Samurai Shodown/Hanzo Hattori

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SamSho Hanzo Profile.png
Hanzo Hattori
服部 半蔵, Hattori Hanzō
  • 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

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.

Playstyle
SS Hanzo Icon.png Hanzo Hattori is a mix-up emphasis zoner with very good mobility and powerful okizeme.
Strengths Weaknesses
  • Excellent mobility: Hanzo has the fastest run in the game, along with a total of 7 different teleporting moves, allowing him to reposition himself easily.
  • Strong grabs: Hanzo's command grabs are best-in-class. Not only are they quick and damaging, but their low recovery makes them far less punishable on whiff than a regular throw.
  • Rage slinky: Hanzo's enhanced 214C "Slinky" fireball is an insanely powerful Oki tool, granting him an almost guaranteed mixup on the opponent's wakeup for as long as he has Rage.
  • Mix-ups galore: With multiple high- and low-hitting options, crossups, teleports and the afforementioned suite of command grabs Hanzo can keep the opponent guessing for days.
  • Bad air game: Hanzo lacks powerful jumping normals to control the airspace with. His jump is also very high and floaty and his anti-airs are below average.
  • Risky: While Hanzo has a plethora of strong mixups, they are heavily punishable on block.
  • Weak cancels: Hanzo has no special moves he can combo into on hit, severely limiting his damage potential from close punishes. His WFT also suffers from short range and and must be comboed from throws without a cancel.
  • Rage reliant: Hanzo is extremely reliant on his enraged state to make the enemy respect his vortex game. While Rage lasts very long for Hanzo, he needs to take a lot of damage (or get frequent instant blocks) to go into it.

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

Neutral with Hanzo can be challenging since you have only a few key pokes to control space with. Far 5B is a great button as it's fast and goes very far. You should frequently check the opponent walking into its range until you see them trying to predict it by deflecting or jumping. Your A or B slinky (214S) can be used as a longer range option to force a reaction from the enemy. Slide (66D) is safe if spaced well and knocks down on hit.

If you feel like you get too close to the corner, you can try to escape with 421B/D. Be careful, as your opponent can intercept both the startup and/or the recovery of your teleports if you are too predictable.

Hanzo has strong, undeflectable options for challenging a recoil on block, such as 2C, 5C, 66B or 66D. On your own recoils you can cancel into 214A or one of your various command teleports, such as 22S. Note that 22S will lose to quick block punishes such as 5B, but will generally win against slower answers such as a run-throw attempt, or a retalliatory 5C.

Once you get into Rage it's time to throw caution to the wind and get 214C out as quickly and as frequently as possible. Hanzo can follow up after the slinky and make dealing with it his opponent's problem. Cancelling your backdash into 214C is a great safe way to get a slinky out while giving you enough time to prepare your next mixup. Do it as long as your opponent lets you get away with it.

Okizeme

Without Rage, you will need to convince the opponent to respect your wakeup game by intercepting their escape attempts frequently and meaningfully. Get ready to airthrow (j.6D) a lot of people trying to neutraljump on your wakeup. Once they block, you can start to enforce your running mixup or threaten with your command grabs. Microwalk back -> 214A after a command grab will make the slinky whiff on purpose. You can use this to follow up with another running grab immediately afterwards.

With Rage, don't hesitate, drop a Slinky on their head and make them guess on your next mixup. Remember that your mixups become dramatically more safe if you mix them with the blockstun on Rage 214C, so go nuts! if 214C hits, you can usually follow up with j.C or Airthrow for additional damage and start the blender all over again.

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 No

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 better 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 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 4 9~6 17 0~+3 -3~0 5 No No No Yes

Hanzo does a quick low kick

  • Your other 5f option, and generally your preferred one
  • Decent get off me-button, as it's fast and fairly low-risk
  • 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 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

Hanzo does a close range slash from his run

  • Fast, cancellable running light
  • Unfortunately terrible on block and deflectable
  • Becomes -8 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

Hanzo crouches down and slashes the opponent's feet

  • Running Version of Hanzo's 2C
  • 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 2 - 82 KD(+46) -26~-27 20 No No No No

Hanzo jumps and does a powerful slash around his body

  • Overhead move that can crossup or stay same side
  • Great mixup tool, becomes incredibly ambiguous when spaced correctly.
  • 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 12 24~13 44 KD -20~-9 5 No No No Yes

Hanzo does a running slide kick

  • Can low profile some attacks
  • Fairly 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

Hanzo does a quick jumping slash directly in front of him

  • Standard jumping light
  • 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

Hanzo does a Strider Hiryū-looking jumping slash

  • Actually a pretty good air-to-air because of its generous reach and speed
  • 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

Hanzo does a powerful slash directly below him

  • 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

Hanzo does a jumping kick

  • Decent cross-up
  • 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 punches forward

  • Only slightly faster than his armed 5A but without the range or cancellability
  • Safe on block, at least
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

Hanzo punches from a crouching position

  • Like u.5S but somehow worse?
  • Slower startup and worse on hit/block
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

Hanzo punches the air in front of him

  • 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

Hanzo does a dashing 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 combo into 2C or n.5C in the corner
  • Can combo into 2B as well, but WFT won't connect afterwards.
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 10 No No No No

Universal overhead.

  • Generally Hanzo's least rewarding Mixup option.
  • -12 on block but very short range, so you can't space it.
Unarmed 60 High 17 - - 62 KD -23 10 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
  • 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.

  • Actually a decent get-off-me option for Hanzo, as his defense is otherwise lacking
  • Learn to use this on your wakeup against meaties
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.

  • You generally wanna go into 5C or SSM on connect
  • Dash 2B xx WFT works as well if you're quick
Unarmed 0 N/A 2 12 9 22 KD - - - - - Only

Universal unarmed 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

Universal Rage Explosion.

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

Universal reversal super while in Rage Explosion. Has full invincibility on frame 2. Damage scales based on remaining rage and health.

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

Hanzo's unique air throw

  • An excellent air to air option
  • Very fast, so it usually wins out against even preemptive jump buttons
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 its 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
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

Also referred to as "Fire Slinky" or just "Slinky". Hanzo summons a fireball that travels along the ground

  • Slow grounded fireball that shines as an okizeme tool
  • Bad in fireball wars, if you were wondering
  • Your main goal after a knockdown will be to make your opponent respect it, so you can apply your vortex game
  • 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
  • Reaches full screen.
  • Longest startup and recovery.
Rage 120 (12,18x6) Mid 20 - - 54 KD +23 7 - - - Yes
  • The cornerstone of Hanzo's offense and one of the best Rage Specials in the game
  • Comes out even faster than the A version and has seven hits, putting the opponent in prolonged blockstun if done meaty
  • Can not be reflected and eats through stance break
  • On Hit, it allows powerful followups such as j.C or Airthrow
  • Try to get it out it as much as possible while you have access to it
Ninja Shrike Dash
Ninja Shrike Dash
(close)623S
SS7 hanzo 623S.jpg
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
A 180 No 5 - - 53 KD - - - - - Yes

Hanzo's izuna drop style command grab

  • Arguably the best command grab in the game
  • Almost half the recovery of a regular throw, while doing generally more damage, having more range and leaving you with better Okizeme
  • A version is the fastest, but has the least range and damage, and recovers the slowest
B 200 No 8 - - 49 KD - - - - - Yes
  • A little bit slower than your A grab, but more range, less recovery and better damage
  • Becomes your Max Damage Grab immediately out of a run
C 230 No 12 - - 45 KD - - - - - Yes
  • Has the longest startup
  • Most Damaging, least recovery, longest range
  • Actually outdamages most regular throw combos in the game
  • Invaluable mixup tool
Whistling Shrike Drop
Whistling Shrike Drop
(close)6623C
SS7 hanzo 6623C.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
180 No 5 - - 41 KD - - - - - Yes

Hanzo's command grab while dashing

  • Has even less recovery than his 623S series
  • Similar range, damage and speed as 623A
  • 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
  • Only comes out with the heavy slash button, so you still have access to 623B as a more damaging, albeit slower option
Ninja Silencer
Ninja Silencer
22S
SS7 hanzo 22S.jpg
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.

  • Fast and difficult to react to
  • Good as a fake out that leaves you with most of your options intact when done on Oki
  • Decently useful as a recoil cancel
Ninja Mon Dance
Ninja Mon Dance
421A/B/C/D
SS7 hanzo 421S.jpg
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 the left side of screen. You can hold left during this version to fall at a slightly different angle.
  • B version: Places Hanzo near the ground on the left side of the screen.
  • C version: Places Hanzo in air on the right side of the screen. You can hold right during this version to fall at a slightly different angle.
  • 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.

Falling Ninja Cicada Larva
Falling Ninja Cicada Larva
63214A+D
SS7 hanzo 6321AD.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
110 High 57 - - - 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 against grounded opponents.
  • Unfortunately, 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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90 Low 50 - - - KD -28 12 - - - Yes

Hanzo teleports, then waits for the opponent to be on the ground (if they aren't already) before showing up from below with a sweeping attack. (If the opponent is in the air while he disappears, the attack will be delayed.)

  • Hanzo attacks 13 frames after he shows up.
  • Generally the more useful of the two feints, since it's faster and doesn't leave you outright SSM punishable on block
  • If done just before the opponent ukemi-rolls through you, Hanzo will re-allign to the side he was on when starting the animation, resulting in a crossup low.
  • Its damage becomes 70 while disarmed.
Self-Sacrifice Stratagem of Buddha
Self-Sacrifice Stratagem of Buddha
(During hitstun)624624A+D
SS7 hanzo HighWood.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
110/70 High 57 - - - KD -46 12 - - - Yes

Hanzo leaves behind a log and appears from the air to counterattack his enemy.

  • Can only be done during grounded hitstun.
  • Damage becomes 70 while disarmed.
Demonic Self-Sacrifice Stratagem
Demonic Self-Sacrifice Stratagem
(During hitstun)624624B+D
SS7 hanzo HighWood.jpg
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Guard Dmg Cancel Recoil Deflectable Unarmed
90/70 Low 50 - - - KD -28 12 - - - Yes

Hanzo leaves behind a log and appears from the ground to counterattack his enemy

  • Can only be done during grounded hitstun.
  • Does 70 damage when disarmed.
Ninja Windsplitter
Ninja Windsplitter
j.236S
SS7 hanzo j236S.jpg
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 80 [60,20] High 23 - - - -26 -31 10 - - - Yes
C 100 [60,20,20] High 25 - - - -26 -31 15 - - - Yes

Hanzo throws shuriken at the opponent.

  • Can be performed during backdash and air teleports.
  • Reliably nullifies/punishes diagonal projectiles like Mina's anti-air arrow or Iroha's D petal
  • 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 1+19 - - - KD -51 - - - - No

Hanzo Summons a large fire pillar around him

  • Available only during Max Rage or Rage Explosion
  • Disarms on hit
  • Large hitbox for anti-air but slow start up
  • Will always combo from both normal throws if done immediately afterwards



Will whiff only on Wu Ruixiang after a backthrow

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

Hanzo slashes the opponent, grabbing them from behind, before throwing a pile of bombs around them

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

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.
    • Lightning 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.
    • Lightning 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 / Lightning 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...
    • Lightning 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.
    • Lightning 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

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