The Hakan General Discussion Thread

F+MK and F+LK seem to be real good at stuffing those low kicks.

I found that rising j.lk beats Dictator’s scissor kick, which ends up with a basic reset situation.

I’ll do some lab work later to see what else j.lk can beat. It seems really good as far as priority goes.

Edit: Rising j.lk. Forgot to clarify.

doesn’t jumping roundhouse beat it already? I’ve had numerous instances where I just neutral jump and the roundhouse nets me a low+forward to slide.

If you’re getting crossed up a lot the easiest option if you have trouble blocking is to slide out of there. Requires decent reactions but not too difficult.

I’ve been playing with j.short kick a lot lately and it’s true it is seldom your best option, but it is quite reliable in a lot of situations.

Oh and j.fierce is great for smashing shoto tatsus A2A, but like anything else you have to put it out early.

Yea slide itself can get you out of alot of sticky situations. (Akuma air fireballs, Wall dives, Cross-ups/Fake Cross-ups, etc.)
I have notice that myself. IT can be a “slick” move to use especially when oiled. Plus it armors breaks which helps.

just a simple Question; what can hakan do about “Sir Jump A Lot” i hafe actualy the feeling his Airgrab is not enugh and the reward for jumping still there against Hakan specialy in close am i wrong?

They deactivate the use of your grabs; your slide will not hit unless they move a normal out and DDT will not can hit if the normal is late

If they’re close enough s.HP or f.LP should do the trick (Except on wakeup of course). I’ve found that s.HP trades a whole lot less when they’re closer to being above you as opposed to being around 90 degrees. s.HP gets bonus points for being a move you should be using anyway. Depending on whether they’re closer to being above or below you nj.MP or nj.MK work pretty well too (Don’t nj as a reaction to a jump, though).

Get Oiled and DNC THEIR FACE. DNC is THE fucking anti-air.

If you know you’re fighting sir jump a lot, use U2 and just fish for j.mp once your bar is on fire.

I played a Dhalsim earlier and Hakan’s J-HP beat Dhalsims J-HP clean every time I found this to be incredibly useful at least against scrub Dhalsims who spam the attack

EDIT: I also beat out Dhalsim Ultra 2 with Hakan Ultra 2 and boy did I whoop for joy )

So I’m guessing there’s really nothing Hakan can do about Blanka’s cross-ups other than block if he does have Ultra 2 (ready/available) since he seems to go jump above s. HP. So damn annoying to fight a Blanka that knows what he’s doing, though kind of fun at the same time.

I can’t say the same thing about Honda (or Bison or Balrog or Vega) unfortunately. If I lose to another skill-less one more time…

Not a whole lot of reason to oil up against Honda outside of a knockdown, so don’t do it. While oiled you’re mostly only getting DNCs in this match-up. Hakan actually does pretty well in that fight, but you’ll probably want to out-turtle him. Use U2 and a lot of Honda’s unfamiliar with Hakan will headbutt right into it if you do a full screen lk oil. Worked at MWC anyways, I don’t see why a lot of Honda players wouldn’t take the bait. Save up for super as well. While your EX antics just aren’t that great vs. a character like Honda, your super is amazing. Punish blocked fierce headbutts with fierce slide n press, and I think you can oil rocket or dive him after a blocked slam, so just out turtle him, punish, get a life lead, turtle more. Actually I haven’t played with U1 in that match-up but you might be able to grab him with that after a blocked slam too… If he jumps at you from mid screen or closer just oil slide under and away.

Yeah. My most difficult matchups at the moment:

Balrog (Ironically, my secondary)
Vega (pisses me off to no end.)
Chun-Li. (ooooooooh god)

Overall, I have no trouble with shotos. Sagat is fairly simple, as are Ken and Ryu. Akuma is slightly more challenging but is manageable.

Cody is also simple. When you get a knockdown, you may wish to for an aerial followup (i.e. njump RH or FP) into a sweep or c.mk/f.mp xx slide. His wakeup options are fairly bad; the most effective one vs. an aerial followup is ex zonk, in which case should be easily baited.

Adon is generally straightforward. U1 is the best ultra here, most everything he does is punishable on block by it. Keep your spacing up and fuck him up on wakeup.

Rose is sorta different. I have done oiled slide and went completely under her fireball, non EX from full screen. Of course, I tried this again, and it didn’t work. Possibly something to look into; I shall do that later. Aside from that, Rose is not very comboish so when she gets in on you, there isnt that much of a major threat involved. Keep her knocked down, her reversals aren’t that great.

Gief. Simple, but easier said than done. Keep your spacing here, its a definite must. LK Oil is safe from fullscreen should you get there, and continually space him out with s.fp, f.lk, f.mk, etc. If you anticipate a jump in, do j.mp > slide. If you’re confident in your timing, you can do an LK oil. If not, back up, and stay there. It’s unwise to try to mixup Gief (unless of course, you do a jump in, which may or may not work.)

T-Hawk. Same as Gief, honestly. The only difference is he can get in a little bit faster. A blocked dive can be punished by a RH oil dive or slide. Jut beware of whiffed dives and the back srk (forgot the name) into 360.

Dudley. He isn’t that difficult; watch out for j.rh and prepare to option select tech is block. Never oil a full screen away while Dud has meter, EX MGB is coming your way. Also, all versions of MGB are punishable on block by U1. Basically in this matchup, you want to outpoke him and capitalize on wakeups.

Guy. He can be a challenge if he gets in on you; you’ll suffer. A lot. However, Guy is very susceptible to your air options, like air throw, j.mp, j.rh, etc. Bushin jump or whatever can be interrupted by j.mp, into slide. From slide, you can mixup Guy to death if you read him correctly. Basically, once you get a knockdown one way or another, Guy takes a looooooot of damage.

You can non-EX slide under fireballs under some circumstances, mostly when the fireball is above you at the end of your slide, when you’re touching or nearly touching the opponent.

You cannot punish a fireball on reaction this way, but I got this out quite often against Ryus and Kens that were a bit too easy to read. Maybe that’s what happened to you with Rose?

Against Guy I have a lot of good luck with st.fp, it stuffs all of his jump elbow/throw shenanigans and makes them feel like they cant really lay any pressure on you. I’m also convinced Hakan has the best sweep in the game, cr.rh comes out so fast and gets block stun pressure off of you. Hakan may not have combos but his normals game is really strong.

I’m not sure. It was a fullscreen distance, but its possible.

It could also have to do with Rose’s projectile itself, which is small compared to say, a hadoken. Of course, I don’t know. Either way, its nice to know its possible one way or another.

Very good Hondas are fucking insanely hard to face, and i mean rushdown honda who is constantly pressuring you with ambiguous crossup j. mk and HHS’s and all that other super fun shit. I faced a honda who jewelman_ trained and it was the most assinine thing ever.

I keep finding certain normals are changing matchups for him:

against bison f. lp beats out sciccor kicks done in block strings, F. hp beats his st. rh.

Against ryu j. mk has stuffed his srk on occasion so has his air throw, f. hp beats out all of his standing pokes and cr. mp beats out all of his crouching if done right.

What is this DNC you speak of.

Dash Normal Cancel, its what makes hakan so beastly when oiled up.

Also, lol blockstring to use some meter.

Slide > fadc > dnc c.mk > slide > fadc > ultra 1/oil rocket/throw

Oiled, of course.