![]() |
Want to be an editor? Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. |
Samurai Shodown V Special/Hanzo Hattori
Introduction
As you may or may not know, Hattori Hanzo is a ninja. A real ninja, like a Japanese historical figure, reincarnated by SNK into the Samurai Shodown universe.
Hanzo is a very mobile character who can be very hard to pin down. He lacks some of the poking tools other characters have, namely an anti air. Being a ninja, he won't let that stop him. Using a combination of projectiles, mixups, and mindgames Hanzo will fight his way to victory. His command grab looks cool.
Strengths | Weaknesses |
---|---|
|
|
Data
- Damage taken: 110%
- Rage duration: 20 seconds
- Amount to rage: 34
- Walk speed: 576
- Backwalk speed: 512
- Dash speed: 1900
- Jump duration: 49 frames
- Width: 8
- Throw range: 16
- Throw recovery: 42 frames
Normals
Far Slashes
5A: Not an awful poke, but 5B is generally better at its effective ranges. Special cancel is useful for canceling into teleports and projectiles, more so further out than up close (like off a wiffed or max range poke). |
5B: Good range and speed, your primary all around poking move. Recoil on block is useful for going into Baku'en Ryu. NOT special cancel. |
5AB: Incredibly awful and useless. |
2A: Not very fast but good on block making it useful for tick throws. Special Cancel. |
2B: A little faster than 5B, but inferior range and recovery. Special cancel. |
2AB: Very important punishing move, cancel it into 8BC. Special cancel. |
Near Slashes
n.5A: Not a bad poke, good for tick throws. |
n.5B: Faster than far B and has special cancel. |
n.5AB: Better than his far AB but still really bad. |
n.2A: N/A |
n.2B: N/A |
n.2AB: N/A |
Kicks
5C: Really ghetto anti air that needs to be done early and does no damage, meaning it's not much of an anti air. I don't reccomend using this move it's not worth the risk at all, as a shallow jumpin could easily trade or stuff it. |
6C: Low hit, can be useful as a punisher or a poke in some situations. |
2C: Really important poke, used for tick throws as just as a safe poke in general. Not to be overused, though. |
3C: A really long range sweep, often can catch people off guard at the beginning of a round granting you knockdown. Slow startup means you want to be careful to be a good distance when you use this move. |
Jumping
j.A: For when you need something even faster than j.B. |
j.B: Good air to air. |
j.AB: Really average j.AB with downward hitbox, but not really amazing enough to be a good jumpin. |
j.C: Pretty bad, hits at a weird angle with basically no active frames. |
Dashing
66A: Like a dashing version of his 5A, therefor not very good. |
66B: Sort of like a weak version of his 2AB, important in his dashing mixup. |
66AB: Dashover crossup move. It makes you airborne so it will beat any attempts to throw cleanly. Also very important for dashing mixup. |
66C: Amazing punishing tool and suprising poking tool. This move has a ton of forward momentum in addition to Hanzo's already fast (fastest) dash speed, allowing him to punish pretty much anything punishable even from far away. Also will catch people off guard who are not expecting a low from half the screen away. However it's unsafe on block if you are too close. |
Unarmed
5S: Chest punch. |
2S: Hanzo punches the opponent in the gut, being significantly more effective than the chest punch. It has a better hitbox and recovery. |
j.S: Air punch. |
66S: Chest punch that knocks down. |
Pursuits
Pursuit - 2BC
|
Heavy Pursuit - 8BC
|
System
Deflect - 216D: Deflects. |
Weapon Pickup - 5A: Picks up weapon. |
Taunt Disarm - Start Start Start: Hanzo puts his weapon down behind him after taunting. Hanzo can sometimes self-disarm after sending a slow fireball (214+B) but before it connects. |
Sankaku Tobi - j.9 or j.3 near wall: Wall jump. |
Backdash - 44: Hanzo does a handstand into backflip across about half the screen, the distance covered makes it a really effective movement and escape tool. In addition to that, it's special cancelable during the handstand into any of his grounded specials (even grab), as well as j.236S. Being able to do this cancel is a vital part of Hanzo's game. |
Specials
Ninpou: Baku'en Ryuu - 214S: (can be used unarmed)
|
Reppuu Shuriken - j.236S: (can be used unarmed)
|
Ninpou Shizune - 22S: (can be used unarmed)
|
Ninpou Enbu - 421 + Any: (can be used unarmed)
|
Mozu Otoshi - 623S, 6623S: (can be used unarmed)
Hanzo's command grab, probably his most defining move along with Baku'en Ryuu. Damage is unaffected by character defenses, which is nice against guys like Gedo. Normally you will be using this move from a roll forward (cancelled), or sometimes a dash when a Baku'en Ryuu setup is involved.
