JoJo's Bizarre Adventure: Heritage for the Future/Khan/Movelist

From SuperCombo Wiki

HFTF Khan Spin.gif

Normals

5A
HFTF Khan 5A.png
Startup Active Recovery Damage Guard
3 3 7 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Has the fastest startup out of all Khan's normals.

+Can be used as an anti-air and then cancelled into 214AA.

+Can combo into itself.

-Poor range.

-Slow recovery.


5B
HFTF Khan 5BStartup9.png
HFTF Khan 5B.png
Startup Active Recovery Damage Guard
9 4 24 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Good tech-chase option because of its long and vertical hitbox.

+Is the closest thing Khan has to a proper anti-air, cancel it into 623C or 5S if used as one.

+One of Khan's few moves that can combo into 236AA.

+Decent meaty oki option.

-Extremely slow startup and recovery.

-Minus on hit if not cancelled into a special or a super.


5C
HFTF Khan 5C.png
HFTF Khan 5CRecovery4.png
Startup Active Recovery Damage Guard
10 3 29 14 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Long range and good damage.

+Can be used a meaty oki tool since you can do a second follow-up in case it whiffs.

+One of Khan's few moves that can combo into 236AA.

-One of Khan's worse moves because of how slow and easily punishable it is.

-Minus on hit if not cancelled into a special or a super.

(Always cancel this move into 623C, any super, or even a Charge if you were holding 4 or 1 because it is so punishable on hit/block. You can cancel into 5S but you have to worry about the risk of the opponent punishing it.)


5C>5C
HFTF Khan 5C5C.png
HFTF Khan 5C5CRecovery3.png
Startup Active Recovery Damage Guard
5 2 34 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-16 {{{block}}} - SP, SU IPS=No Scales=No

+Khan's longest reaching normal.

+Can be used as a fake okizeme meaty tool, in case your first 5C misses.

-Just a horrible follow-up to an already bad move.

-Doesn't combo into any special/super because of how far it pushes you from the opponent.

(The only special it combos into is Charge A/B/C. So make sure to hold 4 before or after you press 5C to get a knockdown off this really bad move.)


2A
HFTF Khan 2A.png
Startup Active Recovery Damage Guard
4 2 2 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+One of Khan's best moves due to its range and how fast it is.

+Amazing poke that plays an important part in Khan's game plan.

+Can combo into itself and other normals, it is also cancelable into every other special/super.

(You will be using this move a lot since it's Khan's one and only real combo starter outside of jump-ins.)


2B
HFTF Khan 2A.png
Startup Active Recovery Damage Guard
7 3 9 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Safest way to build meter with Khan.

+Causes more damage than 2A, even when cancelled into other specials/supers.

+Can still be used as a poke from time-to-time.

+Can link into 236AA when cancelled point-blank.

-That being said, it's still not any better than 2A as it's much slower and is minus on pushblock.


2C
HFTF Khan 2C.png
HFTF Khan 2CRecovery.png
Startup Active Recovery Damage Guard
9 2 23 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND {{{block}}} - None IPS=Yes Scales=Yes

+Decent sweep with good range.

+Causes a hard knockdown against stand off characters.

-Not cancellable.

-Doesn't knock down stand on characters.

(You can only combo into it through jump-in attacks)


j.A
HFTF Khan J.AStartup4.png
HFTF Khan J.A.png
Startup Active Recovery Damage Guard
5 4 until landing 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - SP IPS=Yes Scales=Yes

+Khan's best air-to-air tool, since it's faster than j.C

+Combo starter alongside other jump-ins.

+Does more stand gauge damage than j.B in case you are fishing for stand crash setups.

+Cancelable into j.S so you are able to fly away after hitting the opponent with an instant overhead (IOH)

-Is just a worse version of j.B as it does less health damage.


j.B
HFTF Khan J.AStartup4.png
HFTF Khan J.A.png
Startup Active Recovery Damage Guard
5 4 until landing 7 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 {{{block}}} - SP IPS=Yes Scales=Yes

+Khan's best air-to-air tool, since it's faster than j.C

+Combo starter alongside other jump-ins.

+Does more damage than j.A

+Cancelable into j.S so you are able to fly away after hitting the opponent with an instant overhead (IOH)

-Does less stand gauge damage than j.A


j.C
HFTF Khan J.C.png
Startup Active Recovery Damage Guard
7 8 until landing 14 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+14 {{{block}}} - SP IPS=Yes Scales=Yes

+One of Khan's best normals, you're also gonna be using this a lot along with 2A to create mix-ups and combos.

+Combo starter alongside other jump-ins.

+Cancelable into j.S so you are able to fly away after hitting the opponent with an instant overhead (IOH)

+Can still be used as an air-to-air.


