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

From SuperCombo Wiki

HFTF Khan Spin.gif

Normals

5A
HFTF Khan 5A.png
faster than 2A, worse than 2A
Startup Active Recovery Damage Guard
3 3 7 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +1 -2 SP, SU IPS=Yes Scales=Yes
Air-UB

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

+Can combo into itself.

+Vital tool in specific matchups.

-Poor range.

-Slow recovery.


5B
HFTF Khan 5B.png
dollar store anti-air
Startup Active Recovery Damage Guard
9 4 24 11 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -10 -18 SP, SU IPS=Yes Scales=Yes
Air-UB

+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.

+Khan moves a huge distance when kara cancelled (cancelling during startup frames)

-Extremely slow startup and recovery.

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


5C
HFTF Khan 5C.png
whoops I misinputted my grab
Startup Active Recovery Damage Guard
10 3 29 14 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 -13 -18 SP, SU IPS=Yes Scales=Yes
Air-UB

+Long range and good damage.

+Go-to move when you anubis guard cancel a grounded move because you can cancel into 214AA for huge damage

+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
you might as well go for it if you used 5C
Startup Active Recovery Damage Guard
5 2 34 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-16 -17 -30 SP, SU IPS=No Scales=No
Air-UB

+Khan's longest reaching normal.

+If opponent pushblocks both hits of 5C you end up too far away for most punishes

-Just use it if you use 5C, it's a followup to a bad move in the end.

-Only combos into charge because of how far it pushes you from the opponent.


2A
HFTF Khan 2A.png
khan for dummies
Startup Active Recovery Damage Guard
4 2 2 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9 +7 +4 SP, SU IPS=Yes Scales=Yes
Air-UB

+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.

+Great for stagger pressure since it is difficult to guard cancel properly

+/-Integral to okizeme although it has low active frames so it is hard to use

(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
the WNBA of 2A
Startup Active Recovery Damage Guard
7 3 9 8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 +2 -6 SP, SU IPS=Yes Scales=Yes
Air-UB

+Safest way to build meter with Khan.

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

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

-Overall a worse 2A. Don't use it unless you want to meterbuild.

-If you intend to use 2B as a substitute for a countered 2A against Anubis characters, you can't, as a learned 2A also means 2B is learned and vice versa.


2C
HFTF Khan 2C.png
dollar store sweep
Startup Active Recovery Damage Guard
9 2 23 15 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -6 -19 None IPS=Yes Scales=Yes
Air-UB

+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

(You won’t be using this much because you can combo into [4]6C)


j.A
HFTF Khan J.A.png
pretend that this move does not exist
Startup Active Recovery Damage Guard
5 4 Until Landing 4 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 SP IPS=Yes Scales=Yes

+Combo starter alongside other jump-ins.

+Cancelable into j.S so you are able to fly away or combo after it in almost any situation

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

(Never use this move. It is completely useless.)


j.B
HFTF Khan J.A.png
the best air-to-air on the worst character
Startup Active Recovery Damage Guard
5 4 Until Landing 7 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +7 SP IPS=Yes Scales=Yes

+One of the best air-to-airs in the game because of it’s quick startup and massive hitbox

+Combo starter alongside other jump-ins.

+Does more damage than j.A

+Cancelable into j.S so you are able to fly away or combo after it in almost any situation

+Useful as an anti-air too by doing 7B because of it’s hitbox

-Does less stand gauge damage than j.A by a mere one point, you're not getting any stand crashes where that's going to apply anyways


j.C
HFTF Khan J.C.png
khan for dummies part 2
Startup Active Recovery Damage Guard
7 8 Until Landing 14 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+14 +10 +7 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.

+Huge amount of active frames

+Combo starter alongside other jump-ins.

+Cancelable into j.S so you are able to fly away or combo after it in almost any situation

+Can still be used as an air-to-air when you are close to your opponent because of it's high priority.

(Along with 2A this is extremely important to your oki game)


Dashing Normals

d.5A
HFTF Khan 5A.png
ball buster
Startup Active Recovery Damage Guard
4 4 13 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -6 -9 SP, SU IPS=Yes Scales=Yes
Air-UB

+Quick dashing normal that can be cancelled into anything, can still be used as an anti-air although it isn't that great.

-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.

