"Time to get serious!" Hakan Match-up Thread

heres a link to the video i made with my shitty setup hgahahahah

[media=youtube]zWhmwtfjFd0[/media]

Well I’ll be damned, its just my timing then. Will that actually crossup too? Cause F.Lp works in the same way (any gekiro’s will whiff and such), maybe not as tight for OS setups but it works pretty well otherwise. Thanks for the clip, appreciate it. :smiley:
Edit: IE crossup hit lol not just cross him up.

Some random sagat info:

If Sagat does Tiger uppercut fadc (preferably baited, or you have good reactions) you can reversal LK dive which catches jump, crouch, throw, and backdash and FADC backdash! So his only option is to fadc forward and mash crouch normal or do another uppercut which are both unlikely options.

You can also do EX dive, which while oiled will beat normal throw, and will catch backdashes too. The other option you have is lk super, which will catch throw attempts (similar to how LK dive does it) backdash and jump :3

Oh and yeah, you can reversal Ultra 1 but obviously you’re in trouble if he backdashes out.

LK dive is the best option out of all of them I’d say

super info for sagat!!!

on a contrast i remember i saw an option select setup vs sagat a while ago. not all that useful normally but high brain juice drainer if you are fighting someone good ;p

[ (OILED) FA~f.DNC~c.lk OS U2 > c.lk x 2 ] <<<< click for video.

Wow, this sounds great.

Some more match up stuff:

Some may already know, but jump hk OS cr.hk is really good against Viper, it beats her backdash but also destroys EX seismo meaning her only option is her thunder knuckle which you’ll be safejumping anyway, abuse this!

But it turns out this is very effective against some other characters as well.

Makoto is one, the same OS beats her backdash and her only other likely reversal which is ex oroshi, so you can keep her pretty quiet with this, and if you mix it up with oil dives well she’s practically toast if she gets knocked down.

The other character this works on is rose, but only from angled jump ins. This beats backdash and her only likely reversal which is EX soul spiral.

Also a funny thing I found while messing with this was that if you do cr.hk in such a way on rose wake up, ex spiral whill whiff completely over you, lol

I haven’t tested everybody so I’ll keep you posted

Sounds great!

I have a couple of setups and OS’s I have to make videos of… I forget them unless I do the videos :-/

One OS I have been experimenting with… you know the safe jumps with j.hp, there are a couple of characters that can hold down and the j.hp wiff. Well… turns out we can do j.hp OS SPD. Works great for doing “far” j.hp.

To do this OS is EASY as hell, this is the input (assuming you jump from left to right):
:arrow_upper_right:+HP, →, :arrow_lower_right:, ↓, :arrow_lower_left:, ←+LP (don’t mash lp or you will get SPD if you press LP after the blocked HP!)

I was testing using SPD.lp on the corner (turns out this push you out at the optimal distance to do fj.hp, a bit farther and the j.hp wiff for standing opponents…). I found a 3 frame safe jump and a 5 frame safe jump after an SPD.lp on the corner. If you want a 3 frame safe jump do a wiffed lp+lk then fj.hp… If you want the 5 frame safe jump wiff c.mk! then option select the SPD.lp… if the j.hp wiff, you get them with the SPD.lp (rinse and repeat the safe jump) if the j.hp doesn’t wiff you can press a s.lp and it will combo (don’t mash lp for the spd.lp or you will get an spd after the blocked j.hp).

I came up with two mixups|traps for this safe jump:

  • corner spd.lp, safe jump fj.hp OS spd.lp, press lk again (it will do oil dive.lk and grab them if the j.hp gets blocked) (if you got them with the oil dive after the blocked j.hp, do the post-oil dive safe jump… rinse and repeat)

  • corner spd.lp, safe jump fj.hp OS spd.lp, s.lp, f.lk xx slide (easy hit confirmable) (if j.hp gets blocked you can tick throw with spd.lp after the s.lp… rinse and repeat the safe jump)

Sure they can SRK, backdash or jump… thats why you need to keep an eye on their patterns!


Also, when testing the Oil Dive.LK to counter the FDAC’s, I noticed Oil Dive.LK puts you on air state after 3 frames (something like that, I can’t remember)… so the Oil Dive.LK works great as an anti-throw move! So, if you know your opponent tries to throw after an empty jump and want to put them on the corner… empty jump Oild Dive.LK and you will grab them out of their throw attempt. The same thing goes for situations where you know your opponent will jump,try to jump or crouch, I didn’t test but I’m pretty sure you can grab Ken after a blocked ex.tatsu if they try to jump, throw or crouch, same for Ryu’s after a blocked f.hp! So, instead of tech throw, do Oil Dive.LK!

