JoJo's Bizarre Adventure: Heritage for the Future/Khan/Strategy: Difference between revisions

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== Neutral ==
== Neutral ==
Khan should mostly use short hop j.C, 662A, and 4B for the neutral game (and in some safe cases 5C however you won't find much options to use it) meaning most characters will beat him in the neutral game. However, it may be beneficial to play in the neutral game with characters that are simply too powerful for Khan to risk closing in on (e.g. Vice and Jotaro). Certain normals like 4B should be used with caution as if not spaced correctly it can be punished hard on hit, even harder on block. You'll also frequent his amazing dashes, as they're great at the old bait and punish game, or they're a great way of beginning your approach. If you use all these options right, Khan's neutral is actually pretty strong and also very cool to watch, however it's still most likely going to be nothing compared to the higher top tiers of the game. Still though, mastering Khan's neutral already puts you a big step forward in any of Khan's matchups, as playing perfect neutral is a key component in almost every matchup he has. <br> <br>
Khan should mostly use short hop j.C, 662A, and in some cases 4B for the neutral game, meaning most characters will beat him in that area due to him simply having less variety of good pokes. However, it may be beneficial to play in the neutral game with characters that are simply too powerful for Khan to risk closing in on (e.g. Vice and Jotaro). Certain normals like 4B should be used with caution as if not spaced correctly it can be punished hard on hit, even harder on block. You'll also frequent his amazing dashes, as they're great at the old bait and punish game, or they're a great way of beginning your approach. If you use all these options right, Khan's neutral is actually pretty strong and also very cool to watch, however it's still most likely going to be nothing compared to the higher top tiers of the game. Still though, mastering Khan's neutral already puts you a big step forward in any of Khan's matchups, as playing perfect neutral is a key component in almost every matchup he has. <br> <br>


The nitty gritty of what to do neutral is not necessarily complex and deep, but it's not simple either. When used right Khan's neutral is very. very effective. While it is comprised of very few moves, trust me the outcome will not be so bad if you play your cards right with all those moves. So, this is an in-depth explanation of a textbook way to use most of his key moves in neutral.  
The nitty gritty of what to do neutral is not necessarily complex and deep, but it's not simple either. When used right Khan's neutral is very. very effective, even if it’s only built of of his only real useful moves. While it is comprised of very few moves, trust me the outcome will not be so bad if you play your cards right with all those moves. So, this is an in-depth explanation of a textbook way to use most of his key moves in neutral.  


First, his dashes. His dashes are a very important part of his neutral, as you are able to move around a lot and get out of the way of the opponent's pokes. First, his backdash. A very useful dash, it travels a long distance and is very quick, and when in tandem with j.S you can travel insane distances away. In neutral, backdash is used to mainly bait the opponent into an attack and coming back to punish them, backing away from any pressure you might predict or are in, or reacting to an attack you're in the range to get away from. For example, baiting a Jotaro to do s.5B and backdashing out of the way to whiff punish with 662A is a good example of the backdash, or j.S backdashing away to get out of DIO's preferred 66C range. Normally, the frequency of your backdash mainly comes down to how the opponent plays or how the matchup is for you. Against characters like Mariah you're not even playing much neutral so your backdash is not nearly as important as say against DIO where you can bait a 66C and whiff punish.  
First, his dashes. His dashes are a very important part of his neutral, as you are able to move around a lot and get out of the way of the opponent's pokes. First, his backdash. A very useful dash, it travels a long distance and is very quick, and when in tandem with j.S you can travel insane distances away. In neutral, backdash is used to mainly bait the opponent into an attack and coming back to punish them, backing away from any pressure you might predict or are in, or reacting to an attack you're in the range to get away from. For example, baiting a Jotaro to do s.5B and backdashing out of the way to whiff punish with 662A is a good example of the backdash, or j.S backdashing away to get out of DIO's preferred 66C range. Normally, the frequency of your backdash mainly comes down to how the opponent plays or how the matchup is for you. Against characters like Mariah you're not even playing much neutral so your backdash is not nearly as important as say against DIO where you can bait a 66C and whiff punish.  