Dashing Normals

d.5A
HFTF Khan 5A.png
Startup Active Recovery Damage Guard
4 4 13 3 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Quick dashing normal that can be cancelled into anything, can still be used as an anti-air.

+It is minus on hit but quite not easy to punish, so always cancel it into a special/super if you ever land it.

-Slow recovery.


d.5B
HFTF Khan 5B.png
Startup Active Recovery Damage Guard
12 4 25 6 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Still serves as a good tech-chase and anti-air option.

-Slower version of 5B with less damage.


d.5C
HFTF Khan 5C.png
Startup Active Recovery Damage Guard
17 3 28 10 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 {{{block}}} - None IPS=Yes Scales=Yes

-Literally Khan's worst move. 17f normal that is minus on both hit and block and is not cancelable. You can't even do the follow-up too.

Just avoid using it at all.


d.2A
HFTF Khan 2A.png
Startup Active Recovery Damage Guard
4 2 6 4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Used as a starter for most of Khan's combos alongside other jump-ins.

+Really fast poke that can catch the opponent off-guard and is cancelable into any other special/super.

+You can move under a lot of projectiles by low-profiling with it. (e.g. young joseph's clackers)

(It can also combo into 2a but it's a 1f link, you can loop it but it's really useless since it's affected by IPS and scales so badly.)


d.2B
HFTF Khan 2A.png
Startup Active Recovery Damage Guard
7 3 10 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Does more damage than normal 2B.

-Slightly slower recovery.


d.2C
HFTF Khan 2C.png
Startup Active Recovery Damage Guard
9 2 23 15 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+ {{{block}}} - None IPS=Yes Scales=Yes

+Literally just 2C but with added forward momentum.

-You can't combo into it through jump-ins now.


Command Normals

4B
HFTF Khan 4B.png
Startup Active Recovery Damage Guard
7 4 23 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 {{{block}}} - SP, SU IPS=Yes Scales=Yes

+Far-reaching stab with good damage.

+Can be used in BNB to increase damage.

+Can be used for whiff punishing and for opponent's attempts in approaching you.

-Really disadvantageous on hit and block, but its range makes it a bit harder to punish.


Grab (6C/4C Close)
HFTF Khan Grab.png
Startup Active Recovery Damage Guard
- - - 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 {{{block}}} - None IPS=No Scales=No

"Shine! Ago goto sotte yaru ze!". Khan shaves your beard off and then performs a home-run by slashing you with his sword far away. As much as this throw is meme'd to death, it's actually one of the worse throws in the game overall.

+Decent damage.

-Puts you at disadvantage in both corner and midscreen as they can recover from it quickly and punish your throw. But there is still a way around this that lets Khan avoid these punishes, it's explained in the Strategy section.


Unique Moves

Spinny Funny (S - Ground Version)
HFTF Khan S1.png
HFTF Khan S2.png
HFTF Khan S3.png
HFTF Khan S4.png
Startup Active Recovery Damage Guard
5 4 hits = 27

8 hits = 57
11 hits = 97
(Each hit adds 3 frames to the duration)

4 hits = 10

8 hits = 29
11 hits = 38

3 each hit

33 total hits

-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
single hit = 14

4 hits = -2
8 hits = -19
11 hits = -41

{{{block}}} - None IPS=No Scales=No

Khan becomes a Beyblade while rapidly spinning around with his sword and moves forward a bit as he's doing so. Holding the button down will make Khan spin longer, but he will also take more time to recover after the attack, thus leading him to getting punished easier.


+Helps cancelling disadvantageous normals' recovery.

+Can be used as an anti-air, and it does the job really well.

+Quick startup

-Holding it down will cause Khan to take more time to recover. (It will also become minus on hit)

-Really big hurtbox. I mean look at that shit, they didn't even bother to make it the same size as Khan's head.

-Some characters can duck under it.


(Pressing and holding 5S when the opponent rolls or jumps behind you will lead them to be sucked into Khan instead of being pushed away from him, this will lead to massive damage because the move doesn't trigger scaling.)


Spinny Funny (S - Mid-air Version)
HFTF Khan J.S1.png
Commonly known as the KhanCopter
HFTF Khan J.S2.png
HFTF Khan J.S3.png
HFTF Khan J.S4.png
Startup Active Recovery Damage Guard
8 23 (If S wasn't held)

83 (If S was held down)

9

(Dependent)

2 each hit

5 total hits

-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7

(Dependent)

{{{block}}} - None IPS=Yes Scales=Yes

Frame data assumes that the last spin hit during the last active frame.

This one differs from the grounded version by a lot, starting from its hurtbox and hitbox.

