Strengths |
Weaknesses
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- Very good mobility thanks to dashes and divekicks.
- Strong pressure with 5HK>Dash cancels.
- Can switch from pressure to hit and run on the fly.
- Jolt Palm (46P) usually trades in your favor.
- Has access to a fullscreen overhead hitgrab.
- Argueably one if not the best weapon user in the game, especially if she gets the Gun.
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- Telekinesis whiffs if the opponent is doing anything else other than walking forward or crouch blocking.
- Lacks a reliable way to deal chip damage, hurting her ability to close rounds.
- Somewhat stage dependant since not at all stages have the Gun item.
- Missinputs during Gun Loops may lead to a whiffed 46P AKA Death.
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Moveset
Normal Moves
Standing Normals
5LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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5
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?
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?
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?
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?
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?
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A fast jab. Despite the looks, it has slightly less range than 5MP
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5MP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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6
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?
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?
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?
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?
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?
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A fast hook. Decent range and can always combo into 46P if it connects. Still, if you're in range for this to connect you're better off using cl.5HP since it shares animation and does more damage.
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5HP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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12
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?
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?
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?
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?
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?
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A backhanded fist much like Guile 6HP. Has slightly more range than 5HK so it can be good on footsies. Can combo into Telekinesis if it connects.
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cl.5HP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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6
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?
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?
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?
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?
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?
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Shares animation with 5MP but does more damage. Can combo into 46P and Telekinesis if it connects. Range for it to come out is very generous (about 1~2 characters distance), but be careful or you'll get far 5HP.
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5LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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5
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?
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?
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?
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?
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?
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A quick kick to the shins. Is actually a standing low. Has better range than 5MK, but hitbox is smaller than it looks.
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5MK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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6
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?
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?
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?
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?
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?
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High to-the-face kick. Slower and with less range than any of her other buttons, so don't bother using it on footsies. Still, it's Hanna's only AA button so it's worth noting. Can combo into 46P if it connects.
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5HK THE button THE button
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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5
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?
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?
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?
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?
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?
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Character defining button. 5HK is Hanna's main poking and combo tool. It's surprisingly fast considering it's range (about two characters apart) and damage. You'll be dash cancelling into and out of this move A LOT. Since it's a Heavy, it can actually combo into Telekinesis netting you the best BnB damage and oki.
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Crouching Normals
2LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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5
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?
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?
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?
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?
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?
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Standard crouching jab. Has better range than 5LP.
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2MP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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6
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?
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?
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?
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?
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?
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Crouching right hook. Can combo into 46P if it connects.
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2HP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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8
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?
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?
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?
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?
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?
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Crouching right hook. Slightly slower but has more range/damage. Since it's a heavy it can combo into Telekinesis or 46P.
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2LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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5
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?
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?
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?
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?
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None
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Fast low kick. Same range as 2MK so it's better on scrambles.
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2MK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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8
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?
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?
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?
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?
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None
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Standard medium low kick. Same range as 2LK and slower, but it can combo into 46P if close enough (not max distance).
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2HK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Low
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13
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?
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?
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?
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?
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None
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Classic sweep. KDs on hit. Has the best range out of the crouching kicks despite the animation. Best cancelled into dash to avoid recovery and go for oki if it hits.
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Aerial Normals
j.LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Hanna extends her arm to hit below her. Stays active the entire jump.
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j.MP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Jumping hook. Same animation but less range/damage than j.HP.
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j.HP
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Same as above, slightly slower but better damage/range.
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j.LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Despite the animation, it has less range than the other jumping kicks. Stays active the entire jump.
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j.MK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Shares animation with j.HK and her divekicks. Less damage/range than j.HK but faster.
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j.HK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Overhead
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?
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?
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?
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?
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?
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?
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Same as above, slightly slower but better damage/range.
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Command Normals
j.2K
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid/Low
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?
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?
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?
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?
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?
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?
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Divekick. Strenght of the kick used determines how fast it falls, with j.2LK being the slowest and j.2HK the fastest. Knocksdown on hit. Doesn't hit overhead despite being a jump normal. Can actually hit LOW if the kick hits low enough to the ground. Can be useful for crossups shenanigans, though apparently it has crossup protection if the opponent holds crouch guard (!).
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Special Moves
Dashes 66 / 44 The reason you picked Hanna The reason you picked Hanna
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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66
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?
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?
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?
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?
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?
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?
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?
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4 at any point to cancel.
