Oh yeah man. And it’s really fun to use the slide when trying to catch runaways hanging onto not even a chip of life. Just all the jumping and sliding, good times.
Damn YOOOOOU Guile!!! ive been beat by every guile i faced any tips on getting in and ive had bad luck in using the kick command grab i could use tips on that to
what should i jump in with ive had alot of luck wit j.fp to cr.mk,to l.slide
These are good Rog tips, I second this. Also, don’t forget how good focus attacks are against Rog.
Maybe this vid at 4:30 can help you.
http://www.youtube.com/user/kurobwv578#p/u/2/dwNQQCcjEks
I like the finish this kuro guy did with the Kick super.
Kick Super(LK)>Sonic Hurricane.
Also the dude slid under booms.
I haven’t played this match-up much personally.
Yea that match-up is tough though.
I can’t really comment on the match up tactics, but I’ve noticed non-ex slides going under booms (not fully tested, may be situational), also HK super went through sonic hurricane as well i think.
I honestly don’t blame that Japanese hakan for thinking that he sucks after watching a bunch of the videos that he posted. Most of those are him throwing out normals and slides and having the opponent pretty much run into them. He rarely ever uses oil, and when he does, he doesn’t really seem like he knows what to do with it.
He doesn’t think that he sucks, he’s a sad panda cause Daigo, Mago and Tokido said Hakan sucks
I won’t comment on his play since I’m no better than he is at the moment, but the Guile he faced in that video was really poor anyway, so there’s not much we can get out of it.
NewtypeAndy’s reminder unoiled ex-slides came pretty handy yesterday against a Guile that liked to rush after his sonic booms.
I still wanna see ultra david rocking hakan.
Nah, I’m pretty bad with him still. Not really ready to bring him out in public heh.
Dude, we all suck.
I still lose to scrubs who just jump on me all day.
im stuck at the moment at lousy 2700 BP and 4700PP its totaly depressing when im loosing to jumpers all day long i tend to air grab them but i assume DDT would be the right answer sadly ddt against jumper is hart to pull off
and i NEVER NEVER EVER got a DIZZY with Hakan its almost impossibel… i do perfekts but no dizzys depressing…
but the DDT setups realy fuck with the enemys mind they jump much less after landing one (and most time one or two DDT’s = win)
This is also strange to me because some of his bnb combos do quite a bit of stun, yet I’ve only managed to stun maybe once or twice.
He’s not really a stun character. Some of his combos do good stun, esp see focus crumple wait hp slide fadc toward toward+rh (420 stun), but for the most part he deals about as much stun as he does damage, so it’s not very likely that you’ll stun the opponent before killing him. That’s not a big deal, imo.
It’s not. Even if he were to stun you it’s not like he could do much damage off of it. Not to mention stun sucks in this game
Using Oil Dive against aerial assaults bewilders me haha! I dare not try it! What is our hurtbox like on our cr.mk? I’ll test it in a few, but it’d be so rad if we could anti-air with it kinda like Gen does. cr.mk xx slide-n-press would be a hawt anti-air! In general have we tested crouching normals as anti-air much? I know s.fierce does alright but for the most part my anti-air has been defense game-mechanics or air to air combat where applicable.
EDIT: Yeah not much good came out of that testing lol… None of his crouching normals are even close to low profile. s.fierce is the best standing normal AA hands down. twd.fierce gets you favorable trades with 200 stun and a nice chance to harass them after, but I’d rather focus attack most of the time.
Hey guys!
Long time browser, first time poster and aspiring Hakan player here. The ongoing debate over the oily one’s legitimacy as a character has compelled me to provide whatever contribution I can in order to make Hakan truly viable competitively. I’ve long since retired from the tournament scene but have really enjoyed the evolution of SF4 and now SSF4. I’m also drawn to unique designs such as Hakan. From declaring his love for his dawtuh’s because they are so pretty to his background as a flamboyant Turkisk oil wrestler I knew the moment that first trailer hit that I’d be taking the time to learn this character from day 1.
Now much of my analysis has been based off of some heavy lab work so I apologize in advance if I’m bringing up anything that may have already been mentioned previously. With that said I’m going to make an off the wall claim that may generate some interesting responses. Not only do I firmly believe that Hakan has the potential to be very good in the right hands he may actually have enough tools, tricks and shenanigans to achieve mid to top tier status and here’s some of my reasons why (strictly based on opinion of course):
Many of the benefits of Hakan’s normal move set have been covered in these forums. However, there are some specific things that I think need to be addressed in order to make Hakan a serious threat both in AA confrontations and footsie battles. From what I’ve seen so far many Hakan’s do not take advantage of Fwd + pokes in terms of mixups. Fwd + jab is quick, has tons of priority including AA and is a pretty good combo finisher for many of his links. While Fwd + strong is used for max damage in a slide combo I feel that (along with his low fierce as well) it has has been under utilized as a stand alone poke as far as closing the gap. Fwd + standing fwd is yet another useful tool in Hakan’s footsie game while Fwd + standing short (his short kicks in general) can stuff a wide array of moves including sim’s annoying extended low fierce punch.