|
Ninpou Utsusemi Tenbu - 63214S: (can be used unarmed)
Hanzo teleports, then wait for the opponent to be on the ground if they aren't already before showing up and doing a pre-designated attack. Also generally considered to be too slow to be effective against an experienced player, and an unsafe mixup. Only real use is that it will generally stuff retaliations against the teleport attack so if your opponent just mashes pokes every time you do a teleport move, this will probably beat it.
|
Migawari no Jutsu - 6464642S: (can be used unarmed)
What the heck is that input!? Hanzo leaves behind a log and appears elsewhere to counterattack his enemy, can only be used from hitstun. It becomes more difficult to do the shorter the attack, so use it for punishing long multihit moves and heavy attacks with a ton of hitstun like Haoh's AB. It might be better if you think of this as [64]x3 > 2 > S. Or alternatively [64]xN > 2 > S. So long as you make sure you end at 4~2. Try to mash [64] throughout the hitstop and then time the down input with the end of hitstop.
|
Kuuten Geki - j.[1/2/3/4/6]C: (can be used unarmed)
|
Shin Mozu Otoshi - 236CD - WFT: (can be used unarmed)
|
Combos
Normal
- 2AB xx 8BC Bread n' Butter, punish anything you can with it, also combos off deep jumps.
- 214S 8BC Useful confirm for adding threat to your projectiles, just go into 2BC if you confirm late.
- (3C or 66C or 66B) 2BC Make your sissy moves do slightly more damage.
- 6C 8BC
Time slow
Nothing special here, his AB attacks other than 2AB are all very laggy during Time Slow making them not very useful. Get in as many 5Bs in as you can before meter runs out before using Issen. If you need to start from a dash use dashing A since it's your only dash attack that doesn't knock over.
However, Time Slow is a good chance for Hanzo to land his 623AB outside of a punish.
Strategies
Neutral Game
Hanzo's neutral game is really heavily reliant more than anything on his very fast dash, and very fast/cancelable backdash. Dash under bad jumps, backdash out of dodge to avoid unnecessary risks. When you have enough breathing room try to get out a 214B/AB, or just 214A if you don't have much time. Once you have a fireball out their options are very limited and you can start to turn things in your favor. Also be looking for opportunities to land dash in grab / 66C.
Hanzo may not do a lot of damage all at once except for when punishing with 2AB or 623AB, but he can annoy people into making those mistakes.
Dashing Mixups
Without Baku'en Ryuu
- Knockdown...
- > Dash, AB Crossup, beats most DPs by means of avoiding them entirely.
- > Dash, B Uncrossup, low, combos into 2BC.
- > Dash, 623A If you dashed far enough, the dashing version will come out, using a normal grab will work just fine.
With Baku'en Ryuu
- Knockdown...
- > 214AB Doesn't actually grant you any followup, but it's pretty much inescapable, eats wakeup jumps / mashes / whathaveyou for free. Isn't generally needed unless you are especially far.
- > 214A/B... Most common option, both give time for followup, use 214B when you are outside of 214A range.
- > Dash, BR blocked...
- > Dashing AB
- > Dashing B
- > tick into Dashing 623A
- > Crossup 421B/C... Depending on how far you were and how fast you did the teleport, the projectile may or may not crossup.
- > 623A
- > BC
- > 2AB
- > Dash, BR blocked...
- > 214A... This is from outside of 214A range, meaning it's a bluff.
- > Dashing AB
- > Dashing B
- > tick into Dashing 623A
- You can also roll into your command grabs if you so please, sometimes you can use it to roll through an attack.
Teleport Mindgames
While Hanzo's teleports are rather iffy as ambiguous mixup, they do have a lot of mindgame potential, especially once you start canceling into them.
Hanzo's fastest teleport is actually his teleport feint, 22S. Probably the one you want to be using the most as well since there's much less risk involved. A simple practical use for it is to 22S just outside of your opponents effective range, and as they wait for the followup dash in and 66C or regular/command grab.
For example, off a knockdown in the corner you're unable to go into much of a dashing mixup. As your opponent stands up you can do 22S and on reappearing 623A for a tick throw to get around the huge throw protection window on wakeup. You can also cancel into any of his teleports off a wiffed special cancelable poke, or his backdash, giving you even more options.
