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

Hi Buba, just want to mention that i tried the above technic where you do OS rocket after a blocked/whiffed j.hp, and press lk again straight after the execution.

This is amazing that it works! lol
need lots of practice thought to perfect this :slight_smile:
but its a goooood find for high hakan techic for sure!

this is what would happen, after you perform the j.hp:
-if oppoenent blocks, the os rocket wont come out, BUT lk dive comes out!
-if j.hp whiff on couchers, os rocket comes out.
-if opponent b.dash, os rocket comet out.

its sick that it untouchable them when they block hahahaha

So here is the input for you guys:
say against 2p ibuki

[ slide-press > s.lp > n.j.hp ~ :hcf::uf: ~ lp ~ lk ]

because of range you have to be oiled for all these safejump spd OSs to work, correct?

nop.
only if the setup that specifies it, otherwise should be ‘normal’ which is dry.

[edited] sorry i read wrong, so yes you need to be oiled for ‘spd OS’ to catch.

here is a specific corner safe jump that i’ve been using very reliable against Chun-Li.
Some of you may know, but now that its tested to the extreme this is one we need to abuse as there arn’t much good safe setups around due to her bitchy ex.sbk that hits cross-up kicks and anything else if you dont time it right.

vs chun-li

[ (mid screen / corner) mp.rocket > f.dash > f.j.hk ]
-hits standing / crouching
-ex.sbk whiff blocks.
-in the corner you land at the back.
-very reliable, fastest timing consistent.

[ (corner) mp.rocket > f.dash > n.j.hk ]
-hits standing/crouching
-ex.sbk whiff block
-loses to U1/Super
-press hk early at or higher head level
-very reliable, but need to practice hk pressing timing.

Note Safe Jumping 5f characters.

It seems to have 100%** tendency to get hit by their Ultra or Super** (Fei/Chun/ibuki + cviper that were tested).

i am guessing its to do with Hakan’s larger air-normals hit box, OR these characters has better Ultra/Super frames.

So please use caution.

but all these lp.rocket corner safejump OS setups put you to far away to land another OSed rocket after a f.jump unless oiled
what am I doing wrong?

thats right, if you want to os rocket u need to be oiled.

From the Zangief part.

"Your pokes are for the most part, better than Gief’s. Use his standing HP as your main poke, as it breaks focus and is an all around great poke. Mix it in with standing MP, c.MP, and f.LP. If you want to close the distance, then use f.MP/c.HP/f.HK. "

Blatant lie, Gief’s S.MP beats it clean. Space correctly instead and don’t be in range for S.MP, only then will S.HP be of any use. Depending on the spacing, S.HP WILL beat Gief’s S.MP. Your gameplan shouldn’t be to rush in on gief since his SPD’s will beat yours if he’s churning the butter, but Hakan’s SPD is better range-wise so abuse the extra range. The rest of the guide is fine thou, dive mixup is godlike and you should always be abusing it.

So I’ve been pondering on making a rough Gen matchup guide that covers some more stuff about the general matchup. Yes or no? It might be really, really rough thou.

i found out last night hakan can kick command grab akuma out of his ultra 1.
good to know. good to know.

So what can Hakan do against Seth? Seriously, that matchup is basically “Playing against seth? Hun, why don’t you just go and prepare some tea, you can’t win anyways lol”

I find this match up extremely fun actually. Cause I know in almost every situation on screen I am at a disadvantage unless he is on his back. But once you get him there you can get a quick comeback in a few guesses cause Seth has such low life. I find you need to match the Seth you are playing and just go all out.

Sounds like its worth a try, thanks mate!

Just so that everyone knows

Condor spire: Rocket/U1 doesn’t work. Hawk can do Spire into SPD and his spd beats Hakan’s.

Against Honda, we read that c.lk, jump over, j.mk is effective, when he doesn’t have meter. However, we now know that if you empty jump over, you can EX rocket his EX headbutt, which has a split second of vulnerability to throws when it’s diagonal in its animation.

Would it be a good idea to call this the beginners guide? Because a lot of the stuff in this guide isn’t viable once you go above 2500PP. The Blanka section as an example - any good Blanka player isn’t going to use the balls at all against Hakan, mainly because he doesn’t need to. Lightning is all he needs. Thus I believe that what you should do is space him correctly and option select his backdashes. **This match is not in Hakan’s favor. It only is if the Blanka player is a bad player and spams balls or slide. **

I usually don’t know much about matchups, but in Hakan vs Blanka I’m sure its in Hakan’s favor.

hakanxblanka was in hakan’s favor in super[his only one at that].

It isn’t. Hakan doesn’t have any proper ways of punishing Blanka is he’s just being Blanka. It IS in his favor if said Blanka player is using balls and slide too much. But other than that you can’t really punish him unless he does Lightning infront of you at a very specific range.

Hakan has the means to dictate how close he wants blanka to be. Blanka doesnt magically appear in front of hakan at the right range to lightning him. The matchup is in hakan’s favor. You just have to work on answering blanka’s movement options.