Hakan Lab

Sorry if I missed this, but full screen hp slide is completely safe on block. So safe, that ultra 1 can whiff afterward.

Perhaps the other slides are also quite safe when hitting late, or as a meaty? I had some luck with slide+followup, dash, meaty jab slide, but I’m not exactly sure.

tested vs kens HP srk which correct me if im wrong but is fully invincible from startup right? also tried on reversal ex pinwheel vs juri…

if done right it completely stuffs em and throws em…ex spd setup does not work vs srks tho dunno why but the slide and fierce spd setups work like a charm…

your right i figured thi out too but its damen risky since a good spacing is tough and if your opponents try to throw you out after blocking they hafe much more success then you with a save slide spacing would ever had^^ (name me a foul if im wrong) so dont use it to often g

c.HK as Anti-Air + Making jump-ins whiff

Copy/pasted from the AA thread:

I had to do some reexamination of c.HK. I initially thought it could work like Chun’s sweep for AA, and it’s not very good against optimal jump-in attacks like Blanka j.HK. Granted it has some priority with the proper timing over other jump normals, it’s just not 100% reliable as an AA. But upon testing c.HK as a counter, I discovered by accident that if you input c.HK early enough (yet not too early, tricky timing), you can actually make the opponent’s jump-in whiff.

This even works on cross-ups. I was testing against recording dummy Ken’s cross-up, followed by c.LP xx LP SRK and could EX Oil grab him before his jab came out.

I don’t know if there are less active frames for c.HK (whiff) than there are for coward crouch, but I imagine it’s quicker and more effective to buffer EX-Rocket after c.HK than possibly contributing to more coward crouch downtime when buffering EX-Rocket.

In conclusion: this is a total gimmick with no guarantee of working as you might expect. But it might be useful to use when you’re not oiled, and will lead into getting oiled if performed correctly.

I’ve yet to test c.HK whiff into U1. Either I’ll test this later, or if somebody else is interested in this set-up to test for themselves, for us.:shy:

i like your thinking “out of the box” good stuff evn if the investigation results in “not usefull”

i start thinking Hakan has a Antiair for almot all situations BUT unlike c.Hp (Ryu) he is much more like Dalsim (all Antiairs are VERY VERY situational)

i remembering Ultra David putting a Situational AntiAir list for Dalsim up maybe we need to work out one list like this for Hakan too

Here’s a handful of unrelated tricks.

You can input the followup to the slide anytime between startup and when it connects. If you input the followup and the opponent gets hit, you cannot FADC because the followup will come out. So anytime you slide, input the followup immediately, then input FADC when you are about to make contact. This way you will only FADC on block and save meter on hit. Auto-confirm.

The command for U2 is Down, Neutral, Down, Neutral, Down, 3K. All strict downs (no db or df) and you have to return to neutral in between downs. So there’s really no shortcut/alternate motions. But I think the fastest way to input it is to slide the stick down from wherever you currently are, then just double tap down. The first down input blends away. Needs practice.

The “crouch denial” trick for the running grab works after a jump attack. You can do a deep j.HK/HP then LK running grab when you land. They must stand to block the jump-in but then cannot crouch in time for the grab. Works on block or hit. Would go great with a safe jump.

EDIT: Tested again. First trick doesn’t work.

i think it was already pointed out that if you hit the extra punch for the follow up you can’t fadc out of the slide.

I don’t have the game to test it, but it may be that you two are talking about two different situations?

May be you can’t FADC the slide + buffered follow up on hit, but you can do it on block?

Does Hakan have an command normal that’s an overhead attack?

the first is wrong the other two works thx anyway did you use a prerelease version?

It turns out I was wrong about this working, I must have done something funky in testing. I haven’t been able to reproduce it and I think reaper’s right that it just doesn’t work.

And no, Bradlee, he doesn’t have an overhead. He doesn’t have a jump instant overhead either. Meaty start-from-close-range jump back mk hits tall opponents who wake up standing, but if they crouch, it won’t hit them overhead.

Well I noticed that for FADCing the oil slide, it’ll only work if it is blocked and you haven’t put in an input for the Body Splash Follow up. Once you hit that second punch for the follow up Body Splash, the FADC won’t register, so if you plan to FADC your oil slide, don’t input that follow up. At least from my experiments in the lab.

