D.Va
- ・His attacks are easily absorbed by D.Va's DM
. Hanzo has difficulty dealing with Boosters
engages.

Hold to charge then release to launch arrows further.
The next 5 arrows ricochet and fire instantly at reduced damage.
Reveals enemies for a short time upon impact.
Double Jump.
Launch a deadly Dragon Spirit that devastates enemies it passes through.
Jump at walls to climb up them.
By landing Hanzo's primary fire arrow as a headshot, he can deal 250 damage in one shot. Though it's hard to land, he can fire it at the enemy backline with almost no risk, and landing it gets a pick, making it easy to create a pick advantage.
Storm Arrows
has a very high firepower of 300 DPS. On top of this it can also headshot, so it's an ability that can temporarily put out DPS exceeding Bastion's Configuration: Assault
.
Hanzo can compensate for his weakness in close combat by taking positions on high ground via wall climb. Also, since his primary fire charge doesn't reset even while wall climbing during a charge, he can launch an ambush on enemies on high ground with an attack of charge primary fire → wall climb → fire.
Peeking with a set rhythm - stepping out from a wall, shooting, hiding again, stepping out from the same wall, hiding again - makes it easy to eat Hanzo's headshots. By varying your rhythm and avoiding reusing cover you've already used, Hanzo has a harder time landing headshots.
Although Hanzo has a double jump, he has almost no way to deal with a tank or flanker approaching. Especially when heroes like Winston or D.Va get close, it easily leads to a kill unless your supports help.
Hanzo's arrows have travel time and arc through the air, making them hard to land on airborne heroes or fast-moving heroes. Airborne heroes especially can be even harder to hit by consciously moving vertically while fighting.
Professional players known for their Hanzo gameplay
DPI
800
Sensitivity
8.25
eDPI
6600
DPI
1000
Sensitivity
6
eDPI
6000
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