============================================================================
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              - NEOGEO BATTLE COLISEUM HANZO GUIDE -
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============================================================================


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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:
[email protected]
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!!!