Remember that the frame data is for the first active frame it makes contact. f+MP is active for 7 frames so it could be anywhere from -2 to +4 on hit depending on how late in the animation it hits. Due to its horizontal movement it shouldn’t be too hard to hit with the end of the active frames (and really who uses f+MP at point blank unless to punish?). In contrast c.HP is only active for 2 frames (that surprised me) so on hit it’s anywhere from -1 to 0 and on block will be -4 at the very least
well if Hakan has 2 bar, he can use f.MP xx slide kind of like a dragon punch in the sense you can make your attack safe via FADC if it didn’t combo. And if you’re oiled, you could let the FA1 ride, then DNC into some tick throw or something.
c.HP definitely has more range than f.MP. I’m surprised you’re in this sub forum talking about frames without knowing that. It’s a great tool for getting in without being as obvious or punishable as an uncanceled and blocked slide from certain ranges.
With c.HP you can have more control over how far you go without feeling like slide is the only way in… f.MP and f.HK also provide decent mobility options. It’s great even if you whiff them because many players ready themselves to block, whereas, if you whiff while out of range, they don’t block, and miss their chance to punish. And you covered much ground.
This might not be news to anyone else, but I just realized why I sometimes can’t seem to delay Hakan’s leaping grab during his super. It’s because I executed the super via negative edge… :looney:
I’ve actually lost quite a few rounds to this… I mash out reversal super, but to my frustration I can’t stop Hakan from immediately leaping over/under my opponent and then I lose. I guess if I want full control of my super, it’s best not to mash?
nothing works against Seth’s U2. none of the supers, neither U1 nor U2(!), not coward crowch, non of his specials, non of his EXs.
unfortunately it looks like the only way to avoid it is doing it the old fashioned way, actually avoiding it.
does anyone know the best way to punish blocked Bison pressure? mostly from scissor kicks and head stomps/ devils reverse? I’ve been havin some difficulty with those lately…
and even then, you have to just learn from experience when the bison is at a disadvantage, otherwise you’ll eat another scissor kick. when you’re at the disadvantage, make sure to option select throw.
against headstomps, i’ll block the stomp, then for the extension, i’ll oil slide the 2nd hit. its like
30% chance to wiff(but getting you out of the corner normally), 20 to get hit, 50 to hit. all depending on his angle of the blue fist.
I really think c.hp is key too, where c.mp is too far to hit a spamming s.rk bison, c.hp does the job when timed correctly
So just to go back to the active frames and how they affect the frame data of a move. If you hit with the last possible active frame of an attack it moves the frame advantage correct? Thus if you have a move that is -6 on block but has 6 active frames, hitting with the last active frame makes this move neutral? Normally characters can’t pull this off unless they do it on wakeup (the opponent has i-frames until the last active frame for example thus they get hit then and not at the beginning), but hakan has the advantage of moving during some of his normals while oiled giving us the ability to move into them when the last active frame is up. (I realize a lot of this was posted further up, I just want to confirm this thought process is correct)
So this gives us the following if we hit on the last active frame:
F+mp: -5 to +1
F+fp: -4 to +1
F+mk: -3 to 0
F+fk: -5 to -2
Assuming what was stated is correct, these moves become much better than we had previously thought for tick grabs (or maybe we knew but the frame data suggested otherwise)
Hey guys just a question here, when Hakans oily his throws are really good, but if you try this again the opponent might start to jump out during say your cr.lks, so what are some good moves to stop them jumping away?
Its juts I saw wildcat vs ryuichikun and he did meaty jump in HK, cr.lk x3, st.mp, > mp into slide…
And well the ryu player couldnt get out, just wondering if this string will stuff jump outs?
^ He couldn’t jump out of the s.MP, but he could’ve jumped out of the f+MP.
I don’t think Hakan can truly avoid it? I think it has a strike and a projectile hitbox, so not even super can completely avoid it.
Although, at the right range (sweep-ish?), you can activate+hold LK-super to avoid the suction, and you’ll squeek-squeek-squeek and touch your fingers off the projectile to take only a single puny low-damage hit (way less than blocking). I can’t think of anything else you could do to take less damage.
so when im oiled and ticking into oil rockekts from cr.shorts, am I supposed to delay the rockwet a tad?
Because half the time I be whiffin, so duke has to be in block stunh still
seems to happen with all strenght rockets.namean?
what am I doing wrong?