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NORMALS:

-When oiled, Level 1 Focus Attacks are actually safe on block and really useful
for blockstun and general pressure
-FADNC'ing is a huge pressure tool since Hakan can cancel into normals while das
hing
-FADNC'ing can be used to absorb a poke and quickly counter it with a normal, li
ke a parry
-As such, FADNC'ing is an amazing answer to jump-in attempts, but this is only w
hen oiled
-FADNC'ing can really shut down opponents' pressure game and jump-ins with the c
orrect normals to follow and play footsies with
-FADNC'ing also largely increases the range of command normals
-Guard Position is completely throw and upper-body invincible for as long as Hak
an stays in it
-Guard Position can let Hakan dodge any jump-in attack; when timed correctly, ca
n also recover in time to punish/not get punished
-Guard Position can be held (for dodging fireballs) or tapped (for dodging attac
ks or cancelling moves)
-Stand Jab is great for applying pressure because it's a good combo starter and
can frame trap into itself, especially with DNC'ing
-Stand Strong is mainly a whiff punish move, but does not cancel; it can also be
used for frame traps but only links into itself (but counter-hit gives more opt
ions)
-Stand Fierce is a great anti-air, frame trap after Light strings, and focus bre
aker since it hits twice
-Toward Fierce has a huge hitbox and small hurtbox, so it's a good meaty poke an
d whiff punisher
-Toward Short is really fast, has great range, and is cancellable, making it a g
ood option select and a strong contender with low attacks in footsies
-Toward Roundhouse hits low, moves Hakan forward, has immense reach, and causes
hard knockdown--a perfect move for getting in, especially with DNC
-Toward Strong is quite good for getting in, especially when oiled to DNC jab bl
ockstrings into it and after it; it is safe on block from far ranges and cancels
-Toward Strong can also be used to cross under neutral jump attempts and punish
any air-to-ground that follows
-Toward Jab has good range and can punish a lot of moves while being a very safe
move itself
-Low Jab is okay for pressure and combos since it is cancellable
-Low Forward has great range and cancels, making it a great normal to FADNC comb
o with, combo into a hard knockdown, and punish low normals
-Low Shorts make a really good blockstring when oiled and is a good pressure too
l up close to get really good high-low-throw mixups
-Low Strong is cancellable, making it a fairly good attack to whiff punish and d
eal extra damage
-Low Fierce had great range and is especially useful when oiled to get tick thro
w setups and DNC into
-Low Roundhouse has a huge hitbox and good range while being fairly quick for a
sweep as well; good to DNC into
-Low Roundhouse also gives Hakan a weird hurtbox that can low profile under a lo
t of jump-ins
-Jump Strong and Fierce are fantastic air-to-air moves that reset, allowing a fo
llowup since Hakan falls faster and peaks lower in his jump
-Jump Forward is an insanely good cross-up--good mix-up to throw in along with S
PDs, Dives, and meaty attacks on knockdowns
-Jump Roundhouse is probably the best air-to-ground/jump-in for safejumps
-DNC'ing Light normals and Focus Attacks gives amazing pressure when oiled
-DNC'd Stand Jab strings help push opponent into corner and set up tick throws
-Low Jab has slightly more range than other Light normals
-Any aerial attack on a grounded opponent should confirm into Low Forward
-Focus Attacking an opponent's jump-in is really good because Hakan can DNC when

