hide results

    Hanzo by Ismael01866

    Version: 0.9 | Updated: 01/13/06 | Search Guide | Bookmark Guide

    
    ============================================================================
    ----------------------------------------------------------------------------
                   - NEOGEO BATTLE COLISEUM HANZO GUIDE -
    ----------------------------------------------------------------------------
    ============================================================================
    
    
                           XZ                                                   
                      WMM    rMM     S                                           
           0   ,,      MMM7,  .MM0   MM   Z                                     
           0M,  WMXM0;  MMMMM8MBMMM0 rMW  M                                    
         X8   MW   MMMM0 @W08WZZZZWMMWMMM  M                                   
          2MMM0MMM8,a2ZMMZWW2Z@WB8aXZMM@BM  W                                  
            :MM@0BWBW08ZB@@W@Z8B8ZWMS7W@@BM2M                                  
              ;MM0Z8Z808aX0WW@MWWWWBMMBB@08@MX                                 
                iMMBW008WZX2BBW8ZWM02@MWW@20MM                                 
          :22Ma    WMBaS2@ZX28W8ZZWM8aWWWWBa@M                                 
              XMMM:  2Z8aX@82aZ@8aa@M8aBB@WZWMS                                
                ZMMMM;0SB8XBZ8B2MWXZWW8ZBWWB2MW                                
                   MM@MWX2W202BZ2MWXBW@0ZBW@X@M                                
               ;aZi,W0a8M8XB02S0arMW20WB08M@8aM                                
                    2MMZS8ZSZWS80aSMBB0WW00@MZMM                               
                     XMMW2aZBW7M2XW@B000@MMMZ7 ;                              
                        WMMZ72WBSMS0MM@MMM2,.,  ;S                             
                          MMMWMMMMMMM2MZiiri:,XWMM8@                           
                         SMMB82;      0M i:XM0WBBM MX                          
                         M .           MiSMMM00,WM  Z                          
                         M .S   .   ,0MMXXSZM;2iZM ,7.                         
                         Z; 8M;.:7MMMMM8ZBZ7MSX2BM; .                          
                             XMM;Mar    Z0XXXZX80MM7X                          
                              .  ,    .ZBXrSiaMii7BM:.                         
                               8irBM2.ra8B8Si8MWM@    X                        
                                2MMWS7XS7Z8S0MM7    :ZMMM                      
                                 i@8BM@M2a7MMi    2WM@@MBMM7                   
                                  B:  27;MW     aMMMMMMMMMMMMMWS               
                                   Zr,r@M, :.iWMMMMMMMWMWB8BW@BWMMMB.          
                                     MMr   :MMMMSrrS7i:i;7X2880W@W@MMMMX       
                                   7MM   .@MMX .;i. .rrZBW@@@@@MMWBWW@MMMM;    
                                 77@MW   aMM0  i.  ;XZ@MMMMMMMMMMMMMMMW0B@MMM   
                             rB, @Mr  :MMMr ;7: X7ZMMMMM8r,,ii:;i;XX8MMMMW@MM2 
                         ZW@MB  MM.  2MMM7iX27iZSMMMMWX,;XaZaXSSSXZaX:rZMMWMMM 
                     .:X0i:    MM   WMBM8iXX7rZaMMM@r;8MMMMMM8a2ZZZZ8SS 7MMW0MS
                  .r7,:.    ; MM   MMSBMiS2XrW0MMMZiaMM2.   2MMM02Z2a22a rMM8W8
              ,r; 7.,i    XM MM   MMiBMS2ZZX20MMMai2BM    .    .202Z802Zi. MMBB
             X:    .S    MM rM   MMZZMW;SSS780MMBiSWMB  ,,.:ir7  78Ba2SSS87iM@W
                 ;i;    MM  M   MM,282WZ8BWM8BMWX7ZWX  ,:,.irSZX ,r0aS2S2Z2XMMZ
               .Xii    MW8 MZ .MB2rBiSMMMM@W00BBZS2WS;:,,.,iS8ZM .2ZZXXS0ZZ8 , 
               .,:,   M8W :  :M2Z702i8aZBB08@MZa08SZ808S;::;ZZS82iZZ2XX8027r   
               .,8   MB8S   iM72Z7Z7i0MM@WMMMB;S2ZBW08B00aXZ2ZSZ2aZ222XW2i7a   
               .i,  Z02W   iMSX0S22Z7rWMaZWM20B@MW0BB@M@M@0BBB0WaSSZSSa8;iS8   
                .   MZZW  iMSXXarZZSMX,aM0WWMMMZa80W72SZWMMMWBB0Sa2aSa2X20BZB  
                    M0W  8M2SaSSSaZrBM@SSB88BWMMW08BZaar   r2a2ZZa22Za2SZ2Za07 
    
    ----------------------------------------------------------------------------
    DISCLAIMER
    ----------------------------------------------------------------------------
    
    Copyright 2005-2006 by Ismael01866.
    
    This guide is for private and personal use only and may be not be reproduced 
    under any circumstances. It may not be placed on any web site or otherwise 
    distributed publicly without my written permission. Use of this guide on any 
    other web site or as a part of any public display is strictly prohibited, 
    and a violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    ----------------------------------------------------------------------------
    UPDATES
    ----------------------------------------------------------------------------
    
    Version 0.9 (13/Jan/2006) 
    - Finished the Hanzo strategies section and corrected more minor stuff. 
    Now only the bio section is left.
    
    Version 0.7 (01/Jan/2006) 
     - Added the Universal Strategies section and corrected some minor things. 
    Still have to add the bio,Hanzo strategies sections, and probably have to 
    fix some minor issues.
    
    
    Version 0.5 (28/Dec/2005) 
     - Finished some sections. Still have to add the bio, strategies sections. 
    Also need to check up a couple of things here and there.
    
    
    ============================================================================
    TABLE OF CONTENTS
    ============================================================================
    
    
    1  - INTRODUCTION
    2  - WHY HANZO?
    3  - LEGEND AND TERMS
    5  - BIO
    6  - MOVELIST
    7  - MOVE ANALYSYS
    8  - COMBOS
    9  - UNIVERSAL STRATEGIES
    10 - HANZO ONLY STRATEGIES
    11 - SPECIAL THANKS
    12 - CONTACT INFORMATION
    
    
    
    ============================================================================
    INTRODUCTION
    ============================================================================
    
    First of all thank you for reading this guide, this is my first attempt in
    writing a guide so forgive me if I typed something wrong or if my grammar 
    isn't good.
    
