some more good find guys, i’ll update and revise my main post shortly.
note: Hakans oil rocket (ex) is NOT throw invincible, only 1~4f invincible to attacks & projectiles.
some more good find guys, i’ll update and revise my main post shortly.
note: Hakans oil rocket (ex) is NOT throw invincible, only 1~4f invincible to attacks & projectiles.
If you connect with Slide + Press, then whiff s.MP, then jump forward and do j.HK at the peak of your jump (just as you are passing over top of them while they are waking up from the knockdown) you get a meaty hit. If they try to jump or walk or do anything else not invincible, they get hit and you get a full combo when you land. If they do a reversal, they will miss you, and you land behind them. If they backdash, you can punish them.
On some characters you can option-select a special to punish most or all of their options (except blocking, obviously). For example, if you OS MK Dive into the j.HK, you will punish or stuff all of Ken’s SRKs and his backdash. The exception is his EX SRK, which will make him fly off into the air while you whiff the oil dive. You can do something similar against Balrog (Boxer) if you OS MP Slide. If/when you scare your opponent into blocking, you can start mixing it up by not doing j.RH and just doing empty jump > grab, etc.
This setup has been known for a long time, and I was just posting that you can do the same thing after 360k if you do an empty neutral jump instead of whiffing s.MP to time the forward jump.
just tested it out …
i knew about the one after slide press … but the dive one is insane ! i love it !
thanks for this … i didnt know about it
really ?
hmm … need to try again i suppose … :S
it just seems to work with a little more leniancy vs other backdashes …
on the other hand the other setup seemed to work alot better and more consistantly for me …
hmm …
back to the training room >__>
thx for the reply … lol
dear all, the main post has been updated and now include all the old hk.dive setup that still works in the v2012 as a whole.
Happy new year! Cheers.
Hey is this known?
Uncrouchable super vs. Blanka:
slide+press, cr.lk, fwd.dash, super
edit: i think i mucked up the settings in training mode, moving on.
this is so stupid.
For those who is not familar with the “SSF4 port to different consoles” details, fyi again, some of these uncrouchable setup timing is weird/hard across different consoles.
.
eg.** [ hp.rocket > n.j > mk.dive ]** is really hard/inconsistent to pull off in PS3 as compare to 100% success rate on xbox…
so for ppl that tried and had doubt about some of the setups in this main post, please advise which ones and we can refine it.
Cheers.
OP, can we get an update to the legend?
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)
CH=counter-hit Rocket=360 with punches / Dive=360 with kicks
***=3stars, fnk-good setup or catch-all **=very good setups !!!=tight/weird timing, or hard
CC=coward-crouch FD=focus-dash(cancel)
FDNC~=focus-dash-normals-cancel, usually a move follows after ~ sign
tiny.pause > dive = tiny.pause here can also either be [1] replaced with doing the dive straight away without pause and hold for 1 squeaky sound; or [2] walk 1 tiny movement backward/forward.
Suggestions: EDIT: HOLY WALL OF TEXT, BATMAN! I didn’t anticipate this being so huge. I’m cutting it with the spoiler tag.
[details=Spoiler]- add in what b.FC means (or just change to the more common nomenclature of FABDC)
I think that this thread is super useful, and I know that a lot of people worked hard on all of these. I still think that the OP warrants a little bit of cleanup here and there for newbs like me who come in here and want to try to learn these. As I’ve been posting in this subforum for a short while, I think I already get a lot of the things that warrant correction, and they are explicit enough to make sense to us. But if some lowly scrub wanders in off the street, he’d be clueless. Lastly, I don’t expect all of these to be addressed or responded to, I just figured I’d do what I could and point out the things that confused me while trying to learn these over the last week or so.
Keep up the great work, yakult et al!
Here’s a new setup in the corner, just a variation to keep your opponent fooled.
Oiled LP Rocket, Backdash, Forward dash, EX Dive. WEEEEEEE!
