - No

Available only once per match. Standard SSM with short reach.

Combos

Midscreen

  • (n.5B/2B) xx WFT
    Punish combo at close range.
  • (5CD/4CD)...
    • 2C
      Optimal follow up after throw, but command throws have better risk reward ratio.
    • WFT
      Disarm the opponent, but sometimes it's better to keep the rage. Back throw WFT whiffs against Ruixiang.
    • Lighting Blade
      Issen only deals more damage than WFT at almost full gauge.
  • Rage 214C...
    • j.C
      Signature high damage combo, keeps the opponent standing for more pressure. If the fireball hits at close range, the timing for jump C is tight .
    • j.6D
      Easier to connect than jump C at close range, but knocks down the opponent.
    • 66C / 66B / n.5C
      Cross up mixup. Doesn't combo if the opponent doesn't block the fireball. (66B doesn't combo)
    • 2D
      If the opponent stand blocks, 2D combos with the last hit of rage fireball, and it connects at any range.
    • Lighting Blade
      Issen combo.
  • j.D n.5B / 2B xx WFT
    Jump D must deep hit at point-blank range or cross up. 2B only connects WFT while cross up.
  • j.C n.5C / 2C / WFT / Lighting Blade
    Deep hit combos.

Corner

  • (4CD/5CD) n.5C
    More damage than 2C at the corner.
  • (4CD/5CD) n.5B / 2B xx WFT
    More damage for WFT combo at the corner.
  • Rage 214C WFT...
    Connects at the distance outside of the range of 623B, or when the rage fireball hits meaty.

Guard Crush

  • n.5C...
    Combo from second hit...
    • Lighting Blade
      Universal Issen combo, combo from second hit.
  • 5C...
    Combo from second hit...(He can't cancel the first hit so all he can do is to combo the second hit)
    • WFT
      More damage than just WFT.
    • Lighting Blade
      Universal Issen combo, combo from second hit.
  • n.5C...
    Cancel second hit...
    • 623C...
      Whiff grab...
      • 5C
        Best damage out of GC without rage.
      • (n.5B/2B) xx WFT
        WFT combo up close.
      • 2C
        Knocks down.
      • Rage 214C...
        See follow up from above, it works so why not look cool?

Videos

Hanzo tutorial and combos by LegendaryWolf Shirou

Colors

SS Hanzo 1.png
SS Hanzo 2.png
SS Hanzo 3.png
SS Hanzo 4.png


External Links


General
FAQ
Controls
Mechanics
Patch Notes
System Data
Characters
Amakusa
Baiken
Basara
Cham Cham
Charlotte
Darli
Earthquake
Galford
Genjuro
Gongsun Li
Hanzo
Haohmaru
Hibiki
Iroha
Jubei
Kazuki
Kyoshiro
Mina
Nakoruru
Rimururu
Shiki
Shizumaru
Sogetsu
Tam Tam
Ukyo
Wan-Fu
Warden
Wu
Yashamaru
Yoshitora