    In this guide I'll cover most of Hanzo's game play, that includes his moves,
    combos and overall strategies. This guide doesn't contain any specific vs.
    character strategies because not all the people use the characters the same 
    way.
    
    I hope you find this guide useful and with it improve your game play.
    
    
    Dedicated to Chris MacDonald (aka Kao Megura), one of the best if not the 
    best FAQ writer of all times.
    
    
    ============================================================================
    WHY HANZO?
    ============================================================================
    
    You may be wondering why you should use Hanzo, some people say that Hanzo is
    similar to Capcom's Ryu and I totally agree, his game play is similar and 
    share some similar moves.
    
    Pros:
    
    - Speedy projectiles.
    - Decent wakeup and anti-air moves.
    - Nice bread and butter combos.
    - Mind play strategies.
    - Counter Wire.
    
    And most of all, that awesome cool looking hair style.
    
    
    Cons:
    
    - Some moves leave you vulnerable if you miss or whiff.
    - Most of his D attacks suck.
    - If you're not careful his game play can become predictable.
    
    
    
    ============================================================================
    LEGEND AND TERMS
    ============================================================================
    
    
    
    ----------------------------------------------------------------------------
    LEGEND
    ----------------------------------------------------------------------------
    
    ub = Up backward
    u  = Up
    uf = Up forward
    b  = Backward
    n  = Neutral
    f  = Forward
    db = Down backward
    d  = Down
    df = Down forward
    
    A = Light Punch
    B = Light Kick
    C = Hard Punch
    D = Hard Kick
    E = Change partner
    
    AB / CD = Press together.
    
    P = Any punch
    K = Any kick
    any = A/B/C/D
    
    qcf = d,df,f
    qcb = d,db,b
    hcf = b,db,d,df,f
    hcb = f,df,d,db,b
    dp  = f,d,df
    rdp = b,d,db
    
    c  = Crouching
    s  = Standing
    j  = Jumping
    
     air  = Move can only be performed in air. 
    (air) = Move can be also be performed in air
     
    
    xx  = Super cancel
    
    + = Press at the same time.
    , = Press in the listed order.
    / = Or.
    
    ----------------------------------------------------------------------------
    TERMS
    ----------------------------------------------------------------------------
    
    
    AJ   =  Anywhere juggle.
    BD   =  Block Damage
    Cl   =  Cancellable
    CUp  =  Cross up.
    CW   =  Counter Wire
    DM   =  Desperation Move
    ECl  =  Empty Cancellable
    GCFS =  Guard Cancel Front Step
    GD   =  Guard Damage
    JDFS =  Just Defend Front Step
    KD   =  Knockdown
    L    =  Low hit
    NGBC =  Neogeo Battle Coliseum
    NR   =  No recovery
    O    =  Overhead
    SCl  =  Super Cancellable
    U    =  Unblockable
    
    ============================================================================
    BIO
    ============================================================================
    
    (Coming soon)
    
    
    ============================================================================
    MOVELIST
    ============================================================================
    
    
    
    THROWS            MOVE NAME
    b/f+CD            Ura Nage
    
    COMMAND MOVES
    f+C               Tanagokoro
    d+A in air        Izuna Kiri
    
    SPECIAL MOVES
    qcf+P             Rekko Zan
    qcf(x2)+P         Double Rekko Zan
    dp+P              Kouryu Ha
    qcb+any           Ninpo Kohrin Kazan
    rdp+K             Ninja Leg Lariat
    d,u+any (air)     Mijin Komoru no Subi
    
    DM
    qcf(x2)+K         Iga Ninja Okugi Hachi Kadodan Hikari Kiri
    qcb(x2)+P in air  Iga Ninja Okugi Banten Senkoujin
    
    
    
    ============================================================================
    MOVE ANALYSYS
    ============================================================================
    
    Before we begin just a little note:
    
    You may notice that besides the move name I have placed something like this 
    (****-), this indicates the rating of the move according to my own criteria, 
    you may or may not agree with me in some cases, just remember that everyone 
    has a different way to think.
    Anyway, the rating goes as follow :
    
    (*----) = Useless move, don't use it at all.
    (**---) = Poor move, if possible don't use it.
    (***--) = Decent move, use it once in a while.
    (****-) = Good move, use it frequently but don't abuse it.
    (*****) = Excellent move, abuse this.
    
    Also I've added some brackets with letters inside them beside the rating 
    parenthesis, these represent the properties of the move. In some cases for 
    more information on the properties of the move please refer to the 
    description of the move.
    
    
    
    ----------------------------------------------------------------------------
    COMMAND MOVES
    ----------------------------------------------------------------------------
    
    Ura Nage - b/f + CD (****-)[KD, U] 
    
    Nothing much to say here, this is Hanzo's standard throw, unblockable and 
    with no range at all so you have to be standing next to the opponent to nail 
    it.
    If you miss Hanzo bends forward and looks like a complete idiot.
    If you grab the opponent Hanzo jumps and tosses the opponent to the very end 
    of the screen, Hanzo then jumps back at the other edge of the screen.
    Since the distance created is really long you can throw a Rekko Zan as soon 
    as you land without any worries to pressure the opponent.
    
    
    
    Tanagokoro - f+C (***--)[BD, Cl, CW, GD, KD]
    
    If used alone Hanzo thrusts his palm forward emitting a blue beam from it 
    and becomes a Counter Wire and a Knockdown attack.
    This move is not cancellable unless cancelled into (in which case it loses 
    the CW and KD property but does greater guard damage and does block damage).
    Use this move alone once in a while to try and get a CW.
    Note that the hit frames of this move extend only to the end of Hanzo's 
    palm, in other words the blue beam doesn't hit at all so calculate the 
    distance.
    You can combo into this move from a close s/c C.
    You can also cancel into it from a weak punch but it won't combo.
    This move has a quick recovery in case you whiff or is blocked.
    