Revision as of 02:24, 17 August 2021

HFTF Khan Spin.gif

Summary & Playstyle

Khan's main strategy is playing lots of neutral and pressuring your opponent until their defense cracks and you capitalize from their mistakes, allowing you to hit them with basic combos and super confirms.

You should usually approach with 2A/662A and j.C since most of the damage will be dealt through them and Khan's BnB combos, although you still have some other choices. Make good use of Khan's tools, like his anti-airs (5S, 5B, 623C, etc.) and in some cases even his Counter, as it can win you a round if you manage to catch a good move, but it may also cost you a round if it whiffs.

I'm sorry to say that you'll find yourself playing dirty as Khan. Surprise supers, tick grab spam, hyper hop spinning, and abusing Khan's excellent back dashes are all necessary in a majority of his matchups. As much as he appears to be an honest character, there's no way he can really win without playing dirty a little.

Unfortunately, a lot of Khan's dirt does not work on experienced players, or even worse, players who know their matchup against you. You need to ramp up the frequency and variety of Khan's tricks and outplay your opponent using reads, use mixups, block everything, guard cancel, etc. and pray to come out on top versus an experienced player. He may be easy to learn but he's hard to master due to the amount of uphill battles you're going to constantly be playing.

Ultimately, Khan is a fun character who is unfortunately unfinished. Khan is an easy character to pick up, but winning as Khan takes experience and execution. Be happy with every win you garner as Khan, you outplayed your opponent, you simply had the better neutral and game. Call them a noob in the chat as much as you want, you earned it.

If you enjoy characters that have to approach each matchup differently, you'll love Khan. Khan doesn't have consistency because of how weak he is. In the end he bends down to his opponent's character.

KhanKakyoin.png

Grabs

Tick grabs are surprisingly easy and useful for Khan, not for damage, but for cracking down on the opponent's defense, turning stand off and maneuvering characters into the corner where Khan wants them due to the long throw. Note that Khan's throw has a soft knockdown and does poor damage.

(Tick grabs can be done by hitting the opponent with a move that has a lot of hitstun and then grabbing them quickly after they recover from it. Tick grabs are harder to tech-grab than normal ones)

You can either use normals to tick grab or you can just empty hop and grab the opponent. (second option is more preferably used in okizeme)

Moves you can tick grab with (j.S is situational. Works if you hit the opponent while trying to get in):

2A, 5A, d.2A, d.2B, j.C, j.B, j.S

You're going to frequent j.C and 2A as your main go-to trick grab options. The opponent knows you will, but if you do it unpredictably enough, they won't have the reactions to tech it,

Khan2AJotGrab.pngKhanJotTickGrab.pngKhanTickGrab.png

Khan's grab is easily punishable as it gives you 14 frames of disadvantage after the opponent techs in corner (it can also be punished midscreen by some characters but it isn't as easy).

However, there are some ways around this for Khan to avoid getting punished. You have to roll in a certain 1f window as it gives Khan i-frames to avoid getting hit.

This is explained in the video below and in the In-Depth System Info section.

Do not always rely on this, however. As there are people who are willing to punish you by grabbing your roll.

For example doing empty tandem after teching and grabbing Khan while he is rolling, or for some characters who simply can't punish Khan's grab in general.


Okizeme

Much like his neutral, many tend to gloss over Khan's okizeme, and for good reason. It's rather limited, and you only need to watch out for 3 things (2A, j.C and grab). However, he has many things he can do to condition the opponent into thinking what Khan's next move will be. His okizeme is not built on getting the opponent to guess, it's built on mindgames, and making the opponent think you're going to do one option while actually doing another. When you've gotten your opponent completely confused about what your move on oki will be, you will reap some serious damage. Outside of IOH j.C, you get to confirm your oki into either 214AA or [4]6B xx 623C / [4]6C. If you want to continue your oki, then just confirm into 214AA or [4]6C. You can change and switch up the things you can do on oki a lot, however I'll give a list on what oki options a Khan would frequent, and some personal ones that aren't done as much, this video below will give you a general idea about what most of Khan's oki is.

