Hakan Moveset and Attributes

ddt +perfekt buffered MK-Oil allowes the same shenigans like Splash+Bodyslam xx LK-Oil; so its a matter of likehood if you like more the damage 20-30 more with punishing combo (f+mp–HPSlpash) or the time for Oiling up and moving the enemy in the corner!

but well at least there is a second perfekt oilup time with shenigan!

i test it against T-Hawks Dive and then i recorded a REVERSAL Ultra Hakan could still jump!

My brother told me you Hakan scientists liked hard facts and could use some help, so I filled in information from the Japanese Enterbrain guide. Forgive me if the some of it is wrong or mistranslated. Added parts are bold and my own notes are italicized. Please change it and format it in the way you want. Enjoy.

appreciate the write up, good work. One thing that stuck out the most was the guard position write up. I think we need to probably delve into this move a little more.

Ex Slide invicibility doesn’t sounds bad after all… Maybe unoiled Hakan isn’t so hopeless against tick throws/frame traps as I though. I mean, sure as hell it ain’t an easy mode move but it’s nice to know he actualy has a tool to work with other than a rangeless throw. It’s also good to know that Oil Coaster’s range is godlike even unoiled.
On the same line of though, maybe storing Super will turn out to be the correct way to manage meter with Hakan. For what I could understand, as long as you’re holding down the button, he is invincible? Nice.

You’re kidding me! I’ve been landing (oiled and un-oiled) LP Rockets the whole time when I could’ve been using HP Rockets? Something about this seems fishy, but if it’s true, I’ve been missing out on SO many true full damage punish opportunities simply because I assumed LP Rockets had more range… :\

lol thanks, i’ll copy pasta the front page and give credit to you if you don’t mind

There’s still a good reason to use LP Oil Rocket. It puts the opponent the furthest away, allowing for a safe LK Oil Shower. That’s probably worth trading some damage for.

K if that’s true, then Hakan is one wacky ass grappler.

actualy the writeup above is wrong in many details dont buy it all for real…

Yeah, if something proves to be wrong or mistranslated after testing, please correct it. I haven’t even played Super yet, so obviously I’m not a Hakan player. :stuck_out_tongue: I had to verify a couple details with players to see if I was translating it correctly.

I’m happy to contribute though.

Any knockdown generally allows me to do a safe LK Oil Shower, I’ve been blocking nearly every reversal wake-up specials after Oil Showering after an Oil Slide knockdown. Well, almost everything, I don’t know if I was blocking or not, but Vega’s EX (w/e it’s called, you can izuna drop if you time it right) got me a couple of times.

I’ve been hit by adon on wakeup trying to lk.oil shower as well but I may have been inputting too slow.

  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. Color for WRONG entrys

-EX Oil Rocket

  • Damage: 210, 230 when oiled
  • Stun: 160
  • Armor Breaking: No
  • Properties: Command grab special
  • Notes:Invulnerable 2-3 frames
  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.

  • 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

  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)

I have the japanese technical guide with all the official frame data, so I"ll be editing the first post to include said frame data. :slight_smile:

I’m pretty sure the grab ranges are right according to the book. Double checked the description to the book and that’s what it means to the best of my understanding. If the book is wrong, then I don’t know what to say.

30 seconds is supposed to say 30 frames, my bad. That’s a typo on my part.

I looked over the Oil Shower description and there’s a note I overlooked that says when you use Oil Shower while oiled, it overwrites the effect (something along those lines).

the grabrange is NOT the same on 360+p(lp;mp;hp hafe diffrent ranges!) and the 360+k hase a hughe range and of cours not 1Meter! the BOOK is wrong thats usual dont belive everything thats written^

pretty sure all the 360 p grabs have the same range. OR there is an incredibly small difference in the ranges when oiled, we’re talking like, less than that of a tiny training room square.

I don’t really know why you would ever use jab spd instead of mp. Mp does more damage and stun than lp, leaves the opponent at functionally the same distance after the throw, and has the same range and startup as lp. Imo mp spd if you need to get oily and hp spd if you want to keep momentum.

In my experience only ex spd has more range, the lp/mp/hp versions have all seemed the same.

maybe my test was wrong but last time i tested it every spd has one traning room square diffrence will look into this

the different strength SPDs definitely have different ranges, the difference is small but it is there, check out in training mode. I’m using jab lately just because sometimes that extra bit of range makes the difference, and I hate wiffing spds.