Hakan Moveset and Attributes

Copy and pasta from Pensuke’s post. Edit if necessaryyyyyyyyy

A.) Attributes

1050 health
1100 stun

Forward dash: 20 frames
Backdash: 27 frames
Block frame advantage if dash in after level 1/2 focus attack: -4 / +2

Hakan has a very short jump arc, akin to a short hop from the KOF series. According to a post in NEOGAF, when Hakan and THawk jump at the same time, THawk jumps completely over Hakan.

B.) Throws

-Towards Throw

  • Damage: 130
  • Stun: 100
  • Properties: Range: 0.9, Meter gain: 40
  • Notes: Hakan grabs opponent, stands behind them and throws them backwards. Hakan throws the opponent fairly far, and results in an untechable knockdown. This can be used as a set-up for Oil Shower.

-Back Throw

  • Damage: 140
  • Stun: 100
  • Properties: Range: 0.9, Meter gain: 40
  • Notes: Hakan performs a suplex which launches his opponents far away behind him. This can be used as a set-up for Oil Shower.

-Air Throw

  • Damage: 140
  • Stun: 150
  • Properties: Range: 1.1, Meter gain: 40
  • Notes: Cannot be executed immediately after jumping like Guile, must be in the air for a little before being able to execute an air grab.

C.) Specials

  1. Oil Shower
  • Short Oil Shower

  • Damage: N/A

  • Stun: N/A

  • Armor Breaking: No

  • Properties: Meter gain: 20, Entire duration: 53 frames

  • Notes: If interrupted at certain frames, the oil duration will be shorter.
    From 20th frame ~: 180 frames
    36 ~: 240 frames
    46 ~: 300 frames
    52 ~: 360 frames

  • Forward Oil Shower

  • Damage: N/A

  • Stun: N/A

  • Armor Breaking: No

  • Properties: Meter gain: 30, Entire duration: 74 frames

  • Notes: If interrupted at certain frames, the oil duration will be shorter.
    From 20th frame ~: 240 frames
    44 ~: 300 frames
    60 ~: 420 frames
    72 ~: 540 frames

  • Roundhouse Oil Shower

  • Damage: N/A

  • Stun: N/A

  • Properties: Meter gain: 40, Entire duration: 88 frames

  • Notes: If interrupted at certain frames, the oil duration will be shorter.
    From 20th frame ~: 300 frames
    47 ~: 480 frames
    63 ~: 600 frames
    86 ~: 720 frames

  • EX Oil Shower

  • Damage: N/A

  • Stun: N/A

  • Armor Breaking: No

  • Properties: Projectile invincibility, Entire duration: 88 frames

  • Notes: If interrupted at certain frames, the oil duration will be shorter.
    From 20th frame ~: 360 frames
    47 ~: 540 frames
    70 ~: 720 frames
    86 ~: 900 frames

  • General Notes:
    -Strength of kick determines duration of oil mode as well as how long it takes Hakan to apply the oil.
    -Lasts anywhere from about 6 - 15 seconds depending on the strength used.
    -Confirmed to give Hakan a damage buff as well as a defense buff of 10%. Normals can slide Hakan forward or backwards, range of command normals increase as well as become faster.

  • Certain normals can be chained together. Not confirmed as to EXACTLY which normals can be chained, but so far we know we can chain jabs and shorts together. (cr. Short can be chained when oiled.)

  • Range of Oil Rocket increases.

  • Increases the range and speed of Oil Slide
    -Also allows Hakan to slide back and forth while charging his FA.
    -Speed and range of forward and back dash increase significantly.
    -Step Knee, or towards roundhouse has knockdown properties when oil is activated.

  • EX version allows fireballs to pass through him
    -As long as Hakan starts up Oil Shower he benefits from its effects, even if he gets hit while performing Oil Shower
    -It is unsure whether or not the duration of activation stacks with each Oil Shower or if it resets the activation timer.

  1. Oil Rocket
  • All versions, including EX, have 3 frame startup, 2 frame active, and 56 frame recovery.
  • All normal versions build 40 meter on whiff, 100 meter on hit.
  • All versions, including EX, have 0.95 grab range without oil and 1.6 grab range with oil.

