Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
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== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''WHO GONNA TAKE THE MONEY '' | ||
----- | ----- | ||
'''Hakan''' is an extremely unorthodox sink-or-swim style grappler. Hakan's entire gameplan centers around his buff: Oil. Many of Hakan's specials apply oil to himself, which improve his tools drastically. New movement options, new combo potential, stronger mixup options, oil makes every aspect of Hakan better. The downside is that without oil, Hakan is extremely weak. His mobility is horrid, his pokes and conversions become weaker, and he lacks a defensive option to escape pressure. | |||
As stated above, Hakan absolutely needs oil to function. His backdash gains great speed and invuln, his normals can be drifted back and forth, his dash turns into a run that transfers momentum to normals and specials, he gains an airdash, his command grab gets super armor, and those are just the most important changes. Getting oil is fairly easy, but often requires you to either build space in neutral or spend a resource. EX '''Oil Dive''', EX '''Oil Rocket''', and any version of '''Oil Shower''' will apply oil to Hakan. | |||
In relation to his sink-and-swim nature, Hakan's damage and offense are absurd. EX '''Oil Dive''' gives tons of corner carry and nets a hard knockdown, and its easy to land one since '''Oil Tackle''' cancels to any of Hakan's EX moves, making any confirm HURT. Hakan's command grab is equally scary, even moreso with oil, as he nets a full combo into massive damage and when oiled, it has super armor. | |||
The biggest issue Hakan faces is that, if he's not able to get oil, he's extremely weak. His range isn't great without run and normal drift, he loses his airdash and the invuln on his backdash, and he can't net as much damage from a command grab. This means that opponents can smother Hakan much easier than other characters, and smart players will lock Hakan down, denying him the ability to buff himself at all. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Oil:''' Hakan's character defining mechanic. When oiled, Hakan is a terrifying beast of a grappler, sporting absurd mobility and great range on his normals, with the threat of absurd damage that reapplies the oil behind it. If Hakan can maintain his oil, he can easily spin a round out of the opponents control, steamrolling the opponent to the corner and consistently two touching rounds away. | ||
* ''' | * '''Damage:''' Even without oil, getting hit by Hakan ''hurts''. To make matters worse, one bar can reapply oil and nearly guarantee the corner, making Hakan a huge threat even without oil if the opponent can't pin him down. | ||
* ''' | * '''Mixups:''' As a grappler, Hakan's offense is naturally quite good. He has great tick throws with extremely high reward off of either strike or throw. His uniquely low jump arc also accentuates this, as it makes him both harder to anti-air and allows him to reset pressure with a much faster overhead. This is buffed even more with oil, as he can IAD back in and reset pressure with his amazing air normals. | ||
| cons = | | cons = | ||
* ''' | * '''Oil:''' If Hakan can't get oil, he's much weaker. He lacks a solid defensive option, his mixups become less threatening, his normals become worse, and he's arguably the least mobile character in the game. While Hakan has a multitude of ways to net oil, most of them are easy for a wary opponent to shut down, meaning that as easy as it is for Hakan to speedrun through a round, it's just as easy to lose. | ||
}} | }} | ||
</div> | </div> |
Latest revision as of 22:24, 1 September 2024
Introduction
WHO GONNA TAKE THE MONEY
Hakan is an extremely unorthodox sink-or-swim style grappler. Hakan's entire gameplan centers around his buff: Oil. Many of Hakan's specials apply oil to himself, which improve his tools drastically. New movement options, new combo potential, stronger mixup options, oil makes every aspect of Hakan better. The downside is that without oil, Hakan is extremely weak. His mobility is horrid, his pokes and conversions become weaker, and he lacks a defensive option to escape pressure.
As stated above, Hakan absolutely needs oil to function. His backdash gains great speed and invuln, his normals can be drifted back and forth, his dash turns into a run that transfers momentum to normals and specials, he gains an airdash, his command grab gets super armor, and those are just the most important changes. Getting oil is fairly easy, but often requires you to either build space in neutral or spend a resource. EX Oil Dive, EX Oil Rocket, and any version of Oil Shower will apply oil to Hakan.
In relation to his sink-and-swim nature, Hakan's damage and offense are absurd. EX Oil Dive gives tons of corner carry and nets a hard knockdown, and its easy to land one since Oil Tackle cancels to any of Hakan's EX moves, making any confirm HURT. Hakan's command grab is equally scary, even moreso with oil, as he nets a full combo into massive damage and when oiled, it has super armor.
The biggest issue Hakan faces is that, if he's not able to get oil, he's extremely weak. His range isn't great without run and normal drift, he loses his airdash and the invuln on his backdash, and he can't net as much damage from a command grab. This means that opponents can smother Hakan much easier than other characters, and smart players will lock Hakan down, denying him the ability to buff himself at all.
Strengths | Weaknesses |
---|---|
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|
X | |
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[[File:|center|300px]] | |
Character Data | |
Health | XYZ |
Chains | XYZ |
Walkspeed | {{{walkspeed}}} |
Forward Dash Duration | X frames |
Forward Dash Distance | {{{dashdistance}}} |
Backdash Duration | X frames |
Backdash Invuln | {{{backdashinvuln}}} frames |
Unique Movement | XYZ |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |