This long post is actually the result of finding a similar topic and getting a bit carried away with my opinions and preferred options. I’m not a Hakan professional by any means, and I don’t claim that all information provided is 100% rock solid.
However, I am more than happy to discuss, banter, or hear any opinions from anyone else.
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Adon - U2: Ultra 2 seems like it was almost made to punish just about anything that Adon could do at a distance. Jaguar Kick is quick, though with the proper timing and read it is very do-able. HK and EX-Rising Jaguar are very liable targets if Hakan is able to dodge. However, most of the time you might find yourself begging for Adon to use HK or EX-Jaguar Tooth. Not only does it launch him from one side of the screen and directly toward you, but the timing on the HK is rather easy. The EX variation can throw off timing, and it is rather quick. Still, there is plenty of time for the input. (Expect the EX in the corners if Adon has Jaguar Avalanche as his selected Ultra.) What could really turn the tides is that both of his Ultras are punishable with Oil Combination Hold. Jaguar Revolver basically launches a flurry of Jaguar Kicks before the animation. Jaguar Avalanche on the other hand is preferably led into with a Rising Jaguar, FADC, and followed with the Ultra. Of course, Hakan’s Ultra 2 is there as a means to discourage a random. Fun little extra is that if you block most of Adon’s Super and he choose to follow up with Jaguar Assassin, he is prime for a punish.
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Cammy - U2: Oil Combination Hold has proven to be a large factor in matches against Cammy. Though most of the time the concern stems from pokes leading into Spiral Arrow (I cannot stress enough to block low and LP Oil Rocket after the first hit. There is a window that leaves her open for a punish. Make distance and oil up!) other big hitters are of course Cannon Spike, Cannon Strike, and Razor’s Edge Sliver. (Usually works best on the EX attempt) Even oiled and prime, Cammy is a bit too fast and Hakan’s Oil Rocket along with Ultra 1 prove a bit too uncertain to recommend. The gold I’ve hit with Ultra 2 is that a missed/baited Cannon Spike launch her high into the air and straight back onto the ground, prime to land on Hakan. Cannon Strike if predicted sends her right toward you, and the EX-Razor’s Edge can help you set up from nearly full screen distance.
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Dudley - U2: It was a hard choice when I did have to face off against Dudley. Both of the Ultras can have a hard time landing on him. His DP, Machine Gun Blow, and Short Swing Blow make Ultra 1 a bit dangerous in my opinion. That of course is not to mention his excellent recovery mixed with the constant threat of his FADC make the up-close and personal option even riskier. Though Dudley isn’t much of an airborne character, the potential to punish a jump with a jumping MP into Ultra 2 remains. If anything I’d actually recommend Hakan’s LK Super, since it provides immunity from strikes. (Fun way to punish an opponent who gets to friendly with MGB. Plus, its useful against the players who misread you with a Cross Counter attempt) Also, on the rare chance a Thunderbolt is used Ultra 2 is there as a counter. The Super
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Fei Long - U1/U2: Both of the Ultra Combos can prove useful against Fei, however, I’d have to vote that Ultra 1 is slightly more useful since our Bruce Lee lookalike needs to be up close to inflict most of his damage. Of course, the reason I listed both is because Ultra 2 can prove just as useful. It works beautifully against the chicken-wing, his Shienkyaku (upon landing of course), and for you really speed yand sneaky types his overhead kick.
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Ibuki - U1/U2: Matching up with Ibuki means your focus is to punish and keep oiled up like it was going out of fashion. Both Ultras can prove useful, though landing them is what truly becomes the issue. Ibuki is fast. Very fast. Hakan on the other hand… Is as you all know a bit along the lines of movement impaired. His Oil Slide should turn into your tool to maintain a close distance (and it beats out her Neckbreaker.) And prevent her from hitting you with an onslaught of kunai. Both Oil Dive and his Super should be avoided at all costs, since you’ll find yourself launch directly into a waiting target combo and the potential dreaded vortex. Ultra 1 should be used either after a Focus Attack or to punish a wiffed target combo or link attempt. (Heck, I’ve caught a few Ibuki after they dashed behind me.) Two of the best chances to land the Oil Coaster are on a blocked Neckbreaker attempt or if you block her command throw. (She makes a noticable squeak-ish sound upon the failed attempt, though it might be too late at that point.) Ultra 2 on the other hand has a major challenge that hinders its usefulness. Kunai. Ibuki mistakening jumps toward a waiting Hakan? One Kunai prolongs the time she’s in the air and sends a protectile shooting right toward you. In a worse case scenerio she can even punish Hakan with extreme prejudice if her Super is full and waiting to be used. Its outside of the obvious means where the second Ultra keeps in this match up. It makes a nice counter to Tsuijigoe (the flashy overhead flip), Hien (the double or triple-kick to your face, or the HK and EX-Kazegirl with the latter being the better chance at catching her. In truth though, this is a hard match-up for Hakan. The largest strengths being both the Oil Showers and Oil Slide; use them and give her less breathing room. It only takes one wiffed Oil Rocket attempt to leave you wide open to a Yoroitoshi, so be cautious.
