Ultra Street Fighter IV/Hakan: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
{{USFIV Char Subnav|chara=Hakan}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
{{TOClimit|2}}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Hakan|Hakan|
Hakan has made a fortune by becoming the president of the world's leading cooking oil manufacturer.  He also gained fame and prominence in his expertise in Yagli Gures, the Turkish sport of oil wrestling.  Hakan has made numerous friends due to his lively personality (including sumo wrestler Edmond Honda) is married to a beautiful wife, and has a family of seven daughters.  So what else is there for such a man to do?  Enter the world of Street Fighting for the fun of it, to promote the joys of oil wrestling, and to make his family proud.
|
Hakan is certainly an oddball in the Street Fighter universe.  Hakan is a grappler, but he introduces a gimmick that makes him either one of the best characters in the game or one of the worst characters in the game. He essentially has two fighting styles - Oil Mode, and Non-Oil Mode. Starting with the AE 2012 update, Hakan now starts every round in Oil Mode, which, in addition to giving him a huge boost in mobility and power, also gives him incredible grab range, a small defense boost (causing every hit he takes to inflict less damage), and the deadly ability to cancel both of his dashes into his normals! Sadly, the fun ends once he runs out of oil. He loses all of the bonuses that the oil gives him, making him much less threatening when not oiled; therefore, it is almost always necessary that he stays constantly oiled up just to keep up with the other characters. His overreliance on his Oil Mode often makes his gameplay very gimmicky and knockdown-heavy, but if you love to subdue your opponents with endless mindgames and don't mind the menial task of oiling up every once in a while, Hakan might be for you.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=MLSwear+Hakan+USF4 MLSwear] (US), [http://www.youtube.com/results?search_query=Infiltration+Hakan+USF4 Infiltration] (KR), [http://www.youtube.com/results?search_query=Ebi+Hakan+USF4 Ebi] (JP)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Hakan/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Hakan Hakan SF4 Changelist]
 
== Character Specific Data ==
Hakan{{USFIVCharacterData|1050|1100|60%|0.03|0.03|1.19|42/41 (5/4+37)|1.62|1.62|1.05/1.31 (Oiled)|20/18 (Oiled)|0.65/1.49 (Oiled)|27|8|15|4|0.93|0.93|31|26|N/A|Step Knee, Crouch LK, Crouch MK, Crouch HK, Oil Slide, EX Oil Slide|Step Knee, Crouch HK, Oil Slide, EX Oil Slide, Body Press, Oil Rocket, EX Oil Rocket, Oil Dive, EX Oil Dive|Oil Slide, EX Oil Slide|21|29|65|-4|-11|+2|-5|N/A|}}
 


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
Line 444: Line 424:


{{Navbox-USFIV}}
{{Navbox-USFIV}}
[[Category: Hakan]]
[[Category:Hakan]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 13:04, 28 June 2025

Introduction

Hakan has made a fortune by becoming the president of the world's leading cooking oil manufacturer. He also gained fame and prominence in his expertise in Yagli Gures, the Turkish sport of oil wrestling. Hakan has made numerous friends due to his lively personality (including sumo wrestler Edmond Honda) is married to a beautiful wife, and has a family of seven daughters. So what else is there for such a man to do? Enter the world of Street Fighting for the fun of it, to promote the joys of oil wrestling, and to make his family proud.

Hakan is certainly an oddball in the Street Fighter universe. Hakan is a grappler, but he introduces a gimmick that makes him either one of the best characters in the game or one of the worst characters in the game. He essentially has two fighting styles - Oil Mode, and Non-Oil Mode. Starting with the AE 2012 update, Hakan now starts every round in Oil Mode, which, in addition to giving him a huge boost in mobility and power, also gives him incredible grab range, a small defense boost (causing every hit he takes to inflict less damage), and the deadly ability to cancel both of his dashes into his normals! Sadly, the fun ends once he runs out of oil. He loses all of the bonuses that the oil gives him, making him much less threatening when not oiled; therefore, it is almost always necessary that he stays constantly oiled up just to keep up with the other characters. His overreliance on his Oil Mode often makes his gameplay very gimmicky and knockdown-heavy, but if you love to subdue your opponents with endless mindgames and don't mind the menial task of oiling up every once in a while, Hakan might be for you.

