Samurai Shodown/Hanzo Hattori

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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
  • Needs offensive momentum to be scary
  • Weak presence in the mid-range
  • Low damage outside his setplay

Data

  • Damage Taken: 100%
  • Rage Factor: 0.14
  • Rage Duration: 18 seconds

Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Hanzo's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Far Slashes

5A
5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Mid 9 - - -4 -5 [-7] Yes Yes Yes Yes
5B
5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 11 - - -8 -12 [-10] No Yes Yes No
5C
5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
260 (180,80) Mid 29 - - -5 -29 [-5] No Yes No, Disarm No

Far reaching heavy slash. It's airborne from frame 10 to 29, able to jump over some low projectiles, only the 2nd hit can be deflected. It's -2 frame on recoil cancel.

2A
2A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 8 - - -3 -5 [-6] Yes Yes Yes No
2B
2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 Mid 12 - - -5 -12 [-9] Yes Yes Yes No
2C
2C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
200 Low 18 - - KD -28 [-13] No Yes No No

Near Slashes

n.5A
n.5A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 5 - - +1 -5 [-5] Yes Yes Yes No
n.5B
n.5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Mid 8 - - -1 -12 [-5] Yes Yes Yes No
n.5C
n.5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
220 (150,70) Mid 15 - - -28 -4 [-8] No Yes Disarm No

Near heavy slash with above average speed and damage.

Kicks

5D
5D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 13 - - -3 -6 Yes No No Yes

Only hits air opponents and Earthquake (standing & crouching). Can be use for anti air and empty cancel.

6D
6D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 Low 9 4 - KD -11~-8 No No No Yes
2D
2D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
20 Low 5 4 - 0 -3~±0 No No No Yes
3D
3D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 12 2 - KD -15~-14 No No No Yes

Dash Normals

66A
66A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 Mid 6 - - -2 -19 [-5] Yes Yes Yes No

It's -8 frame on recoil cancel.

66B
66B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 Low 15 - - KD(+103) -35 [-5] No Yes No No

It's -8 frame on recoil cancel.

66C
66C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
160 High 25 2 - KD(+46) -26~-27 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
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
70 Low 9 12 - KD -20~-9 No No No Yes

Slide kick that can low profile some attacks. It can be -8 on block in some rare case.

Air Normals

j.A
j.A
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
40 High 9 - - - - No No No No
j.B
j.B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
100 High 11 - - - - No No No No
j.C
j.C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
150 High 13 - - - - No No No No
j.D
j.D
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
30 High 7 - - - - No No No Yes

Unarmed Normals

u.5S
u.5S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 8 - - +2 -3 No No No Only
u.2S
u.2S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 9 - - -2 -7 No No No Only
ju.S
ju.S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 High 8 - - - - No No No Only
u.66S
u.66S
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
50 Mid 7 - - KD -8 No No No Only

Universal Mechanics

Guard Break
Guard Break (Throw)
5C+D / 6C+D
4C+D
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Neutral / Forward 0 No 3 - 74 +20 - - - - Yes
Back 0 No 5 - 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
Armed Overhead
Unarmed Overhead
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 80 High 21 - - 2 -12 No No No No

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

Unarmed 60 High 17 - - KD -18 No No No Only

Universal unarmed overhead, knocks down the opponent.

Dodge
Dodge
5A+B
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
N/A - 1 16 22 - - - - - 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
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 Mid 5 - - KD -24 No - - Yes

Universal Stance Break.

Counter / Blade Catch
Counter / Blade Catch
236A+B
Counter
Blade Catch
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
Armed 0 N/A 2 11 34 +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 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
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
0 No 21 1 - 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
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash 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
Rolling Aerial Attack
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
112 No 4 - - KD - - - - Yes

Air throw, an excellent air to air option.

Wall Jump
Wall Jump
(near wall)9
Wall Jump
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - - - - - - - - - Yes

Hanzo can jump near walls.

Special Moves

Ninja Exploding Dragon Blast
Ninja Exploding Dragon Blast
214S
Ninja Exploding Dragon Blast
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 60 Mid 24 - - KD -5 - - - Yes
B 60 Mid 28 - - KD -6 - - - Yes
C 60 Mid 32 - - KD -7 - - - Yes
Rage 120 (12,18x6) Mid 20 - - KD +23 - - - Yes

Hanzo summons a flaming slinky which has a large and hard to get around hitbox opponent. It has low hitbox despite of how it looks. The heavy and rage version travels full screen. The rage version has multiple hits and Hanzo can follow up with attacks, and it's very plus on block even at point blank range, besides it becomes not reflectable in version 1.70.

Ninja Shrike Dash
Ninja Shrike Dash
(close)623S
Ninja Shrike Dash
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 180 No 6 - - KD - - - - Yes
B 200 No 9 - - KD - - - - Yes
C 230 No 13 - - KD - - - - Yes

Hanzo's izuna drop style command grab. Stronger version has better range, slower start up and faster recovery.

Whistling Shrike Drop
Whistling Shrike Drop
(close)6623C
Whistling Shrike Drop
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
180 No 6 - - KD - - - - Yes

Hanzo's command grab while dashing, has the similar range as the light version. In version 1.70 it only comes out with the heavy slash button.

Ninja Silencer
Ninja Silencer
22S
Ninja Silencer
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
- - 21 - - - - - - - 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.

Ninja Mon Dance
Ninja Mon Dance
421A/B/C/D
Ninja Mon Dance
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A / C N/A - 21 - - - - - - - Yes
B / D N/A - 21 - - - - - - - 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 with air throw.

Falling Ninja Cicada Larva
Falling Ninja Cicada Larva
63214A+D
Falling Ninja Cicada Larva
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
110 High 72 - - KD -46 - - - Yes

Hanzo teleports, then wait 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. Its damage become 90 while disarmed.

Gashing Ninja Cicada Larva
Gashing Ninja Cicada Larva
63214B+D
Gashing Ninja Cicada Larva
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Low 65 - - KD -28 - - - Yes

Hanzo teleports, then wait 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. Its damage become 70 while disarmed.

Self-Sacrifice Stratagem of Buddha
Self-Sacrifice Stratagem of Buddha
(During knocked back)63214x2A+D
Self-Sacrifice Stratagem of Buddha
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
110 High 72 - - KD -46 - - - 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
Demonic Self-Sacrifice Stratagem
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
90 Low 65 - - KD -28 - - - 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
Ninja Windsplitter
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
A 60 High 21 - - - - - - - Yes
B 60,20 High 23 - - - - - - - Yes
C 60,20,20 High 25 - - - - - - - Yes

Throwing ninja stars in the air, hits overhead. Can be perform during backdash and air teleports.

Supers

Weapon Flipping Technique

Sealed Scroll: Shadow Particle
236B+C
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash 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
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel Weapon Clash Deflectable Unarmed
690 Mid 30 - - 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.

Videos

Hanzo tutorial and combos by LegendaryWolf Shirou

Colors


External Links

Samurai Shodown
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Characters

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