The Arcade Edition guide for Hakan has been updated by myself here on EventHubs. Hakan is fully vulnerable during his Oil Up animation, so you'll only want to do it after a hard knockdown or at full screen when you are sure you can't be punished. It is absolutely imperative that you oil up whenever possible, because Hakan is extremely limited without oil. The different strengths of each button determine how long the oil stays on Hakan, which you can follow below.
A big thanks to 0shinakuma0 and his Wildcat815 playlist.
I had over 10,000 BP with Hakan in SSF4. He's not very improved in AE. If you were good at him before, the oil stacking that people rave about isn't noticeable really. The only large changes were:
1. c.LP cancels into L.Oil Slide
2. Oil Dive can be cancelled into coward crouch for a fakeout.
That's really all.
Very rarely.
It is possible to surprise people in a tournament setting though, especially those who don't know the matchup.
The only downside to playing a surprise Hakan strategy is that Hakan loses to the twins really badly. You would have to play like a maniac to beat them.
The Rose guide really needs updated, could she be next? :D
(No one believes in Hakan, so no one plays as him. Sad really. Hoping he gets into SFxT so I can have my main.
Funny thing is, you see "competitive" Gens but no sign of Hakan....)
I main Hakan, but I don't play SSF4 very much anymore. He is really fun character if you have a decent amount of skill to be able to win with him. He is easily abused by people who know what they are doing, and has a hard time winning against characters that do not let him oil up.
Juri and Hakan proof that the new Capcom/Ono cant make good new characters! Good Luck Poison!
@1 I don't own A.E but I used Hakan in SSF4. I thought he was an enjoyable character to use, realy fun.
His an ok char, his a little one dimensional personally as if they know what he is about they can destroy you. Though if they dont, you can body them.
Also "The above times refer to real time, not the in-game clock" aren't they the same? As 8 secs in real time is the same as 8 secs in game time, no? not hating or critising, just questioning it :)
Thanks for the Playlist link Nyoro, much appreciated. :)
thanks for the post eventhubs.
everything in sf is subjective. Its true hakan is not the ryu of sf ( i mean the one people choose a lot). He is also underrated and most of people judge his gameplay when passing his trials which is something wrong. I love hakan, the character and the gameplay. I main him since ssf4 has came out. Unlike other characters, I believe hakan is the frame trap character by definition and AE changes has boosted his frame trap (crtical hits combos) to another level which is great really. Of course its my opinion which in based on the way i play hakan in this game.
But i also believe every character has his own crazy style if people know how to play with. no character is to be underrated.
and please respect people who doesnt like him or any other character. everythin is subjectif. best wishs in life to all of you my friends
I played a bit of Hakan but he is too easy to be figured out. You just need to hold down-back jab jab jab and that pretty much shuts Hakan down like 80% of this offensive.
I don't understand why Capcom can't make Oil dive an overhead or maybe do something original and crazy like he is un-grabbable when oiled up...either one would make the character much better.
I play hakan as a side main, along with the other 2 main grapplers.
The general problems grappler archetype characters have, usually have some way to mitigate the problem. Since sf2 days grapplers had problems dealing with low attacks and fireballs.
Gief was given that hopping headbutt move old school days(f+HP) kick lariat dealing with lows better while allow him to move in more safely without always having to jump. green hand and punch lariat for fireballs.
Hawk have his dive and dp. Honda got the flying headbutt and buttslam.
Birdie had the turn punch like move which is sorta a universal solution for him.
Alex had the stomp, jumping ddt, flash chops can kill fireballs.
Hugo had s. HK which could be directed slightly(doubled as an overhead and when over most lows) Palms destroyed fireballs(kinda irrelevant given its 3s but the tool is there regardless)
Etc.(could list more but its already getting long winded)
BUT HAKAN??
Hakan default meterless fireball avoidance doesnt allow him to move forwards with it(laying on the ground) and his low avoidance move is extremely unsafe at any distance and doesnt hit crouchers either(atleast alex jumping ddt on whiff didnt have terrible recovery).
Hakan have to rely on on both meter and being oiled up(2 resources compare to none for the rest) in an attempt to deal with simple things where as no other grappler like character have too, which is part of his big down fall in being effective.
And with all the command normals he have figure atleast one of the following:an overhead, chainable light attacks outside being oiled, dash cancelable normal to help substitute his level 1 focus attack for scaling and input management(oily man slides everywhere WHY NOT? abel can, which for hakan with oiled up could lead to extended combos). Or have a normal that can avoid throws(rose close s.mk)Hes a oil wrestler for crying out loud!
A move that forces stand and cancelable and/or can be linked after...something to help the oil dive connect by trapping them for those wondering. would force them to do something besides crouching all day(like f+mp hit on a standing opponent xx mk oil dive cannot be avoided just by holding downback).
And why can he use his oil dive like makoto/viper/twins feint canceling, not like he have that many moves that are cancelable. Makoto/twins can feint then go to command grab into big combo why cant hakan be able to feint cancel into grab mix up if they are caught crouching.
You know SOMETHING, and not be at the bottom of barrel once again(pun intended) Sheesh allowing him to cancel a already bad move and stacking oil isnt gonna do much for improvement >:( SOO much they could have done with hakan.
I completely agree with powderedtoastman.
As a grappler player, I enjoy playing with Hakan, but if I want to win, I play with Zangief, who has the tools to deal with most threats. Capcom had a great idea with Hakan, they just didn't put enough effort to make him viable. That's a shame because he could be very fun to play if he had the two or three more options he direly needs.
If only his Oil dive was a true anti air and if he had an overhead, he would be already much more interesting to play with.
yea i kinda went off earlier >_<. But oddly enough there is a good chunk of times where i would actually use hakan instead of gief. As my previous post was directed at his many negatives i didnt mention positives.
Hakan is better at doing pressure strings with normals than the other 2. As when oiled or not he have normals that keep him moving forward and on top of the opponent. While hawk and gief normals tend to push people away forcing you to move in a bit inbetween strings.
Meaty oil slide on wake up and my fav is meaty F+HP when oiled, does so much if it smacks them on counter hit if you caught them trying to do a non invincible wake up atk. Which then leads to be in range for a command grab after.
I use hakan against people that like to play mid range, use gief for rushdown like people, hawk for the zoners. Find it easier to deal with like that. Hakan ground speed advantage over the other two is nothing to sleep on. Oily dashes and F+HK cover so much space quickly, while gief and hawk are probably slowly walking people into the corner.
Dont mean to be rude or anything. but does anyone actually play Hakan? Other than just for fun, in friendly matches...