The jumping version of this attack is also much more complex, as it allows Khan to become a helicopter and hover in the air in the direction of the jump. The speed at which Khan moves while using this move in the air also can be adjusted by pressing either 6 or 4. Note that this version of the move can only hit an opponent 3 times, and after these 3 hits are dealt, Khan will land back on the ground, potentially open for a punish.

It's a great mobility tool but not a really good offensive one. After landing, Khan cannot act for 9 frames, so have that in mind once you plan on using this move.

You can also use this as a tick grab option, as it gives you 7 frames on hit if you time it right.


+Can be used for chasing down the opponent and teleporting to their faces quickly.

+Can freely control the speed and movement of the spin in air.

+Can be used to escape from certain stuff. (e.g. tech-chases, punishable on hit IOHs, anti-airs)

+Decent tick grab option.

+Unlike the ground version, you can combo out of this one as it allows you to perform 2A after landing if you time it right. (although it's quite rare)

-Avoiding anti-airs can still be hard since moving in air is quite slow.

-Punishable on hit if the move only hits once or twice.


Spinny Funny (S - Backdash Version)
HFTF Khan Backdash.png
HFTF Khan J.S4.png
Startup Active Recovery Damage Guard
8 14

(Dependent)

9

(Dependent)

2 each hit

4 total hits

-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7

(Dependent)

{{{block}}} - None IPS=Yes Scales=Yes

You can press S to cancel Khan's backdash (44). Although its recovery is slower than Khan's actual backdash, it still looks cool as hell and you can even combo out of it!

+Can control the speed of the spin just like the normal j.S, as you can make its recovery quicker by holding 6

+You can use it to cross up opponents that are willing to jump or roll behind you.

+Can combo out of it if timed right with 2A (e.g. [opponent rolls/jumps behind you] 44S 2A 2A 214AA)

+Uses the same small hurtbox as j.S

-Slower recovery than normal backdash

-Can be minus on hit if it only hits once.


Guard Cancel (623A/B/C While Blocking)
HFTF Khan DP1.png
HFTF Khan DP2.png
Startup Active Recovery Damage Guard
11 19 32 8 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Unrecoverable

Launch

{{{block}}} - 623A/B/C

(Install Needed)

IPS=No Scales=No

Khan performs his uppercut for his Guard Cancel, The bad thing about it is that it comes out after 11 frames, which is not good, but at least it's fully invincible up to that point. It also doesn't have that much i-frames.

By using his [4]6+A/B charge special without canceling it, you can install this GC to be cancelable with his 623A/B/C move, meaning that you can do GC into DP (C version) for increased damage and also a stand crash, making it not as bad as it initially seems. As Charge A/B is 0 on hit, you can use it without cancelling into DP.

Note that getting hit, pressing S, doing any super or special (excluding Charge A/B) will cancel the install, so you will have to do it again.

Khan's Guard Cancel Install Potential

+Untechable launcher

+Has an install for increased damage and stand crash.

-Long startup with a small amount of i-frames.

-Can be punished on hit by stand on characters.


Special Moves

Instant Kill Slash ("Kimei Zan")
623A/B/C
HFTF Khan DP1.png
HFTF Khan DP2.png
Startup Active Recovery Damage Guard
4 17 32 A Version: 14

B Version: 18
C Version: 20

-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - None A Ver: IPS=No Scales=No

B/C Ver: IPS=Yes Scales=Yes

Khan performs a jumping vertical slash with his sword. A very basic Dragon Punch style uppercut move, however, it lacks the invincibility frames of one. Still, quite a useful move to end combos with as it does alright amounts of damage. You might use it as an anti-air but only if you got a good read on the opponent, as it can be blocked midair. This move is easily punishable on block, so be careful when you use it.

The A version hits only once, the B version does 2 hits while the C version is the most unique, as it does 6 hits (2 during startup and 4 in midair) and always results in a Stand Crash. The C version is the most damaging and has the obvious benefit of the instant Stand Crash, though the multi-hit nature of the move may cause the opponent to be able to recover from it faster if the move didn't Stand Crash beforehand. There is really no reason to use the A or B version, as the C version is the same thing but it does more damage and causes a stand crash.

+Good damage and causes stand crash.

+Can be linked into most of Khan's normals for good meter build.

-Can easily be punished on hit if used in a combo due to it sending the opponent too low.


Demon Slayer Slash ("Kigou Zan")
[4]6 + A/B/C
HFTF Khan ChargeAAAAAAAA.png
HFTF Khan ChargeC.png
Mid

Version

(A/B)

Startup Active Recovery Damage Guard
9-18

(Dependant)

3 36 13 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 {{{block}}} - 623A/B/C IPS=Yes Scales=Yes

Khan performs a long-reaching horizontal slash out from a fast dash. Khan's incredibly powerful combo tool. In order to charge it, you need to hold back for half of a second (exactly 30 frames). The activation's range depends on the distance to the opponent, it being between 10-19 frames. With 10 frames of start-up, this move's not too slow and it can catch people off-guard. It can be also useful to catch attempts at jumping or as a late anti-air. It's very punishable on block though, so try to only use it as a part of a combo.