Pick if you like: Avoid if you dislike:


Players to Watch

MLSwear (US), Infiltration (KR), Ebi (JP)


Ultra SFIV Changes

Hakan SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Hakan
USFIV Hakan Portrait.png
Vitals
HP 1050
Stun 1100
W-Ultra Scaling 60%
Ground Movement
Forward Walk Speed 0.03
Backward Walk Speed 0.03
Forward Dash Speed 20(18*)
Back Dash Speed 27
Forward Dash Distance 1.05(1.31*)
Back Dash Distance 0.65(1.49*)
Back Dash Invuln 8
Back Dash Airborne 15
Back Dash Ground Recovery 4
Jumping
Jump Speed 4(5)+37
Jump Apex 1.19
Forward Jump Distance 1.62
Backward Jump Distance 1.62
Throws
Forward Throw Range 0.93
Back Throw Range 0.93
Wake-up Timing
Face Up 31
Face Down 26

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Stand LP Stand Lp.png 40 50 20 HL - 4 3 6 4 5
Stand MP Stand Mp.png 80 100 40 HL - 5 3 9 2 5
Stand HP Stand Hp.png 80*40 100*100 60*20 HL - 8 3*2 17 -1 3
Stand LK Stand Lk.png 40 50 20 HL - 4 3 6 2 5
Stand MK Stand Mk.png 60 100 40 HL - 6 3 12 -1 2
Stand HK Stand Hk.png 120 200 60 HL - 12 4 17 -3 0
Crouch LP Crouch Lp.png 30 50 20 HL [c]/sp/su 4 3 6 2 5
Crouch MP Crouch Mp.png 80 100 40 HL sp/su 6 3 12 -1 2
Crouch HP Crouch Hp.png 50*50 75*75 60 HL - 13 2*2 22 -6 -3
Crouch LK Crouch Lk.png 30 50 20 L [c] 4 3 8 1 4
Crouch MK Crouch Mk.png 70 100 40 L sp/su 7 3 17 -6 -3
Crouch HK Crouch Hk.png 110 200 60 L - 7 3 26 -11 -
Hakan Smash Right.gif+Lp.png 40 50 20 HL - 4 3 13 -2 1
Hakan Tackle Right.gif+Mp.png 90 100 40 HL sp/su 10 7 14 -4 0
Hakan Spear Right.gif+Hp.png 150 200 60 HL - 12 6 16 -4 0
Step Low Right.gif+Lk.png 40 50 20 HL sp/su 4 4 10 0 3
Front Kick Right.gif+Mk.png 80 100 40 HL - 7 4 13 -3 0
Step Knee Right.gif+Hk.png 120 200 60 L - 10 3 20 -5 -1
Guard Position Down.gif+3p.png - - - - - - - Total 30 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 8 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 4 - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 8 6 - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 5 11 - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 7 5 - - -
Neutral Jump HK Neutral Jump Hk.png 110 200 60 H - 9 5 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 5 8 - - -
Angled Jump MP Angled Jump Mp.png 50 100 40 H - 8 6 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 8 11 - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 6 11 - - -
Angled Jump MK Angled Jump Mk.png 80 100 40 H - 7 8 - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 9 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hakan Throw Forward Throw 130 100 40 0.93 - 3 2 20 - -
Hakan Reverse Back Throw 140 100 40 0.93 - 3 2 20 - -
Hakan Stomp Air Throw 150 150 40 1.1 - 2 2 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Oil Shower Oil Shower Lk.png - - 20/- - - - - Total 53 - -
Oil Shower Mk.png - - 30/- - - - - Total 69 - -
Oil Shower Hk.png - - 40/- - - - - Total 83 - -
EX Oil Shower Oil Shower Ex.png - - -250/- - - - - Total 83 - -
Oil Slide Oil Slide Lp.png 50 100 30/30 L su 9 21 17 -17 -
Oil Slide Mp.png 60 100 30/30 L su 14 21 17 -17 -
Oil Slide Hp.png 70 100 30/30 L su 14 21 17 -17 -
EX Oil Slide Oil Slide Ex.png 80 100 -250/0 L su 14 21 17 -17 -
Body Press Body Splash Followup 80 150 0/20 - - - - - - -
EX Body Press EX Body Splash Followup 80 200 0/0 - - - - - - -
Oil Followup Oil Followup 0 0 30/0 - - - - Total 50 - -
Oil Rocket Spinning Pile Driver Lp.png 150[170] 100 40/100 1.05[1.794] - 3 2 56 - -
Spinning Pile Driver Mp.png 160[180] 100 40/100 1.05[1.734] - 3 2 56 - -
Spinning Pile Driver Hp.png 180[200] 100 40/100 1.05[1.674] - 3 2 56 - -
EX Oil Rocket Spinning Pile Driver Ex.png 210[230] 160 -250/0 1.17[1.674] - 3 2 56 - -
Oil Dive Oil Dive Lk.png 150[180] 100 40/60 1.888 - 14 4 14 + After landing 43 - -
Oil Dive Mk.png 180[200] 150 40/60 2.458 - 20 4 14 + After landing 43 - -
Oil Dive Hk.png 210[220] 200 40/60 2.801 - 22 4 14 + After landing 43 - -
EX Oil Dive Oil Dive Ex.png 240[250] 150 -250/0 2.938 - 22 4 14 + After landing 43 - -
Oil Dive (Charged) Oil Dive (charged) Lp.png - - - 2.068 - 98 4 14 + After landing 43 - -
Oil Dive (charged) Mp.png - - - 3.028 - 98 4 14 + After landing 43 - -
Oil Dive (charged) Hp.png - - - 3.731 - 98 4 14 + After landing 43 - -
Oil Dive (charged) Ex.png - - - 3.865 - 98 4 14 + After landing 43 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Flying Oil Spin Super Combo Lp.png 400[450] 0 -1000/0 3.52[3.48] - 1+9 3 14 + After landing 40 - -
Super Combo Mp.png 400[450] 0 -1000/0 3.528 - 1+13 3 14 + After landing 40 - -
Super Combo Hp.png 400[450] 0 -1000/0 3.528 - 1+15 3 14 + After landing 40 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Oil Coaster Ultra Combo 1 480[530] 0 0/0 1.525 - 1+0 3 51 - -
Oil Combination Hold Ultra Combo 2 401[450] 0 0/0 - - 0+1 30 42 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Normals

