Ehrgeiz – Han Guide
PlayStation
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HAN FAQ VERSION 1.2 5/15/99 Unpublished Work Copyright 1999 Mike Allen FORWARD ------- This is as an "easy reference" guide for Han players.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
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