Here's another example: Close 5B (blocked) > 22A > Grab. Same situation right? Obviously they are going to catch on. Next time do close 5B (blocked) > 421B/D (whichever teleports you away) > 66C to punish a wiffed poke. You can really do anything after teleporting back, but the idea is to do something they never thought you could do. For the record, 22A > 2AB is faster than 63214BC and is also much safer.
Further expanding on that possibility, you could 5B (blocked) > 22A > 2AB > cancel recoil into something else / confirm into 2BC. As you can see the possibilities are basically only limited by your imagination.
Frame Data
Move | Damage | Startup | Active | Total | Cancel | Weapon Clash |
Hit Adv. |
Backhit Adv. |
Block Adv. |
Guard | Notes |
5A | 5 | 9 | 2 | 26 | 8~26(18) | 8(1) | -6 | -6 | -3 | Mid | Weak attack, Deflectable(weak) |
5B | 11 | 13 | 2 | 38 | x | 10~12(3) | -7 | +1 | -9 | Mid | Medium attack, Deflectable(med) |
5AB | 5, 24 | 34 | 5 | 77 | x | - | -4 | +6 | -21 | Mid | Medium, Heavy attack, Deflectable(heavy) |
2A | 5 | 8 | 1 | 20 | 8~12(5) | - | -2 | -2 | -3 | Mid | Weak attack, Deflectable(weak) |
2B | 7 | 10 | 2 | 34 | 10~27(18) | - | -6 | +2 | -9 | Mid | Medium attack, Deflectable(med) |
2AB | 28 | 14 | 2 | 48 | 18~21(4) | - | KD | KD | -21 | Low | Knockdown attack |
n.5A | 4 | 9 | 2 | 23 | 9~23(15) | 5~8(4) | -4 | -4 | -3 | Mid | Weak attack, Deflectable(weak) |
n.5B | 7 | 9 | 3 | 35 | 9~35(27) | 5~8(4) | -8 | +0 | -9 | Mid | Medium attack, Deflectable(med) |
n.5AB | 5, 24 | 22 | 3 | 80 | 25(1) | 26~32(6) | -10 | +0 | -21 | Mid | Medium, Heavy attack, Deflectable(heavy) |
n.2A | 5 | 8 | 1 | 20 | 8~12(5) | - | -2 | -2 | -3 | Mid | Weak attack, Deflectable(weak) |
n.2B | 7 | 10 | 2 | 34 | 10~27(18) | - | -6 | +2 | -9 | Mid | Medium attack, Deflectable(med) |
n.2AB | 28 | 14 | 2 | 48 | 18~21(4) | - | KD | KD | -21 | Low | Knockdown attack |
5C | 6 | 6 | 4 | 32 | 1~32(32) | - | -8 | +0 | -21 | Mid | Medium attack |
6C | 6 | 9 | 6 | 28 | x | - | KD | KD | -14 | Low | Knockdown attack |
2C | 2 | 5 | 4 | 16 | x | - | -1 | -1 | -6 | Low | Weak attack |
3C | 7 | 9 | 10 | 34 | x | - | KD | KD | -20 | Low | Knockdown attack |
j.A | 6 | 9 | 3 | 24 | x | - | -- | -- | -- | High | Weak attack, Deflectable(weak) Sword tip unhittable |
j.B | 9 | 11 | 1 | 34 | x | - | -- | -- | -- | High | Medium attack, Deflectable(med) |
j.AB | 24 | 13 | 3 | 51 | x | - | -- | -- | -- | High | Heavy attack, Deflectable(heavy) |
j.C | 4 | 6 | 4 | 22 | x | - | -- | -- | -- | High | Medium attack |
ju.C | 4 | 6 | 4 | 22 | x | - | -- | -- | -- | High | Medium attack |
5BC | 16 | 20 | 4 | 41 | x | - | KD | KD | -15 | High | Medium attack Knockdown attack |
u.5BC | 6 | 25 | 2 | 67 | 1~13(13) | - | KD | KD | -36 | High | Medium attack Knockdown attack |
66A | 6 | 9 | 2 | 29 | 1~8(8) | - | -2 | +6 | -21 | Mid | Medium attack, Deflectable(heavy) |
66B | 9 | 7 | 2 | 36 | 1~6(6) | - | KD | KD | -21 | Low | Knockdown attack |