NOT TESTED:
It may be a good option to do the oil dive.lk in a situation where for example you block Ken’s ex.tatsu and Ken doesn’t have 2 meters or Ultra, but you have 1 meter or U1… if he hits you with a normal, he will probably put you in the “air recovery” state… so you can do SPD.ex or U1 and grab them! Other options that could win over you would be backdash, SRK or tatsu(I think this could lose also)… So you can have way more damage output reward (Oil Dive.LK, SPD.ex or U1) then what Ken could do.

It would be great if someone could test this… I will not have SF4 available for a couple of days :-/

Damn, good stuff, Hakans corner game gets better and better. Let’s see, now from SPD LP we have too many options!:

  • 3 frame and 5 frame Safejump with OS
  • EX Dive/dive mixup
    *Forward dash empty jump meaty light attacks
    *Dash twice jump HK for ambiguous crossup/reversal whiffs
    *MK Oil and wait…but whaa that’s a mini vortex!

Hakans corner game is soooo good, like seriously, everyone should work on their corner games! Here’s something I found yesterday, Hakan can dive someone from half screen and take them to the corner. Half screen! Everytime I land a focus crumple now I’m going to do LK dive to take them to the corner if I can, instead of f.mp slide, I think it’s obvious why, lol. You can even cover more distance by doing dash x 2 > lk dive after a focus crumple when oiled, lols…

Also everyone should work on dive option selects for the same reason!

As for the the LK dive beating throws, yeah I’ve definitely wondered how this works myself. There’s other situations where it’s worth doing as well, if you’ve seen my adon guide you can do LK dive after jaguar kicks which beat crouch, backdash, and jump, lol

Fei’s chicken wing is another one, he can’t do anything but crouch…everything else but flame kick loses

The move is so seriously cheap now :slight_smile:

Actually, if this about Oil Dive.LK is true:

  • Reversal Oil Dive.LK wins over throw attempt from Ken after a blocked Tatsu.EX
  • Reversal Oil Dive.LK gets put into a “air recovery” state if Ryu mash c.lp after a blocked F.HP

If you have 1 ex.meter, it should be better to do Oil Dive.LK on situations where you block a close standing opponent that you end up with 0 frame advantage or more and they don’t have 2 meter or ultra!.. and probably there are Super’s or Ultra’s that can get grab by the OD.LK!

Yeah I think we should make a list of all the moves that get stuffed by LK oil dive, I had no idea about ryu’s f.hp lol

So far, we have:

Ken’s EX tatsu
Ryu’s F.hp
Adons Jaguar kick and Jaguar tooth
Fei’s Chicken wing
Sagat FADC uppercut

And some to test…

Balrogs dash punch?
Vega’s Cosmic Heel?
Rose soul spiral?
Vipers burn kick?

Nice, so you basically confirmed my suspicions. Fei’s Chicken Wing EX and HK are both 0 frame advantage on block… If OD.LK wins, it confirms my theory. If Fei does a c.lk if should put Hakan in “air recovery” state and we should be able to land safe and close for SPD.ex or U1.

I said Ryu’s F+HP because it’s 0 frame advantage on block… If 1 move that its 0 frame advantage on block can be grab by OD.LK, it means all the moves should be also grab-able XD

BTW, I use my “What Are My Options” tool to find the safe jumps:

http://rolosworld.github.com/WAMO/
Notice I added a “Total Frames” column on the “Frame Data” section, it shows how many frames the move has, so I can test what moves to wiff before the jump :wink:
If I find a 3 or 5 frame safe jump I just need to search what move has 2 more or less frames. This works great… except when you need a really small amount of frames, like after the body press… thats why the back step then jump, its faster then a wiffed jab.

sorry whats the corner lp.rocket to safe-jump-hp setup???

and the corner lp.rocket > Forward dash > empty jump meaty light attacks??

3 frame:
corner rocket.lp, s.lp+s.lk, fj.hp

5 frame:
corner rocket.lp, c.mk, fj.hp

Where are you documenting all this? I’m planning on doing a “video” documentation for all Hakan’s setups on my youtube channel… I think it would be really helpful to visualize the setups.

[S]Ken’s EX tatsu[/S]
[S]Ryu’s F.hp[/S]
[S]Fei’s Chicken wing[/S]

This are incorrect! I just tested it and you can reversal OD.LK any blocked move that its -1 on block.

Hmm that sucks, I had so much success with this though i guess was easy to think it beat every option lol

You must be doing something right if you’re forcing the opponent to throw *Hakan *XD

So now to look for things that are -1…

Oh you can check off vegas cosmic heel, works easy

thanks buba il try these safe jumps out, didnt know them… was it discussed before anywhere?
i’ll add it to the ‘safe-jump’ guide. but if you want to make any video of these things i think it’ll make sense to have them in the same thread.
may i can just link the setup to click to go to the video.