Oki Options

Empty Hop: A very frequented option. Empty hopping is the perfect way of catching an opponent thinking you're about to jump-in, however an experienced player will most likely get the hang of this option quickly. This is where mixing your stuff up is important. You can go for an empty hop 2A then IOH j.C, or empty hop 2A into grab. If you have them guessing your empty hops so much, you can even j.C on a jump-in, not even as an IOH and get them with that. This is a pretty important option for Khan, so use it if you're not used to the other ones.

Dash Telegraph: One really strong option that Khan has with oki is telegraphing. He can get the opponent into thinking you're going to do a specific option because of the "tell" you're giving him. For example a dash forward followed by an IOH j.C. This option will work if you condition them right. Just keep frequenting one option until they start blocking it, then mix it up with other less frequented one. Making your opponent guess an option based on a tell you're giving him is quite an underused option here but it's very, very strong if used right.

Bait and Punish: Khan's dashes are really good. You can use that to your advantage. If an opponent is expecting you to IOH j.C / 2A on wakeup, you can backdash out of the attack and then forward dash and punish them with 662A. Alternatively, you can also just 44 669C if they bait you into trying to punish and are expecting 662A, however this gotcha bitch option is pretty easy to spot. Usually you'll stop using this option once the opponent realizes you have an easy way to destroy their wake-up attacks, and they'll just abide to block your other oki options.

Whiff 5C, Followup: This is a pretty sneaky option however it comes with a lot of risk. When you 5C, your recovery time is huge, so your opponent will try to whiff punish you on wakeup, that's when you do the followup to beat their attempt. You can get a free [4]6B/C off of it as well. If they block it, well just hope they don't punish it. Meaty 5C is also an option you have, it's hella risky on block since they can easily hear Khan's rather loud voice when doing the move so stick to more sly options like this one.

HFTF Khan FakeOki1.pngHFTF Khan FakeOki2FIXED.pngHFTF Khan FakeOki3FIXED.png

Tick Throw: Unlike most of your options, if you frequent this one while mixing up the way you get into the grab it's actually pretty difficult to see. Unfortunately a simple pushblock beats this option clean however if you get them guessing and they don't do the pushblock then go for this option if you still want damage. Again though, Khan's grab kinda sucks, so be sure that you're not near the corner, otherwise you're going to eat a punish. Teching the throw is pretty difficult, especially off of a move like 662A, so don't worry about too much consequences from this option unless you cornered the opponent and threw them.

Cross-Up Dash Hop: This only really works against opponents not named Avdol and Ice. If they have a slow enough wake-up speed you can dash hop over them and hit them from behind. The options you have off of this move is the same as the empty hop option above. If you're up against opponents like the Joseph's or Kakyoin's you can even do a double hop over them on knockdown to mix them up even more. You can also double hop over them if you hit an s.on opponent with 214AA, however again only average/below average wakeup characters apply. You can also look like you're hopping over them but actually land on the same side to get them to block the opposite way, however this only works when you do 2A off of that option due to how fast it is. You need to time your hop so that the opponent's pushbox (the green box) goes from their liedown to standing before you hop over them, as when they are getting up, you won't pass them. It's not hard to time, and once you're done this in tandem with your empty hops you can get the opponent really start to guess on your options.

Grab: On the surface this seems like the least effective option of the bunch but if you've rattled them with your oki enough they're just going to try and block whatever comes their way, thus opening them up to an easy grab. This will also beat opponent who just roll on wake-up, as rolling unfortunately beats most of the options shown here if you IOH j.C. When they're content with rolling on wake-up, just throw them and you're good, just make sure it's not in the corner to avoid a punish.

Neutral

Khan should mostly use short hop j.C, 662A, and in some cases 4B for the neutral game, meaning most characters will beat him in that area due to him simply having less variety of good pokes. However, it may be beneficial to play in the neutral game with characters that are simply too powerful for Khan to risk closing in on (e.g. Vice and Jotaro). Certain normals like 4B should be used with caution as if not spaced correctly it can be punished hard on hit, even harder on block. You'll also frequent his amazing dashes, as they're great at the old bait and punish game, or they're a great way of beginning your approach. If you use all these options right, Khan's neutral is actually pretty strong and also very cool to watch, however it's still most likely going to be nothing compared to the higher top tiers of the game. Still though, mastering Khan's neutral already puts you a big step forward in any of Khan's matchups, as playing perfect neutral is a key component in almost every matchup he has.

