The Hakan General Discussion Thread

Walk forward ultra with hakan is REALLY good, lets you grab from max c.lk range.

True that.

Out of practice or just on injured reserve? You’ve gotta have at least a couple of replays you’re willing to put up. I’m sure everyone would like to steal some of your strategies. heh heh

[edit]So after some consideration, here’s a pretty safe strategy. When Honda has EX, after you air reset Honda from headbutt (or butt slam) you do a mix up between f.mp from max distance, which avoids all butt slams (including EX) and dash (which can bait an EX headbutt). Both dash and f.mp (if whiffed) can allow a dry oil rocket. F.mp is the safer of the two, seeing as if you do it from max range and don’t whiff, there is no danger of getting thrown and the worst that can happen is Honda uses his EX headbutt on you.

When Honda has no EX, max distance s.hk on his wake-up and hope he tries to headbutt or something. When you see the counter hit, dash and throw or if he blocks, try fishing again with a c.lk and if it hits, there’s a good chance he just wasted his charge, so try dashing and throwing or perhaps try a j.hk. One might also consider s.mk against headbutt, uncrouchable air-reset oil dive when he he has no EX. Also, of course, the whiff f.mp throw or just f.mp.

I’m sure there is more to this, as I haven’t played against real Honda competition (theory fighter, like Andy), but I’m inclined to feel fairly safe trying this stuff, particularly with the way Honda whiffs butt slams against f.mp.

[edit 2] Also, c.lp is good against butt slam, as it sets you up the same as headbutt resets and isn’t very hard to pull off. Plus, if you’re close enough, you can jump over Honda or dash under him, interestingly. Sadly, unlike c.mp, no set up for oil dive. Still, good.

Speaking of BDNC after a safe slide, how about after a slide/press, lk oil up? I tried it out and was able to dodge throws and counter with c.mk xx slide.

GGs to Mordie tonight. I really gotta work on my crossup consistency. -sadfaec-

That aside, meaty f.fp/f.mp are really good at stopping jumps on wakeup/air reset. After a meaty shoulder, you can actually get a jab link going afterwards (as you can with the stop sign). Though, the shoulder has more active frames (read: 1 more), the f.fp is safer on block.

Also I’ve probably said it before, but you can link c.mk after meaty CH f.fp.

Yeah, that was fun. I hate doin’ mirror battles, though. I don’t know how to fight Hakan with Hakan. But at least I know what annoys me, when I fight a Guile :). We should post a couple of those. Did you think any particular match-ups were worth putting online?

This is one of the things I’ve been talkin’ about against Honda. Do the c.lk to air reset Honda’s mp headbutt, f.mp to keep the pressure on as he resets. But mix it up with whiffing a f.mp and throwing him or baiting the EX headbutt/throw with dash, jump. Pretty effective. f.hp against honda may not be a good idea. Not sure. F.mp causes butt slam whif, though.

C.hp is also effective, if you are further away. No good throw opportunity, though… or at least it’s slower, but like against some of Balrog’s jump in attacks, it can sometimes work as an anti-air. Not sure, but upon contact, it looks like you’ve crossed under Honda enough to take his back charge. I’d have to test that, though. Also, you can air-reset-uncrouchable lk-oil-dive (How about “AR-oil-dive,” from now on?) off of it, which is cool.

Obviously, whiffing the f.mp on air reset and throwing should work against anyone, setting up for dry oil rockets.

The other cool thing I’ve been messin’ around with more is the c.lp against butt slam. You can dash under him before the air reset and still have time to avoid his throws. I was thinking of crossing under him, c.mk xx slide (among other things).

Speaking of taking advantage of air resets, j.lp works very well against Honda on reaction against jump ins. If you f.j.lp, you land right on top of him with time to spare. If you b.j.lp, you land before him almost full screen and can gamble on him walking forward and you lk oiling or just wait and see if you can counter a headbutt. If you vertical j.lp, you can f.mp to get a CH against an attempted non-EX headbutt or cause slam to whiff. J.lp is also often a CH itself, taking extra damage.

[edit]Also, if you happened to f.mp at the same time Honda jumps in, you can end up behind him and s.mp him out of the air (if you’re too far to throw) and then uncrouchable oil dive on air reset. Fun stuff. Hakan’s dash tends to get pretty low, so I kind of think it was designed somewhat to allow for cross under oil dives. More effective against Honda, as he is vulnerable to AR oil dives and loses his charge as well, not being able to headbutt in this situation.