(Technically can link from 2A but there is never a point, it is just a funny link.)


d.5B
HFTF Khan 5B.png
dollar store tech-chase
Startup Active Recovery Damage Guard
12 4 25 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 -11 -19 SP, SU IPS=Yes Scales=Yes
Air-UB

+Used for tech-chasing along with normal 5B

-Slower version of 5B with less damage.

-Super slow startup


Startup Active Recovery Damage Guard
17 3 28 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 -11 -24 None IPS=Yes Scales=Yes
Air-UB

-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.

(Not just Khan’s worst normal but arguably the worst in the whole game)


d.2A
HFTF Khan 2A.png
your grounded approach summed up into one move
Startup Active Recovery Damage Guard
4 2 6 4 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+5 +3 +0 SP, SU IPS=Yes Scales=Yes
Air-UB

+Khan’s most important move

+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)

+Combos to and from 2A which are both required links.

(You can loop it with 2A but that is only useful if you absolutely can't combo from it because it gets IPS'd and scaled a ton.)


d.2B
HFTF Khan 2A.png
literally 1984
Startup Active Recovery Damage Guard
7 3 10 8 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 +1 -7 SP, SU IPS=Yes Scales=Yes
Air-UB

+Does more damage than normal 2B.

-Slightly slower recovery.


d.2C
HFTF Khan 2C.png
dashing dollar store sweep
Startup Active Recovery Damage Guard
9 2 23 15 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+ -6 -19 None IPS=Yes Scales=Yes
Air-UB

+Literally just 2C but with added forward momentum.

+Good at fishing for a knockdown.

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


Command Normals

4B
HFTF Khan 4B.png
only the cool 6th graders can use this move
Startup Active Recovery Damage Guard
7 4 23 12 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-11 -13 -21 SP, SU IPS=Yes Scales=Yes
Air-UB

+Far-reaching stab with good damage.

+Can be used in BNB to increase damage.

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

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

(Cancelling into 5S on block makes this move safer)


Grab (6C/4C Close)
HFTF Khan Grab.png
"Shine! Ago goto sotte yaru ze!" said the unfunny khan player
Startup Active Recovery Damage Guard
- - - 12 -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-14 - - None IPS=No Scales=No

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.

+Throws the opponent far away and sometimes you can lead into a charge afterward

-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 although you shouldn't rely on this because there is easy counter-play.


Unique Moves

Spinny Funny (S - Ground Version)
HFTF Khan S1.png
HFTF Khan S2.png
HFTF Khan S3.png
HFTF Khan S4.png
haha lol look at khan spinny funny haha lmao he spins so funny
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 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
single hit = +14
4 hits = -2

8 hits = -19
11 hits = -41

4 hits = -4
8 hits = -21
11 hits =-43
4 hits = -6
8 hits = -23
11 hits = -46
None IPS=No Scales=No
Air-UB

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.

+One of your best anti airs.

+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 although, make sure it will kill because if it doesn’t you are even easier to punish than normal.)


Spinny Funny (S - Mid-air Version)
HFTF Khan J.S1.png
HFTF Khan J.S2.png
HFTF Khan J.S3.png
HFTF Khan J.S4.png
actual khan players use this :)
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 (Dependent) High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 (Dependent) +5 +4 None IPS=Yes Scales=Yes

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

Aka the "KhanCopter"
It's hurtbox and hitbox are way different than 5S
The much more complex version, lets you hover in the air in the direction of the jump, change the speed by holding 4 or 6. This version only hits up to **3 times** potentially making you open for punish afterwards. Great for moving around but not for attacking with. Mind the 9 frames of landing lag.

+Great for chasing after people.

+Speed of the spin has decent control.

+Can be used to flee from tech-chases, punishable on hit IOHs, anti-airs, etc.

+Precise combo afterwards into 2A unlike the grounded version.

-Sometimes punishable on hit because of the slow recovery.

-Most people can crouch under it.


Spinny Funny (S - Backdash Version)
HFTF Khan J.S4.png
we're playing mugen
Startup Active Recovery Damage Guard
8 14 9 2 each hit, 4 total hits (Dependent) High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 (Dependent) +5 (Dependent) +4 (Dependent) None IPS=Yes Scales=Yes

You can press S to cancel Khan's backdash (44). Slower recovery but has combo potential! Gives potential protection during a backdash, akin to a slightly torn condom

+Recovery is made quicker by holding 6

+Can crossup people jumping or rolling 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.

