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- Hanzo
- -------------------
- Frame Data
- stLP +
- crLP +
- stLK -
- crLK -
- stHP -
- crHP -
- closeHK 0
- stHK -
- crHK 0
- sweep (df+HK) -
- f+LK -
- f+HK +
- Command Normals
- - at apex of any jump, df+LK (always gives frame advantage)
- - at apex of any jump, df+HK (always gives frame advantage)
- - f+LK (cancellable, chainable from cr.HP)
- - f+HK
- - j.LP > j.HP (target)
- - wall jump
- - cr.HP is super-jump cancellable on hit
- Special Moves
- down, down+P (during a super jump)
- - teleport staight down to the ground
- - no minimum height
- - no EX version
- - can be done instantly with down, up, down+P
- qcb+K
- - HK version does less damage but can be super-jump cancelled
- - EX version has 4 possible hits, 2nd and 3rd hits are super-jump cancellable on hit
- - super-jump cancelling on the 3rd hit disables juggle, however
- - EX version is fully invincible
- - all 3 versions - on block
- hcf+P (can also be done as db, d, df+P)
- - movement, used for mixups
- - can be done with alternate motion to maintain down charge
- - EX version is low invincible and throw invincible
- d~u+P
- - command grab
- - ex version is throw invincible
- - ex version can be done without charge (d, u+PP)
- qcf, qcf+K (super1)
- - throw invincible
- - 7th hit is super-jump cancellable
- d, u, d, u+P (super2)
- - command grab super
- - teleport can be hit or thrown, but not hit or thrown meaty (very, very brief full invincibility)
- --------------------
- universal guard break at max range
- - f+HK
- - super1
- combos
- cr.LP, cr.LP xx qcb+LK
- close HP xx qcb+HK xx sjc, j.LP > j.HP
- cr.LP, cr.LP xx EX qcb+K xx sjc 2nd hit, j.LP > j.HP
- cr.LP, cr.LP xx super 1 xx sjc 7th hit, j.LP > j.HP
- UOH, cr.LP, cr.LP xx qcb+LK (always works on crouching opponents, only works on standing opponents with correct spacing)
- BL counter combo
- (launch: st.HP/st.HK/cr.HP/j.HP)
- - superjump HK (ground bounce)
- - qcb+HK xx sjc
- - j.LP > j.HP (mixup)
- (launch: j.HK)
- - qcb+HK xx sjc
- - j.LP > j.HP (mixup)
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