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
- Jump: 49 frames (Slow)
- Dash Speed: Extremely Fast
- Back Dash: 40 frames (Cancellable +11F to start up)
- Weapon Pickup / Drop: 40 / 55 frames
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Mid
|
9
|
-
|
-
|
25
|
-4
|
-5 [-7]
|
Yes
|
Yes
|
Yes
|
Yes
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
11
|
-
|
-
|
39
|
-8
|
-12 [-10]
|
No
|
Yes
|
Yes
|
No
|
|
5C
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
260 (180,80)
|
Mid
|
29
|
-
|
-
|
62
|
-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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
8
|
-
|
-
|
23
|
-3
|
-5 [-6]
|
Yes
|
Yes
|
Yes
|
No
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
Mid
|
12
|
-
|
-
|
37
|
-5
|
-12 [-9]
|
Yes
|
Yes
|
Yes
|
No
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
200
|
Low
|
18
|
-
|
-
|
54
|
KD
|
-28 [-13]
|
No
|
Yes
|
No
|
No
|
|
Near Slashes
n.5A
n.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
5
|
-
|
-
|
16
|
+1
|
-5 [-5]
|
Yes
|
Yes
|
Yes
|
No
|
|
n.5B
n.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
90
|
Mid
|
8
|
-
|
-
|
29
|
-1
|
-12 [-5]
|
Yes
|
Yes
|
Yes
|
No
|
|
n.5C
n.5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
220 (150,70)
|
Mid
|
15
|
-
|
-
|
66
|
-28
|
-4 [-8]
|
No
|
Yes
|
Disarm
|
No
|
Near heavy slash with above average speed and damage.
|
|
Kicks
5D
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
13
|
-
|
-
|
28
|
-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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
Low
|
9
|
4
|
-
|
29
|
KD
|
-11~-8
|
No
|
No
|
No
|
Yes
|
|
2D
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
20
|
Low
|
5
|
4
|
-
|
17
|
0
|
-3~±0
|
No
|
No
|
No
|
Yes
|
|
3D
3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
70
|
Low
|
12
|
2
|
-
|
42
|
KD
|
-15~-14
|
No
|
No
|
No
|
Yes
|
|
Dash Normals
66A
66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
Mid
|
6
|
-
|
-
|
20
|
-2
|
-19 [-5]
|
Yes
|
Yes
|
Yes
|
No
|
It's -8 frame on recoil cancel.
|
|
66B
66B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
Low
|
15
|
-
|
-
|
36
|
KD(+103)
|
-35 [-5]
|
No
|
Yes
|
No
|
No
|
It's -8 frame on recoil cancel.
|
|
66C
66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
160
|
High
|
25
|
2
|
-
|
82
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
40
|
High
|
9
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
100
|
High
|
11
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
|
j.C
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
150
|
High
|
13
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
No
|
|
j.D
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
30
|
High
|
7
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
Yes
|
|
Unarmed Normals
u.5S
u.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
8
|
-
|
-
|
26
|
+2
|
-3
|
No
|
No
|
No
|
Only
|
|
u.2S
u.2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
9
|
-
|
-
|
31
|
-2
|
-7
|
No
|
No
|
No
|
Only
|
|
ju.S
ju.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
High
|
8
|
-
|
-
|
-
|
-
|
-
|
No
|
No
|
No
|
Only
|
|
u.66S
u.66S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
50
|
Mid
|
7
|
-
|
-
|
30
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
Neutral / Forward
|
0
|
No
|
3
|
-
|
74
|
74
|
+20
|
-
|
-
|
-
|
-
|
Yes
|
Back
|
0
|
No
|
5
|
-
|
74
|
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
|
Total
|
Hit Adv
|
Block Adv
|
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
|
-
|
-
|
58
|
KD
|
-18
|
No
|
No
|
No
|
Only
|
Universal unarmed overhead, knocks down the opponent.
|
|
Dodge
Dodge 5A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
0
|
Mid
|
5
|
-
|
-
|
55
|
KD
|
-24
|
No
|
-
|
-
|
Yes
|
|
|
Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Blade Catch
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
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 Rolling Aerial Attack
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A
|
60
|
Mid
|
24
|
-
|
-
|
54
|
KD
|
-5
|
-
|
-
|
-
|
Yes
|
B
|
60
|
Mid
|
28
|
-
|
-
|
59
|
KD
|
-6
|
-
|
-
|
-
|
Yes
|
C
|
60
|
Mid
|
32
|
-
|
-
|
64
|
KD
|
-7
|
-
|
-
|
-
|
Yes
|
Rage
|
120 (12,18x6)
|
Mid
|
20
|
-
|
-
|
54
|
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
|
Total
|
Hit Adv
|
Block Adv
|
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. 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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
180
|
No
|
6
|
-
|
-
|
41
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
-
|
-
|
21
|
-
|
-
|
55
|
-
|
-
|
-
|
-
|
-
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
Deflectable
|
Unarmed
|
A / C
|
N/A
|
-
|
21
|
-
|
-
|
70
|
-
|
-
|
-
|
-
|
-
|
Yes
|
B / D
|
N/A
|
-
|
21
|
-
|
-
|
80
|
-
|
-
|
-
|
-
|
-
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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
|
Total
|
Hit Adv
|
Block Adv
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Total
|
Hit Adv
|
Block Adv
|
Cancel
|
Recoil
|
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