AE 2012 Setups (Uncrouchables)

Hi Guys,

since AEv2012 is now out and alot of setups has gone back to the drawing board due to frame data and timing, i would like to make this a dedicated thread for data collection of all AE 2012 setups.

You can post your discussing/finding/setups in this thread and i’ll compile them along with data from other threads as well for easy viewing/access
if you do not like your setup being posted please let me know and i’ll take it off.


~updated 2012-01-25

Legends: lp/mp/hp & lk/mk/hk = light/medium/heavy punches/kicks
s=standing c=crouch f=forward b=back n=neutral j=jump(or jump forward on its own)
Rocket=360p Dive=360k CC=coward-crouch CH=counter-hit
FD=focus-dash (cancel) FDNC~=focus-dash-normals-cancel, with a move after ~ sign
***=3stars=catch-all **=2stars=good-setup/mix-up-able !!=difficult or tight/weird timing

>>> v2012 Uncrouchable Dive Setups <<<

-These uncrouchable are tested on Ryu, so it should work with most ‘regular’ size character, ie shootos and medium size character.
-setups with “tiny-pause” can be replaced with [walk 1 tiny movement back/forward.]
-setups with “tiny-pause > dive” can be replaced with doing the dive straight away without the pause but hold the dive for 1 squeaky sound/duration and release
-setups with “n.j/n.j.any-normals” just means that you can either just neutral jump and do nothing or you can neutral jump and whiff a ‘any-normals’ move, in this case it can be L/M/H punches or kicks and airthrow.

c.HK

***[ (dry/oiled) c.hk > f.dash x2 > lk dive ] -by samuraidrew

***[ (dry/oiled) c.hk > f.mp > mk.dive ] -by samuraidrew

[ c.hk > cc > mk.dive ] -Jap nico nico video
[ c.hk > b.dash > hk/ex.dive ] -Jap nico nico video
-Oiled needs to use ex.dive

[ c.hk > f.dash > hk.dive ]
[ c.hk > f.lk > hk.dive ]
[ (dry/oiled) c.hk > s.mk > hk dive ] -by mordie
[ (dry/oiled) c.hk > c.HK > lk dive ] -by samuraidrew
[ (dry/oiled) c.hk > s.hp/s.hk > mk.dive ] -by yakult99

(oiled) f.HK (a.k.a Step-Knee)

*****[ (oiled) f.hk > b.dash > f.dash > lk dive ] -**samuraidrew

**[ (oiled) f.hk > f.hk > mk.dive ] -by yakult99
-can do meaty s.lp/lp or s.hk instead

[ (oiled) f.hk > throw whiff > hk.dive ] -Jap nico nico video

[ (oiled) f.hk > b.dash > hk.dive ]
[ (oiled) f.hk > n.j > lk.dive ] -by DRONEvil
[ (oiled) f.hk > c.hk > lk/mk.dive ]
[ (oiled) f.hk > c.hp > lk.dive ]
[ (oiled) f.hk > s.hp/s.hk > mk.dive ]
[ (oiled) f.hk > f.mp > mk.dive ] -Emperor_cow
-f.mp has to whiff completely before doing 360mk

Slide-press

*****[ slide-press > n.j > mk.dive ] **-by chron
-beats crouch/b.dash/jump
-can also whiff any-normals when n.j, but then not 3star

*****[ Slide-press > lp slide > lk dive ] **-by mordie

***[ (oiled) Slide-press > f.dash x2 > hk.dive ] -by samuraidrew
-(dry) works with mk.dive, but not 3star

**[ (dry) slide-press > b.dash > tiny-pause > hk.dive ]
-one of the best mix up with lp safe sliding

****[ (dry/oiled) Slide-Press > b.dash > f.dash > lk.dive ] **-by samuraidrew/DRONEvi
-can do f.dash first then b.dash
-can mix-up with [ oiled b/f.FDNC~s.mk > rocket/u1 ] at the end
-when oiled can mk.dive, !! timing

**!![ slide-press > s.mp > tiny-pause > hk.dive ]
-mix up with safe sliding

**!![ Slide-press > s.mp > b.dash/s.lk/s.lp > lk.dive ] -yakult99

[ slide-press > taunt > lk/mk.dive ] -yakult99

[ Slide-press > cc > ex.dive ] -Jap nico nico video

[ slide-press > s.hp/cc > hk.dive ]
[ slide-press > s.lk > f.lk > mk.dive] -by samuraidrew
[ Slide-press > c.mk > hk.dive ] -by Forceful_Entry18
-not work on Blanka

