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

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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, dashing 2A, 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.

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.


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).

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Game Navigation

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