they land
-Meaty Focus Attacks while sliding backwards beats wake-up normals and some nonarmor-breaking reversals
-Meaty Focus Attacks while sliding forwards can catch back dashes and teleports
-Air Throw is a decent option select when cornered since it can completely shift
momentum and Jump Light is a decent air-to-air
-Air Throw is super fast even against some uppercuts and deals a lot of damage
SPECIALS:
Oil Shower:
-Light Oil Shower has shortest animation and gives 6 seconds of oil; Heavy has l
ongest and gives 12; Medium gives 9; EX gives 15 (if not cancelled)
-EX Oil Shower can be cancelled into Guard Position to shorten at any time and i
s fully projectile invincible
-Oiling up builds meter!
-Oil time does not overlap, it stacks for a maximum of 30 seconds
-While oiled, Hakan can move during focus, move further with his command normals
, and chain cancel Low Short
-Light Oil Shower is safe on basically any hard knockdown (beware of command gra
bs and fast, long range normals)
-Medium Oil Shower is safe after Light SPD or Oil Dive (beware command grabs)
-Heavy and EX Oil Shower is safe after either Ultra
-Sometimes getting hit out of (Heavy) Oil isn't a terrible idea if the enemy isn
't in a position to punish very hard (cross-screen, no meter, etc), as it still
yields 5 seconds
SPD:
-SPD range isn't good when dry; amazing when oiled
-All SPD strengths have a 3 frame startup
-Light SPD sends opponent farthest and has the longest range while doing least d
amage; Heavy SPD keeps opponent close with slightly lower range and deals most d
amage
-Heavy SPD is good to continue pressure while oiled, whereas Light SPD is good t
o set up for oiling
-EX SPD has the furthest range and full hit and projectile invinicibility until
the move starts up, making it one of the better reversal/wake-up options (beware
of throws)
Oil Dive:
-Oil Dive only hits standing opponents, so it is good as a neutral jump or empty
jump punish
-Oil Dive goes over low attacks, but can be punished easily
-Light Oil Dive has a much faster startup, but less range and damage (exactly ha
lf of both) compared to Heavy
-Light Oil Dive is considered airborne for most of the startup, whereas EX, Heav
y and Medium are only airborne for about half
-EX Oil Dive is completely throw invincible on all its startup and the first act
ive frame
-All Oil Dives' startup can be cancelled into Guard Position, which builds free
meter and stops the actual dive
Oil Slide:
-Oil Slides hit low, give a very low profile hurtbox, and travel across the scre
en fairly quickly
-When oiled, Oil Slide goes farther and thus travels faster
-Light Oil Slide has fastest startup, lowest damage and shortest range; Heavy ha
s slower startup, highest damage, and furthest range (~2/3 screens)
-Light Oil Slide has projectile invincibility as well, so it can punish or just

build meter while getting closer under fireballs


-Strong Oil Slide can be used to punish fireballs from 1/2 screens, but it doesn
't have as much invincibility so it must be timed properly and does not work aga
inst tall fireballs
-EX Oil Slide is completely projectile invincible and is hit invincible during t
he first 5 frames of startup, making it the best fireball punish and a strong re
versal/wake-up option
-Oil Slide can be FADC'd on the initial hit, which is super useful and a solid u
se of meter
-Oil Shower followup to Oil Slide lasts 7.5 seconds and builds meter
-After Body Press, Light Oil Shower recovers right as the opponent gets up
-Oil Slide can be used to cross-under after successful air-to-air or on tricky j
ump-ins
-Oil Slide is a good option select for back dashes and teleports
-Oil Slide is good to close distance on a hard knockdown and set up a mixup
-Meaty, delayed Oil Slide is relatively safe on enemy wake-up, though it may loo
k easily punishable (good uppercut/jab bait)
-Oil Slide can be used to anti-air jump-ins that are pretty far away if the jump
attack has a short vertical hitbox
SUPER & ULTRAS:
Super:
-Super deals 450 damage (a lot), is fully invincible for 1 frame, and corners op
ponent
-Light Super starts up fastest with hit invincibility, Medium Super starts up sl
ower, but has throw invincibility on startup, and Heavy Super starts up slightly
slower than Strong but is projectile invincible
-Super is basically a better Oil Dive, but it is way more risky
-Super is one of the best punishes for focus attacks because it also beats back
dashes and cancels from a lot of good footsie normals
-The kick button can be held down to stall the startup like with Oil Dive
Ultra 1:
-Ultra 1 is a fully invincible 1-frame grab that sends opponent to opposite side
of the screen, leaving time to oil OR slide to continue pressure
Ultra 2:
-Ultra 2 is literally the game's best instant anti-air; it is completely invinci
ble for all its active frames and has a 0 frame startup (instant)
-Ultra 2 can be comboed into with any successful air-to-airs, Focus crumples--an
ything that the game considers airborne, while Hakan is right next to/below them

