The Hakan General Discussion Thread

It’s not that Hawk is a deep character, you just have to be dedicated to actually play as him and get wins (and patience plays a huge part in this).

Yeah, mp-rockets are the shizz. I love how you can just LK-dive after the safe jump for an easy uncombo dive. Midscreen, I only go for MP rockets pretty much (outside of EX). I still haven’t found a use for HP rockets at all. :confused:

The safe-jump only works against Guile when oiled I think? There are also other characters that won’t get hit by the j.FP either, you can try to use j.MP instead. (If testing in training, record the dummy to hold back, auto-guard is not reliable way of testing)

Once your opponent realize it’s a safe-jump, and that you can OS their backdash, they’ll just block. Now you can whiff/empty jump into U1 instead. :badboy:

Someone else just recently posted that after MP rocket you can also do dash>dash>mk-dive for meaty dive setup. Definitely stealing that one. lol

Toward+hk, lk oil dive against characters like Zangief, Abel or Guile. I also discovered s.lk, s.mk, lk oil dive is a set up after hp oil rocket for regular characters. Not that hard to pull off, either; plus you have time to do something else instead of the lk oil dive, e.g. a wake-up toward+hk.

[edit]I also discovered that when oiled, hp oil rocket, dash, forward j.hk will cause srk to whiff and has potential for cross-ups against Ryu and the like. :slight_smile:

With Gief, if I did spd/360k but the opponent jumped or backdashed out, I usually recovered in time to be ok or not hurt too badly. But that changed when I cornered the opponent. If he jumped back or backdashed there, he could easily punish me for huge damage and loss of position. So instead I usually did normal throw. Yes, the payoff was less and the throw was techable. But the risk was also far lower, and I think that lower reward was reasonable considering its lower risk.

I’m applying that to Drykan now. Whiffed spd takes an entire second to recover, meaning lots of characters can punish it easily in damaging ways after jump back or backdash. Hakan’s spds are also all throwable, so some setups that would otherwise be great (safe meaty slide into guessing games!) get blown up by the opponent simply normal throwing. And it’s not like dry spds give you better range.

So yes, neutral throw is techable and does less damage and gives you worse positioning than spd. But it’s safe (only 20 frames of recovery!), it techs my opponents’ throws, and its throw range is similar to spd. I still mix in the spd sometimes, and when oily I still do it when I can utilize its range, and of course spd is better in punishment situations than normal throw. But I think using normal throw more is pretty important for Hakan.

Wow I am out of the loop! You guys have developed some very amazing setups I will have to sit down and learn sometime soon!

Oh and thank you UltraDavid, I’ve been a big fan of just using reg grab in some situations for similar reasons, and people seem to think I’m a fool. I am a fool, but not because of that!

f+mp -> lk oil dive is another good setup after HP Oil Rocket

Do I special cancel that or do I wait for f+mp to fully recover?

The opponent will be on the ground so special cancelling won’t work :stuck_out_tongue: Whiff the normal to help with timing, after HP Oil Rocket I take a couple of steps forward and do HK Oil Dive, probably a bit harder to time than the f.MP whiff setup but you get a bit more bang for your buck.

Fthrow is really good.

If you wish to forgo positioning, you can do a rh oil vs most of the cast. If you’re playing say, a Dudley, I’d only try to work with mk oil.

For better positioning, after fthrow, hp slide towards them and mixup between normal throw again, block, air throw, whatever. On some characters this also sets up an IHO with j.mk.

But of course it comes with problems as David said, in teching and such. However, it is generally favorable to an spd.

Did I mention that against Ryu and the like, an oiled hp oil rocket, dash, results in position to get a hk cross-up? I did it twice on accident messing around with this. Apparently, the faster oiled dash facilitates this.

^ Nice!

So I beat another A ranked player. My second one. At the end of the match, I was expecting a backdash, so I went for a late j.mp instead of the typical j.hk/j.mk. That got me the win (although he didn’t backdash… he tried something, though). It was in endless, though, so it’s not great (I was 1/1 against his A-rank Ryu).

Anyway, so have you guys experimented with the j.mp for this? It seems that if you connect when they don’t backdash, you can combo in a toward hk. The toward hk will also hit if they backdashed; I noticed that if you’re in close enough, j.mp juggle, immediate toward hk will hit them. Seems this might be useful (although if the opponent blocks, you have a serious problem). Anyone think this is a good thing?

Also, does anyone else other than Nos99 appreciate that an oiled hp oil rocket, dash, forward j.hk sets up for the cross-up/near cross-up on Ryu and the like?

I guess it goes like this:

Unoiled: tick into mp spd
Oiled: tick into hp spd

Since the safejump from mp spd wont work while oiled, you can use the hp spd safejump instead. Seems pretty neat. Nice find bromepheus

is cammy’s U1 part of the list of things that hakan’s U2 beats? lol

Yep, u2 beats Cammy u1.

So I played for hours against DS’s Balrog, NerdJosh’s Ibuki, Min’s Dictator, and Sabin’s Adon yesterday. Each one was the first high level player of their character that I’d faced. I feel like lots of stuff that I thought up in theoryfighting and that I’d done against lower level players was validated.

I did worst against Sabin’s Adon, probably lost an average of like 4 out of 5 or so. I think a good chunk of that was that I picked u1, since he mostly beat me by jumping around and crossing me up and stuff. Definitely switching my ultra of choice to u2 in that match. I felt decent in footsies and pressure and I wasnt extremely scared of his grounded pressure, so having u2 I figure would hurt the scariest part of his game. Jump mp, air throw, and t+hp, and st hp dealt with jumps well I thought. Coward to u1/spd under neutral jump rh and air jag kick worked well.