    
    
    
    Izuna Kiri - d+A in air (**---)[GD, KD, NR, O]
    
    Aerial command move. Hanzo stabs downward with his knives.
    If it hits it immediately knocks down the opponent and the opponent can't
    recovery roll from this move.
    If the opponent blocks this move you're screwed due to the horrible recovery
    time.
    It has the priority of some anti-air moves so if you do this move at the 
    same time the opponent launches an ant-air most of the time you'll trade 
    hits.
    In my opinion this is not a very good move to use, if possible don't use it 
    at all.
    
    
    
    ----------------------------------------------------------------------------
    NORMAL MOVES
    ----------------------------------------------------------------------------
    
    
    Far Standing A (**---)[Cl, ECl, GD]
    
    Hanzo throws a quick jab which won't hit crouching opponents.
    
    
    Close Standing A (*****)[Cl, GD]
    
    An elbow attack.
    This move hits crouching opponents.
    It is also chainable in itself up to 3 times, but the third hit will miss a 
    crouching opponent, it can also be chained into a c.A or in a c.B.
    This move is crucial to start some of his bread 'n butter combos.
    
    
    
    Crouching A (***--)[Cl, ECl, GD]
    
    You can chain this into itself up to 2 times, you can also chain this move
    into a close s.A or a c.C but the crouching C won't combo unless you hit the 
    opponent from the back.
    Use this move only when you're close to the opponent otherwise use his c.B.
    
    
    Jumping Neutral A (**---)[GD]
    
    Hanzo throws a downward punch.
    If you're going to use this use it close to the opponent.
    
    
    Jumping Backward/Forward A (***--)[GD]
    
    Hanzo throws a horizontal jab.
    This move is only good as an air to air combat attack due to the speed and
    the angle of the jab but besides that it's not that useful.
    
    
    Far Standing B (****-)[GD]
    
    A kick in a 90 degree angle.
    This is Hanzo's poke, it has decent speed and an awesome range, can hit 
    crouching opponents.
    
    
    Close Standing B (*----)[GD]
    
    A knee attack.
    This move can't be chained into other light attacks.
    
    
    Crouching B (*****)[Cl, ECl, GD, L]
    
    Hanzo stretches his leg and hits the feet of the opponent.
    This move resembles Ryu's crouching mid kick, which means that you can chain
    into this move after a close s.A, it is cancellable and has a decent range.
    This is the finisher move before doing a special move or a Dm, the hit stun
    is long enough so that you can react to it, if it hits it gives you time
    enough to pull his qcf(x2)+K DM. You'll be using this move a lot.
    
    
    
    Jumping Neutral B (****-)[CUp, GD]
    
    This is an extremely useful cross up move as it hits crouching opponents,
    to use it this way simply calculate the distance from your opponent and do
    the D version of the Mijin Komoru no Subi (the teleport move - d,u + any).
    
    
    Jumping Backward/Forward B (***--)[CUp, GD]
    
    An aerial knee attack. Hanzo throws a knee in 120 degree angle which makes 
    it useful for air to air combat but its main use is to start a cross up air 
    to ground combo.
    This move may be a cross up attack but it will only hit standing opponents.
    Use this move mostly as a cross up, if you want to start a normal combo from 
    the air use his C punch instead.
    
    
    Far Standing C (***--)[GD]
    
    Hanzo throws a horizontal punch that can hit crouching opponents.
    This move isn't cancellable and is better used as a meaty hit since the hit 
    frames last for a little longer than normal and has a better range than his 
    far s.A.
    
    
    Close Standing C (*****)[Cl, GD]
    
    This is Hanzo move to start basic combos.
    It is cancellable and the hit stun is long enough to combo into his f+C.
    
    
    Crouching C (***--)[Cl, ECl, GD]
    
    Hanzo throws an uppercut. This move is cancellable and empty cancellable.
    The priority of this move isn't so good, if the opponent jumps at you and 
    attacks the only way you're going to win is by doing this move earlier than 
    your opponent, otherwise the uppercut will be beaten.
    In case you successfully connect it to a jumping opponent cancel it into his
    Rekko Zan to keep the pressure going.
    
    
    Jumping Neutral C (***--)[GD]
    
    Same as his jumping forward/backward A. He throws an horizontal punch but 
    the duration of the punch is longer than the weak version.
    Good anti-air move if you can predict the opponent's jump.
    
    
    Jumping Backward/Forward C (*****)[CUp, GD]
    
    Hanzo throws a downward punch. This is the move you want to use to start the 
    air to ground combos.
    This move can be used as a cross up but it is insanely difficult to pull of.
    Again, use j.B to start cross up combos, use j.C to start non cross up 
    combos.
    
    
    Far Standing D (****-)[GD]
    
    A classic roundhouse kick. This kick is not cancellable and will miss 
    crouching opponents.
    This kick is more useful than it seems, first of all the range is good, it 
    has almost the same range as his far s.B and it has some good priority.
    Hanzo throws this kick in a 120 degree angle making it useful against 
    jumping opponent that will land next to you.
    If you ever played SF as Ryu, you know that this kind of kick can be used as 
    an effective anti-air as long as the angle your opponent is is right, 
    meaning that this move is totally useless if the opponent is above your 
    head.
    Use this move only as an anti-air or as an attack to interrupt your 
    opponent's jump, although it has some decent range never use it as a poke.
    
    
    Close Standing D (*----)[GD]
    
    This is probably the worst move that Hanzo has. He throws a downward kick 
    that is not cancellable, it doesn't have enough hit frames to make it a 
    meaty hit and doesn't hit low. WTF is this move useful for?
    Well, it does have a purpose, since the hit stun is longer than his close 
    s.C the only thing I find it useful for is to cancel it into a Tactical Step 
    after it hits to continue the combo which adds more damage, but hell, it 
    consumes 1 stock bar to do this and the extra damage isn't even worth it, 
    besides since you can't react to the hit, you have to pull this only when 
    you're 
    100 percent you sure you're going to land it.
    
    
    Crouching D (**---)[Cl, ECl, GD, KD, L]
    
    Another awful move, Hanzo lays on the floor and stretches his leg as if he 
    was going to fart, the animation is really dumb if you ask me.
    The range of this move is really short compared to most of the character's 
    sweep kick.
    
    
    Jumping Neutral D (**---)[GD]
    
    Same as his jumping neutral C. He throws a kick instead of a punch, the 
    duration of the kick is not really long.
    Can be used as an anti-air move if you can predict the opponent's jump, but 
    then again, you're better using his jumping neutral C.
    