The nitty gritty of what to do neutral is not necessarily complex and deep, but it's not simple either. When used right Khan's neutral is very. very effective, even if it’s only built of of his only real useful moves. While it is comprised of very few moves, trust me the outcome will not be so bad if you play your cards right with all those moves. So, this is an in-depth explanation of a textbook way to use most of his key moves in neutral.

First, his dashes. His dashes are a very important part of his neutral, as you are able to move around a lot and get out of the way of the opponent's pokes. First, his backdash. A very useful dash, it travels a long distance and is very quick, and when in tandem with j.S you can travel insane distances away. In neutral, backdash is used to mainly bait the opponent into an attack and coming back to punish them, backing away from any pressure you might predict or are in, or reacting to an attack you're in the range to get away from. For example, baiting a Jotaro to do s.5B and backdashing out of the way to whiff punish with 662A is a good example of the backdash, or j.S backdashing away to get out of DIO's preferred 66C range. Normally, the frequency of your backdash mainly comes down to how the opponent plays or how the matchup is for you. Against characters like Mariah you're not even playing much neutral so your backdash is not nearly as important as say against DIO where you can bait a 66C and whiff punish.

The forward dash isn't really all that special. It's going to obviously be the thing you do to begin your approach, whether it would be dash hop j.C, or a 662A, your forward dash is going to be the main offense starter for you. In just about every matchup forward dash is a key tool, and it's a pretty fast dash too so you can cover a good amount of distance. It also has very flexible cancelling, as pressing 44 around 5-6 frames into the dash immediately cancels that forward dash into a backdash. This makes Khan's bait and punish game pretty effective. Forward dashing is also a pretty good tool for closing in from distances that 662A or low hop j.C will whiff on, as it travels insane distances that will without a doubt be able to get you into range that your attacks will be able to reach. Overall, while forward dash may not seem as good as the backdash it has the same if not even more value in practice as it.

Of course, his attacks are also a very important part of his neutral, first the 2A. Basically it's Khan's most important tool in neutral outside of his dashes and j.C. It's incredibly plus on both block and hit meaning you can get away with them scot free. It's your go-to grounded approach, as 662A can be serviceable at very high ranges. Preferably half to 3/4 screen is where you'd want to do it, as when you're up close neutral is going to be an afterthought. 662A will also be your go-to option to whiff punish any slower moves that you've either reacted to by backdashing out of the way or baited successfully. Since it has a very high range, you will most certainly be able to hit the opponent, however depending on how fast the attack is, your whiff punish might get blocked, however 662A is very plus on block so you can get a tick throw or an IOH j.C if you want to go that route. There's no real risk to using 662A other than it being beat out by big pokes like Ice s.2C or low hop aerial moves. Your approach tool in 662A is also going to be a good example of why you should 100% absolutely learn the 662A 2A 1f link. It's super important, almost required for you to really master Khan. If you've gotten an opponent clean with your 662A approach, you can't follow it up properly unless you have meter and want to cancel into 214AA. When you can properly link 662A into 2A consistently this makes Khan an actual kinda dangerous character from high ranges. However, while 2A is good and all, you should not be so approach happy with it, as pokes exist that can very well beat it out. Jotaro s.5B is an infamous approach stopper, and it will also be able to stop 662A clean as well without much fail. When the opponent sees that 662A and has an option that beats it clean they won't hesitate to use it. This is why dashing out of the way is very important as you can bait it and punish with that same 662A. You can even punish with j.C if it's slow enough. When you've successfully gotten in with that 662A, and followed up with say [4]6C or 214AA, then your oki begins, but that will be explained later. In short 662A is your go-to grounded approach, and also your go-to whiff punish tool as well, and if you can follow it up right, you're set on that department.

