Strengths |
Weaknesses
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- Great AA game with 28P and 2HP, 28P being one of the best DPs in the game.
- Good air control with her double jump, sword dive and cross up kick.
- Good neutral buttons like 5LP, 5MP, 5HP, 2HP and jHP.
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- Limited gameplan: has only 1 special (28P) to work with.
- Can't chip reliably.
- Can't pickup weapons (except for Gun)
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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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7
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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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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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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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?
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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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7
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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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Low
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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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Tasha Does Her crouching hk from a standing position which makes this an incredible high crush to go over punch buttons,also knocks down on hit.
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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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7
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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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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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Great range for a 5 frame low and one of tashas best buttons overall.
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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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7
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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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Stand hk but faster because your already crouching.
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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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Mid
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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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?
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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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Mid
|
?
|
?
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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
Weapon Combos
Strategy
General Gameplan
Tasha is very straightforward. Poke with her sword normals, abuse her air control with double jump, crossup with her j4K, fastfall with her sword dive, etc.
Tasha might have only one move, but it happens to be a great one, just don't get too predictable with her DP. Keep in mind it hits both on the way up and the way down.
Okizeme & Setups
Matchups
Viper
Gunner
Hanna
Hiryu
Tasha
Mongo
Kane
Santana
Tasha Colors