    
    Jumping Backward/Forward D (**---)[GD]
    
    Hanzo flips in mid air and throws a downward kick. Can be used to start his 
    air to ground combos but since the hit frames are really short I recommend 
    you use his j.C instead of this.
    
    
    
    ----------------------------------------------------------------------------
    SPECIAL MOVES
    ----------------------------------------------------------------------------
    
    
    Rekko Zan - qcf+P (****-)[BD, GD]
    
    This is your standard fireball move, Hanzo throws a giant shuriken.
    A version comes out slower and travels slower, while C version comes out 
    faster.
    The C version comes out fast enough so you can combo this move after a weak 
    hit.
    You can use the C version as a long range poke too.
    Use this move carefully, if you throw it in the open be sure the opponent 
    isn't expecting it or else he will jump over it and most probably start an 
    air to ground combo.
    
    
    Double Rekko Zan - qcf(x2)+P (****-)[BD, GD, KD]
    
    This is the enhanced version of the normal Rekko Zan, Hanzo throws two giant 
    shurikens instead of one and it consume 0.5 of one stock bar.
    The A version comes out faster than the C version but it also travels 
    slower.
    The A version comes out fast enough so you can combo this move after a weak 
    hit.
    Same as the normal Rekko Zan, use it carefully in the open, while it is more 
    difficult to jump over this move it isn't impossible.
    Both versions knock down the opponent.
    
    
    Kouryu Ha - dp+P (****-)[AJ, BD, GD, KD]
    
    This is Hanzo's wakeup move and anti-air move.
    Hanzo does what it seems to be a dragon punch while being surrounded by 
    flames at the same time.
    The A version of this move has the Anywhere Juggle property.
    It seems to me that the A version has the hit frames just at the beginning 
    of the move, while the C version has them a little bit later.
    Also note that the C version travels further than the A version and has more 
    priority.
    So, to keep it short this is the deal:
    Use the A version as your wakeup move.
    Use the C version as your anti-air move.
    You can also use this move in close combat if you feel like the opponent is 
    going to throw a hit and since the special moves have greater priority than 
    normal moves you are granted to win the attack, but be warned that if you 
    miss, the recovery from this move is long enough for the opponent to punish 
    you.
    Both versions knock down the opponent and come out fast enough to combo this 
    move from a weak attack.
    
    
    Ninpo Kohrin Kazan - qcb+any (**---)[BD, GD, KD, NR]
    
    Hanzo jumps and start spinning like crazy while slashing with his knives.
    A/C version make Hanzo hop backward at the beginning of the move and then 
    start slashing in a circular motion while B/D version make Hanzo start 
    slashing immediately in a horizontal motion.
    The stronger the button used to perform the move, the further Hanzo travels.
    Also for the C and D versions, if the move hits the opponent gets knocked 
    down with no possibility to use the recovery roll.
    This move isn't as useful for Hanzo as it is for Fumma, first of all unlike 
    Fumma's Ninpo Kohrin Kazan, Hanzo's only a 1 hitter, meaning that if this 
    move is blocked you're in big trouble.
    Also you can't cancel this move into his Kouryu Ha.
    I recommend using this move only in combos, check the combo section for more 
    information.
    
    
    Ninja Leg Lariat - b,d,db+K (***--)[BD, GD, KD, NR]
    
    Hanzo jumps forward and throws a kick or 3 kicks (depending what version you 
    used). This move resembles KOF2k2 Kusanagi's 101 Shiki: Oboroguruma (rdp+k).
    First I am going to explain the B version.
    Hanzo only throws 1 kick and travels like 3/4 of the screen horizontally. 
    This version comes out fast enough to combo into it from a strong hit but 
    not from a weak hit.
    Now, for the D version, Hanzo throws 3 kicks in an upward motion, the 2nd 
    and 3rd hit are cancellable into his Mijin Komoru no Subi (the teleport 
    move, d,u+any) as long as the first kick hits (doesn't matter if it's 
    blocked or not just as long is doesn't whiff). 
    Also for the D version the 3rd kick has the NR property.
    I don't recommend using this move as an anti-air or as a surprise move due 
    to the awful recovery time, although if the opponent blocked the C version 
    you can cancel it into his d,u+B to possibly save your ass and maybe start 
    an air to ground combo (:D, see the strategies section for more).
    
    
    Mijin Komoru no Subi - d,u+any(air) (***--)[SCl]
    
    Hanzo teleports to a different section of the screen depending the button 
    used to perform the move.
    A version: Hanzo teleports to where he is, in other words, X and Y 
    coordinates stay the same.
    B version: Hanzo teleports above himself, X coordinate stay the same, Y 
    coordinate increases.
    C version: Hanzo teleports forward himself, X coordinate increases, Y 
    coordinate stays the same.
    D version: Hanzo teleports forward and above himself, X and Y coordinates 
    increase.
    Note that Hanzo is vulnerable while disappearing and reappearing.
    This move can be used in ground or while airborne to dodge several attacks.
    For more information of how and where to use this move please refer to the 
    strategies section.
    
    
    
     
    ----------------------------------------------------------------------------
    DESPERATION MOVES
    ----------------------------------------------------------------------------
    
    
    Iga Ninja Okugi Hachi Kadodan Hikari Kiri - qcf(x2)+K (****-)[GD, KD, NR]
    
    Level 1 DM, Hanzo first throws a Rekko Zan, if it hits then Hanzo throws 7 
    more making an 8-hit combo and dealing pretty good damage. If by some reason 
    the first Rekko Zan is blocked or dodged Hanzo won't throw the remaining 
    Rekko Zans, also the first one he threw won't do any block damage.
    Try to use this move only in combos, B version comes faster than D version 
    and can be comboed into from light attacks, D version does slightly more 
    damage. 
    Also note that Hanzo is not invincible while doing it and the first Rekko 
    Zan he throw will not pass through any kind of fireballs (yeah, I know this 
    sucks).
    Try and use this super only in combos since the recovery time is quite 
    lengthy.
    