LINKS:
*Stand Jab -> Stand Jab
Stand Jab -> Stand Short
*Stand Jab -> Toward Short
*Stand Jab -> Low Jab
Stand Jab -> Stand Strong
Stand Jab -> Toward Jab
*Stand Jab -> Low Short
*Low Short -> Toward Short
*Low Short -> Low Short
*Low Short -> Stand Jab
*Low Short -> Low Jab
*Stand Strong -> Stand Jab
*Stand Strong -> Toward Short
*Stand Strong -> Low Jab

Stand Strong -> Stand Strong


*Important/very useful links
COMBOS:
Dry:
Stand Jab x3 -> Toward Jab
Stand Short x3 -> Toward Short -> Heavy Oil Slide
Stand Jab x3 -> Toward Short -> Heavy Oil Slide
Stand Jab x2 -> Stand Strong
Stand Short -> Stand Jab -> Toward Short -> Heavy Oil Slide
Stand Jab -> Low Jab -> Light Oil Slide
Low Short x2 -> Toward Short -> Heavy Oil Slide
Low Short x3 -> Toward Short -> Heavy Oil Slide
Stand Strong -> Stand Jab -> Toward Short -> Light Oil Slide
Stand Strong -> Stand Strong -> Toward Short -> Heavy Oil Slide
Toward Strong -> Heavy Oil Slide
Toward Strong -> Heavy Oil Slide -> cross-up FADC
Toward Strong -> FADC -> Stand Strong -> Stand Strong -> Toward Short -> Heavy O
il Slide
Low Short -> Stand Jab x2 -> Toward Short -> Heavy Oil Slide
Low Short x2 -> Stand Jab -> Toward Short -> Heavy Oil Slide
Low Forward -> Heavy Oil Slide
Low Strong -> Heavy Oil Slide
Stand Jab x2 -> Toward Short -> Heavy Oil Slide
Jump Strong air reset -> Ultra 2
Jump Strong air reset -> Stand Jab -> Toward Short -> Heavy Oil Slide
Jump Strong air reset -> Low Forward -> Heavy Oil Slide
Jump Strong air reset -> Oil Slide
Oil Slide -> FADC -> Ultra 2
Note: Any combo can be started with a Jump Roundhouse or Jump Forward
Oiled:
Low Short x4
Toward Strong -> FADC -> DNC Toward Strong -> Heavy Oil Slide
Toward Strong -> FADC -> DNC Stand Short -> Stand Short x2 -> Toward Short -> He
avy Oil Slide
Stand Fierce anti-air -> DNC Low Short -> Low Short x2
Stand Fierce anti-ait -> DNC Low Forward -> Heavy Oil Slide
Lvl 1 Focus -> DNC Toward Strong -> Heavy Oil Slide
Lvl 1 Focus -> DNC Toward Strong -> FADC -> DNC Toward Strong -> Heavy Oil Slide
Lvl 1 Focus -> DNC Low Forward -> Heavy Oil Slide
Lvl 1 Focus -> DNC Stand Strong -> Low Jab -> Light Oil Slide
Lvl 1 Focus -> DNC Stand Strong -> Toward Short -> Heavy Oil Slide
Lvl 2 Focus -> Lvl 1 Focus Attack -> DNC Toward Strong -> Heavy Oil Slide
Lvl 2 Focus -> Lvl 1 Focus Attack -> DNC Toward Roundhouse
FRAME TRAPS:
Stand Jab x3 -> Toward Fierce
Low Short x4 -> Toward Strong
Stand Jab x2 -> Stand Fierce
Stand Jab x3 -> Toward Jab -> Toward Roundhouse
Stand Jab x2 -> Toward Jab -> Low Forward -> Heavy Oil Slide
Lvl 1 Focus -> DNC Toward Strong
Lvl 1 Focus -> DNC Low Roundhouse

