I haven’t fully developed these safe jumps and although i’ve written them down, i did some minor testing, but have no significant confirmation (like usual). I’ll get to them eventually:
5f Safe jump from headbutt: headbutt, lk.smash, j.hk
5f Safe jump from smash: lk.smash, TAP, j.hk
I believe both of these are if they don’t tech, i’ll confirm and all that jazz later. But with these in mind we get the obvious mixup off of headbutt, but also we get more setups off of smash, even more reason you guys should be comboing into lk.smash after ex.ru loops for the corner carry (without U1 for you U2 users lol) along with the 4f safe jump on a teched knockdown near the corner, the 5f above, or the LATE TAP (not meaty) with lk.smash, fwd.dash, lvl 1 TAP etc.
Yeh i was trying to recreate it, but i couldn’t make it happen **shrug. i’ve got three really ugly videos on my utub, one with some combos into smash and dash low, and the others with a random meaty overhead setup, and the other with the setup off of smash you just described (smash, dash, lvl 1 TAP) destroys backdashes and grants juggle into U1/Super.
i know of the business with the unblockable/crossup j.hp and j.hk, but specific i’ve got no clue. He’s got the blocked step-kick into cr.mk setups, but those are not post knockdown and incredibly old.
got owned by that unblockable j.hp in local tourney recently. it was off a forward throw and it hits cross up. the guy said i can backdash “safely”, rush upper or tap “safely” but would usually escape as OS is weird in the setup… better than eating a full combo off a confirmed unblockable.
actually found the video of the guy that did it to me.
this isnt actually me, i was eliminated earlier but us two were the only boxers of 24 ppl.
the boxer in the vid is coming from losers so the first game is overall scrubby as these two know each other well and clown a bit
but note the set up at 3:26, its the unblockable setup i found out the hard way
but these two play eachother often so this boxer knows the setup.
Safe Jump O/S TAP is probably you’re only go to. Generally against Dhalsim you just don’t want him to instant air teleport (or tiger knee teleport). Regular teleport has incredibly slow recovery in comparison. I don’t think TAP covers ALL of his teleports, only one (i think the one where he teleports behind you isn’t caught, not sure though). You also want to have meter to FADC the TAP on block/hit to maintain momentum, a successful O/S doesn’t always put you in an advantageous position because he can find an opportunity to TK teleport away and you’re back to square one.
You also want to do a 4f safe jump or a safe jump that hits on the last active frame if you feel he will do wakeup U1. U1 has 1f of invincibility so if you safe jump him with say, bwd.throw, fwd.dash, j.hk, it hits with the last two active frames so you’ll actually hit dhalsim, get trapped in the hitstop and his U1 will connect before you hit the ground, but if you safe jump with fwd.throw, fwd.dash, cr.lp, j.hp/hk OR in the corner fwd.throw, st.mp, nj.hp, you should hit with the last active frame and not hit dhalsim if he does reversal U1 and be safe.
Super is 5f so no meaties are safe, but it can be easily safe jumped.
Found a setup that beats any wake-up option unoiled Hakan has and its really simple. The setup will move you right next to Hakan. You will technically be within grab range, but he will be unable to reversal grab you nor hit you in any other way.
To do it knock him down and whiff cr.mk just before he gets up. This has to be just a bit faster than meaty timing.
For example:
Off Fwd throw:
TAP -> cr.mk
Off headbutt:
lk dash upper -> cr.mk
Every special Hakan does whiffs. Because you recover just as Hakan gets up you can react to jumps or backdashes easily.
Slides get blocked and can be punished.
SPD, EX SPD, U1 whiff and can be punished.
360+K whiffs and will jump over you, but you can hit him out of it with delayed headbutt.
No jumping. I’m assuming the cr.mk just causes your hitbox to retract a bit so its actually outside grab range for the duration of the move while still recovering fast enough so Hakan can’t actually hit you with anything.
By the time the cr.mk ends Hakan will have fully recovered so jumping would be kind of risky. I will see if I can make a video of it.
I’m not referring to jumping i’m specifically referring to pressing cr.mk at the end of the setup, if we don’t press cr.mk can he grab us or what, i’m mainly wanting to know is the cr.mk used to have an idea of when he’s going to wakeup or does it do something special which would otherwise rend the setup useless.
Making a video might be easier, but i have an idea of the setup. Also keep this in mind:
Here’s the video. Yeah the cr.mk is what stops him from grabbing you, it’s not for timing. It gets hit by reversal super, but anything else whiffs. Haven’t tested kara-anything, though can you even do a kara move as a reversal?
(Sorry for the shitty quality, I can’t into youtube)
It’s not a true reversal, but you can do it with reversal timing if the opponent is not using a meaty.
The super working doesn’t make sense tbh, it’s got 19f startup, and shouldn’t connect on crouchers, balrog is considered crouching after cr.mk, it might be the recording (make sure you hold down+back after you finish the recording so you can be sure Balrog’s crouch blocking after the freeze). If super can hit, then hypothetically Hakan should at least be able to do a cr.mk with reversal timing to punish the recovery of cr.mk.
The business with the throws definitely looks legit, i’m interested to know how this works with the rest of the grapplers, his throw range is shit when he’s unoiled, but it’s on par with all of the 5f command grabs but not SPDs (maybe). I imagine this could be useful against Seth.
Not in the video, but i’ve tested all normals and you recover in time to block anything Hakan can throw out. I have definitely held downback, so I’m not sure what’s up with the super either.