    
    Iga Ninja Okugi Banten Senkoujin - qcb(x2)+P in air (***--)[AJ, KD]
    
    Level 2 DM, aerial move only, Hanzo dashes downward in a 45 degree angle, if 
    he hits the opponent he then performs an additional 5 slashes teleporting 
    between each slash. Pretty cool super btw.
    If blocked, Hanzo doesn't perform the rest of the slashes and the first hit 
    won't do any block damage nor guard damage, also the recovery time is really 
    short but long enough for a good opponent to punish you.
    Damage isn't that great, only does a little more than his Iga Ninja Okugi 
    Hachi Kadodan Hikari Kiri.
    See the combo section to learn how to connect this move properly.
    
    
    
    ============================================================================
    COMBOS
    ============================================================================
    
    Welcome to the combo section.
    
    As you may notice I have divided the combos into 3 main sections, an each 
    main section contains subsections, and each subsection is divided by 
    difficulty subsections.
    
    "So many sections and subsections, I don't understand, can you explain them 
    to me?"
    
    Well the 3 main sections are:
    
    1 - In the open combos = This section contains all the combos that will 
    connect when the opponent is not in the corner, this doesn't mean that you 
    can't connect them in the corner or shouldn't be used if the opponent is in 
    the corner, whatever you want to do wherever you want to do it whenever you 
    want to do it is up to you, it all depends on your skill.
    
    2 - Corner Only Combos = These refer to the combos that will only connect 
    when the opponent is in the corner.
    
    3 - Counter Wire Combos = These are the combos you can use when you 
    successfully counter wired the opponent.
    
    Those are the 3 main sections. 
    
    "Ok, so far so good but what about the subsections?"
    
    Each main section is divided into 2 subsections except the counter wire 
    section.
    
    1 - Air to Ground Combos = These are combos that are started from a jumping 
    attack.
    
    2 - Ground Combos = These are combos that are started while standing next to 
    the opponent.
    
    
    "I see, so about the difficulty thing?"
    
    I have put the combos into 5 possible difficulties:
    
    Easy, Semi-Easy, Medium, Semi-Hard, Hard.
    
    Please note that I put the combos in their correspondent difficulty section 
    as I see it fit for the casual 2D fighting gamer (you should be able to pull 
    the special moves and DM without any problem etc.), so if this is the first 
    time you ever play a 2D fighting you may find it hard to pull even the 
    easy combos, don't worry, we all have been there, just be patient and 
    practice.
    
    
    "Ok, I understood almost everything but you know there are better and 
    simpler ways to do that entire combo stuff right, so why did you do it this 
    way?"
    
    I have no idea, this way was the first thing that came up to my mind.
    
    
    
    ----------------------------------------------------------------------------
    IN THE OPEN COMBOS
    ----------------------------------------------------------------------------
    
    *********************
    Air to Ground Combos
    *********************
    
    
    --- Easy Combos ---
    
    * You "can" use the beginning j.B/C as a crossup in all the Easy Combos, 
    just remember that the opponent needs to be standing and that j.B is easier 
    to use as a crossup than j.C.
    
    1 - j.B/C,s.A/c.A,qcf+C
    
    2 - j.B/C,s.A/c.A,dp+A
    
    3 - j.B/C,s.A/c.A,qcf(x2)+B
    
    4 - j.B/C,s.C/c.C,rdp+B/D
    
    5 - j.B/C,s.A/c.A,qcf(x2)+A
    
    6 - j.B/C,s.C/c.C,qcf+C
    
    7 - j.B/C,s.C/c.C,qcf(x2)+A
    
    8 - j.B/C,s.C/c.C,qcf(x2)+B
    
    9 - j.B/C,s.C/c.C,rdp+B/D
    
    
    
    --- Semi-Easy Combos ---
    
    * You "can" use the beginning j.B/C as a crossup in all the Semi-Easy 
    Combos, just remember that the opponent needs to be standing and that j.B is 
    easier to use as a crossup than j.C.
    
    
    1 - j.B/C,s.A,c.B,qcf+C
    
    2 - j.B/C,s.A,c.B,qcf(x2)+A
    
    3 - j.B/C,s.A,c.B,dp+A 
        *Will hit only standing opponents.
    
    4 - j.B/C,s.A,c.B,qcf(x2)+B
    
    
    
    --- Medium Combos ---
    
    * You "can" use the beginning j.B/C as a crossup in all the Medium Combos, 
    just remember that the opponent needs to be standing and that j.B is easier 
    to use as a crossup than j.C.
    
    
    1 - j.B/C,s.A,s.A,c.B,qcf+C
        *Will hit only standing opponents.
    
    2 - j.B/C,s.A,s.A,c.B,qcf(x2)+A
        *Will hit only standing opponents.
    
    3 - j.B/C,s.A,s.A,c.B,qcf(x2)+B
        *Will hit only standing opponents.
    
    
    
    --- Semi-Hard Combos ---
    * You "must" use the beginning j.B/C as a crossup in combos from 2-11 in the 
    Semi-Hard combos section, just remember that the opponent needs to be 
    standing and that j.B is easier to use as a crossup than j.C.
    
    * Important note: In order to be able to connect combos from 5-11 there's a 
    catch, you must perform the crossup move and hit the opponent before you 
    switch sides with him, so that when you land and continue the combo the 
    opponent must be facing backwards.
    
    
    1 - j.B/C,s.C/c.C,rdp+D(2nd hit),d,u+A xx qcb(x2)+C in air
    
    2 - (CUp-j.B/C),s.A,s.A,s.A,c.B,qcf+C
        *Will hit only standing opponents.
    
    3 - (CUp-j.B/C),s.A,s.A,s.A,c.B,qcf(x2)+A
        *Will hit only standing opponents.
    
    4 - (CUp-j.B/C),s.A,s.A,s.A,c.B,qcf(x2)+B
        *Will hit only standing opponents.
    
    5 - (CUp-j.B/C),s.A,s.A,s.A,s.A,qcf(x2)+B
        *Will hit only standing opponents.
    
    6 - (CUp-j.B/C),s.A,s.A,s.A,s.A,qcf(x2)+A
        *Will hit only standing opponents.
    
    7 - (CUp-j.B/C),s.A,s.A,s.A,s.A,qcf+C
        *Will hit only standing opponents.
    
    8 - (CUp-j.B/C),c.A,c.C,qcf+C
        *Will hit only standing opponents.
    
    9 - (CUp-j.B/C),c.A,c.C,qcf(x2)+A
        *Will hit only standing opponents.
    
