The Hakan General Discussion Thread

If done properly meaty, a meaty ch f.fp can combo into c.mk xx slide as well (i mentioned this long ago but I never used it myself till recently, lol).

You are also in relatively close distance, and can even do s.mp on block as a pseudo blockstring.

Nice, how tight is the timing?

I actually think depending on how meaty you get it, its like a 2 frame link (or at least, it feels pretty easy).

The timing for the meaty isn’t too difficult, either.

I generally use this on wakeup, mixed in with j.rh or raw uncrouchable ddts. If they know to mash a normal to escape, they get meaty comboed. If they dont press buttons, you meaty DDT.

Yeh, shoulder can be used, as can s.rh. The problems with these are that a meaty CH doesn’t allow a combo to slide (I believe) and the meaty timing is much harder due to fewer active frames, respectively.

So do you have some techniques to get the timing right? Also, you can do a combo into a slide with s.hk. It’s just been very hard to time so far.

besides that whats the wakeupgame against sagat? i dont find a good one… :frowning:

Yeah, I’d like to know this too. Is it st.mk whiff? Had iffy results with it.

Negative. I just time it with my eyes/muscle memory.

About Sagat (and Seth), I’ve stopped j.rh completely; I mainly stick with the aforementioned ddt/meaty/oil/whatever, now. I’ll throw in a j.rh once in a while to keep the option out there, but it isn’t my main gameplan now.

I might try an occasional vertical j. attack, trying to time the safe jump. I also might do a lk ddt after he blocks a j.rh on occasion.

Going back to the s.hk, one of the reasons I got interested in it is because I was irritated with how block reaction was preventing opponent jabs from coming out. In theory, I thought, s.hk, due to how it moves forward, would not activate block so much. That’s where I got the idea to use a DNC s.hk as a wake-up. I think it’s more effective after a DNC. I suppose it’s just theoretical, but it makes sense to me. I think it will connect more often than f.fp as a wake-up, particular after back dash, DNC wake-up.

after slide, s.mk to j.rh works as a safejump. It doesn’t ever give a crossup to my knowledge so its really only used to bait out srks and to keep applying pressure.

a REAL savejump deal damage in the last 1-2 frames…(so a SRK WONT HIT becouse of the startup) even on reversal!! but everything get stuffed and i dont know a setup jet for hakan after a slide… SADLY

^ slide, whiff s.LK/LP, jump towards RH works against a lot of them, and against people who get up later, use neutral jump instead.

no offence … do you realy think i dont KNOW THAT? im a walking hakan lexicon … and thats his basics… im talking about a savejump atack that realy works like the “OLD TERM” says its a save ATACK and no fake atack^^

S.Hks a weird one. When you’re oiled up and you dash into it it goes a pretty good distance, deals really good damage. I dont think it’s so great on block though. But you can tick into ultra after it after an oiled focus dnc if the opponent decides to just block or throw, heh. And it works as an anti air sometimes which is mad.

check out my setup
Video24.mp4 video by koufdell - Photobucket
difficult but possible…
for the f lk Ch setup , u can use this one:
ex oil rocket,neutral forrward jump,f lk
if they do a normal,u can get f lk ch xx mk x slide…
peace…

Yeah, I’ve been messing with it a lot. It comes out slowly, so it’s probably best as a wake-up or against a turtle trying to punish blocked attacks. If oiled, a max range, tip of the animation DNC s.hk is a great set up for a throw or if they jump, j.mp, slide.

It’s also useful after slide/press, as a s.hk, mk/lk oil dive is uncrouchable (mk or lk depending on the character). I think that getting you a tiny bit closer might even speed up when the oil dive connects, but I don’t know. Regardless, if you don’t do the oil dive, you’re right in dry rocket range. If you decide to do another s.hk, you’re still about in throw range on block (you might need to take a tiny step forward prior to the 2nd s.hk in this case, otherwise you barely whiff and are probably out of throw range). Perhaps more interestingly, if you connect and expect them to jump, you can follow with a s.hp which sets Sagat and the like up for an uncrouchable air reset dive. ha ha I’m going to experiment with this more to see if it’s actually useful. It would be really fun to have that as a UC AR dive set up, though, particularly against an annoying char. like Sagat.