Drew, can you let me know your setup for:
“corner lp.rocket > Forward dash > empty jump meaty light attacks??”

Cheers.

Actually, Fei Longs chicken wing LK and MK can get caught with the oil dive… HP and EX don’t

corner 3f safe jump testing

[ (corner) lp.rocket > s.lp+s.lk (throw) > f.j.hp ]

unfortunately it didnt worked once at all for me… in general it either whiffs completely on standing or crouching, or on the times that it hits, it’ll get dragon-ed…

results:

  1. fastest timing performed [ lp.rocket + throw whiff + :uf: ], j.hp ALWAYS WHIFF, opponent standing or crouching or neutral
  2. tiny bitsy delay [ lp.rocket > throw whiff > delay > :uf: ], j.hp hits opponent standing, whiff if they crouch, ALL DP hits
  3. tiny delay [ lp.rocket > throw whiff > delay > :uf: ], j.hp hits opponent standing and crouching, ALL DP hits.

This is tested on xbox. more than 30 times but not even once it hits and dragon blocked…

Now since it whiffs on the fastest timing of [ lp.rocket + throw whiff + :uf: ] i am not going to rule out that there might be a possible 1f timing for it to hit and dragon whiff.
But if consistency is boss then i can only safely to say to use this as a dragon bait or when oiled a surprise whiff attack OS rocket.
And if you are gutsy, mind game wise, use the timing for it to hit on first occasions in a match (where they usually blocks first) and then use the fastest timing to bait, this could fool them to think its a true 3f safe jump.

corner 5f safe jump testing (on Fei long)

[ (corner) lp.rocket > c.mk > f.j.hp ]

results:

  1. on the fastest timing f.j.hp will whiff opponent standing and crouching as well.
  2. tiny tiny bitsy delay - on the ‘good’ timing that it hits, dragon whiff blocked.
    though my testing was like 60% on whiffing completely and 40% hits and whiff blocked dp, results states this is 5f safe jump.

on an interesting note, i also tried** f.mk** (23f) instead of c.mk(20f) which should have a few more frame.
but results still around 50 whiff completely 50 hits and whiff block dp.

NOTE, for some reason (frame calculation ) this setup ALWAYS gets hit by Fei’s wake up U1… lolomgwtfbbq
so becareful on noobs hahaha

corner safe jump vs CViper
in trying all these testing, i went to lab with cviper as i hate her guts as she has to much safe on block moves and her hp.dp is weird due to the active and startup frame (7f).
i was able to find a gooood safe jump with lp.rocket against her. it produced almost 100% consistency with the fastest timing!:

[ (corner) lp.rocket > s.hp > f.j.hp (+OS c.hk) ]
-hits her standing and crouching
-ALL dp / burning kick / seismo whiff / blocked/ stuffed :slight_smile:
-only her U1 hits… wtf…
-OS c.hk is so good here!!! as it’ll still block/whiff her specials, and add the element to hit her ex.seismo and lp.thunder knuckle :slight_smile:


in all honesty i’ve rarely used lp.rocket setup in the corner or even mid screen… besides a few characters due to match up.
besides going for dmg, there are equally amount of similar setups for oil, dive, cross-ups with mp.rocket (i used the most) especially in the corner. The cross ups is so rewarding and creates far greater pressure imo - especially against 3f or 4f dp characters.
to safe jump them is almost impossible. just my 2c.

safe jump vs ibuki

all i can say is i dont call her bitch for no reason… lol
she has a good 5f ex.dp where if your setup is off by a little it’ll stuff you up.

here are the testing and findings

[ (corner) lp.rocket > c.mk > f.j.hp ]
-if timing is good, all her dp will get hit or whiff block
-loses u1 WTF
-can use f.mk as well but faster timing.

[ slide-press > s.lp > n.j.HK ]
-n.j.hp not good for this setup
-fastest timing otherwise ex.dp hits
-still not very consistence setup
-hits all standing / crouch / jump
-MAKE SURE your j.hk hits around her Breast-Waist level.
(ex.dp will hit you if your j.hk contacts at her head level)

[ slide-press > walk back tiny > n.j.HK ]
-n.j.hp not good for this setup
-best one of the slide-press setups, highest consistency
-hits all standing / crouch / jumps

NOTE ibuki can back dash out of all these setups. Although we can OS Slide (c.hk & dives still whiffs) but if she ex.dp it’ll hit you.
So its one or the other… So you either train them to block first or you have to be guessing if you want to OS.

This is still one hard match up.