Can we get this in video?
Yeah, when I tiried it, too, I could just mash crouch jab to escape.
ur not doing it right then, i pretty much tested that setup on bison, guy, hakan, dudlley, ken, ryu, and sagat
stuffed everything but jump
the way i tested was one i made all those characters either crouch, mash jabs, jump, backdash, do their invinc reversals then tested vs those
then i had hakan do the setup on record then i would be one of those chars and just try and do everything i could to get out
however the mash jabs does work sometimes but other times when i recorded hakan doing this and i mashed jabs i still got thrown out so sometimes it does work and sometimes not
either way jump > those setups
The focus to light oil to u2 only works on a level 3 focus.
ok yeah u cannot jab out of a true setup i just used rog and dudley and whoever else had a fast jab/lk i could not do anything but backdash and jump out of it
some supers can beat it tho, not ultras, those supers seems to be only the qcf/qcb motion ones
so basically backdash/jump/supers > dive loop or whatever yall wanna call it
dive loop > jabs, lows, specials, ultras, crouching, standing
dive delay > backdash and jump
super > anything involved with the dive loop
jabs and some lows > not properly timed dive loop that can still grab crouchers (i know its strange but for some reason i did a dive loop that grabbed crouchers and jumpers but lost to jabs and lows and another that beat jabs and lows but lost to jumps)
Hakan the best
Thanks for the tips/guide U.David.
This should be sticky! =p
a cool combo:
oil up
level three focus attack
wait till opponent practically falls to the ground
level one focus attack
dnc into toward roundhouse
254 dmg, 390 stun
another cool one is the same, but with slide+follow up after lvl1 focus
270 dmg, 330 stun
the toward roundhouse catches your opponent while they are in juggle state from lvl1 focus attack
Regarding the DNC and Crisco combos, any of them that end in cMK xx Slide and Followup can instead be ended with fMP xx Slide and Followup. This does 20 more damage at best but it’s worth noting. In the same vein, any DNC/Crisco combos ending with cHK for knockdown could instead be ended with fHK for the minor damage increase. In both cases the timing is definitely tighter (you may not want to try online) but there’s no reason not to learn these really. This gives you, for example:
[list]
[] fMP xx Crisco -> fMP xx HP Slide, Followup 300 Damage, 280 Stun
[] FA1 DNC -> fHK 156 Damage, 260 Stun
[/list]
Also, I didn’t see any mention so far of being able to link Ultra 2 off of Slide FADC during Focus Crumple. It doesn’t work during a jMP juggle state because (as far as I can tell) the jMP only gives a juggle count of 1 but during the crumple when they’re considered airborne it works fine. Haven’t tested on every single character but tested on several of different sizes and such and all have been susceptible so far. This works off of either a level 2 or 3 Focus Attack; if you hit a level 3 you can Guard Position -> Slide for the timing if you want to be flashy. You can’t squeeze an Oil Shower in, unfortunately.
[list]
[*] FA3, delayed HP Slide FADC -> U2 470 Damage, 280 Stun when oiled up, 437 Damage, 280 Stun when not of the oily persuasion.
[/list]
The difference in damage between just doing Ultra 2 after a FA2 or FA3 and doing HP Slide FADC Ultra 2 is marginal; at full Ultra meter you’re only netting about 10 extra damagewhether you’re oily or not. As a matter of fact, you shouldn’t do FA3 -> HP Slide FADC Ultra if you’re not already oiled as it will do less damage and cost you two meters compared to FA3, LK Oil Shower -> Ultra. At lower levels of your Ultra meter it nets you up to almost 40 damage extra for the FADC if you’re oiled up. In any case, doing the Slide FADC Ultra also nets you 80 extra stun. So it’s situational at best, hella flashy at worst.
Hakan’s U2 does very little damage as it is, that I really wouldn’t bother with any combo into it aside from focus or j.mp. I can’t believe how often it’s happened when I thought the U2 would finish the other player off for sure, but they’re barely alive.