On a side note, anyone else having fun with Hakan’s 1-2 frame links? Such as s.mp, s.lp, s.lp, s.mp? 208 damage is nice, but rough to execute >.< but I find that a constant lp, mp 1 frame link can do 120 damage just from poking. That’s a good pressure technique.

Thanks for checking me. That auto-confirm thing doesn’t work, sorry about that guys.

As for overheads, I tested on Ryu since he’s average height, you can do j.HP then vertical j.MK for a crouch denial overhead. Obviously it leaves you vulnerable so it has to be for the kill only. Against Sagat you can actually use jumping back MK, though still I’m not sure if that’s safe against him. I didn’t have any luck with instant overheads on a waking opponent, though it seems like j.LK could work.

Oh, and you know how he can chain cr.LKs in oil mode. Can’t kara cancel those, though I think that’s more of a universal system rule anyway.

Hey guys. While at school I brought with me a print out of Hakan’s frame data and was devising some tick throw options for his Oil Rocket. Since his Oil Rocket has 3 frames of startup just like any regular throw, it wasn’t as hard as I thought to create a numeral amount of options when jumping in with Hakan. I searched the thread for “tick” and only found a few suggestions but nothing concrete, sorry if everyone already knew this but here’s what I thought might’ve been useful…

When jumping in, normally, if you land a hit you should immediately go for a c.MK > Oil Slide. However, if the opponent blocks the jump-in, there’s a couple tick throws you can do depending on how many frames their jab takes to start up. So far, with 3-frame jabbers (consisting of mostly the whole cast), you have the option of st.LP, 360P (only works in corner or with Oil) and st.LK, 360P which doesn’t need a corner AT all and best of all requires NO oil (at least while testing with Ryu). With 4-frame jabbers (consisting of Juri and Guy as far as I know from level-up.com), you have a couple more options such as cr.LP, 360P; cr.LK, 360P; and lastly f.LK, 360P (only works w/oil).

Crouching LP and LK do NOT work against 3 frame jabbers as there is no advantage on block hit.

These were tested against my brother who blocked the jump-in, the second move, and held jab on fast turbo. I’m kind of new to using frame data, so if these are wrong, my bad. The math seemed to add up correctly, though, and testing it out was extremely gratifying when I got home, hah. Oh, and they work with j.MK, j.HP doesn’t seem to work.

so i took hakan out for a test drive to do his several DDT setups and my hakan is still kinda scrubby but its good enough to pull off things here and there

whenever i got a chance to set it up it really worked like 75-80% of the time and thats due to lag…i think if it was offline id hit it 90-100% of the time…

now mind u those are some people who like to mash srk on wake up lol so it was good practice…the most consistent set up i found was either the f+rh after a ex spd or fierce spd then lk dive follow up…out of hmmmm 7-8x i got off one of those spds i connected the dive off all of them

i dont know if this increases hakans ability in super but its a nice addition to his game

his lack of AAs is killing me tho…i may as well just use FA dash back and rushdown is a destroyer for hakan…well unoiled hakan simply because his unoiled spd is god awful…

hakan mains - really really REALLY use patience!

Why standing fierce is not an overhead still boggles my mind. They could have at least made it an overhead when he’s oiled up.

The fact that he has absolutely no overhead normals is fucking stupid. Not only does he get raped by rushdown characters (which I can understand has to be the case) but he has almost nothing to deal with turtle characters either. Try getting a 360 or a regular throw on a decent Guile and let me know how that goes…

I’m liking s.LK into 360+p, it’s a shame it doesn’t hit low. Looks like it should! :stuck_out_tongue:

If you’re testing frame data, jabs are a 3 frame move, but they’re hard to time perfectly. Turbo is inconsistent. Try a 3-frame DP instead! If that works then the jab probably does too, and you can’t get any easier than mashing. lol

Do you guys have a list of what moves from other characters get caught in U2 or is that not necessary? Example, Messiah Kick gets caught by U2…

Not really too necessary. Anything in the air basically. I watched sagat’s tiger knee ultra get caught from the start of it today by u2 even. It was fantastic.

As far as I remember hearing, and seeing some, Hakan is invincible for a set amount of frames, if not just the whole thing, and he pretty much grabs anything airborne that touches him. =D