-Jab Oil Rocket

  • Damage: 150, 170 when oiled
  • Stun: 100
  • Armor Breaking: No
  • Properties: Command grab special
  • Notes:

-Strong Oil Rocket

  • Damage: 160, 180 when oiled
  • Stun: 100
  • Armor Breaking: No
  • Properties: Command grab special
  • Notes:

-Fierce Oil Rocket

  • Damage: 180, 200 when oiled
  • Stun: 100
  • Armor Breaking: No
  • Properties: Command grab special
  • Notes:

-EX Oil Rocket

  • Damage: 210, 230 when oiled

  • Stun: 160

  • Armor Breaking: No

  • Properties: Command grab special

  • Notes:

  • General Notes

Pointed out by Sunabozu:
For the Oil Rocket, based on the gametrailer video where Seth Killian plays Hakan, the type of punch used determines how far the enemy is launched away from Hakan, with jab launching the opponent the furthest away.

  • Un-oiled Oil Rocket has crap range. However, can be used un-oiled in tick setups, and is a terrific way to setup Oil Shower and initiate an offense. Unconfirmed if EX Oil Rocket has invincibility, but it definitely has more range than the other versions.
  1. Oil Dive
  • All versions, including EX, have a grab range of 1.0 with or without oil.

  • All normal versions build 40 meter on whiff, 60 meter on hit.

  • Short Oil Dive

  • Damage: 150, 180 when oiled

  • Stun: 100

  • Armor Breaking: No

  • Properties: Command grab special, 14 frame startup, 4 frame active, 14 + (on ground) 52 frame recovery

  • Notes: Airborne starting from the 8th frame

  • Forward Oil Dive

  • Damage: 180, 200 when oiled

  • Stun: 150

  • Armor Breaking: No

  • Properties: Command grab special, 20 frame startup, 4 frame active, 14 + (on ground) 52 frame recovery

  • Notes: Airborne starting from the 12th frame

  • Roundhouse Oil Dive

  • Damage: 210, 220 when oiled

  • Stun: 200

  • Armor Breaking: No

  • Properties: Command grab special, 22 frame startup, 4 frame active, 14 + (on ground) 52 frame recovery

  • Notes: Airborne starting from the 14th frame

  • EX Oil Dive

  • Damage: 240, 250 when oiled

  • Stun: 150

  • Armor Breaking: No

  • Properties: Command grab special, 22 frame startup, 4 frame active, 14 + (on ground) 52 frame recovery

  • Notes: Cannot be thrown from 1~25 frame, Airborne starting from the 14th frame

  • General Notes:

  • Strength of kick determines how far Hakan will dive

  • Will catch standing and in some cases jumping opponents, does not catch crouching opponents.

  • Can delay this move by holding down kick, Hakan will run in place until the button is released or after a certain amount of time.

  • Seems to sends you and your opponent all the way to the corner.
    -When charged, it can be charged for up to 90 frames, and will be airborne starting from 2nd frame, starts up on 8th frame(?)

Boy of Joy:
Oil Dive can actually be stuffed by normals, but I don’t have firm details. I have seen it get stuffed by jumping and standing light attacks. I was hoping that you could use Oil Dive as an option when you predict the opponent will jump back, but it might be possible for them to just stick out a pre-emptive normal while jumping back to protect against Oil Dive. Definitely something to test.

  • Exactly how useful is this as an anti-air?
  • Any special properties?
  1. Oil Slide
  • All versions, including EX, have 14 frame startup, 21 frame active, and 17 frame recovery.

  • All normal versions build 30 meter on hit and whiff.

  • Jab Oil Slide

  • Damage: 50

  • Stun: 100

  • Armor Breaking: Yes

  • Properties: Super cancelable

  • Notes:

  • Strong Oil Slide

  • Damage: 60

  • Stun: 100

  • Armor Breaking: Yes

  • Properties: Super cancelable

  • Notes:

  • Fierce Oil Slide

  • Damage: 70

  • Stun: 100

  • Armor Breaking: Yes

  • Properties: Super cancelable

  • Notes:

  • EX Oil Slide

  • Damage: 80

  • Stun: 100

  • Armor Breaking: Yes

  • Properties: Goes through all fireballs, super cancelable

  • Notes: Invincible for the first 5 frames, invulnerable to fireballs on frames 6-50

  • General Notes:

  • non-EX Oil Slide goes through certain fireballs, but will most of the time trade.

  • whiffing Oil Slide in certain circumstances is a good setup for Oil Rocket mixup.

  • Right before the slide hits, pressing a punch button will allow Hakan to follow up with a body splash.

