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-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
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
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
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