TICK THROWS:
Oil Slide -> FADC -> SPD
Stand Jab -> Low Jab -> Light Oil Dive
Jump Roundhouse -> Light Oil Dive
Stand Jab x3 -> Light Oil Dive
Stand Jab x3 -> Toward Short -> Heavy Oil Dive
Low Short x4 -> Heavy Oil Dive
Low Short x3 -> Light Oil Dive
Toward Strong -> Heavy Oil Dive
Low Forward -> Heavy Oil Dive
Stand Short x3 -> Light Oil Dive
Stand Short x2 -> Light Oil Dive
Low Forward -> Heavy Oil Dive
Oil Slide -> FADC -> BDNC Ultra 1
Stand Fierce -> Light Oil Dive
Low Forward -> Super (hold startup briefly)
Toward Strong -> Super (hold startup briefly)
Toward Strong -> Light Oil Dive (hold startup briefly)
Lvl 1 Focus -> DNC Low Short -> SPD
Low Short -> Ultra 1
Toward Strong -> FADC -> DNC Low Short -> Ultra 1
Low Short x2 -> Stand Jab -> Toward Short -> FADC -> DNC Stand Strong -> Ultra 1
Toward Rounhouse (max range) -> Light Oil Dive
Delayed/Meaty Oil Slide -> SPD
Lvl 2 Focus -> Stand Short -> Forward Dash -> Toward Fierce -> SPD
Lvl 2 Focus -> Stand Short -> Forward Dash -> Stand Jab -> Ultra 1
Lvl 3 Focus -> Lvl 2 Focus -> DNC Toward Strong air reset -> Heavy Oil Slide whi
ff or block -> SPD
Lvl 3 Focus -> Lvl 2 Focus -> DNC Stand Strong air reset -> Forward Dash -> Low
Forward -> Heavy Oil Slide
SAFE JUMPS & KNOCKDOWN SETUPS:
Low Roundhouse (usually next to opponent):
Whiff Low Strong -> Light Oil Dive
Whiff Stand Strong -> Heavy Oil Dive
Whiff Toward Short -> Heavy Oil Dive
Whiff Stand Jab x2 -> Light Oil Slide
Whiff Low Jab x2 -> Heavy Oil Dive
Whiff Low Roundhouse -> Light Oil Dive
Forward Dash x2 -> Light Oil Dive
Light Oil Shower -> Meaty Low Short
Toward Roundhouse (always ends up next to opponent):
Whiff Toward Strong -> Light Oil Dive
Whiff Stand Fierce -> Light Oil Dive
Whiff Low Strong -> Heavy Oil Dive
Oiled Back Dash -> Heavy Oil Dive
Mid-screen Forward Throw:
Whiff Toward Strong -> Light Oil Slide
Corner Forward Throw:
Whiff Stand Strong -> Whiff Low Short -> Light Oil Dive
Whiff Toward Strong -> Whiff Low Strong -> Light Oil Dive
Air Throw (always ends up next to opponent):
Light Oil Shower -> Light Oil Dive
Forward Dash -> Whiff Toward Forward -> Medium Oil Dive
Forward Dash -> Back Dash -> Oil Dive