  • BREAKS ARMOR.

  • Oil Slide can be comboed from air-to-air strong, low forward, as well as towards+strong.

  • Also translated by Druscaelan from Spanish ssf4 podcast:
    Hakan slide special attack (the 2 hits version, that one with you hitting the guy in the ground with a splash) does about 200 damage, and 220 if oiled up
    (Slide follow-up does 80 damage, 100 stun, builds 20 meter, if used after EX Oil Slide, it does not build meter.)

  • Any other ways to combo into slide?

  1. Guard Position
  • Works similarly to Blanka’s Coward Crouch, which means fireballs will pass over Hakan while he is performing Guard Position.
  • Entire duration: 30 seconds, low position from frames 4~18, invulnerable except for legs from frames 1~7, (something untranslatable) invulnerable above the chest from frames 8~14, more untranslatable stuff, something about continuing 2 inputs, something most on the 25th frame, and something else happening when 2 inputs ending at the 6th frame (sorry, couldn’t translate this well)

D.) Normals

General notes about Hakan’s normals:

Hakan has decent normals, that do big damage and have great range. Their effectiveness increases A LOT when Hakan becomes oiled up. Most notably, he is able to move while performing normals, and his command normals that move him forward move him even further and faster. Towards roundhouse and strong are used to pressure your opponent, as they move Hakan forward quite a ways. Standing/crouching jabs/shorts are used to keep your opponents in block stun, or to tick into a throw. Standing/crouching strong or forward, and towards forward are great heavy pokes in mid-range situations. Most notably, standing/crouching strong will be used to counter-hit or play footsies with. Hakan’s sweep comes out wickedly fast and can be used to counter-hit opponents for a knockdown. In quite a bit of situations it can be used as an anti-air. Hakan’s standing fierce has great range, and can be used as an anti-air or to just zone your opponent out. Below are details of these normals, I’ll get the numbers soon enough and post up anything interesting that comes up about Hakan’s normals.

  1. Jumping Strong
  • Damage: 50
  • Stun: 100
  • Properties: puts your opponent into a juggle state, 8 frame startup, 6 frame active, builds 40 meter
  • Notes: can combo OCH, Oil Slide, or resets afterwards. Probably Hakan’s best air-to-air normal, as it juggles your opponent and comes out faster than jumping fierce or jumping roundhouse.
  1. Jumping Roundhouse
  • Damage: 110
  • Stun: 200
  • Properties: 12 frame startup, 7 active, builds 40 meter
  • Notes: A good, damaging jump-in used as a combo starter, and to get inside. Has a somewhat long horizontal hit box, comes out very slowly so it must be executed quite early in a jump in. Not a great air-to-air since it comes out fairly slowly.
  1. Low Forward
  • Damage: 70
  • Stun: 100
  • Properties: special cancellable, builds 40 meter, 7 frame startup, 3 frame active, 17 frame recovery
  • Notes: A great normal with good range.
  1. Towards Strong
  • Damage: 90
  • Stun: 100
  • Properties: special cancellable, moves Hakan forward, builds 40 meter, 10 frame startup, 7 frame active, 14 frame recovery
  • Notes: command normal, Hakan shoulder charges towards his opponent. This is one of Hakan’s best normals, the special cancel window is fairly long, allowing you to hit confirm this. It also covers a lot of distance, and has a lot of speed even if it is performed un-oiled. It can also be used to slip under an opponent’s jump-in, as well as be used as an anti-air.
  1. Standing Strong
  • Damage: 80
  • Stun: 100
  • Properties: builds 40 meter, 5 frame startup, 3 frame active, 10 frame recovery
  • Notes: Hakan’s best standing poke that does not move him forward. It has great range and comes out super fast. You can play footsies with this normal and counterhit in many instances.
  1. Low Strong
  • Damage: 80
  • Stun: 100
  • Properties: builds 40 meter, 6 frame startup, 3 frame active, 12 frame recovery
  • Notes: Very good normal, very similar to standing strong, can be used to counterhit and play footsies with.
  1. Towards Roundhouse
  • Damage: 120
  • Stun: 200
  • Properties: moves Hakan forward, knocks down when oiled up, builds 60 meter, 10 frame startup, 3 frame active, 20 frame recovery (untranslatable note, maybe autotech?)
  • Notes: command normal, Hakan takes a step forward and extends his leg to kick his opponent. Exceptional, absolutely amazing when oiled up, but it is unsafe against many characters.
  1. Standing Fierce
  • Damage: 80*40
  • Stun: 100*100
  • Properties: builds 6020 meter, 8 frame startup, 32 frame active, 17 frame recovery
  • Notes: Great range. Hits twice, a great way to beat out focus attacks, but only hits once at a distance. Very similar to Honda’s standing fierce, in many situations it can be an anti-air, as well as beat out cross-up attempts.

E.) Super

  1. Flying Oil Spin
  • Damage: 400, 450 when oiled
  • Stun: 0
  • Properties: grab super, grab range of 1.0 with or without oil,can hold down to delay, shares same hit properties (does not hit crouching opponents) as Oil Dive, 1+18 frame startup, 3 active, 17 +(on ground) 51 frame recovery
  • First frame invulnerable, cannot be hit except by fireballs on frame 1~17, airborne after frame 12
  • when charged to the 16th frame, airborne after frame 11, starts up on frame 17
  • can be charged up from frames 1~94, cannot be hit except by fireballs during this duration, airborne after frame 89, starts up on frame 95.
  • Above data is for weak version. For medium version, change ?cannot be hit except by fireballs? to ?cannot be thrown.? For strong version, change ?cannot be hit by fireballs? to ?invulnerable to fireballs.?
  • Notes: Basically a super version of the Oil Dive

F.) Ultras

  1. Oil Coaster
  • Damage: 480, 530 when oiled
  • Stun: 0
  • Properties: grab ultra, grab range of 1.5 with or without oil, 1+0 frame startup, 3 frame active, 51 frame recovery, 1~2 frame invulnerability
  • Notes: based on several videos, Oil Coaster does not appear to be avoided after the activation animation. However, moves with invincibility or that have already been activated sometimes beat Hakan out of Oil Coaster. Oil Coaster also has beastly range.
  1. Oil Combination Hold
  • Damage: 401, 450 when oiled
  • Stun: 0
  • Properties: OCH is activated when the opponent lands on Hakan from an aerial state, 1+0 frame startup, 30 frame active, 42 frame recovery, 1~29 frame invulnerability
  • Notes:
  • Very effective anti-air, catches empty or non-empty jump-ins.
  • Can be comboed into from jumping strong.
  • Works on grounded opponents as well (Focus crumple -> OCH)
  • Will catch Bison’s scissor kicks, as well as any other similar airborne specials and moves
  • This catches everything that touches Hakan, but is there any way he can get knocked out of it?

Oil Dive can actually be stuffed by normals, but I don’t have firm details. I have seen it get stuffed by jumping and standing light attacks. I was hoping that you could use Oil Dive as an option when you predict the opponent will jump back, but it might be possible for them to just stick out a pre-emptive normal while jumping back to protect against Oil Dive. Definitely something to test.

For the Oil Rocket, based on the gametrailer video where Seth Killian plays Hakan, the type of punch used determines how far the enemy is launched away from Hakan, with jab launching the opponent the furthest away.

I heard in an interview you could stack oil but im not sure about the validity of this statement.

no oil stacking

Not sure if you want to throw in the challenges here as there is no combo thread yet.

Although unconfirmed a list of potential links and combos:

Challenges:

  1. Oil up, Crouching Light Kick 3x
  2. Light Punch, Medium Punch
  3. Medium Punch, Towards + Light Kick
  4. Jumping Hard Punch, Towards + Hard Punch
  5. Focus Attack, Super
  6. Focus Attack, Ultra 1
  7. Jumping Hard Kick, Crouching Medium Kick, Slide + Follow up
  8. Focus Attack, Towards + Medium Punch, Slide + Follow up
  9. Jumping Medium Punch, Slide + Follow up (Jumping Medium Punch juggles; this challenge is to be executed as an anti air)
  10. Jumping Medium Punch, Ultra 2
  11. Focus Attack, Focus Attack, Ultra 2 (The second Focus Attack knocks your opponent off the ground as he crumbles which allows you to land Ultra 2)
  12. Medium Punch, Light Punch, Light Punch
  13. Medium Punch, Light Punch, Crouching Light Punch
  14. Light Punch, Light Kick, Light Punch, Towards + Light Kick
  15. Jumping Hard Punch, Medium Punch, Light Punch, Towards + Light Punch (as you can see, he has a lot of links and they’re quite challenging to pull off)

Thanks for the trials, Chi!