Khan's air control isn't anything special either. He has two moves that are pretty decent in the wide scope of things when in the air. His j.B and j.C both work well in neutral. However in neutral j.C is mainly going to be useful as a jump-in off of a short hop. j.B will be useful for beating out attacks on both the ground and the air due to the massive very favorable hitbox it has. Your frequency of both these options should vary, as there are different situations where one will be better in practice than the other. j.C is going to be effective as your aerial approach. When your opponent finds ways to beat your grounded approach, you can mix it up and approach with j.C. If that option is down on it's luck your last resort is jumping in with j.B. It has less hitstun and is slightly harder to combo into 2A however it's disjoint gets the job done against moves that can beat out j.C clean. If your opponent has ways to beat all of those options chances are you're probably playing against Jotaro or Ice and you're kinda fucked on that front. If your opponent is in the air and your j.C in neutral can't beat them, you will be using j.B if you see them in the air as most likely if they're not playing Rubber Soul they won't have a move that can challenge your j.B in the air. If you do beat them clean in the air cancel into j.S for extra damage, however if they choose to downtech you are open to a free punish, so don't frequent it when they start to try that. Speaking of, there is j.S in neutral. If you are trying to either A) approach far distances in the air, B) get around to a more comfortable position or C) get away from big attacks then j.S is your go-to. If you hyper hop or dash hop into j.S the speed you travel at is crazy high so you can get on them easily. You can also use j.S to get into more easier positions like 1/2 screen if you're not going to use grounded movement. That's about it for his aerial bits in neutral, it's mainly just the same as his 2A but in the air.

Now there's the rather hit and miss button that is 4B. 4B on paper is a good poke, with long range and a pretty decent startup. Unfortunately, it's not really that strong if you don't use it perfectly. If your spacing isn't anything short of amazing, 4B will not be a thing you would use. If you hit it up close, you will get punished hard for using it. Not only on block, but even on hit, as it is -11 on hit. As an anti-air, you could use it, however you'd need to just pray that your opponent's jump-in is a shit one, as it will 100% beat out that 4B. If you whiff 4B, then you're just as fucked, as it has an abysmal recovery. Only use 4B if you have really good spacing and know exactly what range you're at to be able to use it.

Anti-airing is unfortunately something Khan struggles with. He has three anti airs. 5B, 623C, and 5S. Their use varies and it's effectiveness also has inconsistencies. 5B has a slow startup, and doesn't really work as a way to catch short/hyper hops, as it will most likely be beat out by the jump-in. It only really works when the opponent is jumping in from a large distance where 5B's startup isn't an issue. 623C is an anti-air by nature since it's a DP, however it's air blockable, so the whole part of it being an anti-air is kind of thrown out the window there. This option is almost never frequented unless the opponent is doing an attack and can't block the attack. 5S is surprisingly a pretty solid anti-air, it does its job as expected. When done in tandem with 5B it's a pretty neat anti-air, just don't expect too much follow-ups or damage since you'll only really hit the opponent with 5S around 3 times at most, and it does not do much damage, it just gets them off you. Due to the way jump-ins are in HFTF, Khan still struggles to anti-air those moves with 5S. Overall anti-airing is pretty hard with Khan simply because these anti-airs will either get beat out clean or are too situational to have any significant match application.

Charging is an option you have in neutral, [4]6B into 623+C is often Khan's best option of whiff punishing big attacks and can open the way for Khan to start comboing. A nice trick is to [4]6+B underneath your opponent if they jump high and 623+C in the other direction to catch them in an air cross up. However, using this to catch an opponent on the ground is VERY risky and shouldn't be frequented. If you whiff your [4]6B or it gets blocked, it's game over. It's far too unsafe. If it gets blocked, you can intentionally delay your 623C and wait until an opponent tries to punish you and then do the 623C. This is also pretty risky, as 623C has no i-frames, meaning that if they do a move that can beat it clean, you're screwed. Doing a charge accidentally may cost you a whole round. Some opponents may use this trick against you. They could preemptively bait you into trying a charge, and then they could block and punish you hard for it.

For example crossing you up while you are holding back or down back so you let out a charge after trying to reach to the opponent. Another example is by simply rolling, you try to grab the opponent by doing 6C and end up doing a knockdown charge which results in you being open for a punish. To avoid this, simply do 4C instead of 6C to not a get a charge and grab the opponent. It will take a while to get used to if you're used to always doing 6C to grab.