(Despite all this, the only point of using this is to get more distance from your backdash)


Guard Cancel (623A/B/C While Blocking)
HFTF Khan DP1.png
HFTF Khan DP2.png
does not actually get someone off of you :(
Startup Active Recovery Damage Guard
11 19 32 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Unrecoverable

Launch

-34 -45 623A/B/C

(Install Needed)

IPS=No Scales=No

Comes out after 11 frames, but at least it's fully invincible up to that point. It also has few 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.

+Can hit aerial opponents well because of it’s verticality

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

-Fairly short range

-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
not even a true DP
Startup Active Recovery Damage Guard
4 17 32 A Version: 14 <br B Version: 18
C Version: 20
Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch A Version: -32
B Version: -32 / -45
C Version: -29 / -45
-45 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.

+Quick startup.

+C version gives a decent amount of meter if all the hits connect

+Sets up 5B tech-chasing if it launches fully which is very powerful especially in the corner.

-No iframes and is air blockable.

-Lacking horizontal range

-Can be punished on hit if used in a combo with too many moves.


Demon Slayer Slash ("Kigou Zan")
[4]6 + A/B/C
HFTF Khan ChargeAAAAAAAA.png
HFTF Khan ChargeC.png
you'll misinput this at least once
Mid

Version

(A/B)

Startup Active Recovery Damage Guard
9-18

(Dependant)

3 36 13 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -16 -22 623A/B/C IPS=Yes Scales=Yes
Air-UB

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.

-EXTREMELY easy to punish on whiff and block.

-Gets in your way all the time because you retain the fact you just charged even after you press 66 which means that if you hold back then do d.2A you will get Charge.

-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 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -29 -35 None IPS=Yes Scales=Yes
Air-UB

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.

-Done on accident a lot when you try to grab when someone rolls resulting in you eating a ton of damage.

-Shorter range than the a/b version

-Can't be cancelled.


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

Whiff: 28

4 Unblockable
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND - - 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)

Your best options for Anubis Guard Cancel are 2A, 5C and 5S if you're countering an aerial opponent.


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

+Can turn the flow of battle drastically in your favor if you counter the right move.

+Stand crashes when hitting a stand on opponent

-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)

Punishes can be found in the Strategy section.

(DO NOT forget this is an option but also don’t spam it because of it’s long recovery)


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
you better hope that you land this
Startup Active Recovery Damage Guard
12-22 (first hit) 216 32 40 (whole thing) Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -28 -42 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 and for phasing through projectiles.

+Travels far and has lots of i-frames.

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

-Can be avoided really easily.

-Air blockable, can't anti air.

(Although the first hit whiffs from fullscreen, this can be almost circumvented by Kara cancelling 5B)
KhanJot214AA.png KhanJot214AAPunish1.png KhanJotPunished.png


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

Whiff: 34

40 1 (first hit)

39 (uppercut)

Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KND -19 -33 None IPS=No Scales=No
Air-UB

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 high damage and is 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 EXTREMELY high damage.

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

+Good damage, especially when unscaled.

+Easy to hitconfirm into from 2A and d.2A

+Good oki afterwards which is integral to your gameplan.

+Khan's best super since it gives more damage and is far less punishable than 236A.

-Can whiff at times if you hit 2A close to its max range.

-While Air-Unblockable, anti-airing with this move is incredibly difficult and generally not worth going for unless you space it perfectly.


Child Mode

k.5A/B/C
HFTF Khow 5X.png
moo
Startup Active Recovery Damage Guard
8 4 8 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 -7 - None IPS=No Scales=No
Air-UB

Khow turns its body and headbutts the opponent.
All of its standing normals are the same, they're really slow and the hitbox isn't that good.

For more info you can check out the Khan:Alessi matchup in the Matchup section.


k.j.A/B/C
HFTF Khow JX.png
jumping moo
Startup Active Recovery Damage Guard
8 4 Until Landing 3 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 -7 - None IPS=No Scales=No

Same as the standing version except Khow does it mid-air, and now the hitbox is two pixels up for some reason.

For more info you can check out the Khan:Alessi matchup in the Matchup section.


Game Navigation

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