What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Han Guide by MAllen

Version: 1.2 | Updated: 05/15/1999

HAN FAQ
VERSION 1.2
5/15/99

Unpublished Work Copyright 1999 Mike Allen


FORWARD
-------

This is as an "easy reference" guide for Han players. The strategies 
are from my Expert FAQ Version 1.38.

Send any questions/comments to:  Mallen1@csulb.edu 


=======================================================================


TABLE OF CONTENTS
-----------------

I. STRATEGIES

II. COMPLETE MOVES LIST

III. V.S. HAN

IV. REVISION HISTORY


=======================================================================


KEY:
====  

H: high
M: middle (input H+L)
L: low
G: guard
J: jump
S: special button
Basic: standard attack (not moving or using the directional pad)
Step: Step move (tap the directional pad while holding G)
Ducking: a fully-ducked position (hold G)
Rising: "while rising" position (after certain low attacks or ducking)
Walking: direction pad while holding G
Running: direction pad without holding G
j(attack): just-frame attack (exp. "jH" is a just-frame attack with H)


Terminology:
------------

jab = Basic H
combo = if the first hit lands, the rest will connect
mid = an attack that hits middle
low = an attack that hits low
counter = counter-hit
delay = pushing the buttons at a slower speed to alter the timing 
lifter = move that sets up an air combo 
wake-up attack = a move while on the ground after being knocked down
down attack = a move used to hit opponents lying on the ground
sleeper = an opponent who sits on the ground after being knocked down
turtle = an opponent who plays defensively


=======================================================================

13. HAN => A Hworang "wanna-be" without the good moves.  
========

The Motion-Shift is fun to use, but he has too many weaknesses to stand 
up against most of the other characters. To win you'll need to use his 
5 or 6 good moves again and again, trying to push your opponent around 
and set up your motion-shift kick patterns. A bit of a challenge, but 
it is pretty interesting.

Han is the last member of the one-dimensional club. Cloud is all about 
close-range brawling, Inoba is all about the wake-up game, and Han is 
all about getting to the motion kicks. Unfortunately for Han, the 
motion kicks aren't as dominant as they should be. Too bad.


Close-Range Fighting
====================


Getting into the Motion-Shift
-----------------------------

1. G+H (hold) 
2. Running HHjH
3. L+S, H (can also be input Walking L, H or Ducking L, H)  
4. S (white meter empty)
5. G+L, LjH (if the second hit is blocked you can't do the jH; mix in  
             the G+L, HH to keep your opponent blocking high)


Motion-Shift Attacks
--------------------
 
Mix-up the mids and lows as much as possible to push your opponent into 
the corner and PUNISH him. Stick to the following patterns:

H
HH
HHH
HHHH
HHHHH
HL
HHL
HHHL
HHHHL
HLH
HHLH
HHHLH
HHHHLH 

Once you finish a pattern, you can:

-- move closer to your opponent and start a new pattern
-- immediately start a new pattern
-- delay to draw a counter and start a new pattern
-- sidestep to draw a counter and start a new pattern
-- hit S to nail "turtles"
-- purposely miss with an H or L to "lure" your opponent to counter
-- hit G to return to normal (not recommended)

Remember that an opponent who blocks your attacks will be pushed away 
and can escape easier. Therefore, you MUST use delay and sidestep 
tactics to make your opponent attack. 

You are relatively agile while in the motion shift. You can sidestep 
many attacks, but we don't recommend trying. While shifted, you should 
be doing ALL of the attacking. 

If your opponent escapes while you're in the motion change, IMMEDIATELY 
hit G to revert to a normal stance.


Follow the Basic HH with:
-------------------------

1. L (safe when blocked)
2. Basic L (to Basic L links)
3. Basic M (your quickest close-range mid; can extend to MH)
12. G+H 
13. H+S
14. G+H (hold) (to Motion-Shift links)
15. Running G+L
8. Basic S
9. Throw
10. G+L (to G+L links)

Notes:

Since the HH is a combo, you'll rarely do just the jab.