66AB | 14 | 22 | 6 | 55 | 1~16(16) | - | KD | KD | -29 | Mid | Knockdown attack |
66C | 4 | 3 | 10 | 29 | 1~2(2) | - | KD | KD | -21 | Low | Knockdown attack |
u.5S | 4 | 5 | 5 | 24 | x | - | -1 | +7 | -14 | Mid | Medium attack |
u.2S | 4 | 5 | 2 | 21 | x | - | +2 | +10 | -11 | Mid | Medium attack Extended arm unhittable |
ju.S | 4 | 25 | 14 | 25 | x | - | -- | -- | -- | High | Medium attack |
u.66S | 4 | 5 | 10 | 16 | 1~14(14) | - | KD | KD | -6 | Mid | Knockdown attack |
u.66C | 4 | 3 | 10 | 29 | 1~2(2) | - | KD | KD | -21 | Low | Knockdown attack |
2BC | 6 | 16 | 3 | 49 | x | - | -- | -- | -- | Mid | |
u.2BC | 4 | 9 | 4 | 21 | x | - | -- | -- | -- | Mid | |
8BC | 12 | 39 | 3 | 84 | x | - | -- | -- | -- | Mid | |
u.8BC | 6 | 39 | 5 | 80 | 5~20(16) | - | -- | -- | -- | Mid | |
Ninpou Baku'en Ryuu - 214A | 12 | 27 | x | 52 | x | - | KD | KD | -13 | Mid | Knockdown attack |
Ninpou Baku'en Ryuu - 214B | 14 | 31 | x | 59 | x | - | KD | KD | -16 | Mid | Knockdown attack |
Ninpou Baku'en Ryuu - 214AB | 16 | 34 | x | 63 | x | - | KD | KD | -17 | Mid | Knockdown attack 1-10f throw invincible |
Reppu Shuriken - j.236A | 8 | 15 | x | x | x | - | -26 | KD | -51 | High | Medium attack |
Reppu Shuriken - j.236B | 8x2 | 17 | x | x | x | - | -9 | KD | -45 | High | Medium attack |
Reppu Shuriken - j.236AB | 8x3 | 21 | x | x | x | - | -8 | KD | -40 | High | Medium attack |
Mozu Otoshi - 623A | 18 | 3 | 1 | 43 | x | - | KD | KD | KD | Mid | Fixed damage. |
Mozu Otoshi - 623B | 24 | 7 | 1 | 37 | x | - | KD | KD | KD | Mid | Fixed damage. |
Mozu Otoshi - 623AB | 40 | 13 | 1 | 38 | x | - | KD | KD | KD | Mid | Fixed damage. |
Mozu Otoshi - 6623S | 16 | 3 | 1 | 24 | x | - | KD | KD | KD | Mid | Fixed damage. |
Ninpou Utsusemi Tenbu - 63214AC | 15 | ? | 10 | ? | x | - | KD | KD | -37 | High | Knockdown attack |
Ninpou Utsusemi Tenbu - u.63214AC | 10 | ? | 10 | ? | x | - | KD | KD | -37 | High | Knockdown attack |
Ninpou Utsusemi Chizan - 63214BC | 20 | 12 | 2 | 44 | x | - | KD | KD | -27 | Low | Knockdown attack 1-6f fully invincible 7-13f throw invincible |
Ninpou Utsusemi Chizan - u.63214BC | 14 | 12 | 9 | 38 | x | - | KD | KD | -21 | Low | Knockdown attack 1-5f fully invincible 6-32f throw invincible |
Migawari no Jutsu: Hotoke - 6464642AC | 15 | ? | 10 | ? | x | - | KD | KD | -37 | High | Knockdown attack |
Migawari no Jutsu: Hotoke - u.6464642AC | 10 | ? | 10 | ? | x | - | KD | KD | -37 | High | Knockdown attack |
Migawari no Jutsu: Oni - 6464642BC | 20 | 12 | 2 | 44 | x | - | KD | KD | -27 | Low | Knockdown attack 1-6f fully invincible 7-13f throw invincible |
Migawari no Jutsu: Oni - u.6464642BC | 14 | 12 | 9 | 38 | x | - | KD | KD | -21 | Low | Knockdown attack 1-5f fully invincible 6-32f throw invincible |
Ninpou Shizune - 22S | x | x | x | 26 | x | - | -- | -- | -- | Mid | 21-26f fully invincible |
Shin Mozu Otoshi - 236CD | 45 | 5 | 1 | 43 | x | - | KD | KD | KD | Mid |