Hakan Thread: I love my daughters, they are so pretty!

YES! thank you. I had a thread similar to this in the main area and got warned and deleted.
I can jump back, up left. let go of the pad. wait, land, decide, hey, let me slide. "seriously?!"
I go for an Oil at full range, oh look, 360k up to enemy for a free hit.
crouch block something, see an opening, f+mp to dash into a slide, oh wait, you wanted to f+mp dash? ill just slide for you right now.
I was holding down back to block. thats it, holding 1 direction, spammed FA… 360k came out.
Years of gief I always do my 360s r,d,l,u. now it seems i might have to change that. Plus i can dash 720 with gief easy.
When I try with oily hakan, I usually jump a lot instead.
Also whats with the timing to follow up with a splash on an ex slide? I can catch with a regular slide from nearly any range and splash. ex I can spam the buttons and he often wont bother.

Hehe, unwanted 360 is the same problem I have with Seth hugging air when trying to do a Sonic Boom after jumping. UB + QCF = 360 :frowning:

I too had this habit in Seth booms after jumping, but now I found a way to perfectly (almost) get it right after jumping back…

The only reason I post here is that the guile threads are filled with “newcomers”…

Hakan is looking awesome!! Cant wait to Oil up!

Oil dive just has weird properties in general. Sometimes I can be point blank nd get it or not get it, full-screen and get it, close range and get it or not get it. I think it’s always guaranteed off of counter hit though. Ex slide while oiled up is good for fireball users, and I think it goes under low tiger shots but won’t go under Juri’s low fireball, but that doesn’t go full-screen.

Got SSFIV yesterday, and also played quite some Hakan.

My thoughts:
he can be BRUTAL, but it requires work and a quite some luck. His 360+P is garbage when unoiled (as everyone already knew), but also when oiled it can fail you sometimes. His Coward Crouch is fast, and usefull, but I often forget using it.
His normals are hard to combo, but do MASSIVE damage, especially his t.HP is good, and even better when oiled. His FA shouldn’t be forgotten either: when oiled you can slide around with it (while charging) making this have some crazy range, it’ll probably be useful too for dealing with fireball characters like Ryu: slide in while charging the FA, absorb a fireball->hit them with the FA.

Are you guys sure LK oil stacks? I’ve had it run out quickly.
Also, do the moves that you do effect the duration of the oil?

One terrible match-up for him I think will be Guile. And I’m not saying this because of Daigo.
Guile’s Sonic Booms are simple too much now, and sliding under them often doesn’t work (they still hit the slide at the end of the move, try it and you’ll see what I mean). Jumping in isn’t smart either because of the Flash Kick, ofcourse.
It isn’t impossible to win however: I think that if you get a lucky shot in the beginning of the match (which will give you a life lead), you can just take distance, and avoid those Sonic Booms with Coward Crouch, and Jumps/FA’s. If he closes in, Hakan should have the tools to deal with him.

Another one that’ll be hard is Dhalsim, because of his zoning/teleports.

T. Hawk is crazy. His command throw has simply too much range, and his dives are hard for Hakan too cope with, although U2 will be able to help out in this match-up, along with, perhaps, Coward Crouch (does this evade his dives and throws?) and 360+K (can this grab his dives?).

I don’t think he’ll have horrible match-ups outside of those, except for Seth maybe.
Both his Ultras are good, both will have their match-ups in which they’ll be used.

Overall, I find Hakan to be fun to play with, and he has a lot of potential, but he has also some frustrating points.

no oil stacks, it just refreshes it again. so every time you land a knockdown remember to lk oil.

Is there a way to escape the corner?

If they jump you can do an oil dive and you’ll be too far away to be punished usually. (Unless it’s something like shinku or tiger cannon) other than that it’s a good time to brush up on your blocking skills and wait for that one opportunity.

Is there no Hakan match up thread?.. I’d make one but I’m not good at clever titles.

Just testing some tick throw stuff and it seems like forward mk is the best for it, it works from close range non-oiled and oiled with 360+p, and is safe on block. forward rh works too but obviously that’s riskier.

would suggest forward mp but that’s better for just doing hit confirms into oil dive instead of tick throws.

I get raped in the corner by tick throws and stuff.

f-MK is Punishable on blok (-3) and f-MP as “hitconfirm” is punishable big time itself but still a good move since the range is awsome -5 / -2

Yes, that’s true, but you’re not always going to see people punishing it because they’ll most likely be unfamiliar with the character unless we do end up seeing a lot of Hakans in tournaments. So it’ll most likely be safe more so than not safe.

Not everyone relies on frame data, most people would rather learn what’s punishable and what’s not through experience rather than trying to memorize frame data.

^ This. Even one of Sonic Hurricane’s blogs about Street Fighter says that you shouldn’t try too much to learn frame. Just know the attack and its properties. Don’t over analyze the frame data too much. You’ll just put too much thought in it. Some things work BECAUSE they aren’t true combos, like resets and what not. You reset the guy, then you did some stuff afterwards that hit because he didn’t expect the reset.

dont get me wrong maybe its my german attitude BUT if you know something i punishable dont use it often! just becoue you GET THROUGH with it does not mean it is a good way to PLAY!! its like Zangiefs Greenhand into SPD sometime it works specialy if you catch the enemy by accident BUT its not a good way to play and you should train yourself for a better game to use it rarely !

besides the F+MP is punishable only with -3 frames thats as long save as your opponent does not awayt it so dont ue it often and you should be good! or only at max distance^^

lol This damn funny ass guy is so Fun to play. I love Oiling Up/

This. we can’t rely on guessing games and “well i hope my opponent doesn’t know he can punish this”

i hate that blog cause i knew everyone was gonna follow what the guy in the blog said. frame data is very important, even daigo himself was looking up Rose frame data after losing to luffy’s Rose lol

of course it’s not end end-all be-all but it is kinda like having a handy cheat sheet at all times lol

Uhhhh. What that blog was saying was don’t rely on Frame Data as the end all be all. People fall into Frame Data traps where if there is a negative frame on it at all they don’t use it. But you have to delve deeper into the frames.

If you AA with a normal, the frames are almost negligible besides start up frames.

If you use an attack as a meaty, the frames allow you to do stuff normally not possible.

With Hakan you can do a semi meaty attack where you slide and hit your opponent with the last frames of the attack. A lot like how people are using F + HK.

Frame data is changing depending on when you attack, where you attack, etc. Most frame data is taken from point blank range. Look at Blanka’s frame data. Slide has -14, but if you are at the right distance, it is practically safe.

Thats exactly why i still use f.rh and f.fp all the time when oiled up. Even though they are -5 and -4 respectively, if you hit at the very tip of the move, your going to be hard pressed to find someone who can punish those 5 frames. I would think your too far away for a ryu srk, and i don’t think anyone’s cr.jab will hit you from there. You would really only need to worry about another oiled hakan lol. F.mp however, its -5 i think, but leaves you pretty close, that move is very punishable.

For the people saying they’d rather learn by experience, a lot of that experience might stop short. Where some people might think, “Hey, I can punish with 360, awesome!” and just stop there when they might get c.mk xx HP Slide or something with better damage. Hence why frames won’t hurt. Looking at them doesn’t mean “abiding” by them in a strict manner.

Keep in mind active frames if you are looking at them. If something is -4 with 3 active frames, you can space/time (ie: meaty attacks) it so that the move doesn’t hit until the last active frame. That would effectively make it -2 instead.