Someone should post this up in a combo thread!

Have you guys seen some of the other character threads? Makoto section has like a buttload of threads now, I guess other characters have more material than Hakan for now.

Well Hakan was the last revealed and he doesn’t seem to be as overall popular in the events that have had SSF4 so far. . .not even close to Juri >>. . .

Has there been anything yet to show what each of his command normals even look like?. . .All I know are Fmp and Fhp. . .

If you can do jumping instant normal to beat ddt, then, well, that would sucks. But if opponents get into the habit of doing that, then maybe we can start doing tick, wait, slide to hit them as they land.

Considering the push forward he gets from some of his command normals, does anyone know if Hakan can kara 360 or anything fun like that?

From my Hakan play this past weekend, I don’t think you can do any kind of shortcut motion do get out his Ultra 2. I tried variations of sliding the stick from down/back to down/forward and reverse, and could never get it to activate. I’m guessing they are forcing you to return the stick to neutral between each down press.

Bugger! My hopes are crushed :frowning: Oh well, still easy enough I suppose.

Has there been any mention of what specials have invincibility frames? i.e. is his EX 360+P invulnerable to grabs/strikes? Basically I’d like to know if he has an EX move that will help him get out of pressure, because I’m speculating that opponents can just pressure him all day and there isn’t shit he can do about it with the exception of ultra 2 against jumps.

I hope the EX version of 360+K gives him super armor or some shit. It sucks that it’s supposedly so easy to stuff. :confused:

Thats what I am most worried about. He seems like a character that needs control of the match all the time or he could lose. Kinda like Makoto in 3s.

360+K is horrible, as people have been saying. If he could cancel the charge (like Yamazaki can do with his snakehands) then it might be useful to fake the opponent out. But at the moment, all charging the move does is give your opponent an extended amount of time to decide what free damage to score.

People were also hitting me out of EX Oil Dive, so not even that has any added priority or armour.

On the plus side, it worked flawlessly against Juri’s EX Pinwheel (unless I was just being incredibly lucky).

Aside from that, I think Hakan is a great character.

my question is does Hakan have any overheads?

seems like at outside poke range you should always block low against Hakan,

there’s this overhand hand swipe looks like it’s FP or f+FP but i’m not sure… is that an actual overhead?

if he doesn’t have any overhead there’s pretty much no real reason to stand against Hakan when he’s not jumping… the only tool he’s got on the ground against duckers then will be his grab… i just hope that’s enough for him

-LAU

St. HP may work as an overhead (oiled up or dry) as it’s a twice hitting chop, though I did not try this out properly.

What I want to know is if he has a crossup, as I could not find one.

I saw a cross up with some sort of jump kick probably J. MK?

there’s a video on it… it LOOKS like a cross up unless it’s one of those ‘fake’ cross up like what Dee Jay got… i believe it was mentioned in the other thread somewhere.

I also wanna know if he’s got any instant jump attacks considering he jumps so low… i wonder if his jump attack moves comes out fast enough so that it can hit a crouching opponent on the way up

-LAU

LAU!! Dude what’s up! You’re still gaming? Holy shit lol. Do you still play up in Syracuse on occasion?

I don’t think Hakan has an overhead, unless it’s that standing chop attack (FP? I know its not f+FP). With that being said, I dunno if he’ll really need it; his grab range while oiled is massive–from the various vids it looks like Gief’s SPD range in the old SF2 games. So I’m not too worried about the lack of overhead. I usually don’t even worry about overheads when playing grappling characters anyway. Gief has done fine without one and I imagine T.Hawk will be the same.

Hey Bronzefist :slight_smile:

I wasn’t sure if you’re the same guy but I figured if you were you would’ve said something :stuck_out_tongue:

anyways no… I’m no longer in Syracuse, came back to Hong Kong after graduating from grad school, now I’m officially back in Hong Kong. I still travel to the states several times a year. As for SC, I haven’t touch that game for over 6 months… really due to lack of competition and lack of patches… unlike SF Capcom really does support and listen to their gamers, Namco does a pretty shitty job on that.

how are you doing?


I’m also thinking how does Hakan’s coward crouch (CC) work, does it work exactly like blanka’s? And what’s the recovery on that… because i saw a video of this guy trying to use it… but after he avoids the fireball he eats a j. HK for combo afterwards (when he’s standing up) i wonder if it’s possible to do OCH immediately after CC

-LAU