[ Slide-press > f.mp > hk/ex.dive ] -tested by yakult99
[ Slide-press > s.mp/c.mp > f.lk/f.dash > mk.dive ] -tested by yakult99
[ Slide-press > s.hk > hk/ex.dive ] -Emperor_cow
[ Slide-press > c.hp > mk.dive ] -tested by yakult99
[ Slide-press > c.hk > mk.dive ] -tested by yakult99
-wait for c.hk to finish then 360mk, otherwise it’s quickest timing with hk.dive

Slide-hit no follow-up

***[ slide-nothing > b.dash > mk.dive ] -samuraidrew
-beats crouch/b.dash/jump

**** [Slide-nothing > b.dash > f.dash > lk.dive ]**
-can do c.lp (meaty/CH) instead of dive at the end for mix ups.

****[ Slide > b.FD > b.dash/s.mp/c.mp/s.mk/f.mk > hk.dive **]
**[ slide > b.FD > b.dash/f.mk > ex.dive ]

[ slide > f.FD > f.dash > b.dash > lk.dive ]
[ slide > f.FD > f.dash x2 > mk.dive ]
[ Slide > b.FD > s.hp/f.hp/cc > mk.dive ]
[ slide > b.FD > f.HK > Mk.dive ]
-lk.dive works better if ur f.hk don’t come out in the 1st available timing

[ slide-nothing > s.hp > mk.dive ]

!![ slide > b.FDNC~s.lk > taunt > lk.dive ] -yakult
[ slide-nothing > b.jump > mk/ex.dive ] -Jap nico nico video

Hp & ex.rocket

*****[ (midscreen/corner) (dry/oiled) hp/ex.rocket > lp.slide > lk.dive ] **-by DRONEvil
-very useful mix-up, after lp.slide u can straight away do lp/lk normal for meaty/combo or rocket/tech or bait

  • timing for slide to dive needs practice

***[ (dry/oiled) hp/ex.rocket > f.mp > ex.dive ] -by reaper

*****!![ (dry/oiled) hp.rocket > f.dash > s.lp/s.lk/c.lp > hk.dive ] **-by samuraidrew
-use mk.dive for more grace timing, but then its not 3star.

*****[ (oiled) ex.rocket > f.dash x2 > mk.dive ] **-by samuraidrew
-can be dry but not catch all

***[ (oiled) ex.rocket > f.dash > s.mk > mk.dive ] -by samuraidrew
-Dry works but !!! Timing, and not catch all

***[ (oiled) ex.rocket > f.dash > c.lk > ex.dive ] -by samuraidrew
-can use hp.dive
-can be dry but not catch all

**[ hp.rocket > c.mp > hk.dive ]
-mix up with safe sliding

****[ hp/ex.rocket > jump.in > lk/mk.dive ] **-tested by yakult99
-can whiff any-normals at jump for lk.dive

**[ ex.rocket > f.mk/s.mk > ex.dive ] -Emperor_cow/yakult99
-hk.dive easier to catch
-ex.dive inconsistent due to distance and move whiff timing
-ex.dive require f.mk/s.mk to finish completely, then 360k
-useful as its max distance for surprise catch

****[ hp.rocket > n.j > mk.dive ] **-by samuraidrew
-!! Timing on PS3…

[ hp/ex.rocket > f.dash x2 > lk.dive ] -Jap nico nico video
[ hp/ex.rocket > f.throw > hk/ex.dive ] -Jap nico nico video

-best to walk forward a tiny bit and do throw

[ hp/ex.rocket > f.dash > tiny-pause > hk.dive ]
[ hp.rocket > f.mk/c.mk > hk.dive ]
[ hp.rocket > s.hk > All.dive ] -tested by yakult99
[ hp.rocket > cc > mk/hk.dive ] -inconsistent due to cc timing
[ hp/ex.rocket > f.hk > mk/ex.dive ] -Emperor_cow
-wait for f.hk to completely finish then 360k

[ hp.rocket > c.hp > lk/mk.dive ] -by DRONEvil

[ ex.rocket > f.dash > s.lk/c.lk/c.lp/s.lp > mk.dive ]
-can actually do hk.dive, !! Timing.

