EX slide goes through rocks and kunais as well. Generally we abuse ex moves and at best, save at least 2 bars for FADCing. Hakan’s super as before AE 2012 is extremely situational and close to useless unless baited, due to the startup time and the fact that it is unable to grab crouching opponents nor has a grab box high enough to use as an anti-air. The boon of the super is that it has one of each invincibility (Physical, Grab and Projectile) depending on the kick button. An example of a use for super would be a catching lunge punches, blanka balls or dash punches on reaction or by baiting. IIRC, another example would be a counter/punish to Ryu’s bnb where at a certain distance, after blocking his cr.mk, you can activate his projectile invincible super to grab him when he just released his fireball.
Really? Am I the only one who loves to stock meter for Super? Sure, I use all the EX moves (except for Dive), but I love the fact that I can punish an errant special or back jump (especially against characters with a big grab-able target, such as Sagat) for big damage, an oil opportunity, cornering the opponent and a mix-up.
Thats not a Hakan Question but I guess is valid.
Which website you guys recommend me to analyse frame data and hitboxes? Not only from Hakan but the entire cast. Thanks a lot.^^
What is the different use cases for the l/m/p oil rockets?
They all have the same range and similar damage output. So I guess its just distance after?
Under what scenario would you use each?
l for potential mixup? h for better chance at oiling? m for…?
mp is useless for me, i either do heavy or lp.
if i am oily enough then i do hp, if i am about to run out then i go for lp.
edit: i was drunk when i left this lol, i use the one that launches him further for when i need oil… forget what one that is still… ive been playing SKYRIM!!
also, i am to assume mp is used for setups if anything, as well as the others…
Oily hakan’s lp grab is actually further than his hp grab but barely. Only noticeable when you play against gief since his lp spd is somewhere in between. Lp oil grab if you want to have a safe mk oil up or hk oil up if they have nothing that can reach you in time. Hp grab does more damage than lp grab, 30 damage more unoiled and 50 more oiled. Not sure about mp grab too. Rarely use it.
i wanna know this as well.
The frame data for hakan on shoryuken says they’re all the same range / startup.
http://wiki.shoryuken.com/Super_Street_Fighter_IV/Hakan
I’ll have to double check this but it seemed the distance the enemy gets thrown is full screen on them all aswell (maybe i dreamt it)
Looking at this video (around the 2min mark): http://www.youtube.com/watch?v=QAztq9QrFCQ
It seems that the lp rocket pushes hakan back, but the ex (and possibly hp) does not. so maybe the push back is the difference? lp pushing the furthers i.e. being the safest/easiest to oil after…?
I’m not sure about the unoily rocket being the same range since its hard for me to gauge it but in the lab, I tested all 4 oil rockets when oily and lp rocket grabs the furthest.
Against the wall Hakan does get pushed back since there has to be a certain distance between him and the opponent. I mean, whats the point of doing light oil rocket for more oiling up opportunity and less damage if he ends up right in your face in the corner. Light oil rocket is also the safest mostly due to the distance between the opponent and hakan. Hakan can easily mk oil up without any worry of being hit since the time it takes to reach him from that distance would allow him to block. Same can’t be said for the other grabs though.
ah maybe i did lp assuming it would be the shortest at the time, and was shocked at how far it went.
So assuming the framedata is wrong and the grab ranges are better for lp, and you get a “free” oil option after. AND the damage is relatively similar to hp (compared to gief hawk damage from lp-hp). It seems that lp is basically always the option to go for…
Cheers.
Lp oil rocket is probably the grab you would go for most of the time since oiling up is what you really want to do. But the other oil rocket gives you more and easier oil traps and setups for continuing pressure, so its a choice between more oil or more damage and maintaing pressure but with risk of getting a reversal and having shorter oily time.
Agreed. I do use the hp rocket for ‘lp.oil->rocket’ or jump in options
Just a shame the frame data doesn’t detail the range differences on them, as that is a big factor in my hawk/gief decision making.
Grappler rule, if its general footsies and your trying to grab limbs, always go with ‘light’
I suppose the “what do you do with mp.grabs?” question will be passed down through the generations for every grappler
Go for them every once in a while for a different set of options that your oponent hasn’t seen yet. At first glance, its not a glaringly obvious difference between mp and hp in terms of the distance your opp. lands after the spd. Especially if your opponent is not too familiar with Hakan, or in long sets where they’re getting conditioned to either look for a far distance or close distance after theyve been hit by spd.
I like to throw in it in very late after ive been doing lp/hp spds all day, then follow it up with jump toward mk dive. I like it cuz it looks like you fucked up an oil or something when you jump toward after mp oil rocket. People dont expect the dive after this setup.
its funny because i actually rarely use lp.rocket.
i use mp.rocket and hp/ex.rocket most of the time.
depending on your game play i guess, but i tend to be the setup/attacking hakan, no matter dry or oiled.
so my games revolves around keeping the pressure to opponent, sticky once i get one knockdown on them
Like DroneEvil said tho, its best to mix them up all.
I think this is right, I think it all depends on your playstyle or strategy, you just need to weigh up the current situation. If you’re down on life and need to make a comeback, you’d always be using HP Rocket and looking to put on some pressure. If you’re looking to stack oil and build meter lp and mp are the way to go.
So much thinking and so much strategy with Hakan, it’s no wonder he’s so hard to use lol
U1 or U2 for general purposes? I personally have been using ultra 2 more since the ex rocket takes care of my anti-safe jump needs…plus so many people seem to like camping me so I’d rather have a punish than an ultra I can’t really use…I’m a complete Hakan noob though so yea. I really like the air mp > U2 setup too if you predict it. It’s probably always a facepalm moment for them lol
it depends on the match up, also i say you mostly have to try to keep oil on against most match ups.
This I find a reaaaally difficult question, because each one is so good. There’s a bazillion ways to land ultra 1, although of course it’s never guaranteed. With Ultra 2, not only is it a good defensive tool, it could also be used offensively by trapping your opponents who are afraid of your grab! There are matchups where you’d be better off using Ultra 2, such as Akuma, Blanka, Honda…but aside from that it’s personal preference.
Hello,
I was reading the AE2012 changes, and came across this :
How does an Oil Slide ‘originate’ from an Oil Shower? o_O