Hakan is a hard character. I started today and I felt like day one SF player lol. I had a bit of success for a while, then lost to some scrubby Gief talking shit so I raped with Seth and got booted It annoying fighting people who run away the whole match, I even lost to a super lame Guile. It’s all a learning process though. I started using f+mp xx lp slide as anti air and it works really well in the matches where f+mp doesnt trade.
Against some characters, e.g. Abel and Honda, if you wind up trading, just do a lk oil dive as they land. Their air-reset animation has them tall enough to land your oil dive, and they can’t just crouch under it :). Works against Zangief, too, and a hand full of taller characters, including even Dhalsim, Dudley and Blanca. You watch [media=youtube]jJ_Alb4nMFQ[/media] yet? Has the list and a demonstration of that stuff.
Good luck with Hakan! Hope you’re patient and persistent, because it’s rough at first. Still, it pays off. A lot of people get excited, when you show you can play and do some cool stuff with him. I’ve had tons of friend requests and compliments for just being a decent Hakan.
I havent seen this anywhere but f+hp is such a good anti air, and f+mp/c.hp under jumps to 360/720 is too pimp lol
Edit: Been thinking of some shit I have to test in training mode will post soon if I find anything credible.
I been getting lot of people jump straight up on wakeup then come down wth a mk ->grab. Mp can be a useful anti-air too.
Q: Is possible for me to use foreward grab to stop the jmk, clp, clp, clp, string after blocking the jmk?
F.fp generally works well against characters with a floaty/horizontal jump (like Rose and Seth, respectively).
F.mp deals extremely well with most nj normals. For example: nj.fp for honda is basically useless against Hakan since a simple shoulder beats it clean. This is the case for Ryu nj.mk, and many others.
I’ve become a fan of j.lp, for anti-air. Gives you some space to oil up, if you jump backward or sets up for a throw if forward. Doesn’t do terrible damage either. Not something to do all the time, but it’s certainly safe, has great priority and is very quick.
Best bet is air throw at the most opportune time imo. If you are too low j.lk beats out everything, if not you grab.
Anyway, I was looking at Hakan’s hitboxes earlier and I have to start messing with c.hk as anti air more, the hitbox from his knee downwards is really really good.
C.rh is not a good AA at all due to the hitbox at his head/torso. You will most likely get tagged there from jumpins (theres probably some exceptions, but generally its a bad idea).
Yes I know I meant from further ranges. Like shotos/cammy tryna tag ou from max j.rh range.
Well, I guess, but you’d have to really dedicate yourself to setting that up. Mainly because it should be a priority to make people not want to jump in at all.
If it works, more power to you.
c.hk is a EVASION antiair and works well against feis Jumps in certain ranges it will not hit but cous the opponent to wiff therefore its good use but to AA with it for reeal you need damn good timing almost impossible therefore blocking is much better
I’m not saying I’m gonna try to use it all the time, I meant anytime they happen to jump at that range I’m gonna try it. I’m well aware if anything it is gonna be extremely situation, but it is a tool that leads to a knockdown if it does work.
I beat a neutral jump with cr.hk the other week, it was a trade but it wasnt intentional, i was pretty suprised! Messed about with it in training mode, seemed pretty random, it can make the jump attack whiff but recovery is probably too much to get a sneaky throw. But yeah, just thought i’d chip in there, heh.
Can i just say what a shit decision it was to make it unable to fadc a slide if you pressed followup, I really don’t understand what the point of that is. So you make a little screw up, or take a gamble, you’re screwed. Major gay
Look at it from the bright side, meaning there will be lots of people unable to handle him due to his technicality. but of course the bad side to him being unpopular is… there won’t be another hakan in another SF lol, I can almost be certain he wont get into the SF x tek roster lol
Also I’ve had some weird experience with c. Hk I was once in a match where I got knocked down by some typical shoto, then I mash c. Hk cause I know he will try to cross up, I guess his timing was off with the cross cause there was lag back then, so the c. Hk happened hes right on top of me meaning hakan’s ab and head facing away from the incoming ryu’s cross up mk kick but didnt trade at all since my c.hk cease from its active frame and the ryu scrub landed. Definitely not the kind of thing to use to get away from crossies but just my exp. Regarding causing jump in attack to whiff, that has happened many times to me too with the end result me being thrown not having enough time to recover from c. hk
EDIT: Disregard everything I’ve said, I didn’t see the thread discussing about this before.
I will look closer the next time.
Here’s some nice +2 (at least) on block slides.
On Ryu-like characters:
Post slide+press, whiff s.mp, slightly delayed hp slide. After it makes contact, two options:
A) SPD/Normal throw.
B) S.lp/lk os lp slide/sweep
SPD beats throws, normals (3 frames included), backdash (before slide makes contact that is), and blocking. Opponent must jump, backdash, or throw invincible reversal.
The jab/short beats any buttons, throw, backdash (with os), jumping. Opponent must reversal or block.
HP oil rocket, whiff c.lk, hp slide. Same options as above, allows you to easily keep pressure going safely.
The third one is the easiest of them all, and its simply dash forward > hp slide after a slide knockdown. I find the s.mp one to be superior as it helps mask your intentions better by using the same normal to start the j.rh setup.
Anyway, yeah, I’ll look for more at a later date. There you go.
Great stuff Liquigen, I’ll be using these!
Is something different about slide or dash? I played Hakan for only the 2nd or 3rd time in AE today, and the old slide fadc dash setup I used from Super was getting grabbed after the dash 100% of the time even when I tried to jump out. I also noticed that the setups and timings I used to create safe slides on block seemed to not be working. What gives? Am I forgetting my setups or did something change?