I fought a Vega (Claw) in Ranked the other day, and he got me trapped in a corner just continuously hitting me with Izuna Drop. I couldn’t focus it, AA it, or Slide away to oil.
Unless maybe my timing was off on the slide, I couldn’t seem to get away and I got taken out for free
Not sure if anyone’s thought about this yet. One person I talked to so far knew.
I’ve been toying with his oiled FA; I’m finding it a great way to approach. Slide forward, catch any fireballs on your way and FA/FADC to normal cancel, maybe even connect a grab afterwards. If they jump, FADC and U2. Chop seems the safest thing to do out of FADC.
If you try to EX-oil with Hakan against Cody when he is throwing a knife it will hit you for some reason. I think everything else passes through unless he hit me right when my invincibility ended.
okay quick question here… i like hakan alot and he’s fun… but to me it seems like his command grab is terrible… It has garbage priority, i played against a thawk and he won each and every time, his grab beat mine, also seems to miss a ton even when he is oiled up, i was under the impression his command grab would be pretty dang good ala zanqueef maybe even better if he was oiled? Also seems its very slow, i mean obviously i haven’t played that long with him yet, but i mean i was getting out thrown by normal characters, starting to frustrate me a bit. Also his kick command grab, what use exactly does it have? lol besides punishing? I was hoping it would be an anti air of sorts, instead its and invitation for a kick to the face. sigh.
I mean if the command grab is average at best, and all his air and ground normals have crap priority what exactly is the point of this guy? Sorry just ranting a bit… back to the hakan scrubathon. lol.
well yeah T.Hawk will beat you in a command grab battle that’s for sure lol. His command grab is useful when oiled or when you think the opponent is going to grab you. I’ve gotten players with it none oiled when they tried to grab me.
and the Oil Dive is useful as an anti air or when you think your opponent will jump back. The EX version is grab proof so you can punish players who try to grab you for free if you predict it right.
His command grabs are kind of weird. In my minimal playing around with him (and not against a human opponent…yet), Ultra I is the only that seems to function like normal SPD.
360+P seems to be really good for reversal grabs and grabbing people trying to backdash on wake-up (since Bronzefist kept doing that to me yesterday), especially when Oiled up. However, it seems to be garbage for tick grabs and I would dare say that unlike most command grabs, it’s actually more for getting people away from him so he can oil-up (again) rather than straight out damage.
Likewise, 360+K and QCF, QCF+K is much better as an anti-air than a tick throw, especially considering that it can be ducked on reaction. Similarly, I’ve caught the computer cleanly out of a hell of a lot crap that I thought I wouldn’t be able to, i.e. Viper’s Burning Kick.
So…yeah. Hakan looks like he’ll be quite fun to play around with once I get around to him.
I’m loving Hakan
I have problems against Sagat (mind that I just came back from my first intensive session with the game). Slide under high tiger shots is easy; tiger knees are very easy to deal with, if I stay focused I coward crouch them on reaction and then 360+P. The problem comes if he gets the lead and starts zoning with low tiger shots. Can’t slide under those, I can coward crouch them but I don’t gain any position, jumping them requires being psychic and is EXTREMELY risky, neutral jump gets me nowhere. Even oiled crisco is hard if he keeps the distance and if he mixes in some EX shots. Can’t even HK super through them as I do sometimes against other characters “standing” fireballs. It baffles me really
that just makes no sense to me… I mean Thawk has alot of other tools… Why would his grab be better? I mean i was under the impression that hakan was a grappler, it seems to me his throw should be able to beat out alot of things, i mean you cannot even punish blocked moves for the most part. I’m guess Thawk will be pretty highly rated in the tiers, good air move, good anti air, what appears to be a pretty dang good ground game as well, his s.rh nearly crosses the entire screen, along with a ferocious super and ultras.
Try EX Slide (while oiled up). You’ll go through the fireballs and should connect with the slide (I haven’t tested against Sagat yet, but against most characters you can connect full-screen after they throw a fireball). His recovery might be fast enough to avoid it though.
Anyone got legit tips on how to beat a Vega? Jump back mp does not cut it. Dive spam appears to win for free unless you are oiled. If the Vega knows his ranges he can pretty much Izuna you the entire match. What is a reliable way to escape from that? EXTREMELY FRUSTRATING. Possibly even a worse match than E. Honda.
Also… this Blanka for “free” thing is very silly… All you guys listed were examples of a Blanka being a complete moron and doing blanka ball and U1 which can easily be punished. Even the lowest level of blanka player will figure out how to get around that very quickly. The real problem is his repeated cross up mk pressure, how do you stop that junk? All the blanka has to do is alternate his jump pattern after you land from your attempted AA j.mp or j.fp guessing game and then he gets in for free j.mk cross up spam. I’ve noticed s.FP sometimes hits directly above your head, but is that reliable?
Played Ibuki a bit, and found out something useful. She can be hard to find an opening against…however, you can 360 her after a blocked Neck Breaker (the Steven Segal sliding grab thing), even without oil. Obviously from there you can start to swing the momentum in your favour.
Also, I was just browsing her frame data, and it looks like you can also punish her glowy-orb grab move and her rising kick DP move on block with Oil Dive, or f.MP or c.HK if in range. Those situations might not come up all that often, but any of those punishes leads to an oiling and should not be passed up.
I’m finding that I can do ok with Hakan if the opponent doesn’t know the match-up, but if they do, then all they have to do is apply a lot of pressure and it’s pretty much over as you won’t really get a chance to oil up without eating a combo.
He’s still fun to use and U2 is very effective, but I think a small adjustment might be necessary if they ever put out a balance patch. I would suggest increasing his 360-P throw range to something respectable when not oiled. At least that will give him the opportunity to land a grab and then ‘oil up’. As it stands with someone in your face the entire time, you just don’t get many chances and Hakan is probably a worst character then Dan when not ‘oiled’.
I’d like to add that the player base already seems to have figured out that Hakan is a on the weaker side as he seems by far the least used character in the game at this point. I understand what Capcom tried to do as far as making a character that is not very good when not ‘oiled’, but I think they overshot that idea a bit. He needs to get a little better when not oiled, or the oil needs to last much longer then it does currently.
A nice little trick: after an oil rocket, do a LP slide, you will get next to the opponent as they’re getting up and be able to do another oil rocket. I’ve had this work often, because most adversaries think they’ll have to block the slide.
Don’t use it too often though, or you’ll become predictable.
This probably won’t come as a surprise but Oil Combo Hold snatches Dhalsim out of his j.HP (and probably any other jumping attacks that would be within range), I checked it against his regular s.MK (long stretchy attack practically horizontal) but nothing, which again I guess isn’t that surprising since Dhalsim’s not considered airborne during that kick but he obviously is when doing j.HP. Still a pretty big risk to take trying to snatch him out of jumping attacks
in fact im using this somewhat improved (i guess) after a Rocket or a well placed Knockdown you can use a HP-Slide it will open a GOOD-Perfekt recovery so you can Block any Reversal OR grab anything except Invulframe reversals or Jumps AND IF YOU MAKE A HABBIT OF Blocking & Grabbing a DELEAYED Slide as Meety will works too
in fact im using this somewhat improved (i guess) after a Rocket or a well placed Knockdown you can use a HP-Slide it will open a GOOD-Perfekt recovery so you can Block any Reversal OR grab anything except Invulframe reversals or Jumps AND IF YOU MAKE A HABBIT OF Blocking & Grabbing a DELEAYED Slide as Meety will works too