Follow the Basic L with:
------------------------

1. L (to Basic LL links)
2. Basic M
3. H+S
4. G+L
5. G+L (hold) (to Motion-Shift links)
6. Basic S
7. Throw
16. Running HHjH (to Motion-Shift links)
9. Running G+L
10. Basic H (to Basic HH links)
11. Basic L (to Basic L links)
12. G+L (to G+L links)


Follow the Basic LL with:
-------------------------

1. jL (to Basic LLjL links) 
2. Basic M
3. H+S
4. G+L
5. G+L (hold) (to Motion-Shift links)
6. Basic S
7. Throw
8. Running HHjH (to Motion-Shift links)
9. Running G+L
10. Basic H (to Basic HH links)
11. Basic L (to Basic L links)
12. G+L (to G+L links)


Follow the Basic LLjL with:
---------------------------

1. L 
2. H
3. Throw


Follow the G+L with:
--------------------

1. HH
2. L (can follow-up with a throw, Basic HH, or Basic L)
3. LjH (to Motion-Shift links)
4. LL


Notes:

Even if the opponent blocks the entire Basic LLjL, you will be allowed 
to continue to 2-choice the LLjLL and LLjLH.

Input G+L, LjHLH to go low, low, middle, low, middle and stay in the 
motion shift. 

After a basic M, you can press away from your opponent for safety 
distance.

From a fully-ducked position do the rising H to pop up enemies. 
Unfortunately, the best air combos only work if the rising H hits as a 
counter (follow with HHHH). It's hard enough getting to a fully-ducked 
position, but getting this VERY SLOW attack to counter is difficult.


Medium-Range Fighting
=====================

2-choice the Running HHjH and Running G+L. 

After the J+M, 2-choice with the L and a throw.


Specials
========

We will list other uses for Han's missiles below. However, the missiles 
are BEST used as part of your mix-up in the motion change. You have 
four shots per round. You should use ALL of them from the motion 
change. 

Han's missiles are slow to fire. If they immediately jump after you 
push S, either delay the trigger (hold S) to hit them when they 
approach, or push block to cancel. 

Missiles work better in larger arenas because they can track without 
hitting a wall. The elevator stage has been dubbed in our circle, 
"Han's Stage."

If your opponent is hit by a guided missile after you've fully 
recovered, you can try and pull off an air combo.

Jump backward and look for an opening to use the jumping S.


HAN'S COMPLETE MOVES LIST
=========================

HHHHH
HHL
HHHLH
90-degree (either direction), H
HHHjH to motion change
H+S
LLjLH
LLjLL
L+S, H or Ducking LH or Walking LH to motion change 
MH
M+S
Running HHH
Running HHjH to motion change
Running HHjHHHHH
Running H, G+H, HHH
Running ML
Running L
Running G+L
Projectile-Evasion, H
Walking HHH
Ducking HH
G+L, HH
G+L, LjH to motion change
G+L, LLL
Step H
Step L
Rising HH
J+H
J+L

Motion Change
-------------
HHHHHHHH (can switch to LHHHH during first 4 hits)
LHHHH
G+H, HH
HLHHHH
G+H, LH

Throws
------

front 
left
right, G
back
360-degree, G

Specials
--------

S
S (hold) 
J, S 




V.S. HAN
========  

Nothing much. Just kick his ass.

If he does the H+S while you're on the ground, hit G to wake-up right 
through it and counter.

If he doesn't stick in mids regularly while at close range, duck to 
avoid the highs and block the lows, and COUNTER heavily.

Han can mix up a running HHH with a running G+H for a 2-choice. Block 
low because the low pops out more quickly. 

In large arenas you'll be hurt if you don't jump or projectile-evade 
the missile. 



=======================================================================


IV. REVISION HISTORY
--------------------

1.0- used Expert FAQ Version 1.3 
1.1- used Expert FAQ Version 1.33
1.2- used Expert FAQ Version 1.38

I won't update this FAQ again. New Han strategies will appear in my 
Expert FAQ first.

Send any questions/comments to:  Mallen1@csulb.edu

Unpublished Work Copyright 1999 Mike Allen

View in: