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.
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
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.
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
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.
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?
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?
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.
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.
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.
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.
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.
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.
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.
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.
Standing Fierce
Damage: 80*40
Stun: 100*100
Properties: builds 6020 meter, 8 frame startup, 3 2 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
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
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.
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?
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.
Dr.H
May 3, 2010, 2:31am
184
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.
Pensuke:
All versions, including EX, have 3 frame startup, 2 frame active, and 56 frame recovery.
All versions, including EX, have 0.95 grab range without oil and 1.6 grab range with oil.
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… :\
gaoser
May 3, 2010, 3:44am
186
lol thanks, i’ll copy pasta the front page and give credit to you if you don’t mind
bolton:
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… :\
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. 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.
bolton:
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.
Reno
May 3, 2010, 4:17pm
194
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.
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.