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Ken - U2: There are those players who prove time and time again that if you’d stand anywhere near them while down, you can expect a DP attempt. Easily punished with Ultra 2, though there are some other bells and whistles to go along with that. His Tatsu, Super, and Ultra 1 can lead to a quick demise. The icing on the cake is Ken’s second Ultra paired with Oil Combination Hold. Since he is by all means in the air, its an easy counter or punish. What makes it better is the fact that he launches himself toward you make timing rather minimal.
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M. Bison/Dictator - U1/U2: Bison if anything presents a tough battle. If the other player knows to charge with Down + Back, then be prepapred for a multitude of different outcomes. Save the big Oil Shower and keep yourself slick with the LK and MK variations. Do whatever you can to avoid jumping in to prevent yourself from becoming a big shiny red target. His Knee Press hits fast and Psycho Crusher’s different ranges make landing on it a real hazard. (The tail of the attack can see hit you as well.) But those are only two options he has. His Head Press can easily stomp you right out of the air, the EX version includes a nice chunk of your health and a fair amount of stun, not to mention the attack’s generous hit box. (If it even connects with your foot midair, it counts as the attack landing.) Ultra 1 will come into play to punish one of three moves. The most basic is his crouching HK, his trademark slide leaves him vunerable and allows you to sink in Ultra 1 or a Oil Rocket to create space. Psycho Crusher can be blocked, and in all but the EX version usually set-up a chance to punish him. With the EX-Psycho Crusher, be aware of the distance. If Bison is far enough that he lands in front of you, the recovery is brief and you could be victim to a throw attempt. If he ends up on the other side of you, it would be in Hakan’s best interest to avoid the urge to try and command throw him and instead aim for a low HK or a standard throw. Ultra 2 once more can become the element of change in this battle. Upon becoming an option, Bison can become much more hesitant to throw out any of his specials attacks. The Head Press, Psyco Crusher, and Double Knee Press are all punishable with the Oil Combination Hold. Of course, don’t be surprised to find Bison attempting to bait it out of you only to watch as he retreats with Devil’s Reverse. The real bonus is how Ultra 2 can limit his Ultra game if not completely eliminate it. Both the Nightmare Booster and Psycho Punisher send one Dictator straight toward Hakan (The Psycho Punisher is the trickier of the two. If you activate Ultra 2 too early Bison can shift his landing to make it safe.)
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Ryu - U2: Many Ryu players online can be baited into using a fierce Shoryuken, which is easily blocked and countered with Ultra 2. The first Ultra seems to a bit to much of a nuisance to land on a Ryu, especially if your oil runs out and you’re left without many other choices. Of course, the EX-Tatsu midair can save him from a mistimed empty jump.
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T.Hawk - U1/U2: The strategy when dealing with a grappler should be pretty straight-forward. Stay out of his grab range and do whatever possible to avoid being caught in his Super or either Ultra. They will HURT, and they will hurt you badly. If you are looking to play Hakan offensively in this match-up you absolutely need to make sure he is oiled at all times while you’re in close. Not only is the range of his Oil Rocket extended, but his backdash takes him much farther out, and of course don’t forget that even though 10 percent reduced damage may sound meager, it can still be the difference between a win and a loss. Oil Slide should be used if Hawk leaves himself vunerable after a failed grab attempt or if you see him charging a Focus. Be careful! If it is blocked you are extremely vunerably during Hakan’s recovery. Pokes should lend to finding an opening while crouching HK results in a knockdown and a decent bit of damage. Make use of the Focus Attack’s slide while oiled to keep out of range of a throw and to set Hawk up for Ultra 1. In most of the fight though, you want to use this as a punish and not as a means of offense. One of the greatest chances to execute it is to wait until you see Hawk take to the air. If he comes at you with a Condor Dive backdash and buffer the two 360 motions while Hakan is in his animation. I do warn that it is somewhat risky with the uncertain landing potential of Ultra 1 at times. It can very easily leave you victim to one of his devastating throws. Ultra 2 will simply be meant as a means to make Hawk re-think Tomahawk Buster, Condor Spire, and Condor Dive. The latter of which should prove to be the more frequent means for setting the move up since it usually plays the role as Hawk’s means of closing distance.