Hakan Moveset and Attributes

I’m very glad that Hakan’s good normals are slowing showing up as being better and better. Hakan has had a rocky start, but he is finally getting somewhere! =D

You don’t know how excited I get every time I hear stuff like Hakan’s whatever normal beats X’s attack.

the problem i see is that Hakan dont can crouching jab to get peapl of or can he?

Not really, but c.MP is really good and it’s pretty fast.

Some of the hit boxes on hakans moves are fucking ridiculous. J. mp has one of the longest hitboxes i can think of you can punish fireballs with it from 3/4 screen and i beleive it changes your hit box so that your legs are only strike vulnerable so its the perfect tool to beat out fireball spam. The Hitbox is beyond his fingers!!! try it out its crazy.

And cr. mp is awesome to fish for counter hits its a huge part of my game with hakan.

So i knew hakans oil combination beat out dictators second ultra but i also just beat it out with a cr.HK im not sure if its beat out by regular moves for other characters as well, but i found it useful when not having my ultra on hand.

Is it reliable? Because it sounds quite risky to me.

You can also just jump back. Maybe jump back then punish (need to test). I beat it with jump back fierce once too, but I have not tested if it was luck or a nice find.

As far as how reliable it is im not sure, i did it real late so crouching just before hand may have given me more time to get the move off before he made contact with me,i was quite surprised honestly. Fighting ken earlier i just connected with a jumping fierce as he threw a fireball and the projectile went right through me, never had that happen before.

Believe it or not, Bison has caught me with U2 while I tried to jump back HK to avoid it. I’m certain I was airborne, but maybe I just jumped a little too late. Or maybe it’s a glitch or has some cross-up affect at certain ranges to negate jump back. May be better to just block standing (since that’s how you block it for anybody who didn’t know) then do whatever you can to him afterward.

lp spd pushes you back further than mp spd when the opponents in the corner

Active hit box for psycho punisher extends above the ground. There are some nasty 50/50 un-jumpable setups for it that cannot be reversal’d as well. Of course you can jump out of it, but if he’s about to reach you then attempting to jump out of it may result in you getting hit instead.

Bison can move in the air with U2, so he can go for the very ambiguous cross-up. That’s the only reason why Bison players do raw U2 at the moment, because many players will try to block and will still get caught. Once this doesn’t work anymore, they’ll have to combo into it or use it as a counter ultra.

However, the ultra doesn’t catch empty jumps. If you see Bison launching his ultra, just jump straight and you’re fine. You can punish him on the way down. SPD his sorry ass for example.

I tested throwing out a normal in the air and it is much more risky. It might work or it might not depending on the spacing and hitboxes. Jump LK works all the time, but it’s not your best option, unless you’re just looking to frustrate him. Air grab seem to work pretty well to humiliate him too, but not garanteed.

Cr. HK can hit Bison out of his ultra, but only with good spacing and timing… which I’d even call luck. I didn’t get much success with coward crouch either.

No, really, unless you have a U2 or a LK Super to throw out, just empty jump, then punish him.

Very true.

But I think mp SPD leaves you in a perfect position to keep on pressuring your opponent in the corner with your pokes, event unoiled.

Lp SPD will push you further away, which can prove usefull in some situations, but you’ll lose the momentum.

I have been doing mk. oil rocket to mk slide follow right back into a mk. oil rocket. I would say if timed right its very hard to even dp out of it. You have to wait just a moment before they hit the ground and then slide and come up right next to them. I have not taken it to training yet but i have done it on a majority of the cast and either people are too slow or just dumb, but it surprises me because most are wake dp happy online and they cant get it out in time its been very reliable.

What’s his coward crouch good for? Aside from the obvious fireball evasion.

Its a good way to buffer into his ultra, ive used it during lazy block strings as a funny way to get my ultra off… lol.

No but seriously its good if you have retardedly good timing and can use it to duck a condor dive and then U1, normally you cant punish it with U1 if you just block it since he goes off of you so far.

outside of that Im sure uses will come up eventually, I would say look at blankas uses for his but there such different characters its not really a good comparison.

Does it go under blanka balls/honda headbutts/psycho crushers?

Good question… But that would be more for fun since Blanka balls you can punish hard with a slide on block. I think headbutts you can punish too. Psycho crusher you could stuff out with fwd + LK or fwd + LP.

One good use I found is that it can be used on wake up against EL Fuertes who abuse the Body Splash cross-up and flying throw mix-up. Good Fuertes will soon start mixing the kick button in (slide and aerial kick), but at least you don’t get stupidly crushed like a pancake and you’re limiting his options.

I’m sure we can also coward crouch to EX-SPD on many jump-ins, but I have a hard time nailing the exact timing.

I know it goes under Honda’s headbutt. If it goes under that, then it more than likely goes under those other two moves. Among other things.

I actually think that coward crouch is a great move, and a tactic we’re all sleeping on. Granted, it is very limited in actual application, but when it can be applied against a character like Fuerte, then it becomes a pretty good tactic to use against certain moves in my opinion.

someone early gave me the hint to use it against Vegas Wallmove and its a powerboost in this matchup since it totaly destroys his options he can not grab nor atack or cross up anymore and get always thrown its like removing vegas walldive from his game against Hakan

Ive been saying this for a while, the problem is CC doesnt recover quick enough so its applications are limited. If it recovered just a bit faster it would be one of those tools that is all encompassing bad ass tools.

It’s actually very fast (or at least, fast enough to punish most things) if its a quick motion, and you don’t hold it. It seems when you hold it for too long, it takes a while to recover regardless.

It’s a very good reaction move, and goes under a lot of stuff like EX Messiah, wall dives, Fuerte’s run stuff, Abel Wheel kick, etc. If you have good reactions, its definitely a godsend.