Mp.rocket

****[ (dry/oiled) mp.rocket > c.hp/f.hk > hp/ex.dive ] **-yakult99
-ex.dive easier to catch?
-useful as max distance surprise

[ mp.rocket > f.hk > f.dash > lk.dive ] -Jap nico nico video
[ mp.rocket > f.j.any-normals > mk/hk/ex.dive ] -Jap nico nico video
-works on dhalsim

[ (dry/oiled) mp.rocket > jump-forward/f.dashx2 > hk.dive ] -Emperor_cow
[ (dry/oiled) mp.rocket > mp/hp.slide > lk.dive ]-by DRONEvil
[ (midscreen/corner) (dry/oiled) mp.rocket > lp.slide > mk.dive ] -yakult99

Lp.rocket

[ lp.rocket > f.dash > f.jump > lk.dive ] -Jap nico nico video
[ lp.rocket > f.hk > f.dash > mk/hk.dive ] -Jap nico nico video
[ (dry/oiled) lp.rocket > f.jump > s.lp/s.lk > ex.dive ] -Jap nico nico video
[ lp.rocket > f.dash > c.hp > mk.dive ] -Jap nico nico video
!![ (oiled) lp.rocket > s.mk > f.hk > hk/ex.dive ] -Jap nico nico video
[ lp.rocket > f.dash > f.mp > ex.dive ] -Jap nico nico video
-can use hk.dive but !! Timing

[ (midscreen/corner) (dry/oiled) lp.rocket > lp.slide > hk.dive ]

!![ (dry/oiled) lp.rocket > tiny-pause > hp.slide > lk/mk.dive ] -by DRONEvil
-mk.dive better catch depending on shorter length of pause -yakult99

[ (dry/oiled) lp.rocket > f.dash x3 > lk/mk.dive ] -edited yakult99
[ (dry/oiled) lp.rocket > f.dash > f.hk > mk/hk.dive ] -yakult99
-mk.dive needs to wait for f.hk to whiff fully

[ lp.rocket > f.dash x2 > s.lk > mk.dive ] -Emperor_cow
-can use hk.dive but !!! Timing

CORNER

*****[ (corner) (dry/oiled) lp.rocket > lk.oil > ex.dive ] **-samuraidrew
***!![ (corner) (dry/oiled) lp.rocket > n.j > s.lp/s.lk > ex.dive ]
-catch all

****[ (corner) mp.rocket > taunt > mk/lk.dive ] **-yakult
-catch all if the mk.dive is executed a little slow (but fast enough to catch them on crouch).

**[ (corner) (dry/oiled) hp/ex.rocket > dash back > hk.dive ]
-old time favourites

**[ (corner) mp.rocket > n.j.any-normals > mk/ex.dive ] -yakult99 special :slight_smile:
**[ (corner) mp.rocket > n.j > mk/ex.dive ]

**!![ (corner) mp.rocket > lk.oil > lk.dive ] -yakult99/mordie
-fastest timing

Hp/ex.rockets
[ (corner) ex.rocket > n.j > mk.dive ] -pritz
[ (corner) hp.rocket > n.j.any-normals > lk.dive ] -tested yakult99

[ (corner) hp/ex.rocket > s.hp > hp/ex.dive ] -yakult99

Mp.rockets
[ (corner) mp.rocket > b.dash > f.dash/f.lk/s.mp > mk/ex.dive ]

[ (corner) mp.rocket > s.lp/lk > b.dash > hk/ex.dive ] -Jap nico nico video

Lp.rockets
[ (corner) lp.rocket > taunt > hp/ex.dive ] -yakult

[ (corner) (dry/oiled) lp.rocket > FA1/any.rocket whiff > mk.dive ] -Jap nico nico video
[ (corner) lp.rocket > n.jump > f.dash > lk.dive ] -Jap nico nico video
[ (corner) lp.rocket > s.lp/lk > f.jump > mk.dive ] -Jap nico nico video

