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JuiceboxAbel

Yatagarasu v4.3 Notes: Hanzo

Jul 21st, 2014
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  1. Hanzo
  2. -------------------
  3. Frame Data
  4.  
  5. stLP +
  6. crLP +
  7. stLK -
  8. crLK -
  9. stHP -
  10. crHP -
  11. closeHK 0
  12. stHK -
  13. crHK 0
  14. sweep (df+HK) -
  15. f+LK -
  16. f+HK +
  17.  
  18. Command Normals
  19.  
  20. - at apex of any jump, df+LK (always gives frame advantage)
  21. - at apex of any jump, df+HK (always gives frame advantage)
  22. - f+LK (cancellable, chainable from cr.HP)
  23. - f+HK
  24. - j.LP > j.HP (target)
  25. - wall jump
  26. - cr.HP is super-jump cancellable on hit
  27.  
  28. Special Moves
  29.  
  30. down, down+P (during a super jump)
  31. - teleport staight down to the ground
  32. - no minimum height
  33. - no EX version
  34. - can be done instantly with down, up, down+P
  35.  
  36. qcb+K
  37. - HK version does less damage but can be super-jump cancelled
  38. - EX version has 4 possible hits, 2nd and 3rd hits are super-jump cancellable on hit
  39. - super-jump cancelling on the 3rd hit disables juggle, however
  40. - EX version is fully invincible
  41. - all 3 versions - on block
  42.  
  43. hcf+P (can also be done as db, d, df+P)
  44. - movement, used for mixups
  45. - can be done with alternate motion to maintain down charge
  46. - EX version is low invincible and throw invincible
  47.  
  48. d~u+P
  49. - command grab
  50. - ex version is throw invincible
  51. - ex version can be done without charge (d, u+PP)
  52.  
  53. qcf, qcf+K (super1)
  54. - throw invincible
  55. - 7th hit is super-jump cancellable
  56.  
  57. d, u, d, u+P (super2)
  58. - command grab super
  59. - teleport can be hit or thrown, but not hit or thrown meaty (very, very brief full invincibility)
  60. --------------------
  61. universal guard break at max range
  62. - f+HK
  63. - super1
  64.  
  65. combos
  66.  
  67. cr.LP, cr.LP xx qcb+LK
  68. close HP xx qcb+HK xx sjc, j.LP > j.HP
  69.  
  70. cr.LP, cr.LP xx EX qcb+K xx sjc 2nd hit, j.LP > j.HP
  71. cr.LP, cr.LP xx super 1 xx sjc 7th hit, j.LP > j.HP
  72.  
  73. UOH, cr.LP, cr.LP xx qcb+LK (always works on crouching opponents, only works on standing opponents with correct spacing)
  74.  
  75. BL counter combo
  76. (launch: st.HP/st.HK/cr.HP/j.HP)
  77. - superjump HK (ground bounce)
  78. - qcb+HK xx sjc
  79. - j.LP > j.HP (mixup)
  80.  
  81. (launch: j.HK)
  82. - qcb+HK xx sjc
  83. - j.LP > j.HP (mixup)
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