Has Infiltration used Hakan in any tourneys so far? I agree though, the oil at the beginning was a really nice buff seeing as he really is more like half a character when dry. I’ve been trying to find a safe way out of Rufus’ divekick pressure when dry and I always end up biting the bullet and backdashing to get reset or dashing into it to make it unsafe. LOL.
I’ve been playing Hakan since Super and I found a majority of his game revolves around yomi and reactions to certain situations that I was surprised to find happen quite often. Realizing I have been placed into these situations and being able to pick the right defensive option out of Hakan’s streamlined movelist is normally where I am able to make those tiny advances that win me the match. It’s simple tech, but it’s very effective.
One of these universal situations is one I’m sure everyone is familiar with when the find themselves dry. THE JUMPING GIMMICK! The opponent sets up a crossup, crossup is blocked, neutral jump, nj. normal is blocked, forward jump crossup, crossup is blocked, throw, etc, etc.
To avoid this situation and completely GIVING the match away, there are a few defensive tactics you can employ.
AFTER a blocked crossup:
- Cr.tech, LK Dive- beats DPs, neutral jumps and their normals, double crossups using a crosscut LK Dive, also avoids air moves like Juri’s QCB+K
works on the following: Ryu, Ken, Akuma, Sakura, Cody, Fei Long, Dan, Oni, Makoto, Seth, Cammy, Sagat, Evil Ryu, Balrog, Zangief, Fuerte, Guile, Ibuki, Rose, Blanka, Guy, Adon, Abel, Dee Jay, Dudley, Honda, Viper, Hakan
A few characters have strange jumps or superior neutral jumping air normals that punish the LK Dive so in that case you can simply use the following.
2)Cr.tech, air grab
-it’s pretty much the same application of the crouch tech that actually works on everyone save Dhalsim, so it will work on Chun Li, T. Hawk, Bison, Rufus, Yang, Yun, and Vega while the other setup doesn’t.
These are obviously not 100% safe defenses and they don’t account for delayed normals,delayed DPs or command throws. Also, while some characters listed do have much better options after a blocked crossup than a neutral jump, this is just one situation.
The scenario to take notice of is the placement and spacing of the characters this situation presents. [The opponent has reached the peak of their neutral jump directly in front of Hakan] so whenever you see this instance (I will provide visuals soon), you can train yourself to react with this setup and punish them for jumping 100% of the time! The cr.lk times the LK Dive so that it grabs the opponent from behind, which is why it works against most air normals and avoids most air specials for a majority of the cast. When you use the second setup against those seven characters, his air grab will stuff whatever air normals they attempt on the way down. Basically, any pointblank neutral jump is punishable.
I have tested this and tested this, but if anyone else can find a way to punish the crossunder LK Dive or the timed airgrab, please let me know.