The Hakan General Discussion Thread

Dictator is most definitely a problem. Along with potent rush down his ground game is acceptional. Damn those crossup PC’s!!! >_<

Jumping jab beats headstomps clean but be aware of the spacing and timing. At close range a better option would be neutral/back/fwd air grabs. Neutral/back jumping short and fwd work well at stuffing PC and Scissor Kick attempts. Keep it simple, after a blocked PC/EX PC stick to punishing with standing fierce. If you’re lucky enough to land a knock down don’t hesitate to put some serious pressure on him. Also at the proper range Hakan can actually air grab an Ultra 2 attempt so keep that in mind as well. Still a very very difficult matchup for Hakan. You may have to eat some PC/SK’s just to oil up or else Dictator will just pound you with short SK’s standing fwd and RH.

I’ve found that getting into the habit of just relying on Hakan’s pokes and simple throw reversals helps me tech tick throws on a more consistent basis. Don’t rely too much on 360 grab reversals due to the slow startup and most importantly don’t panic
:wink:

No problem. I do have some matches saved on my 360 HD but I don’t have a capture card at the moment. If anyone has any suggestions as to the next best way to post them it would be much appreciated.

I’m not entirely sure if this is the right place to post this, but I’d imagine its match up specific so I’m throwing it out there anyway. You cannot Oil Rocket or Throw Balrog on wake up if he’s crouching, because his hitbox moves you outside of its range. You can still grab the few standing frames, but its even tighter than a meaty DDT as Rocket has only 2 active frames.

To counter thick throws i use crouching lk. oil rocket is not always a good move to counter thick throws. I prefer to use ex oil against a jumping character: as it hit hakan i perform the move. A good counter. Anyway i’m still having troubles against grasshoppers players, crossup spammers and some turtles! Unfortunatly you can’t use oil dive seriously because the most of the time they are in a crouch position and spamming lp, lp…a bit irritating a so stupid technique could counter most of your moves if you’re close.

I crossed up a Ryu player with j.MK the other day, went “WTF”, checked the replay, went into training mode with my heart pumping… and finally figured out it looked every bit like a cross-up, but only on a crouching opponent. Which is stupid from a theorical point of view. ^^

aye, yes it’s hit invulnerability, not grab ^___^; my mistake

hmm i see,speaking of setups what are some setups for kick command grab.i only use it on wake up for mixups.i dont feel like im using it to full potential.also what setups do yall use for oil rocket oiled? i only use the basics like blocked fwd.rh fwd.mp

you have problems with crossup spammers?! Ultra2?

I would be interested in some kick grab set-ups as well.

I don’t know how to use kick grab correctly tho.
It seems hard to hit and gets beaten by alot of attacks.

I need to figure out some tricks to using it.

I feel like I’ve tried oil slide as anti-air numerous times but not very often is it successful for me. I must be timing it poorly. I do know that Makoto’s j.fierce beats it cleanly though.

Kick grab, or DDT is important to Hakan’s game. All the set-ups for the DDT are on page 12 of the Hakan Lab thread.
All of Hakan’s knockdowns are untechable, so every time you knockdown your opponent is a potential DDT setup.
DDT setups take advantage of the fact that most characters have standing frames on their recovery, even though the player may be holding down to crouch.
If used correctly, DDT setups can yield some big damage, and some serious mind games. DDT setups are great for baiting opponents to reversal on their wakeup, which lead to big damage as well. You must be able to read your opponent well in order to fully utilize the advantages of DDT setups.

Slide is Hakan’s definitive anti-air. Practice in training mode, it stuffs Mak’s jumping fierce 100%.
A tip for landing slide as an anti-air is to not perform it too late, you’ll definitely get stuffed that way. You have to perform the slide a bit early, like around when the opponent is at the height of their jump. The active frames of the slide make it so meaty that it’ll catch the trip guard of your opponent. It’s decent damage anti-air that yields a potential DDT setup/mixup.

If the jump in is too deep, either use fierce slide to GTFO or take the risk with a standing fierce.

THE MORE YOU KNOW:
Hakan’s toward+strong stuffs Guy’s Shoulder Charge. I don’t know about EX though, I wouldn’t attempt that as it is HELLA fast.

ALSO A BIG WARNING:
Don’t abuse Slide as an anti-air, it won’t catch people empty jumping, they’ll block it and punish the shit out of you. Usually you can start the slide after normal is out, so it’s not so bad.

Of course i use ultra 2 and it is amazing…but i think it is a bit limited as a strategy: you can use it 1 or 2 times in a round. hakan needs something you coul use more often.

THE MORE YOU KNOW:

vs. Bison
At medium range, stand right outside of Bison’s standing roundhouse range. If he whiffs it you can low forward into slide on reaction. At a further stance you can low fierce tackle and it’ll go right under it. The last part of the roundhouse whiffs if you’re crouching, if you’re at that range you can also low strong Bison after he whiffs for a slap on the balls.

Ugh. Ryu is such a pain in the ass whenever I use someone without a fireball. Of course, it doesn’t help that I seem to keep forgetting about Guard Position completely, though I don’t see how that helps against his stupidly high priority jump-ins.

I’m pretty sure you can since you can just jab him out of it in general. Trust me, it was annoying as when playing as Guy (who is NOT for me) to discover this. Although, yeah, it’s probably too fast up close and I’d assume it’s more likely they’d use the jab Hozanto if you’re blocking.

Dhalsim makes me cry. Yoga tower kills any approach that I want. Stand strong and stand fierce hit it up close but never before have I felt so terribly gimped because of one move.

why not just f.fp?

Guard Position is mostly just for full screen fireball evasion when fighting characters like Ryu. I don’t know everything about Guard Position, but I do know it is not a remotely good idea to use as an anti-air. You really have to establish A2A dominance against Ryu with air grabs, and j.mp stuff. I haven’t found what works against tatsu though, I don’t run into it enough, so maybe that will be worth some lab work. I’m guessing an early j.fierce can beat it. I guess anti-air with slide is a good idea too.

Oh, I just meant that I generally just forget about that move in general when I should be using it. That was independent of the situation. Sorry. That sentence was messing.

With regards to Ryu, I’m having a problem with ones that jump over me more than jump at me. Also, I’m not really seeing an answer to that accursed c.mk of his.

I’ve had better luck with f.MK against shoto c.MK than s.HP or f.HP.