    10 - (CUp-j.B/C),c.A,c.C,qcf(x2)+B
        *Will hit only standing opponents.
    
    11- (CUp-j.B/C),c.A,c.C,rdp+B/D
        *Will hit only standing opponents.
    
    
    
    --- Hard Combos ---
    
    * You "must" use the beginning j.B/C as a crossup in combos from 5-9 in the 
    Hard combos section, just remember that the opponent needs to be standing 
    and that j.B is easier to use as a crossup than j.C.
    
    * Important note: In order to be able to connect combos from 5-9 there's a 
    catch, you must perform the crossup move and hit the opponent before you 
    switch sides with him, so that when you land and continue the combo the 
    opponent must be facing backwards.
    
    
    1 - j.B/C,s.C,s.f+C,qcf+C
        *Will hit only standing opponents.
    
    2 - j.B/C,s.C,s.f+C,qcf(x2)+A
        *Will hit only standing opponents.
    
    3 - j.B/C,s.C,s.f+C,qcf(x2)+B
        *Will hit only standing opponents.
    
    4 - j.B/C,s.C,s.f+C,rdp+B
        *Will hit only standing opponents.
    
    5 - (CUp-j.B/C),c.A,c.C,f+C,qcf+C
        *Will hit only standing opponents.
    
    6 - (CUp-j.B/C),c.A,c.C,f+C,qcf(x2)+A
        *Will hit only standing opponents.
    
    7 - (CUp-j.B/C),c.A,c.C,f+C,qcf(x2)+B
        *Will hit only standing opponents.
    
    8 - (CUp-j.B/C),c.A,c.C,f+C,rdp+B
        *Will hit only standing opponents.
    
    9 - (CUp-j.B/C),c.A,c.C,rdp+D(2nd hit),d,u+A xx qcb(x2)+C in air
        *Will hit only standing opponents.
    
    
    
    
    *********************
     Ground Combos
    *********************
    
    --- Easy Combos ---
    
    1 - s.A/c.A,qcf+C
    
    2 - s.A/c.A,qcf(x2)+A
    
    3 - s.A/c.A,dp+A
    
    4 - s.A/c.A,qcf(x2)+B
    
    5 - s.C/c.C,qcf+C
    
    6 - s.C/c.C,qcf(x2)+A
    
    7 - s.C/c.C,dp+A
    
    8 - s.C/c.C,qcf(x2)+B
    
    9 - s.C/c.C,rdp+B/D
    
    10- s.A,c.B,qcf+C
    
    11- s.A,c.B,qcf(x2)+A
    
    12- s.A,c.B,qcf(x2)+B
    
    13- s.A,c.B,dp+A
    
    14- c.A,s.A/c.A,dp+A
    
    15- c.A,s.A/c.A,qcf+C
    
    16- c.A,s.A/c.A,qcf(x2)+A
    
    17- c.A,s.A/c.A,qcf(x2)+B
    
    
    
    --- Semi-Easy Combos ---
    
    1 - s.C/c.C,f+C,qcf+C
    
    2 - s.C/c.C,f+C,qcf(x2)+A
    
    3 - s.C/c.C,f+C,qcf(x2)+B
    
    4 - s.C/c.C,f+C,rdp+B
    
    5 - s.A,s.A,c.B,qcf+C
    
    6 - s.A,s.A,c.B,qcf(x2)+A
    
    7 - s.A,s.A,c.B,qcf(x2)+B
    
    8 - s.A,s.A,c.B,dp+A
    
    9 - c.A,s.A,c.B,qcf+C
    
    10- c.A,s.A,c.B,qcf(x2)+A
    
    11- c.A,s.A,c.B,qcf(x2)+B
    
    
    
    
    --- Medium Combos ---
    
    1 - s.A,s.A,s.A,c.B,qcf+C
        *Will hit only standing opponents.
    
    2 - s.A,s.A,s.A,c.B,qcf(x2)+A
        *Will hit only standing opponents.
    
    3 - s.A,s.A,s.A,c.B,qcf(x2)+B
        *Will hit only standing opponents.
    
    4 - s.C/c.C,rdp+D(2nd hit),d,u+A xx qcb(x2)+C in air
    
    
    
    
    ----------------------------------------------------------------------------
    CORNER ONLY COMBOS
    ----------------------------------------------------------------------------
    
    *********************
    Air to Ground Combos
    *********************
    
    --- Easy Combos ---
    
    1 - j.B/C,s.C/c.C,qcb+B
    
    
    
    --- Semi-Easy Combos ---
    
    1 - j.B/C,s.C/c.C,qcb+B,dp+A
    
    2 - j.B/C,s.C/c.C,f+C,qcf+A
        *Will hit only standing opponents.
    
    3 - j.B/C,s.C/c.C,f+C,rdp+D
        *Will hit only standing opponents.
    
    
    
    --- Medium Combos ---
    
    1- j.B/C,s.C/c.C,rdp+D(2nd hit),d,u+A xx qcb(x2)+A in air
    
    
    
    
    --- Semi-Hard Combos ---
    
    1 - j.B/C,s.C/c.C,f+C,rdp+D(2nd hit),d,u+A xx qcb(x2)+A in air
        *Will hit only standing opponents.
    
    
    
    *********************
     Ground Combos
    *********************
    
    --- Easy Combos ---
    
    1 - s.C/c.C,qcb+B
    
    
    
    --- Semi-Easy Combos ---
    
    1 - s.C/c.C,f+C,qcb+B,dp+A
    
    2 - s.C/c.C,f+C,qcf(x2)+A,dp+A
    
    3 - s.C/c.C,f+C,rdp+D
    
    4 - s.C/c.C,rdp+D(2nd hit),d,u+A xx qcb(x2)+A in air
    
    
    --- Medium Combos ---
    
    1 - s.C/c.C,f+C,rdp+D(2nd hit),d,u+A xx qcb(x2)+A in air
    
    
    
    
    ----------------------------------------------------------------------------
    COUNTER WIRE COMBOS
    ----------------------------------------------------------------------------
    
    
    --- Semi-Easy Combos ---
    
    1 - j.any,s.dp+A
        
    * While opponent is in air jump and before both land throw any hit, by now 
    you should be landing next and before your opponent so just before the 
    opponent land throw a light Kouryu Ha.
    