Hehe, I too did a little testing on Honda. I found a nifty little trick: You can fwd.j.lk his MP Headbutts on reaction from mid-range, leaving you right next to him for a dry Oil Rocket. Very gimmicky, but it adds to the anti-headbutt pressure.

Oh, that’s good. :slight_smile: I also discovered that c.lk, from the right range, beats Honda’s s.hk. I figure that is also the range you can c.lk a headbutt on reaction. I used c.lk on a Honda yesterday. He was very surprised it beat headbutt and started talking about it on the mic.

Also, after more experience with Honda, I am really starting to see the value of being oily in this match. The c.lk gets even better, as you can spam it against all non-EX headbutts without any reaction. It’s actually not worthless against EX, but it’s definitely not very good.

[edit]Played about 20 battles against a Honda this morning. Found c.lk to be very useful against him from the right range. I tried to stay in that range to counter his s.hk and headbutts, causing him to try to inch forward. When I did air reset him from headbutts, I tended to f.hk on reaction, which was a little dangerous maybe. Still, it worked, and I got hits in. Also, s.hk is quite good against Honda against various things. Great priority. F.mp tends to get counter hits against his headbutts, too. I tried to mix turtling with these little annoying tactics. It seemed to be useful.

The other thing I noticed is that it’s very tough to c.lk, confirm the hit and f.mp, oil rocket against headbutts. I should have known. You’d have to really do c.lk on reaction and plan the f.mp immediately to accomplish that.

Furthermore, I prefer j.lp against j.hk, but this Honda started to mix it up a bit. I was doing b.j.lp to get oiled, but I don’t know if that’s always a good idea. Probably pretty risky.

Check this out. This is very cool.

Try this in practice mode against a randomly timed mp headbutting, mk butt slamming Honda:

Get about the distance away where a mk butt slam will fall right on top of you. In response to either headbutt or slam, do a c.lk on reaction. Immediately, do a c.mp (which won’t come out if you just connected against a headbutt). If he buttslammed, you just got a reversal with c.mp. If the c.mp didn’t come out, meaning the c.lk connected, you could do a f.mp, which won’t come out if you did the c.mp. You get the idea. Kind of a weird OS normals way of countering both Honda’s slam and headbutt, also aggressively attacking the air reset on headbutt.

[edit]This is a lot better and a lot more fun with U2 instead of c.mp :). Remember that when you’re crouching, you only need d, d 3K’s to pull of U2.

Side notes: c.mp sets you up for an air-reset-uncrouchable oil dive against butt slam. Also, I find that from the right distance (depending on one’s reflexes), the c.lk in response to the headbutt won’t get a chance, so it is an OS. You’ll block EX headbutts, in other words. That might be the distance to switch to, when he has EX. Of course, then you get hit by a hp headbutt and just barely beat the mp headbutt. Something like that.

Just something Funny that can be used in some real matches

Slide --> Dash Meety Slide (the slide is save against every reversal without invul frames)

Do this till its Blocked and try HP-SPD (save slide so its advantage if you trained your enemy not to jump with Airgrabs / AA Mo it will work

after this f+MK into HK-DDT (Nice DDT setup)
JabJab into Savejump c.mk Slide (After a DDT two Jabs result in a FAKE ATACK Jump the most ppl try to block it High)

that thing worked for me so often that im realy get sad G try it out its good once appon a time but not more

but you can train your enemy like dooing 2 jabs with a bit of time between and then the kick will hit and so on^^

that works only on “shoto wakeups”^^

Hey I was running through the Hakan MU for Balrog and I found something (that might be already known) that’s pretty interesting, but not too practical. If you guard low on reaction to his Super/U1 and he does at least two uppers point blank he passes through you and you can punish on recovery with slide/k spd/super/unoiled lp/ex slide to U1.

Don’t think it has much practical applications though, since if he does straights guard low will get beat during standing recovery and he won’t pass through you.

**Edit
You can also guard low the last hit of his ultra/super but you can also just reversal an ex.spd or U1 or block then punish. Guard low might also allow you to maintain spacing and avoid pushback, but i’m sure that f+mp and cr.mk are still in range.

Thanks to reaper for the little trick there, it actually took me a while to read and understand that, but now I find that quite useful. And thanks to 3nigmat1c for the clarification, I actually didn’t know that about Balrog’s U1.

So explain it to me now?

It’s basically a gimmicky (no offense, most of Hakan is gimmicky, lol!) high/low mix-up after a DDT. You st.LP x2 and do an empty jump (landing on their opposite side) into cr.MK xx HP Oil Slide. If you pause it just a bit with the st.LP’s, the j.RH will hit in front.