[ (corner) lp.rocket > f.dash > b.dash > hp/ex.dive ] -yakult/samuraidrew
[ (corner) lp.rocket > f.dash > s.hp > hp.dive ]
[ (corner) lp.rocket > f.dash > n.j > lk.dive ]
-can also n.j.any-normals
!![ (corner) lp.rocket > s.mk x2 > hp/ex.dive ] -yakult99
-wait for 2nd s.mk to whiff completely, back to standing position, then 360k

After DIVES

**[ Dive > s.lp/c.lk > jump over > hk.dive ] -by CitizenCIA/Emperor_cow
-old time favourite
-now can also do f.j.any-normals as well

**[ Dive > f.dash > f.j.any-normals > mk dive ] -Liquigen

**[ dive > s.mp > jump-over/f.j.any-normal > mk.dive ]
-old time favourite

**[ dive > jump-over/f.j.any-normals > f.dash > lk/mk/ex.dive ] -yakult99/infiltration
**[ dive > jump-over/f.j.any-normals > b.dash > lk.dive ]
**[ dive > jump-over/f.j.any-normals > s.lk > ex/hk.dive ]
-above setups somehow allows opponent to have a longer vulnerable wake up frame for dives to catch.
-hence can do either empty jump over or whiff a move in the air.

!![ Dive > s.hp/f.mp > jump-over > lk.dive ] -Jap nico nico video
[ Dive > throw/s.mk/f.mk > jump-over > mk.dive ] -Jap nico nico video
[ Dive > throw whiff > f.j.any-normals > lk.dive ] -Jap nico nico video
[ dive > jump-over > s.mp > hk.dive ]? -Jap nico nico video

[ Dive > mk.dive > lk.dive ] -tested yakult
-tested but only Lk.dive has enough time to catch (ps3)

After SUPER

[ super > f.dash > f.j.any-normals > lk.dive ] -Jap nico nico video
[ super > f.dash > jump-over > mk.dive ] -Jap nico nico video
[ super > s.mp > jump-over > lk.dive ] -Jap nico nico video
[ super > crouch~jump-over > hk.dive ] -Jap nico nico video
-see the crouch motion and then jump over, basically tiny-pause

[ super > s.lp/s.lk > jump-over > mk.dive ] -emperor_cow

AIR-THROW

***[ (oiled) air-throw > n.jump > f.dash > lk.dive ] -samuraidrew

***[ (oiled) air-throw > b.dash > f.mp > hk/ex.dive ] -samuraidrew
-input f.mp after b.dash ended (not a b.DNC)

***[ air-throw > s.mp > f.mp > hk.dive ] -samuraidrew

***[ (oiled/dry) air-throw > s.mp x3 > hk.dive ] -samuraidrew

***[ air-throw > lk.oil > ex.dive ] -samuraidrew

[ air-throw > f.dash > c.hp > lk.dive ] -Jap nico nico video
[ (dry) air-throw > s.hp > b.dash > mk.dive ] -Jap nico nico video
[ air-throw > f.hk > b.dash > mk.dive ] -Jap nico nico video
[ air-throw > rocket whiff > mk.dive ] -Jap nico nico video
[ air-throw > c.mk > b.dash > hk/ex.dive ] -Jap nico nico video
[ air-throw > lk.oil > hk/ex.dive ] -Jap nico nico video
[ air-throw > throw whiff > b.dash > ex.dive ] -Jap nico nico video
-can do mk.dive when oiled only.

[ air-throw > f.dash > b.dash/f.mk > hk.dive ] -samuraidrew
[ air-throw > b.dash > cc > mk.dive ] -samuraidrew
[ air-throw > s.lp x3 > hk.dive ] -samuraidrew
[ air-throw > lk.oil > mk.dive ] -tested inconsistence…??

.

[FONT=arial]>>> v2012 Uncrouchable On Standing Block/Hit <<<[/FONT]

[FONT=arial][ j.hk (on block) > mk/lk dive ][/FONT]
[FONT=arial]
[ j.mk (on block) > lk dive ] - Liquigen[/FONT]
[FONT=arial]-uncrouchable dive if they block[/FONT]
[FONT=arial]-use it with post slide-press j.hk/j.mk is so OP at the moment![/FONT]

[FONT=arial]***[ j.hk (blocked) > mk.dive (uncrouchable) > f.dash > jump-over.normals > mk.dive > LOOP ] -by bubafeast[/FONT]