Also, everyone is aware of his jumping strong and what can be followed after it hits, yet in many of the videos that I’ve observed I have never seen anyone actually make use his standing RH follow up. While the slide combo does do more damage, nailing your opponent with standing RH unoiled after a successfuly landed jumping strong does a bit more stun and can actually put a tremendous amount of pressure on your opponent thus allowing additional mix ups, mind games and shenanigans that can lead to more damage being done as a result. When oiled a standing RH can lead to even more options as your opponent is getting up from a knock down and wondering if you’ll be following that with an oiled 360 grab or standing RH or even a DDT, air grab and/or a standing fierce if they attempt to jump away. Basically the standing RH followup can lead to a vortex of some sorts based on the opponent and situation.
Also while his jump back strong doesn’t actually give him any chance to follow up with anything damage wise it actually gives him a window to execute his fwd and RH oil shower due to the fact that his opponent is knocked back quite a distance away from him in a juggle state and is therefore unable to execute a quick rise after being knocked down.
One important aspect of Hakan’s game is making use of the active frames and priority of many of his jumping and neutral jumping normals which also compliments his short and quick jump. You’ll be quite surprised as to what moves Hakan can stuff clean both in air to air battles and jumping in especially if certain moves such as jumping short and fwd are thrown out early.
Another vital part of Hakan’s game (and most underutilized aspect of his game IMO) is his B&B link strings and combos. Mastering his basic combos such as standing short X 2 into standing jab or standing jab x 2 to either fwd + jab or standing strong or even standing strong into standing jab or variations of the three serves two purposes. First off it helps him fend off rush down tactics when unoiled which any Hakan player knows is pretty difficult to deal with. Secondly it’s a consistent way to deal a good 120 + damage and almost 200 stun safely oiled or unoiled while also building up super meter and at the same time adding to his mixup game especially when oiled. (ex: standing jab + strong even on block can still be followed by a 360 grab when oiled up).
While his slide combos are his best option in terms of punishment it’s quite tricky when trying to incorporate them into your offensive game due to the lack of hit confirm unless you’re willing to FADC it. Which is why comboing into his standing fierce from any of his medium/hard meaty jump ins is the better option in many offensive situations. Along with doing 300+ stun it’s also a quick, easy and relatively safe way to dish out 190+ damage to an opponent without having to worry about hit confirming and is extremely useful even unoiled. Punish your opponent a couple of times with this and they’ll be less inclined to jump away or attempt a wake up reversal and be more inclined to just stand there and block. At this point they’ll be primed for a free empty jump in ex/oiled up 360 grab attempt. Yes it’s a guessing game but I strongly believe that you are at a definite advantage in this situation.
Obviously what many have refered to as the Crisco Cancel (props to UltraDavid for discovering this awesome technique) is something that any Hakan player should master to its fullest potential especially when dealing with projectile characters. It’s less about it’s ability to extend his combos and more about adding to his overall offensive and defensive options. One or two CC’s into standing RH can really make your opposition think twice about throwing out too many FB’s at close to mid range. Even against Guile players, while you really have little chance of landing the standing RH against him after a SB, at the very least you can close the gap and apply some pressure. And as UltraDavid pointed out, wakeup back dash into CC is a very important technique to learn in order to minimize the effectiveness of jump ins and meaty attacks.
One other important aspect of Hakan’s arsenal is his super. IMO I don’t think many players realize how truly devastating his super really is. The simple fact that this move can counter physical attacks, throws and projectiles depending on which kick button is pressed makes this a game/momentum changer especially when considering how quickly Hakan can build meter due to the frequency in which a high level player will be using his normals and links. Once your opponent sees that your meter is full they’ll know that their attack options will be limited at that point. One poorly spaced FB, predictable jump in attempt or even a random throw or counter throw attempt can lead to a hefty 400+ chunk of damage as well as finding themselves at the wrong end of a corner trap.
Also, the threat of his super can compliment other aspects of his game including his DDT loop setups and vortex options which I mentioned earlier.
One misconception that seems to be shared by many is that Hakan is ineffective without oil. Not true. Many of his links and normals are pretty safe and deal an acceptional amount of damage. Also his low jump allows him many opportunities to land these moves and apply pressure on a number of ocassions. More so than many other characters in the roster. Even his standing RH and sweep are safe at the proper range in most instances unless your opponent has full meter and/or a fast Ultra. Sure the core of Hakan’s game is to oil up whenever possible but when you actually focus more on his pokes instead of trying to reverse 360 grab ala Gief or Hawk when unoiled he is actually quite dangerous without it as well.
One tactic that I’m using more and more these days is using 360 + K (DDT) as a way to escape rush down and corner traps. If you find yourself in this situation when Hakan is at his most vulnerable don’t hesitate to deplete a couple of stocks of super meter in order to knock your opponent down by way of slide FADC. It may seem like a waste due to the minimal damage but like I said Hakan can build up meter rather quickly and plus it also gives you a chance to reposition yourself with 360 + K before they’re able to get back up.