I got
HP/EX-SPD (oiled AND unoiled) F+MP–> HK-DDT
the timing is tight as possible no airhole or it wont work
Catchs Jump/Backdash/Crouch AND if hakan is oiled it jumpes over crouching Japs!!
tested it now 3 times pretty sure it works can anybody confirm it? (as mentioned it must be executed without the slithest delay!)
(Just did it (EX unoiled) against sakura and it evaded here reversal EX-SRK!)
Further tested are done :
Its a allaround setup works well with every Rocket (except MP) and it catches ALL 3
Its Airtight and you can change the HK-DDT with some moves for mixups ;
Since Hakan hase no REALY good followup after the Rocket (except oil) i assume this is the way to go since no other setups are neccecary specaly since this one Loops over the enemy (oiled)
Test2 2times F+MP seems to be a perfekt meety so no more searching for a good mixup neccecary it fits well
just to add to the fun … revisiting old setups…
“(oil) f.HK, backdash, HK dive”
i think the more we play we will realize more setups like this … and i think the backdashers that can get out of it will remain consistant so its good to memorize them … as more setups like this are discovered …
Just a basic explaination of the layout for main post.
It’s structured so that every section of an uncrouchable setup starts with 3 star, 2 star and then all other ones.
The 3 star are ur premium setups that usually can catch all ie catches if opponent crouches, jumps & back dash.
The 2 star setups are usually ones that is ultimately reliable and or can mix up with options such as safe slide or advantages.
Since this thread is about uncrouchables hence I’ve priorities catch all over good mix ups (advanced/more practical in game).
All the non star/bold ones are all optional possible setups that Hakans can learn at their will for there own knowledge/game play, generally uncrouchables, but opponent can either jump or backdash out.
Main post is a re-collection of what ppl has shared in this thread and other hakan threads. As such it will be updated progressively. The dry or oiled or dry/oiled tag will be updated as ppl keep posing their findings. I usually just test what ppl listed to confirm the setup with their specified dry or oiled setup.
Thank you all again for contributing to the love for hakan, share and loving! and very oily.
As for the legend and some additional details, it’ll be refined over time as well.
“any.normals” means you can whiff any normals, ie L/m/h punches/kicks, throw. So for example if a setup say instead of just “n.j” (neutral jump), you can also “n.j.any.normal”, it’ll mean u can do neutral jump with any normals, in this case also air-throw.
Try it!
With the above info, sometimes the 3 star setup will no longer catch all if u change say the initial n.j with n.j.any.normals. Though it still catches crouch and jumps, most likely they can back dash out.
Drew does this catch all?
i had the same setup listed but with hp.dive from old AE setup, but hp.dive can be backdashed.
Nope, sadly just crouch and jump.
But wait! I have found a new one, heh
LP Oil Rocket, neutral jump, st.jab, EX dive. This one catches all. Works oiled and unoiled.
Real easy to do. Mix it up with the other two LP SPD setups to keep your opponent confused!
just a sidenote --> this is my setup [ air-throw > lk.oil > mk.dive ] -Emperor_cow
i found it a long time agoo and posted it here (of course with LK.DDT but since MK.ddt is the same timing its still my setup…@drew did you even read my post? allpurpos after HPEX rocket works with dash beats all jumps over (oiled) and works in all situations
not dash-- F+MP
Yeah I read your post, but I was talking about LP Rocket, not HP/EX
I hope this doesn’t become a discussion about why use LP rocket over HP/EX lolz…
heres a situation i came accross while playing and i didnt know what to do after so i came up with a few setups… enjoy
SETUPS AFTER SUPER:
- safe jump: st.MP,st.MP, jf.HK (similar to st.MP, jf.HK after slide press situation)
- dive setup: st.LP, jf, MK dive OR dash, jf, LK dive
- safe slide setup: st.MP,st.MP, MP slide
- meaty/rocket setup: dash, MP slide, rocket
Thanks for the info, yakult. Perhaps the OP should be updated with this as well, as it was very informative (and confirmed a lot of what I was guessing at).