[FONT=arial]***!![ f.mp/c.mk/f.lk (block/hit standing) > hk/ex.dive uncrouchable ] -samuraidrew[/FONT]
[FONT=arial]-beats crouch/b.dash/jump[/FONT]

[FONT=arial]****[ f.j.mp (hits) > f.hk > lk/mk.dive ]** -by Southeasternoil[/FONT]
[FONT=arial]-uncrouchable/catches jumps[/FONT]
[FONT=arial]-can not dive back-dash[/FONT]
[FONT=arial]-!! timing maybe due to the height of the f.hk hits[/FONT]
[FONT=arial]-f.hk hit low for lk.dive to catch consistent -yakult99[/FONT]

[FONT=arial]****!!![ j.hk (on hit standing) > s.lp > s.lp > s.lp > f.lk > hk/ex.dive (****Uncrouchable, reset) ] **-by samuraidrew[/FONT]
[FONT=arial]-is nearly 500 (With oil & ex) damage, 500 stun and free corner.[/FONT]
[FONT=arial]-f.lk uncrouchable so nice. [/FONT]

[FONT=arial][ FADC level 2 (blocked) > lk dive uncrouchable ]** -samuraidrew[/FONT]
[FONT=arial]-catches crouch & backdash (& jumps??)[/FONT]

[FONT=arial]!![ c.lk/c.lp/s.mp/c.mp/c.mk (hit/block standing) > (not cancel) lk dive ] -samuraidrew[/FONT]
[FONT=arial]-use it when oiled eg. s.lp/c.lk x3 > LK dive (mix up using rocket instead of dive)[/FONT]
[FONT=arial]-beats jump & backdash[/FONT]

[FONT=arial][ s.hp (hit/block standing) > lk dive ] -mordie[/FONT]
[FONT=arial]-Able to hit-confirm if they are standing first![/FONT]

[FONT=arial][ f.hp (block/hit/CH standing) > lk.dive uncrouchable ] -samuraidrew[/FONT]
[FONT=arial]-opponent has to be standing for any of the 1st part.[/FONT]
[FONT=arial]-additional setups from this concept:[/FONT]
[FONT=arial]!![ f.hp (CH) > f.hp > lk.dive ] -hard timing/reaction**[/FONT]
[FONT=arial]****[ f.FADC Level 2/3 Crumbles > f.hp > lk.dive ] -reset
[/FONT]
[FONT=arial]****!![ (oiled) f.FADC LV 2/3 Crumble > FADNC~f.hp LV1 > lk.dive ]** -RESET -yakult99 derived from el-kalam setup[/FONT]

[FONT=arial]**[ lk.dive uncrouchable] punishes: **-by bubafeast[/FONT]
[FONT=arial](if opponent goes into down-back after)[/FONT]
[FONT=arial]-boxer dash punches[/FONT]
[FONT=arial]-fei rekkas[/FONT]
[FONT=arial]-DJ back-forward kick[/FONT]
[FONT=arial]-Rose soul spiral (fireball kick)[/FONT]
[FONT=arial]-Yang’s slashes[/FONT]
[FONT=arial]-Dictators s.hk (or whiff at close range) -by DRONEvil[/FONT]
[FONT=arial]-Rufus body spin move (tornado)[/FONT]

>>> v2012 Safe Slide & Safe j.kicks <<<

***[ All old safe slide works]

***[ All old safe j.kick setups works ]

***[ f.mp > hp.slide-PASS > mp.slide ] -samuraidrew
-“Glitch sliding” ie the sliding will end up on the other side.

***[ Dive > n.j > f.j.kicks ] -Nybb
-safe-jump-kicks
-n.j replaces s.mp setups for the shootos category to follow-up with j.hk/j.mk.

>>> v2012 Misc. combos/setups/info <<<

**[ (oiled) dives > f.dash > f.DC~CC ] -samuraidrew
-loses to mesh dp.

**[ (oiled) crumble FOCUS lv2/3 ~ f.FD > f.DC~CC (to the other side) > f.lk (from the other side, reset) > ex.dive ] -Emperor_cow

[ Focus crumble > lk/mk/hk/ex.dive ] -by CH0p3d_N_scr3wd

[ No more oiled f.hk tech throw ] -by bubafeast

>>> SUPER (Flying Oil Spin) DATA <<<

LK.Super has frames of full strike invincibility -Anti Air & beats predicted laggy pokes
MK.Super has frames of full throw invincibility -beats throw and command throws
HK.Super has frames of full projectile invincibility -beats normal/super/Ultra. fireballs & Fei’s ex.rekka

-All Super loses to crouching opponents, no uncrouchable-super setups has been found up to date.

>>> v2012 Character specifics <<<

vs. Blanka
[ ex.rocket > f.j > lk.dive ]
-uncrouchable, Blanka U1 will wiff!!

vs. Sakura
[(corner) ex.rocket > b.dash > hp.rocket ]
-uncrouchable, sakura ex.dp will wiff!

vs. Honda
[ lk.dive ] -can catch lk.butt.slam at the to of the arch if done correctly

[ (oiled) hk/ex.dive ] - can punish HEADBUTT (strength?) after block.

[ All regular uncrouchables works ]
-i tested most of the hk.dive uncrouchables works on him.
-i think he is medium size character?

vs. Juri

Punishing lk.wheel:
**[ lk dive ] **
[ (oiled) any.rocket ]
[ f.lk > hp.slide ]
[ c.lp > lp.slide ] -need to be close

vs. Dictator/M.Bison

Punishing dictators’ s.hk:
[ lk.dive ] -catches him uncrouchable after
[ (oiled) FA1 > ~DNC~f.mp > hp.sliding ] -FA his s.hk

vs. Hakan
uncrouchable setups:
[ Slide-press > n.j.any-normals > mk.dive] -yakult99 special
[ Slide-press > lp.slide > lk.dive ] -emperor_cow
[ slide-press > c.hp > hk/ex.dive ] -emperor_cow
[ hp/ex.rocket > f.hk > hk.dive ] -emperor_cow
[ mp.rocket > mp.slide > mk.dive ] -emperor_cow
[ c.hk > f.lk > hk/ex.dive ] -emperor_cow
[ (oiled) f.hk > f.mk > hk.dive ] -emperor_cow
[ dive > s.mp > jump-over > hk.dive ]

Great list, just want to say, I didn’t come up with that setup! Samurai drew did. I was just replying how nice of a setup that is with some data.

But I will give you this uncrouchable setup.

Oil Dive, Cr.lk, jump over, HK Oil Dive

for [ j.hk > s.lp > s.lp > s.lp > F.lk > Uncrouchable EX DDT ]

does this mean that if opponent gets hit standing up by j.hk at the start of this combo, then the ending ex.dive is garantee (if opponent holding down/down-back during this time)?****

i got a few …
i compiled a big list … editing the old setups from AE …

what i found is that all the previous LK dive setups in AE are now setups for MK dive in ver.2012…
HK dive setups are all the same …

i dunno if its just me … but EX rocket and MP rocket seem to go farther than before … i could be wrong …

for setups i compiled: (sorry if theres repitition)

dive setups:

- after slide into press:
lvl1 FADC, LP dive
st.LP,st.LP, LP dive
st.HP, HK
cr.HK, MK dive
>MK, HK dive
dash x2, LK dive
>MP, MK/EX dive
v+PPP, HK dive
st.MP,>LK, MK dive
st.HK, EX dive
st.MP, dash, MK dive
dash, cr.MP, MK dive

- after cr.HK:
>LK, HK dive
st.MP, EX dive

- (oil) after >HK:
>MP, MK dive
backdash, HK dive

- after HP rocket:
>MK, HK dive
cr.MK, HK dive
>MP, HK dive
>HK, MK/EX dive
st.HK, MK/EX dive
cr.MP, HK dive
coward crouch, MK dive
(corner) backdash, HK dive

- after EX rocket:
>MK, EX dive
>MP, MK/EX dive
(oil) >MK, HK dive
pause, dash, HK dive
dash, st.LK, MK dive
>HK, MK dive

- after MP rocket:
(oil) dash x2, HK dive
jf, HK dive
cr.HP, EX dive
(dry) dash x2, HK dive

- after LP rocket:
LP slide, HK dive
(oil) dash x3, MK dive
(oil) dash cancle into >HK, MK dive
(dry) dash x2, st.LK, MK dive

- after dive:
st.LP, jf, HK dive
cr.LP. jf, MK dive

- after air throw:
LK oil, MK dive
dash, backdash, HK dive
st.LP, st.LP, st.LP, HK dive

Yup, F.lk now puts you in a uncrouchable spot on hit. So just like f.mp, HK ddt grabs even if the opponent is holding down back. The problem is, I can never get people to not mash during the link. :confused:

OMG … I HAVE COME UP WITH THE SICKEST MOST RETARDED THING EVER !!!