    
    
    --- Medium Combos ---
    
    2 - rdp+D(2nd hit),d,u+A xx qcb(x2)+C in air
    
    
    
    
    ============================================================================
    UNIVERSAL STRATEGIES
    ============================================================================
    
    "Universal Strategies section, interesting but what are they?"
    
    My definition for a Universal Strategy is a strategy with a certain
    purpose and a technique that can be used by many characters and in many 
    fighting games.
    
    I don't claim any responsibility for how good these strategies work for you,
    I use these strategies all the time against all kind of players (noobs and 
    pros) and they work most of the time, it all depends who you're playing
    against with, if you see that a certain strategy isn't working for you just 
    stop doing it or try to give it some variety, be creative not predictable.
    
    
    Anyway, enough of the mumbo jumbo and let's get started.
    
    
    ----------------------------------------------------------------------------
    "KOF CORNER PRESSURE TECHNIQUES"
    ----------------------------------------------------------------------------
    
    As you may notice from the name, these are techniques that I learned from the 
    KOF series, their main purpose are to pressure the opponent in the corner or 
    to pressure him enough in order to break through his defense and punish him 
    with one those feared ooouch combos.
    
    So, whenever you have successfully cornered the opponent you have many ways 
    to go down the road.
    
    1 - Jump and attack, then as soon as you land jump and attack again.
    * This work because most of the people expect you to continue the combo as 
    soon as you land, but to their surprise you jumped instead so that messes
    things up a little within their heads.
    
    2 - Empty jump, land and grab.
    * "Holy s***, I was expecting an attack"
    Yep, that's what your opponent will think if you manage to perform this 
    technique.  
    
    3 - Empty jump, land and start a combo that begins with a hit that must be 
    blocked low.
    * Similar to the technique above, this works because the opponent will expect 
    you to attack while your are in mid-air, still, not a technique to use 
    against people with really good reflexes.
    
    
    * EXTRA NOTES *
    
    Obviously since there isn't a small jump in NGBC that makes all the 
    techniques mentioned above a little riskier than in KOF but still techniques 
    worth doing once in a while. For a better result try and mix them and see 
    what works better against your opponent.
    
    
    ----------------------------------------------------------------------------
    "PRESSURE RUSH TECHNIQUE"
    ----------------------------------------------------------------------------
    
    "Pressure rush technique?"
    
    Well, this is a technique I picked up in CVS2, I saw in a video match a 
    Japanese guy (I think it was Ohnuki, don't remember to well) doing it and I 
    thought "Man, that looks like a really handful technique", so I started using 
    and it worked well, better yet I tried it in the KOF series and it worked 
    even better, and to my surprise it also works in NGBC with some characters.
    
    So what is this technique all about?
    
    First of all to properly use this technique your character needs to have a 
    weak attack that can hit crouching opponents, have good speed to come out and 
    to recover from it quickly, range is not that important but as long as it 
    isn't a 2 pixel range attack you'll be fine.
    A good example is K's crouching B or Mr.Big's crouching A, so for Hanzo it 
    would have to be his crouching A, it might not be as useful as Mr.Big's cheap 
    poke but it gets the job done.
    
    Next is the execution of the technique, what you have to do is simple:
    Hit the opponent with your attack once from close, dash a little and hit him 
    again. Attack --> Dash --> Attack --> Dash. Got it?
    After 3 or 4 hits the opponent will start to get a little impatient so 
    they'll probably try to end it with a long range sweep, this is the point 
    where the technique shines, after 3 or 4 hits you can do 1 of 2 things:
    
    1 - You can jump, if they try to knock you with a sweep you will not only 
    avoid the sweep but also you got yourself a nice opening to start an air to 
    ground combo. If they don't sweep or do anything at all you still have the 
    surprise factor at your advantage, since the opponent was probably expecting 
    more of those annoying hits by the time he reacts and saw you jumped it'll be 
    a little late for him to react with an anti-air (unless he has superb 
    reflexes), leaving him with no other choice but to keep blocking.
    
    2 - You can do a long range cancellable attack, in Hanzo's case his c.B.
    You will not only connect some free hits, but in case the opponent blocks 
    everything you threw at him the distance created will be long enough for you 
    to be safe.
    
    
    
    * EXTRA NOTES *
    
    I have to mention that this is not a perfect technique, it can be broken with 
    a simple weak attack and no I'm not kidding.
    
    With the experience of using this technique a lot, I've come to the 
    conclusion that this technique doesn't work against 2 types of players, the 
    noobs and the pros.
    The reason it doesn't work against noobs is because they don't care about 
    blocking and all they do is mash the buttons and just when you are in the 
    middle of the hitting a weak attack pops up from nowhere interrupting your 
    attacks.And the reason it doesn't work against pros is because they know how 
    to break it.
    
    Conclusion: try not to use it against noobs, don't abuse it against pros, and 
    if you find yourself defending against this technique remember that a weak 
    punch is more than enough.
    
    
    ----------------------------------------------------------------------------
    "CHEAP GRAB TECHNIQUES"
    ----------------------------------------------------------------------------
    
    Just as the name implies, these are ways, cheap ways I must say to connect a 
    successfully grab/throw.
    
    
    1 - When you are standing close to the opponent throw a weak hit, (if 
    necessary dash a little) then grab.
    
    2 - Throw any hit (preferably a strong one), cancel it in a Tactical Step and 
    grab.
    
    
    * EXTRA NOTES *
    
    You can use these grab techniques anytime in battle, most of the time they 
    work and if you can, abuse them.
    I've also noticed that they work the best when the opponent's character is 
    about to die due to the fact that when your character is about to be defeated 
    one tends to play more in a defensive way.
    
    
    
    
    ============================================================================
    HANZO ONLY STRATEGIES
    ============================================================================
    
    ----------------------------------------------------------------------------
    "FIREBALL TO DRAGON PUNCH"
    ----------------------------------------------------------------------------
    
    This strat has been around since the Street Fighter 2 era, more than 10 years
    have passed and it's amazing how this still works.
    
    The strategy is simple, when you're quite distanced from your opponent throw a
    weak Rekko Zan, wait for the opponent to jump it towards you, then (dash if 
    necessary) throw a strong Kouryu Ha, as simple as that.
    
    Be careful with the Rekko Zans though, if the opponent predicts you're thorwing
    one and jumps it earlier than expected you won't recover fast enough to dragon 
    punch him or even block.
    