Khan's defense is abysmal. He has no defensive options and the best option is to usually to push block like a madman if you're caught. Both his roll and guard cancel are average meaning Khan will be caught out often. If worst comes to worst and Khan is caught in the corner, super jump over your opponent and spin as far as you can. j.S is the only strength Khan's defense has. When done off of a dash hop or super jump it takes him far away. However, you can get clipped out of the air fairly easily if you're too high (e.g. Jot's s.5A or Ice's s.6B). Your best chance for getting an aggressive opponent off your back is either jumping back and using j.B into S to retreat or hoping your GC lands. Push blocking isn't exactly a bad idea either, you might have enough time to even retaliate with some attacks of your own, however that little time you get from push blocking is mainly going to be used for trying to run away.

In some rare cases, his Counter Special can be very useful. Landing it is difficult, but if you tag the correct move e.g. Shadow DIO's 5S or Khan's 2A you will really slow them down and sometimes it can slide the game in your favor. Still, it's a really risky tactic as the counter has abysmal recovery if it doesn't work. Not to mention that Khan's Counter is actually punishable on hit by some characters with fast wakeup speed, because Khan doesn't get any i-frames during his taunt like the other Anubis characters.


That is pretty much it for all of Khan's neutral. Again, it's not deep, it's not rocket science, however it's not 1+1 either, so there's still a fair amount of moving parts to it that, when mastered, makes Khan a lot more of a character than the tier lists make him out to be. You won't be able to completely master it all at once, but if you learn it all right, you'll start to enjoy how simple yet useful Khan's neutral is.

Mobility

Phew, finally a definitive strength for Khan.

Khan's S spin offers him unrivaled mobility in the air, possibly only contested by Kak and Ice's IAD. The speed at which the spin moves is determined by the direction Khan jumped in and the speed at which he did his jump, so a normal jump is slow while a hyper hop is much faster. Air-recovering into a spin is also great as it can be helpful in safely escaping from tech chases. Spin also works in air-to-air best at the same height, not at all if they're lower than you and somewhat if they're higher than you. Most times you're using j.B as an air-to-air and keeping j.S as a mobility tool and hitconfirm from j.B/j.C. Also note that if your opponent sees your j.S and has a very good anti air, like DIO s.5C, they can clip you in the air and you have to tech. If you try another j.S they might go for the same anti-air again, which is why you don't want to get too predictable with your j.S movement.
Then there's the option of laming. Mainly used by players like RYUQUAZA, Khan's j.S in tandem with his backdash offers some very good laming. In some matchups characters can't do nothing but cope and seethe at the sight of Khan's laming like BPol. Other times it's probably going to get you killed against characters like Jotaro. The effectiveness of using j.S as a laming tool comes down to who you're up against.

KhanKakIAD.png

Often your opponent thinks they can simply zone out Khan, but as soon as an opening appears in their attempts, Khan can nearly teleport into their face. This startles and shocks, causing them to make bad decisions, usually a roll. Khan can punish the opponent then and stick to them like glue for the rest of the round.

Spin can avoid being anti-aired too. You can control the speed by holding either forward or backward. Naturally, you want to go as fast as possible in most cases so you would hold forward, but if you see your opponent preparing an anti-air you can switch to holding backward, the anti-air then misses, you hold forward again and you can punish. The only problem with the spin is its recovery after you hit the ground. If you hit the opponent 3 times while still having quite a long distance to the ground, you'll put yourself at a disadvantage. Thankfully, close to the ground the air spin is plus on hit, even guaranteeing some follow-ups if it hits deep enough.
Khanjotantiair.png

Khan's backdash is also great. It's a quick leap back, similar to the ones in the KOF series, that covers a decent amount of ground. Note that Khan can cancel the backdash into the spin when his feet are off the ground, lending him a small amount of protection, but the recovery from the spin is far longer than from the dash. Backdashing into his Learning Counter is also a neat trick. Not only that but it's great when used with the forward dash in his neutral, making it difficult for the opponent to see what Khan will do next, and it will also make it hard for the opponent to try and hit Khan as his forward dash has flexible cancelling and his backdash goes far and leaves fast. Khan's forward dash is decent. Its speed is serviceable, certainly fast enough to slip d.2A in and go for tick grabs. It can be canceled at any time though it's not instant (you can cancel his dash by pressing back).

KhanBackdashRange.png

Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
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Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
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Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph