Japanese Hakan Strategies

you can’t escape by duck or jump. but you can mash dp or mash low attack to counter. its not that free.

But does it matter if you hit with the f.mp before the 360 hk, or not? That’s what I’d like to know.

6+MP has to hit

Dammit! I meant to ask if it matters if it hits a BLOCKING enemy or NON BLOCKING enemy? Hitting AT ALL would be wonderful.

My tests with this manner in training mode need to be confirmed, because I am indeed getting HK Oil Dive off of f.mp, hitting an opponent that blocked or not, and I try to have the computer jump out of it immediately, if possible.

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On block or hit, they cannot crouch, stand or jump away. This was using a slightly charged LK dive.

I’ve been messing around with the j.HK set ups against dee jay, and nothing really seems to work. Pretty much everything I’ve tested can be stuffed by a properly timed light/EX up kick. :frowning:

However…it seems like if DJ doesn’t have super or ultra, there isn’t much he can do about meaty slides. All his up kicks completely whiff on meaty slide, even EX. He can backdash, but that puts him in a perfect position for a free SPD. It looks like he can sort of escape though with lk up kick, because I haven’t been able to punish him in time yet…back to testing.

It’s character dependant.

I’m convinced certain characters have much longer auto-stand animations than others.

Let’s see, some random oil dive setups for Chun.

-slide > press > s.lp, s.mp, mk oil dive
-sweep , s.lk, hk oil dive
-oiled f.rh, s.fp, mk oil dive

Curious: Is it possible, in theory, to just time Hakan’s jump-ins and uncrouchable DDTs, rather than whiff a bunch of normals that are character specific? I’m just not the type to learn a bunch of extracurricular maneuvers.

I know somebody was wanting to get the actual recovery (as in off the ground) frames of each character. Suppose each character isn’t so individual from another, perhaps they could be categorized like a tier list, to make less of a hassle of attempting the uncrouchable DDT.

I’ve done raw wakeup DDTs on occasion. It’s harder to time, obviously, but maybe it’s also harder for them to react to. 4 frame window between success and absolute, painful, round losing, failure…

Life is pain brother, and through this Brotherhood we can give pain the finger.

For the setups, does it affect quick recovery at all? I tried it on training and the CPU doesn’t actually try to quick stand even after I set it to.

well I think the only knockdowns Hakan has that can be quick recovered is j.MP A2A juggle, or FA crumple or FA2 into FA1 juggle. The setups for DDT mostly work because the other player can’t deceive your timing off of the untechable KDs.

Can someone confirm this for me please? I’m fairly new to the forum. So non of these setups will work if they try to DP out of it or using flash, headbutt, verticle roll? Btw, I don’t think Hakan has any real crossup moves. I love Hakan is still a low tier and I find it so much easier to use blanka and get wins. Don’t worry, I will not stop using him. Too many people out there using Ryu, Akuma, Dictator, Balrog and sagat. Its annoying.

None of these work if they have a decent reversal, so don’t do the same thing every time you score a knockdown. You shouldn’t worry about these if you’re just playing for fun though.

Is there anyone who knows how long each character takes to rise on wakeup? or how we might find out?

It seems right now there are some large groups that we have setups for, but going through this in a methodical fashion for the other characters would make a lot more sense than just having people randomly post setups off of sporadic knockdowns that might not be correct (I assume most people just find these out visually, but its possible people could be a frame or two off, who knows). I think the reason this hasn’t been done is because no one seems to know how long people take to rise on wakeup, or how to find out. Any thoughts?

What I like about the setups is that it gives a sense of illusion that you’re just whiffing normals. Although actually knowing how long it takes for a character to stand up might be better in the long run.

nothing wrong with those setups, in fact they will be prefered to get the timing down consistently. what i mean is people suggest, ‘oh do a backdash and then lp after ddt’ or something to that effect, and we have no idea how accurate it really is, because no one knows how much faster chun li gets up.

Link to this japanese site?

DDT on Blanka

I couldn’t spot the DDT set up on Blanka - is there a set up that works for him?

BTW this is an absolutely awesome thread - thank you for all the info to everyone who has contributed.:china:

No DDT setups work on Blanka, Cammy, and Honda. There might be a few more, i forget.