    
    ----------------------------------------------------------------------------
    "MIJIN KOMORU NO SUBI MINDPLAY"
    ----------------------------------------------------------------------------
    
    The Mijin Komoru No Subi has other uses than the supercancelling combo you know
    
    1 - When you defeat one of your opponent's character and the other is about 
    to jump in screen:
    
    Simply run to the direction where the dead character disappears, position
    yourself near the disappearing character and just when the other character is
    about to jump in use the D version of the Mijin Komoru no Subi so that when
    your opponent's character jumps in you appear just behind him ready to begin a 
    crossup combo with you air B.
    
    2 - Mixup with Hanzo's attacks:
    
    You can mixup the mijin komoru no subi from Hanzo's different attacks to get
    different and interesting results.
    This mixups work better when you expect the opponent is going to block your 
    attacks so instead of throwing the usual fireball move at the end of the combo 
    you can use the mijin komoru no subi to trick and confuse the opponent, below
    I've written a list of the best mixups Hanzo has.
    
    
    
    
    a) s.C,f+C, d,u + C / s.A,c.B,f+C, d,u + C
    
       This mixup puts Hanzo in front of the opponent, the best way to follow this
       is with a throw but if you suspect the opponent will attack as soon as you 
       appear blow him away with a weak Kouryu Ha.
    
    
    b) s.C,f+C, d,u + D / s.A,c.B,f+C, d,u + D
     
       This mixup puts Hanzo in front and above your opponent, you can start an
       air to ground combo or you can let your opponent think that, do nothing 
       while airborne, land and grab.
    
    
    c) s.C, d,u + C / s.A,s.A,c.B, d,u + C
    
       This mixup puts Hanzo close and backwards the opponent,the best way to 
       follow this is with a throw but if you suspect the opponent will attack as 
       soon as you appear blow him away with a weak Kouryu Ha.
    
    
    d) s.C, d,u + D / s.A,s.A,c.B, d,u + D
    
       This mixup puts Hanzo in backwards and above your opponent, you can start 
       an air to ground combo or you can let your opponent think that, do nothing 
       while airborne, land and grab.
    
    
    
    
    
    ----------------------------------------------------------------------------
    "EXPERIMENTAL MIJIN KOMORU NO SUBI MIXUPS"
    ----------------------------------------------------------------------------
    
    These are just the mixups mentioned above just combined together to create 
    even more confusing mindplay. I called these "experimental mixups" becasuse 
    I've actually not tested them in battle (I feel they are a little risky), so
    use them at your own risk.
    
    "In other words they're useless,so wtf did you write them for?"
    
    First of all, I never said they were useless, who knows, maybe some of them
    work like a charm maybe not but I'm writting them anyways for you gamers who 
    usually rely more on inteligence and strategy rather than brute force. 
    
    Anyway, if you ever use this mixups feel free to email me and tell me if 
    they worked for you or if they only got your ass kicked.
    
    
    
      s.C, d,u + C 
        I
        I------- s.C, d,u + C / s.A,s.A,c.B, d,u + C
        I          I
        I          I--------------- s.C, d,u + D / s.A,s.A,c.B, d,u + D
        I          I--------------- s.C, d,u + C / s.A,s.A,c.B, d,u + C
        I          I
        I          I--------------- s.C,f+C, d,u + D
        I          I--------------- s.C,f+C, d,u + C
        I
        I
        I-------- s.C,f+C, d,u + C
        I-------- s.C,f+C, d,u + D   
    
    
      
       s.C, d,u + D
        I
        I------- j.B,c.B, d,u + C / s.A,s.A,c.B, d,u + C
        I          I
        I          I--------------- s.C, d,u + D / s.A,s.A,c.B, d,u + D
        I          I--------------- s.C, d,u + C / s.A,s.A,c.B, d,u + C
        I          I
        I          I--------------- s.C,f+C, d,u + D
        I          I--------------- s.C,f+C, d,u + C
        I
        I
        I-------- s.C,f+C, d,u + C
        I-------- s.C,f+C, d,u + D   
       
    
    
    
       s.C,f+C, d,u + C
        I
        I------- s.C, d,u + C / s.A,s.A,c.B, d,u + C
        I          I
        I          I--------------- s.C, d,u + D / s.A,s.A,c.B, d,u + D
        I          I--------------- s.C, d,u + C / s.A,s.A,c.B, d,u + C
        I          I
        I          I--------------- s.C,f+C, d,u + D
        I          I--------------- s.C,f+C, d,u + C
        I
        I
        I-------- s.C,f+C, d,u + C
        I-------- s.C,f+C, d,u + D
    
    
    
       s.C,f+C, d,u + D
        I
        I------- j.B,c.B, d,u + C / s.A,s.A,c.B, d,u + C
        I          I
        I          I--------------- s.C, d,u + D / s.A,s.A,c.B, d,u + D
        I          I--------------- s.C, d,u + C / s.A,s.A,c.B, d,u + C
        I          I
        I          I--------------- s.C,f+C, d,u + D
        I          I--------------- s.C,f+C, d,u + C
        I
        I
        I-------- s.C,f+C, d,u + C
        I-------- s.C,f+C, d,u + D
    
    
    
    
    Well that's the basic formula, don't follow this mixups letter by letter, 
    get creative and make up your own mixups.
     
    
    
    
    
    
    ============================================================================
    SPECIAL THANKS
    ============================================================================
    
    Special thanks to:
    
    
    - SnkPlaymore 
      For doing this awesome game.
    
    - Gamefaqs
      For being such a great gaming help site and for hosting this guide.
    
    - Orochinagi.com
      I found some interesting Hanzo info there.
    
    - Tel
      For letting me use all of Hanzo's moves names from his faq. 
    
    - You
      For reading this guide.
    
    
    ============================================================================
    CONTACT INFORMATION
    ============================================================================
    
    If you have any comments, suggestions, critics or any information you 
    consider important and is missing in this guide, please send them to: 
    ismael01866@hotmail.com
    Please write NGBC or something like that in the subject part, otherwise I 
    won't even bother to read it and will be redirected to the trash.
    
    
    Are you still reading? Go out there and start playing some NGBC action!!!
    
    
    
    

    FAQ Display Options: Printable Version