J.HP is a damn good Air 2 Air but your right its not the best Jumpin
Here is a pretty good Meety Slide Setup that pretty mindfuck your upponent^^
360+kā>LK-OILā>Oilslide results in -1 or -2 on block ( the only thing that the opponent can do on block is a reversal ULTRA(720 with 1 frame startup) everything else will not harm Hakan (Grabs & Co)
AND the Meetyoilslide seems to be perfekt i tryed a Oil Coaster Ultra as reversal and it LOOS
the enemy got pretty much mindfucked since you can either do this setup or the usual MK-Oil with followup^
I have to admit I like the 2xjab into f.jab link, but I just canāt get it as often as I would likeā¦ Suggestions?
I guess the only thing I can do is sit in practice mode for hours until I get it 100%
you should use s.MP after 2x s.LP. Twice more damage, no need to bother with inputting a direction, just 1 frame more of start up, but worth it IMO.
Thatās awesome, thank you. I can also plink s.MP which should actually make it easierā¦ : )
Training mode it is!
there is actualy quite a damaging link
s.mp ā s.lk or s.lp ā s.mp
maybe its even possible to do
s.lp ā s.mp ā s.lp ā s.mp
Is there a compiled list of Hakanās anti-airs? It would be nice to have a small addendum to the OP listing them and the situations in which to use them. I know f+lp, lp slide, jump back hp and others, but it would help with referencing to have them in the OP.
its to situational to make one it doesent depent on the kind of jumpin only it depends on the spacing too and in addition italthou depents on the fallspeed of the opponentā¦
Hiryu02, I think that you can somewhat trust f.mp and s.hp as anti airs. And that being alongside the others you mentioned. You can also jump and air grab them. However, you should probably note that f.lp is probably a poor AA choice due to the small damage it does. And itās worse if you trade with it, because you will most likely lose in the damage trade.
I am personally a big fan of s.hp and air grabbing their jump-ins as my AAs.
F.mp is a good AA? what kind of shape of aerials does this help with? horizontal ones like shoto J.HK?
Anyway I had another question. Post focus-crumple is Oil Dive something you can guarantee. Iāve tried it a few times with different strengths and it seems to whiff as they crumple. I have no problems landing super in the situation so I wondered if something was up with that?
@duffath
thats indeed true super will hit normals will wiff
i was testing this a while agoo i dont know why but in some kind super do hafe diffrent proppertys it may hit juggle opponents should be tested with Anti Air MP --> Super ?
I think it might just be the start up which is faster with Super than it is with Oil Dive, but I may be wrong. Maybe itās just the hitbox?
I try not to oil dive after focus anyways, I almost always go for c.mk into slide unless I have super.
since crouching Jabs and shorts (counterhit) combos into slide i start to use a buffered slide in certain situations (when the enemy is faar enugh so he can not get hit unless he moves himself into the hitbox
it works surprisingly well!! and i never got a blocked jab into slide ever! so try it out and hafe fun^
Super has no juggle potential, itās a throwā¦ so itās not going to work after j.MP.
I canāt get it to work on auto-stand animations either? I canāt think why it wouldnāt workā¦ can anyone else get it to work?
For when you know ahead of time they are going to jump, jump forward to meet them in the air with j.MP > Slide or air grab. For when you have to react, use s.FP for far away, f.LP for right on top of you, or jump back j.LK. LP Super and U2 also are pretty great, obviously. You just have to play a lot. Play some games where all you think about is āOK this match Iām going to just practice anti-airs.ā
I would like to remind everyone that the ambiguous cross up (aka after press, whiff s.lp into j.rh). Practice the cross up variant. Learn it. Love it. Itās too fucking important and too fucking good to NOT use. Then mix it up between the normal jump version. Very easy, very effective.
Liquigen, I thought it was whiff s.mp, because that is what Iāve noticed from multiple videos, and it is what works for me. Does s.lp not go too fast to make the cross up ambiguous?
Iām not gonna lie, but once I learned about the whiff s.mp jump over roundhouse, my Hakan game became sooo much better. =]
Oh, and I understand that it works, but it confuses me sometimes, so I will ask: Does the j.hk actually cross up most of the time, or do the other players think it does and they just happen to block the wrong way?
Im not sure if i ever crossed this DDT set up off wake up or not, but off slide knockdown i find that a quick back dash to mk DDT will allow you to catch those standing animation frames. This is often easier than standing and trying to time the DDT off wake up. After the DDT set up, i may back dash on the next knockdown to set up a f+hk to 360 for a little mix up as well.
About the crossup, it does actually crossup most of the time. However, that requires frame and pixel perfect timing The variant youāll probably get the most is the one where if they block it as a crossup, theyāll just walk forward without needing to block. On some characters, like Sakura, I think itās much easier to get the āperfectā one, so to speak.
And as for s.mp, that one Iāve noticed doesnāt crossup on its own; like, if they do something stupid it will, but the s.lp version will. I think the s.mp is pretty much used to bait out reversals.
Also, can anyone verify if you can do PJFC CC? Unless Iām mistaken, thatād make part of it grab invulnerable, correct?
It does cross up about 50 percent of the time for me but i watched that video and it must require crazy timing to beat out dps and or avoid them because i usually get hit by them trying to get the time down.