Another underutilized yet essential move is his coward crouch. It can be put to good use in many situations to counter certain jump in attemps, pokes and of course projectiles from a safe distance, even Sagat’s low tigershot. When applied correctly and with the proper followups such as oiled or EX 360 grabs or counter pokes, especially when oiled up, this move can really mind **** your opponent if used wisely.
And believe it or not his air grab is one of his best overall moves due in large part to its priority and range and the fact that Hakan’s quick jump has such a low arc. Nail your opponent a couple of times with this and they’ll be more inclined to throw out their jump in attack earlier than usual which in turn will make your other AA options such as standing fierce that much more effective.
Other additional tidbits worthy of mention:
Off of a CH he can link many normals such as standing strong to low RH, standing RH to standing jab and even meaty standing fierce (second hit only) into standing jab. Also counter hit low jab buffered into slide does combo so you do so have some options when trying to counter rushdown. It’s up to you whether or not you’ll want to FADC after the slide because like I said it is hard to hit confirm but at least with the quick low jab you’ll have a better chance at landing that ever important knockdown with a chance to either apply some counter pressure or escape.
His normal grabs are quite good. When unoiled this is probably a more viable counter/reversal option than going for the reverse 360 or even the EX 360. In other words don’t rely too much on his 360 grab when unoiled (even the jab version) due to the slow start up and limited range of effectiveness. Plus it gives you a small window of opportunity for a LK oil and more importantly it will get you into the habit of teching throws on a consistant basis which is very important for unoiled Hakan when dealing with rushdown.
Like I said my days of tournament play are long behind me but nothing would please me more as a SF fan than to see a character the likes of Hakan rising up the ranks within the competitive landscape of the SSF4scene. He is most definitely a character that takes some time to get the hang of especially with his risk/reward factor. However, his high damage/stun potential should not be overlooked. Not to mention the effectiveness of both his Ultra’s depending on your particular style of play. IMO it’s much much too early to give up on a character like Hakan and place him in the Dan tier of “would be charming designs without a lick of potential” especially when I’m quite certain that many within the SRK community have the ability to make him into the contender that I know he can be. Like a previous poster mentioned, with enough dedication I think many will see some substantial results in the long haul and take pleasure in owning those who’ve already written Hakan’s obituary after a day and a half of playtesting.
My take on his best and worst matchup:
Best- Blanka
Hakan’s AA and A to A options, air grab, CCing and high priority pokes along with the ability to coward crouch as well as punish the ball attack with a slide and even a super can really limit Blanka offensively. At the same time the green jungle rat will be running for his life when having to deal with Hakan when he’s oiled up and on the offensive.
Worst so far- Abel
Sure Hakan has many more chances to oil up in this matchup but once a skilled Abel gets in with his step kick shenanigans there is little Hakan can do to counter it unless he has full meter. And even at that point it’s still a guessing game in Abel’s favor IMO especially when he has either of his Ultras handy. Not sure if concentrating on spacing and keep away is the best approach here or just to oil up, take the initiative and hope for the best before the Abel player can execute his/her usual gameplan. A work in progress as of right now.
I’ll provide my own take on other matchups in the future or upon request if you guys actually find my longwinded input useful. :wgrin:
wow, excellent read, thank you for posting all of that.
Long-winded, but it’s nice to see someone else saying he doesn’t need oil, his regular grab is great, etc.
Welcome to SRK!
No problem, assuming you weren’t being sarcastic lol
Just thought I’d add what I could to the discussion in the hopes of enjoying high level Hakan match vids down the road. Right now most of the Hakans I’ve seen have me shaking my head wondering why certain moves and tactics aren’t being used to their fullest while other moves are being used way too much such as his slide sans two bars of meter and unoiled 360 grab attempts.
Some additional notes that I failed to mention:
While jump in whatever Fwd + strong CC low fwd into slide is a flashy and damaging combo CCing into his BB links and/or standing heavy normals may be a better option after the Fwd + strong if you’re having trouble with the CC execution.
If you find yourself with a big opening to punish but are at a range where you can’t successfully buffer into an oil slide combo nail them with a quickly executed EX DDT which does the same amount of damage if your don’t have full meter of course. Otherwise don’t hesitate to hit them with the super.
When oiled up meaty low short linked into additional low shorts is one of his best options after a knock down or two low shorts followed by a 360 grab if your opponent hesitates.
While he can’t tick grab unoiled like Gief/Hawk many don’t realize that he can still 360 grab off of any successfully landed jump in on hit or on block. Use this to your advantage especially when you have full meter. One tactic that I’ve found useful is jumping in and activating the super with fwd kick right away in anticipation of a throw reversal attempt. Another is if they decide to jump away after the jump and then eat a delayed DDT or standing fierce.
Like I said once you’ve become accustomed to focusing more on his links don’t be afraid to use meter whenever possible for slide FADC pressure, ex 360 grab on wake up and/or when oiled for max damage, ex slides to counter projectiles or CCing. He really does build up meter at a considerable rate so you should have plenty of opportunities to use his super.