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Unpublished Work Copyright 1999 Mike Allen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:
[email protected]
=======================================================================
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
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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.
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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:
[email protected]
Unpublished Work Copyright 1999 Mike Allen