I think I took more from DS’s Boxer than he took from me. Lots of things worked well, like meaty slide shenanigans (even after he figured out how safe it is and what my post-slide mixups are, it was still very favorable for me), coward under dash punches and headbutts, coward under jumps into u1/spd, safe jump rh, etc. I picked u1 so his pressure game, which is mostly grounded, was less effective. I think Hakan does fine in the footsie game, although I’d rather not make it a footsie battle if I can avoid doing so. I used lots of distance-based safe slides when far as well as slide fadc in footsies. Seemed to work pretty well. Air throw and jump hp seemed to deal with Boxer jumping back out of my mixups pretty well.

Min’s Dictator had some fun tricks I hadn’t seen before, but I think we went about even or so. I think Hakan’s normals are good in footsies against Bison’s st hk, especially t+mp xx mk ddt, cr lp xx lk ddt, cr hp. Slide fadc is sick in footsies too. Hakan’s st lp has a wonky enough hitbox that it can hit Bison in between the blocked lk scissors to cr lk trap.The main issue with the matchup is that Bison has so many escapes. You can punish teleport and ex psycho on reaction with slide obviously, but ex devil’s is a little trickier. It gets out of u2 if you do u2 as he’s going up. U2 or coward if he stays on top of you, slide if he goes backwards. Sabin said he thinks Dictator blows Hakan up, but I went either undefeated or had only 1 loss against Sabin’s Dictator.

I also went undefeated or had 1 loss v Min’s Honda, although to be fair, by that point we’d had quite a bit to drink.

I’ve played all those matchups before, just not against anyone who’s top tier with those characters. But I’d never played against Ibuki ever, just had general ideas I’d theoryfought over but never been able to try. U2 obviously, made Ibuki forget her vortex. I’m fine in footsies, st mp, t+mp, and st hp were useful. Her grounded pressure is ok but not great. Hakan’s pressure seems good. To punish her ex dp with u2 on block, wait a tick before doing u2 because if you do it with a reversal he can escape the u2 by keeping himself in the air with a kunai; if you do u2 a bit later, he can’t do anything to escape.

I linked some vids of our matches in the video thread. Unfortunately we were already drunk in some of them, but oh well.

Yup, that’s what I’ve been doin’. Works. Dash, plus safe jump for mp spd and dash plus cross-up for hp spd.

Unoiled: after backthrow, dash, dash, 360lk will give u DDT on wakeup.
Unoiled: after slide follow up, dash, lp slide will give u +3 frame advantage (chip damage too), watch out for reversals

Against sim: after slide follow up, s.mp wiff, j.hk, before reaching highest position will give you crossup.

after slide follow up, s.mp wiff, j.hk (late) > right after that in air > slide buffer, if the opponent teleports or backdashes, slide will comeout, but if not, the hk will hit or will be blocked.

I use after hk is blocked, s.lk, SPD.

After slide follow up, s.mp wiff, very soon j.hk, wiffs opponent, but in air buffer SPD (ex). Use this after u did some blocked or hit j.jk, so he thinks that he must block it first.

I read some people saying that DDT on wakeup is difficult to time. I little help from me.
Against chun, claw, fuerte, adon, I do it the first frame of standing up. A little bit guesing how much time they are knocked down.
Against others, wait for the animation, when u see it, than start doing motion of DDT.

Almost save chars for DDT on wakeup are: abel, zangief, dudley, guy.

afte slide follow up, s.lp, s.lp, DDT. Because of the hand animation, its difficult to see for your oppenent if your doing a DDT. I mixed this up with, another s.lp. And wait for there reaction.

Some good players, use backdash all the time, like Luffy, hold down for 3 frames and then let go.

Against ryu, ken, honda, and other small jumpers, you can use DDT when they jump backwards, after oiled dash near by. I use alot of dash dashxxSPD, after the first grab, they jump backwards after the second dash, if you then do DDT and hold it for 3 frames, you grabbed them in air. I prefer EX version.

And start using Super against SPammers with mk,hk. Super can be also used as Sagats kara TU. with lk version. Must be done, when the oppenent is at his highest jump angel.

xbl:STErcan

Against chun/adon: use alot of sweep, when they are walking.

Really good stuff there. Definitely adding this to my game.

vs. Adon: If you’re at medium range, you can react to his Jaguar Kick with cr.hk (sweep). HK Jag Kick is beaten by a well-timed st.HP, MK and LK can are beaten by a well-timed st.MP or fwd.LP.

vs. Rose: U1 for this match-up. When you do have it, be sure to watch how far she is after a Soul Spiral. If she messes up her spacing, free U1. If she activates U2 and you’re oiled, I start backdashing like crazy, then do a EX-Slide FADC backdash to try and catch her not blocking. Important if the game is down to the wire. Meaty slide set-ups are also good against Rose as it stops her backdash.

vs. Honda: If you ever see him walk forward, fwd.mk is a crazy good poke. Be sure you watch his jump-in, though.

vs. Seth: After an Oil Slide + Press and safe st.mp set-up, a good option after the j.rh is to j.rh forward again. If he SPD’s, you have enough time to land and punish with cr.mk xx slide, and if he backdashes you keep up the pressure. Very good mix-up option against a Seth that knows his DP won’t hit.

Actually, the safejump vs Seth is s.mk, if you use s.mp you run the risk of getting reversaled. Just fyi

Oh shi- Thanks for that.

Also, for characters with the wake-up times similar to Ryu, I’ve stopped using st.HP into DDT. Instead, I backdash, very slight pause, then HK DDT. It’s definitely worth practicing. A lot less obvious set-up, and if you decide to do nothing and they DP, they can’t FADC out of it, and if they mash a normals, your cr.MK/fwd.MK is just within range to hit them.