You gotta respect the occurrence of people counter-throwing “grapplers”. It’s not like they’re just crouch-teching. In which case, they would get thrown. But they’re actually making the deliberate effort to stand up to throw you.
Unless of course you’re trying to use an EX throw as an attempt to counter a tick-throw setup, then I guess you kind of deserve it.
I fully endorse this list :tup: Also is it too much to ask for one chainable normal? Is Hakan the only character without one? (besides c.LK when oiled)
Make f.LP a better AA, give him more range on normal throws, and make c.MK and f.MP much safer like UltraDavid suggested. That’s all I really want. c.LK comboing into slide would be cute, but if his hit-confirmable normals were safer that isn’t all that necessary.
I was about to post this. This would be a subtle but VERY useful change.
360+K and his Super should go over ALL characters head consistently if they crouch. It would still be punishable, but not AS punishable. This would actually make his Super infinitely better.
Combine this with a slight damage increase on some of his moves (because right now, his huge risks don’t pay off in the long run due to mediocre damage output), and Hakan would already be on his way.
Whatever they change, it doesn’t need to be drastic. He’s very close to the vision Capcom had for this character. Just a few minor things…
I know command grab characters normally don’t get overheads, but having standing fierce hit crouching opponents would be nice to have. He’s really not a grappler so I think an exception to the rule should be made, he really could use it.
And honestly, he does do a lot of damage, but considering the risk/reward situation, having him do some more damage probably wouldn’t brake him and would be a nice bonus.
Allowing oil to stack would be fantastic, but that’s asking too much.
Here’s an idea: Make him do oiled damage all the time. Lower it if need be, but oil should only change the range of his moves. I’m fine with having piss poor range on my special moves, but if the damage is there it will balance itself out.
i think a slight increase in oil time off of lk oil would do wonders, also I really like the st. hp tweak ideas.
I think st. hps second hit hitting as an overhead would be pretty awesome as well, if the whole st. hp was an overhead it would be a really nasty move.
f. mp needs to be less unsafe, it would be such an awesome move if it werent for how unsafe it is.
I don’t know. Where is this “non mediocre damage output” that you are alluding to?
And, I don’t mean these pipe dream jump-in HK crisco combos that are unlikely to be landed in the average match…or anything that requires an oiled up ultra.
Where is the consistent, non-life risking, non-mediocre damage output?
Footsies. Hakan’s damage can be accumulative. Not every character was designed to have instantly gratifying damage output. And just because a character has risky moves with moderate rewards, doesn’t mean you should use only them. Put on a strip show.
ex oil lasts until :
a- knockdown on hakan
b- command grab success
DNC all time
360K doesn’t do little oil slipping run before it if you let go of button straight away.
oiled up jumps have 1 hit super armour
ex oil gives multi-hit super armour while active (battle fantasia says it can work)
un oiled graps should be better.
decrease gap between un oiled hakan and oiled hakan.mostly buff unoiled hakan.
i don’t think a fully oiled 24/7 hakan would really be top tier broken banned material so his unoiled needs to be better.
Hakan’s footsies are okay at best. They are far from great in comparison to the other characters in the game.
Hakan normals either have slow start up or bad recovery on block (or whiff). He has no safe normals to cancel into, unlike many other characters. Walk speed is slow. And, since he has no overhead, no means of getting safe chip damage, bad grab range unoiled, and a tough time dealing with backdashers (that doesn’t involve using risky slides and dives), there is a range at which an opponent is really not obliged to do anything but block/backdash…which makes getting those counter hit footsies very difficult. And, all his footsies except stand fierce are focus attack bait.
Hey, I play Hakan, too. I don’t toss out random DDTs and risky crap. Most of my damage is from normals, as you said.
But, that damage is not consistent or reliable if the opponent has a solid defense. So, if that’s the “non-mediocre damage output” you’re referring to, I’m afraid that gameplan’s not going to cut it in the long run. Like UltraDavid said, he needs more hit confirmable stuff…and, if not that, he needs more damage output to make his riskier, not-hit confirmable stuff worth it.
BTW, what do people thing about making his Oil Slide follow up be automatic? Does the requirement of an additional button press add ANYTHING worth while to the game? If it connects it should automatically do the body press, unless you FADC. If I’m not mistaken, that would actually make it do more damage, too, since the slide and press will now be a single move (no combo scaling on the follow up press).