+Good range and damage.

-Can only be cancelled into DP, which might whiff against some characters due to their hurtbox.

Low

Version

(C)

Startup Active Recovery Damage Guard
9-18

(Dependent)

3 33 11 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND {{{block}}} - None IPS=Yes Scales=Yes

The C version is the only different one, as the A and B version are the exact same thing. This version can be used to end combos with a low sweep that causes hard knockdown, if you prefer that.

+Good combo ender, leading to okizeme.

-Can't be cancelled.


Counter (I've learned it! "Oboetazo!")
214A/B/C
HFTF Khan Counter1.png
HFTF Khan Counter2.png
Startup Active Recovery Damage Guard
4 15 Hit: 163

Whiff: 28

4 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND {{{block}}} - None IPS=No Scales=No

Khan turns around and prepares to deflect any incoming physical attacks with his sword. Once successful, he sends the opponent flying with a big swing of his sword and taunts them.
He flashes 4 times when the move is active, after the fourth time he will start recovering from it.

Once countered, if the same attack will be blocked from now on, any attack button can be pressed during the blockstun to counter the opponent with a normal attack. This special is shared by all Anubis Stand users. In case the counter somehow whiffs after activating, Khan doesn't have invincibility during his taunt like the other Anubis Users after the counterattack and can be easily punished. However, Khan's attack during after counter hit is actually unblockable unlike the other Anubis Users.
(Note that Khan can't counter projectiles with this move)

+Good for predicting your opponent, as sometimes you can actually take a round off them by countering a good move of theirs.

-Worst Counter move out of all Anubis Stand users due to how slow it is and the fact that Khan doesn't get i-frames during his taunt.

-Is actually punishable on hit by some characters with fast wakeup speed. (e.g. avdol, petshop, rubber)


Super Moves

Deadly Wreckage ("Zangai Zan")
236AA
HFTF Khan 5C.png
HFTF Khan 5CRecovery4.png
HFTF Khan 5C5C.png
HFTF Khan DP1.png
HFTF Khan DP2.png
Startup Active Recovery Damage Guard
12-22 (first hit) 216 32 40 (whole thing) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch {{{block}}} - None IPS=No Scales=No

Khan rushes forward and unleashes a flurry of his heavy slashes, then finishing them up with his uppercut attack. A combination of his normals and specials, pretty much like some of the supers in the Street Fighter series.

While this attack has more invincibility frames than Khan's other super, it does generally less damage, and it's also much harder to combo into due to longer startup. Generally, avoid using it unless you can whiff punish with it from a long distance.


It can combo from 5C, 5B, 2B, d.2B, d.2A (on some characters), and the second 5C follow-up alone if the first one whiffs.


Fun fact: The first hit of the uppercut is untechable if the heavy slashes of the super somehow whiff, and Khan won't continue doing the other hits of the uppercut.

If the last hit of the uppercut somehow manages to whiff, the opponent won't die if they had no health left.

You can find more in the Misc category.


+Can be used as a fullscreen punishing tool.

+Good damage and i-frames.

-Extremely unsafe due to confirms that are also unsafe and slow.

-Can be avoided really easily.

KhanJot214AA.png KhanJot214AAPunish1.png KhanJotPunished.png


The Strongest Sword ("Ichitaitou")
214AA
HFTF Khan 5C5C.png
HFTF Khan DP1.png
HFTF Khan DP2.png
Startup Active Recovery Damage Guard
10 Hit: 141

Whiff: 34

40 1 (first hit)

39 (uppercut)

-
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND {{{block}}} - None IPS=No Scales=No

"Nani mo tsuyu shinai!" Khan yells at the opponent as he slashes their legs, followed by a really powerful uppercut. Acts like a Shin-Shoryuken basically.

A fairly fast super that does very high amounts of damage and an optimal combo finisher. Use it whenever you get the opportunity, as it's guaranteed damage off a hitconfirm. It always causes hard knockdown and gives Khan very good okizeme.


A midair hit (which occurs very rarely due to the move's low hitbox) against a character in Stand On will Stand Crash them and give you a juggle opportunity for another super in the corner for EXTREMELY high damage.


+Can combo from pretty much all of Khan's normals, including jump-ins. (except for non-cancelables obviously)

+Very high damage.

+Khan's best super due to its faster startup and the fact that it's quite harder to punish than 236AA.

-Short range and low hitbox, can rarely be used as an anti-air.


Game Navigation

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Khan
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