That’s what I just said. Go and try it.
This is true but the timing is a little tricky. One sure way I seem to have luck with is from full screen you can medium slide when the fb is about halfway between you and them. Light slide seems to only work when you’re a bit more psychic and fairly close.
Also note that the coward crouch went through an ex gief hand.
It was hilarious. I was trying something else and like Hakan always does, he went for something completely different.
this time it was useful, right as gief started the ex hand, i coward crouched and gief went over and past me for a crossover and I was able to 360 him when I got up.
Looking at the video from the hitbox torrent it’s worth noting that coward crouch changes Hakan’s hitbox quite a bit. Not only is it very low, lower than the top of his legs, it actually only starts at about his stomach and goes back to his feet. As a result Hakan’s head and shoulders are invulnerable in the crouch.
Hakan is so bizarre. I have never had more wrong moves come out when playing a character before. It’s quite rage inducing. I’m thinking about opening a Hakan vent thread for blood pressure release.
This f+lp for AA usage I can’t for the life of me get it to work, when do you need to time it?
the timing for f+lp to work as an AA is so strict I find it completely useless maybe offline it can work consistently, I practiced it against Guile and Ryu jump HK for about ten minutes one day and it seemed like it had to come out somewhere between the time the standing HP trades or beats clean except the f+lp hardly ever traded so I don’t know why anyone would use it unless there is a specific spacing where it works really well
sounds like c.HK might be more reliable, and that thing is pretty bad as a direct AA.
Looking at the frame data I see that slide is listed as Super cancel-able.
Does slide xx Super work?
Having a blast learning Hakan. He’s really rewarding when you start to figure it out.
At the moment, f.LP still works out the best for me as an AA. I’ve been able to stuff ridiculous things. The timing is stupidly hard, but it’s rewarding to learn. It works more for me than s.HP.
No, Slide>super doesn’t work
Yes but it doesn’t combo.
so it’s like Gen doing his crane roll canceled into crane super? which is the only super he can cancel into out of the roll… bogus.
Hakan’s LK super is pretty good as an anti-air. Pretty good as a poke counter too. I was playing a bad akuma earlier who did c.lk, s.lp then blocked standing after I input super. hilarious those attacks just whiffed and my super landed though he had ample time to crouch.
Anybody try j.mp into super?
yes, i’ve tried it. it doesn’t connect.
Neutral or back jump LP beats a lot of air attacks.
I don’t think i’ve ever used that normal. I’ve been mostly about j.HK/HP/MP.
In other news, c.MP is a pretty good AA against Dudley. Haven’t tried against his j.HK.
Got a few q’s:
-is it useful to use hakans super as punishment? (frame data says 1+18-95 as startup. I know the 18-95 stands for the delay, but I don’t know what 1+18 means.) I’ve been trying to interrupt ultras and supers(balrog, blanka) with it but it hasn’t been successful.
-I’ve been playing online for a bit now and have a hard time playing vs players that get a lifelead and force you to come in. What moves would you suggest to apply pressure (when not oiled) to get a throw or knd so you can safely oil up.
-is there a punishment list in the works?
tnx
His super is interesting as a punisher. The way it works is HK is fireball immune (Like completely) MK is throw immune, and LK is strike immune. So when you’re looking for something to counter, you have to know which button to press to appropriately punish. That’s probably why it’s a 2xQCF motion- for reasonable use. LK is good as an anti-air. punishes back jumps even.
This is what its supposed to be… but man i don’t think its right. I’ve gotten kicked in the face using lk super, and i’ve gotten hit with fireballs using HK. His super has very very limited uses, i need to get in training mode with some more work on just exactly when to use it. Last night i tried to use it to punish a whiffed srk while they were on the way down and it went right over them, that is lame as hell. You have to use it perfectly even if the opponent is the one who messed up lol. I tried to use it against a Sagat who had spam rh tendency’s, rh whiff, super… missed as afterwards he was holding db… The start up is just too slow to really use as a punisher unless you get the timing down just right. I definitely need to get more practice in on it.
The invincible frames must suck tremendously then. I am downloading the Hitboxes as we speak so I want to find out exactly what frames are invuln. My guess is just a few frames of when he is flying.
The main invincibility is when you’re charging it seems. It looks like it ends pretty quickly during mid-flight. It’s invincible throughout the entire charge animation though. I watch people online who have no idea what it does throw out ten attacks while I’m charging only to have them all whiff lol.
Maybe I’ll get told that every Hakan player and his mother knows this already, but I was surprised to see how much range a cr.HP gains when canceled out of a dash.
As shown in this video, dash canceled into cr.HP moves Hakan forward about half a big tile more than a dash followed by cr.HP would: [media=youtube]hlvIAGWGXkA[/media]
I think this makes it the further reaching move Hakan has, since it slightly beats oiled f+HK in similar conditions (less damage and stun, and no knockdown though). Same is true if you cancel the dash immediately.