Good to see you’re interested in Hakan, Pasqual. He’s got a style complementary to Rose, in my opinion.
I don’t know about complementary. Certainly different at least and allows me to switch up if bored.
But your statement doesn’t entirely make sense, as this is a way to eek out that extra bit of damage at the cost of 2 meters that you just said left them barely alive.
I find similarity in their styles mostly because of the range of their normals and lack of combos. They’re definitely different though.
And often times when I land U2, it’s not out of an opportunity I could have otherwise oiled beforehand or done slide FADC U2. So your suggestion is good, if the situation is fitting. It’s just not applicable to how I’ve been able to land it. Sometimes I land it raw and they’re left with a sliver. It’s just one of those funny street fighter anomalies we can’t help but deal with.
Hey guys:
Towards+mp shoulder charge can link into standing jab only if done at maximum range.
Not sure if this is known or not, but you can buffer a dash in after an air-to-air j.MP and still get U2 off to combo them. Execution is kinda hard but it’s nice to ensure that they won’t land too far away from you.
Too bad he’s got nothing off of s.Jab :(.
But it is nice to get +frames
f. lp, it can also be a good tick throw setup.
Biggest advantage is just knowing you can get in without negative frames. Actually, I don’t even know how many frames on block :p.
Ok, so on hit you get at least +4 frames on max range, that’s 6 extra frames of advantage you gain from hitting from max range (it’s listed as -2 on hit). it’s listed as -5 on block, so I’m assuming at max range you’re at +1.
EDIT: On counter hit links like st.strong -> st. strong and st. strong -> towards+ forward combo.
a few more combo chains
Hello,
I add a few more combo chains to the list.
*The timing is like El Fuerte’s jab combos. All these combos can be used in a Crisco combo and most of these combos work without oil. *
Standing and ducking
standing LK -> standing LK -> standing LP -> standing MP (works nice for pressure)* (210 stun, 168 damage, 4 hit combo)*
standing LP -> standing LP -> standing LK -> standing MP (works for big hit box players or ducking)* (210 stun, 168 damage, 4 hit combo)*
standing MP -> standing LP -> standing MP (works for big hit box players or standing) (203 stun, 184 damage, 3 hit combo)
They have to be ducking
standing LK -> standing LP -> standing LK -> standing LP** -> forward LK* (205 stun, 164 damage with oil, 5 hit combo)*
**oil required to get the 5th hit, without oil combo ends here. (140 damage without oil)
**possible to hakan smash after the LP or MP with oil.
Last findings (use without oil)
A good mix up for jump in HK -> ducking MK,*** try*** standing MK -> throw (both normal and SPD) it has good placement.
Side note:
Standing MP can stuff a lot of pokes, counters pretty well and you can follow that up with MP or MK or (bread and butter combo) ducking MK -> slide -> follow up.
Strange Combo but might have uses
In close, MK counter hit -> standing LP -> standing LP -> standing MP (285 stun, 203 damage)
You can replace crouching roundhouse with forward roundhouse for the same results plus 10 extra damage.
Also, is this a mistake?
can somebody pls explain to me how dnc and crisco combos work? like im going to list 2 examples, and if somebody could write out the inputs for me, that’d be appreciated
----------Oiled jump rh toward+mp crisco cr. mk xx hp slide+followup: 361, 450
----------Oiled lv1 fa dnc cr. mk xx hp slide+followup: 221, 250
----------Oiled lv1 fa dnc cr mk crisco cr. mk xx hp slide+followup: 255, 310
how do u get f+mp to combo to cr.mk? Is it like abel’s stepkick so it’d be
j.rh, f+mp, f, d, mk xx qcf+p, p?
I don’t understand dnc either. Would it be:
mp+mk … hit, f+mp, before it hits c.mk? i’m pretty confused…
You ex focus cancel the f+MP, dash cancel the focus, and then immediately cancel that dash into a normal. So something like f+MP, MP+MK, f, f, d+MK.