So I was was messing about about with st.hk, not sure if anyone really messes with focus attack backdashes. But a focus attack (on block) followed by a bdnc st.hk (should whiff), sets you up for an oil rocket, and even ultra 1, because it moves you forward. Only on block tho, on hit it seems almost impossible to whiff it. But you can also use st.mk with the backdash, it moves you just in range for a rocket. It’s probably better for rockets except you can’t ultra 1 afterwards. It’s pretty decieving stuff, worth messing around with.

Edit. Actually forget the st.hk, there’s too many permutations to it, crouch/stand, block non-block etc. if you’re going to try this use st.mk, you’ll always be able to tick into the throw hit or non hit.

I am so impressed by this forum. So many informations you can find here. I am new here and have few questions about matchup against blanka and dictator.
I have played Hakan for a while now and I find a bit difficult to win against Blanka and Dictator.
Does any one have good plan how to deal with blanka. I have tried to wiff cr.mp or st fwd HP to counter his horizontal rolls which give some trade and occasional clean hits. When the players try to do light roll which just stop in front of me, I have to guess between grab,hit by the roll or electricity right after the landing. I usually do cr.lp+lk to tech his short roll when he lands right in front of me but often get hit by electricity.
Another annoying thing is that when blanka keeps jumping at me I have trouble to counter that. If he keeps jumping and mixup with grab and kicks,I can obviously do an air grab or mp or crouch tech but if he doesn’t and I jump, he can punish me with a ex vertical roll. To counter that, I occasionally absorb his jump with Focus and DNC or block and EX-comand grab but it becomes a habit and got thrown or got punish if he jumps twice. In case a well timed lp oil slide gets block I have to select blocking (e.g shoryuken) or tech a grab. Usually the later case because most people grab me after slide. I saw some posts mention about safe slide but still i have to choose between throw or block. How does safe slide work?
As for dictator, I have hard time with his scissor kick which often push me to the corner or combos me after I try to counter with mp or HK. Is there a way to counter? I try to jump but the other player use HK or mK to keep me on the ground.

@andywuzc

For Dictator, you have to play real patient and let him make the mistakes. j.HP his attempts to jump at you, and when he does Devil’s Reverse/Headstomp, be ready to HP Slide. If you get a slide knockdown, it’s really easy to pressure him if you have U2, because you can option select most of his stuff. Extremely worthwhile to learn if you don’t have OS down.

Again, bait a lot, Bison’s tend to get iffy on wake-up because they think most of their moves will be safe. If he EX-Psycho Crusher’s point blank, punish him with HP Slide. Point blank EX-Scissor Kicks can be punished with cr.MK xx HP Slide.

Be patient during Bison’s block strings. After the 2nd scissor, throwing a poke (st.MP) will usually stop the 3rd one. Be ready for the st.HK after, though. Once you block that, the situation is reset.

For Blanka, DO NOT jump at him on wake-up. After a slide, doing an LK Oil or another meaty slide is advised. Try to work him into the corner. For the repeated jumps (which I have trouble with too), it really is a guessing game, but it’s in your favor. I don’t see much cases where he can EX Vertical Roll, so block or commit to j.MP. You might be able to fwd.MP or fwd.HP to get you out of range, but I’m not too keen on this.

You can stuff all of his rolls with cr.MP on reaction. Here’s a [media=youtube]FtZ27S4rUI8"[/media]. Not my best match, but just an example.

Don’t forget to read Chron’s Match-Up thread if you haven’t already.

Against Blanka, I tend to do a neutral j.mk on occasion for a wake-up. Seems to work pretty well, as long as you get it so it’s safe-jumpish.