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Hanna forward dash and the cornerstone of her gameplay. Since it's a special, you can cancel into it from normals and weapon hits, effectively reducing the recovery of her moves. At any point during the dash, you can press 4 to cancel it. This allows Hanna to run a scary pressure by stringing multiple dash cancels into normals, the most common being 5HK (or Gunshots if you picked up the Gun). She turns invisible while doing it, though a trail of dust shows were you are.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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44
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?
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Mid
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?
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?
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?
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?
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?
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6 at any point to cancel.
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Hanna backdash. Same rules as 66 apply here (except she doesn't turn invisible). Backdash allows Hanna to poke and create distance, which may lead to opponents jumping or using other mobility options to close the gap. Very useful to make them whiff on neutral then dash in to punish.
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Jolt Palm 46P Vibrates in your path Vibrates in your path
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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10
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?
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?
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?
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?
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?
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Hanna steps forward a bit and shakes at high speed, electrifying her opponent.
It's Hanna's main reversal and scramble tool. Knocksdown on hit. Good for medium (MP/MK) confirms since it combos from those. Hits a few times, so opponent can't simply block the first hit and punish. Can be stuffed during startup with any fast enough move (ie jabs). Very prone to come out instead of Forward Telekinesis (41236P) or during dash loops, so be careful with your inputs or you'll be a sitting (vibrating?) duck.
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Telekinesis 41236P / 63214P Hope this hits... Hope this hits... Hanna's LFG pose Hanna's LFG pose
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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High (Check below)
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14
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?
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?
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?
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?
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?
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Hanna does her throw animation and if it hits she throws the opponent back/forward (depending on the motion) while she strikes a victory pose.
Telekinesis is an odd move to say the least: in theory it should be a fullscreen throw, but it actually works as a hitgrab that hits overhead. It's still unknown if it was a design choice or programming mistake, but it can be avoided basically by doing anything other than walking forward, standing still or crouching. Due to this, it's best not used on neutral/raw.
However, it can be combo'd from heavies and it's usually your best ender for dash loops. It's usually best to do 63214P motion to avoid accidentaly doing Jolt Palm.
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Knee Rush Same strenght P+K Don't Don't
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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?
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Mid
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27
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?
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?
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?
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?
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?
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Hanna rushes to the opponent doing a knee strike.
While it looks like it would be a nice combo tool, it doesn't combo from anything, does less damage than any of her specials and is punishable ON HIT.
The one redeeming thing about it is that Hanna can't be thrown during the animation, or it can be used as a makeshift mobility tool, but you got better options.
Avoid at all costs.
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Combos
BNB Combos
- 5MP/2MP/5MK/2MK/5HP/2HP/5HK>46P
Medium/Heavies conversion into Jolt Palm. Must be closer for it to connect on long pokes like 5HK.
- 5HP/2HP/5HK>41236P/63214P
Telekinesis conversion from Heavy hits.
- (5HK>664 [Dash Cancel])x~
The dash loop. Technically it can infinite, but the game IPS usually kicks around 3~4 hits.
(Dash Loop)x2>5HK>63214P/41236P
Telekinesis ender for dash loops, best BnB damage + Knockdown.
Weapon Combos
- (Gun) (5HP/2HP>664 [Dash Cancel])x~
Gun Dash Loop. Better range, can hit low and does chip damage.
(Gun Dash Loop)x2>5HP/2HP>63214P/41236P
Telekinesis ender for gun loops. Best damage ender before IPS kicks in.
- (Bat/Katana/Gun)5HP>2HP>41236P/63214P
Telekinesis ender for non-KD weapon hits.
Strategy
General Gameplan
Hanna is a versatile character and can adapt well enough to most MUs; she can apply pressure and be aggresive with dash loops or play a more defensive, hit and run type of game, fishing for whiff punishes.
If the opponent respects her pressure, you can sneak in a throw during dash loops.
In scramble situations, Light Jolt Palm (46LP) will usually trade in your favor or at least be mostly safe.
Her best anti airs are Jolt Palm (46P) or 5MK, maybe 5HP in some instances.
It is in your best interest to get a Weapon ASAP with her (especially the Gun), as her Weapon pressure is really good thanks to dash cancels and you don't lose much in the way of normals.
Okizeme & Setups
Although it isn't super reliable, using her Divekick on Oki can really mix people up.
The different speeds depending on the button used lets you do some delayed 50/50s and since it knocksdown on hit, there's a chance you can do it again.
Matchups
Viper
Gunner
Hanna
Hiryu
Tasha
Mongo
Kane
Santana
Hanna Colors