(OIL) LVL 2 or 3 FA, DASH INTO COWARD CROUCH, >LK (FROM THE OTHER SIDE) (reset) , EX DIVE (not a cancel)

the ultimate trolling link !! LOL

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I can see this being used with OS U2, mixing it up with the “crossup j.hk”, taking down-charge away… this can be a HUGE weapon for Hakan

Omg I just tried v2012 and OMG!

Best thing happened so far:
-start up oil
-lk dive (easy to use as anti air & setups)
-j.mk/j.hk (blocked) > lk.dive/mk.dive -uncouchable (much easy to time now)

Yeaaaaa~

i also tried some of the old setup and it seems all the ones finishing with Hk.dive works still.
so the changes are the ones with mk.dive and lk.dive mostly.
i’ll list them all out on the 1st post shortly.

Is anyone else having a hard time landing the usual j.HK post slide setups? I feel like I’m not landing it nearly as consistently if at all against some of the characters where I would normally get around 90% on. j. MK has been working sometimes, but almost never j. HK

Some more:

Cr.lks from any distance > LK Oil Dive > can’t backdash can’t jump

cr.lp > LK oil dive > not as good as st.jab but it works i guess

st.jab x3 > f.lk > LK Oil Dive (not a cancel)

St.HP > LK Oil Dive (Mordie)

St.mp >LK Oil Dive

Cr.mp > LK Oil Dive (can work from max range)

These last ones may not be used much, but I guess it’s good to know they work XD

Has anyone found new set ups for Ultra 1?

What do you mean new setups for ultra 1? You can do the glitch slide and jump back ultra 1, it’s like max range so maybe decieving, that’s all I got though. Also there’s the sliding coward crouch but not so practical.

Oh yeah you can now do MP Oil Rocket > Jump forward > EX Oil Dive. This replaces MK dive, which you had to slightly delay. Not sure if anyone’s mentioned this.

drew whats the glitch slide and sliding cc > U1 setup?

After the patch the following choices are very good now with U1:
(on block) s.lp x2 > c.lk > U1 / oiled.rocket / lk.dive / f.j.mp

Oh I just meant where you do close f.mp > HP Slide (No followup) and you slide right underneath them to other side. If you jump back towards the opponent, they’re in range for ultra 1.

The CC setup is just parrying a jump attack into CC and then waking up into Ultra 1, a little tricky to do lol.

Hey guys,
I was messing around in training room and came across a fun little trick. Now I don’t know if it’s too practical, but I was having fun with it.
So to start it off:
Jmp HK/MK ( dosn’t matter which ) hit conferm or block hit, LK Oil Dive ( uncrouchible ) Now you should be really close to the guy, after you both hit the wall. Quickly do a Focus, just before he gets up, dash cancel Forward into Coward Crouch. Now the opponant should panic and try and either do a focus break or jabs. You should be on the other side by then. You have a tight window to LP Oil grab. Once done dash forward twice and do the HK/EX Oil Dive ( uncrouchible ) This should work well since the last Uncrouchible is such a far move that they won’t see it coming.
So to simplify the move:

Jmp HK/MK, LK Oil Dive. Focus cancel CC/slide just before oponant gets up. (Opposet of oponant) LP Oil Grab, Dash Forward+2, HK/EX Oil Dive.

I really don’t have the means to test this Online with real people yet, so if anybody can give it a try and tell me what you think? That would be awesome.
Hope this helps with learning new set ups :slight_smile:

Got hit out of parry crossup cc by a dragon punch. Think there is some sort of timing?

yeah maybe the CC/slide is not the best move with people who have a Dragon puch-like uppercuts. But It might be useful on the other charecters?

Well, although during the crossup, there is a few frames where Hakan won’t get hit at all, players can actually continuously mash cr.lp (if chainable)to hit him during recovery or cr.lk where they can hit Hakan when he is still in gaurd position. Here’s hoping that people don’t press cr.lp or cr.lk more than 3 times the next time I do parry crossup.