Whiff Stand Jab x3 -> Oil Dive


Back Dash -> Guard Position -> Medium Oil Dive
Forward Dash x2 -> Light Oil Slide
Whiff Low Forward -> Diagonal Jump Air Throw
Oil Slide (no follow-up):
Whiff Low Short x2 -> Light Oil Dive
Whiff Low Strong -> Heavy Oil Dive
Light Oil Shower -> Meaty Low Short
Neutral Jump Rounhouse/Forward
Body Press (always ends up next to opponent):
Whiff Stand Strong -> Diagonal Jump Roundhouse
Whiff Stand Forward -> Diagonal Jump Forward
Whiff Low Strong x2 -> Light Oil Dive
DNC Guard Position -> Low Short/Stand Short/Stand Jab
Whiff Stand Fierce -> Heavy Oil Dive
Whiff Low Roundhouse -> Light Oil Dive
Whiff Toward Roundhouse -> Medium Oil Dive
Guard Position -> Heavy Oil Dive
Whiff Stand Strong -> Whiff Toward Short -> Light Oil Dive
Whiff Stand Roundhouse -> Strong Oil Dive
Forward Dash -> Whiff Low Strong -> Light Oil Dive
Forward Dash -> Whiff Low Strong -> Ultra 1
Forward Dash -> Heavy Oil Slide -> SPD/Throw
Forward Dash x2 -> Light Oil Dive
Forward Dash x2 -> Meaty Toward Fierce
Back Dash -> Forward Dash -> Light Oil Dive
Mid-screen EX SPD:
Whiff Toward Roundhouse -> Light Oil Dive
Whiff Toward Strong -> Light Oil Dive
Whiff Toward Forward -> Heavy Oil Dive
Forward Dash -> Stand Short -> Light Oil Dive
Whiff Stand Short -> Medium Oil Slide
Whiff Stand Strong -> Medium Oil Slide
Mid-screen Heavy SPD:
Whiff Toward Forward -> Heavy Oil Dive
Whiff Low Forward -> Heavy Oil Dive
Whiff Toward Strong -> Heavy Oil Dive
Whiff Toward Roundhouse -> Medium Oil Dive
Whiff Stand Roundhouse -> Light Oil Dive
Whiff Stand Jab -> Light Oil Slide
Forward Dash -> Light Oil Slide
Whiff Low Short -> Heavy Oil Slide
Diagonal Jump -> Light Oil Dive
Corner Heavy SPD:
Whiff Stand Short -> Diagonal Jump Roundhouse cross-up
Mid-screen Medium SPD:
Whiff Toward Strong -> Heavy Oil Dive
Whiff Toward Roundhouse -> Heavy Oil Dive
Forward Dash x2 -> Light Oil Dive
Diagonal Jump -> Heavy Oil Dive
Whiff Crouch Fierce -> Heavy Oil Dive
Whiff Stand Short -> Heavy Oil Slide
Whiff Stand Strong -> Heavy Oil Slide

Mid-screen Light SPD:


Whiff Toward Strong -> Medium Oil Slide
Walk Forward slightly -> Light Oil Slide -> Light Oil Dive
Whiff Toward Roundhouse -> Heavy Oil Dive
Whiff Toward Strong -> Forward Dash -> Heavy Oil Dive
Forward Dash x3 -> Light Oil Dive
Forward Dash -> Whiff Toward Roundhouse -> Heavy Oil Dive
Forward Dash x2 -> Light Oil Slide
Corner Light SPD:
Light Oil Shower -> Heavy Oil Dive
Whiff Toward Roundhouse -> Whiff Stand Jab -> Heavy Oil Dive
Forward Dash x2 -> Diagonal Jump Roundhouse cross-up
Oil-Dive (always ends up next to opponent):
Whiff Low Strong -> Whiff Stand Jab -> Diagonal Jump Forward
Whiff Stand Jab -> Diagonal Jump cross-up -> Light Oil Dive
DNC Guard Position -> Meaty Low Short/Stand Short/Stand Jab
Whiff Low Strong -> Diagonal Jump cross-up -> Light Oil Dive
Whiff Stand Strong -> Diagonal Jump cross-up -> Heavy Oil Dive
Stand Strong x2 -> Diagonal Jump Roundhouse cross-up
Whiff Low Roundhouse -> Neutral Jump Roundhouse
Whiff Stand Strong -> Diagonal Jump cross-up -> Light Oil Dive
Whiff Stand Jab -> Diagonal Jump cross-up -> Heavy Oil Dive
Forward Dash x2 -> Light Oil Slide
Whiff Stand Jab x2 -> Medium Oil Slide
Whiff Heavy Oil Slide -> Diagonal Jump Roundhouse cross-up
Medium Oil Shower -> Meaty Stand Strong
Super:
Whiff Crouch Fierce -> Light Oil Slide
Forward Dash x2 -> Light Oil Slide
WAKE-UPS:
-FADNC Low Short beats long-lasting meaty attacks, jump-ins and crossups, and op
tion selects
-BDNC Low Short beats command throws, meaty lights, and wake-up grabs
-BDNC Guard Position beats basically any jump-in attack, cross-up, and meaty hit
-EX SPD
-EX Oil Slide
-Heavy Oil Slide can get out of ambiguous mix-ups if they aren't frame perfect s
afejumps
-EX Oil Dive
-Light Oil Dive beats meaty Focus dashes or holding Focus
-Ultra 1
-Ultra 2
OPTION SELECTS:
Back Dash:
Jump Roundhouse -> Stand Jab -> Low Jab | Jump Roundhouse -> Whiffed Stand Jab > Light Oil Slide OS
Jump Roundhouse -> Throw | Jump Roundhouse -> Whiffed Throw -> Light Oil Dive OS
Forward Dash -> Whiffed Stand Strong -> Ultra 1 | Forward Dash -> Whiffed Stand
Strong -> Light Oil Dive OS
Meaty Low Short (blocked) -> SPD | Whiffed Meaty Low Short -> Toward Roundhouse
OS
Forward Dash x2 -> Toward Fierce | Forward Dash x2 -> Whiffed Toward Fierce -> S
PD OS