Man, I’m totally in love with Hakan’s corner game when he’s oiled, it’s so damn nasty. DDT set-ups from HP grabs, possible resets, and the powerful Oil Trap. You can punish jump-backs with fwd.MP’s, the pressure is heavy for your opponent to act. Very cool stuff, and it only gets better in AE.

So I managed to get in a s.mp after a meaty s.hk counter. I wonder if you could meaty CH s.hk, s.mp, s.lp, s.mp, seeing as the s.hk moves you forward. You might be close enough against some characters. Obviously, it would be quite easy to meaty CH s.hk, c.lp xx lk oil dive, should your opponent be standing.

Also, I am rather liking the backward FADC after a meaty slide as well as after press, lk oil. Works pretty well.

Plus, I’ve grown more attached to the c.mp against Honda’s hk slam. Position yourself so the hk slam will be a cross up, and Honda has no back charge. Also, oil dive beats the beginning of a slam, so if you do the mk oil dive on air reset here, you’re safer than you would be otherwise. Not too shabby. I’m somewhat leaning toward c.lp against mk slam, though, provided Honda is in front of you. Dashing underneath him and jumping over him, among other things, is pretty nice as he air resets, but more importantly, you get the extra split second to decide which slam Honda is doing.

I agree, if you get an opponent in the corner with Hakan don’t let up. You have everything to you need to not let them escape. If they try and jump you can use your anti airs (or if you’re confident you can parry, this is all oiled up of course), and when they decide jumpings a bad idea, you can mixed in your focus attacks, and put some in-your-face pressure on, and like Realpolitix said, if you can nail the HP Oil Rocket, you have a chance at the backdash HK Oil Dive, against most of the cast anyways, which is some hefty damage. It can be a scary place stuck in the corner against Hakan, we need to make sure we all utilize this.

So I’ve been trying to figure out how to get the best timing for a s.hk wake-up. One time, I got a CH s.hk, c.mk combo, but I couldn’t reproduce it. It said “4 hit combo” at the end, so the standing HK prior to the c.mk xx slide/press clearly was part of the combo. I thought maybe using oil to DNC at max range to get the very, very end of the s.hk animation but you are too far away in that case :P. At least you recover quickly in that situation. Kind of a neat trick, if you can pull it off consistently. Anyone interested in doing some lab work or have any feedback? Seems worth experimenting with.

If you’re going for meaty its much better to use f.fp (more dmg and its easier).

The problem with f.fp is that you’re too far away upon completion. It’s one and done. S.hk moves you forward and its lack of range also allows the meaty tip of the animation to leave you closer to your opponent, allowing for at least a s.mp follow up, if it’s a CH. Also, I was able to reproduce the s.hk, c.mk combo against a T. Hawk dummy doing s.hk. I did it about 2/30 tries. Doesn’t seem very practical, obviously. I haven’t been a big fan of f.fp, personally. It comes in handy occasionally, but I find DNC s.hk a lot more useful for comboing and doing a throw follow up, in particular. The damage for s.hk is excellent, too. Plus, it’s slower animation can tempt opponents to try to counter with something that won’t beat it, e.g. a Honda mp headbutt, which results in a CH.

When oiled, you can, for example, slide/press, backward dash, forward DNC wake-up s.hk followed by rocket or s.mp (or perhaps an air throw or j.mp, slide). More damage potential and adds one extra look; the back dash can throw them off, making them want to get more aggressive or think about jumping. I tried this in a couple battles yesterday, and it tends to connect and causes opponents to try to jump away after getting hit, due to the close proximity. Also, DNC s.hk looks kind of like f.hk, so opponents might think they can punish, when they can’t. Could also make them think twice about punishing other moves, making it useful as a head game. Kinda nifty, if you ask me.

Don’t forget that due to the proximity, you can follow it up with a c.lp xx lk oil dive, if you confirm the CH and that the opponent is standing. Tricky, obviously, but the recovery time and the meatiness make it at least plausible.

I recommend at least trying out the back dash, DNC s.hk as an occasional follow up against opponents against whom your wake-up game isn’t up to par. It’s fun, damaging, adds to the number of looks, relatively safe and more aggressive than other wake-up meaties. Likely outcomes include not only a connect of the s.hk but a throw, a j.mp/slide or an air throw. You also have time to just dash backward to let them do something dumb. All pretty nice.