Meaty Stand Strong (blocked) -> SPD | Whiffed Meaty Stand Strong -> Low Roundhou
se OS OR Toward Fierce OS
Whiffed Meaty Air Throw -> SPD | Meaty Air Throw OS
Neutral Jump:
Jump Roundhouse -> Throw | Jump Roundhouse -> Light Oil Dive OS
Oil Trap Option Selects:
While initiating a normal throw, buffer Ultra 2 so that
0. Forward Throw | Whiffed Forward Throw -> Ultra 2 OS
On hard knockdown (Oil Dives, Body Press, Air Throw, etc)
1. Light Oil Shower -> Step 0
If the opponent techs the throw, then
1a. Light SPD or EX SPD
If Forward Throw connects, then
2a. Forward Throw -> Light Oil Shower -> Walk Forward slightly -> Toward Roundho
use | Forward Throw -> Light Oil Shower -> Walk Forward slightly -> Whiff Toward
Roundhouse -> Ultra 2
If Toward Roundhouse is blocked, then
2ai. Light SPD -> Light Oil Shower -> Walk Forward slightly -> Toward Roundhouse
| Light SPD -> Light Oil Shower -> Walk Forward slightly -> Whiff Toward Roundh
ouse -> Ultra 2
2aii. Heavy SPD OR EX SPD -> Back Dash -> Heavy Oil Dive -> Step 1
If the opponent is likely to jump, then
2aiii. Heavy SPD OR EX SPD -> Back Dash -> Toward Strong air reset -> wait -> Ul
tra 2
2aiv. Focus sliding forward -> DNC Low Short -> Step 0
If Toward Roundhouse hits, then
2av. Walk Forward -> Step 0
2b. Forward Throw -> Light Oil Shower -> Whiff Toward Roundhouse -> Forward Thro
w
If the opponent is likely to block Towards Roundhouse, then
1bi. Forward Dash -> Step 2ai
1bii. Forward Dash -> Step 2aii
1biii. Forward Dash -> Step 2aiii
STRATEGY:
-Oil up whenever it is safe to do so in the neutral game or on knockdown because
it allows for better mobility and footsies
-Use Oil Slides to punish fireballs if needed
-Hakan can play out many strategies: heavy vortex game, convential "moving wall"
grappler, or heavy footsies game
-On knockdowns, meaty Oil Slide setups will force the enemy to block low and giv
e +2-3 frame advantage, allowing for followup SPDs, jumps, and Ultras (but NOT n
ormals)
-If the enemy is scared of Oil Slides on wakeup, this leaves them open to Oil Di
ve setups instead, which leads into another knockdown
-Once the enemy is scared of both, this makes safejumps a much better option, as
that leads into SPDs, frame traps, and ambiguous cross-ups
-Using Light Oil Shower on most knockdowns is a very safe option, but it can als
o mixup if the enemy is simply too scared to do anything on wake-up
-After showering, whiffing a Towards Strong or a Low Fierce immediately into an
SPD to catch a whiff punish will make the enemy scared to even punish, making th
em play much safer
-Once the enemy catches on, they will often neutral jump from the SPD, which lea
ves them open to an air throw, Oil Dive, or Ultra 2

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