  Name Nickname Command Notes
File:No image.png

Stand LP

Stand Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MP

Stand Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HP

Stand Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LK

Stand Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MK

Stand Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HK

Stand Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Toward Normals

  Name Nickname Command Notes
File:No image.png

Hakan Smash

Toward Jab f + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hakan Tackle

Toward Strong f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hakan Spear

Toward Fierce f + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Step Low

Toward Short f + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Front Kick

Toward Forward f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Step Knee

Toward Roundhouse f + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Guard Position

Guard Position d + 3p Continue holding D.png to crouch longer

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Hakan Throw

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hakan Reverse

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hakan Stomp

Air Throw (in air) Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Oil Shower

Oil Up dp + K.png ex Changes some move properties and increases defense

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oil Slide

Slide qcf + P.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Body Press

Body Splash Followup p Perform during Oil Slide (M or H) before Oil Slide connects

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oil Followup

Oil Followup k Perform during Oil Slide (M or H) before Oil Slide connects

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oil Rocket

Spinning Pile Driver 360 + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oil Dive

Oil Dive 360 + K.png ex Hold K.png to delay throw

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Oil Dive (Charged) Oil Dive (Charged) Oil Dive (Charged)

~~ Uses and Strategies ~~

(No uses/strategies)

Super Combo

  Name Nickname Command Notes
File:No image.png

Flying Oil Spin

Super Combo qcf Qcf.png + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Oil Coaster

Ultra Combo I 360 360.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oil Combination Hold

Ultra Combo II d D.png d + 3k

~~ Uses and Strategies ~~

(No uses/strategies)


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Stand LP Stand Lp.png 40 50 20 HL - 4 3 6 12 4 5 13 14 Reset Reset - - - - - - -
Stand MP Stand Mp.png 80 100 40 HL - 5 3 9 16 2 5 14 17 Reset Reset - - - - - - -
Stand HP Stand Hp.png 80*40 100*100 60*20 HL - 8 3*2 17 29 -1 3 18 22 Reset Reset - - - - - - -
Stand LK Stand Lk.png 40 50 20 HL - 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Stand MK Stand Mk.png 60 100 40 HL - 6 3 12 20 -1 2 14 17 Reset Reset - - - - - - -
Stand HK Stand Hk.png 120 200 60 HL - 12 4 17 32 -3 0 18 21 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL [c]/sp/su 4 3 6 12 2 5 11 14 [] refers to when oiled Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 80 100 40 HL sp/su 6 3 12 20 -1 2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 50*50 75*75 60 HL - 13 2*2 22 38 -6 -3 18 21 Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 30 50 20 L [c] 4 3 8 14 1 4 12 15 [] refers to when oiled Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L sp/su 7 3 17 26 -6 -3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 110 200 60 L - 7 3 26 35 -11 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hakan Smash Right.gif+Lp.png 40 50 20 HL - 4 3 13 19 -2 1 14 17 Reset Reset - - - - - - -
Hakan Tackle Right.gif+Mp.png 90 100 40 HL sp/su 10 7 14 30 -4 0 17 21 Reset Reset - - - - - - -
Hakan Spear Right.gif+Hp.png 150 200 60 HL - 12 6 16 33 -4 0 18 22 Reset Reset - - - - - - -
Step Low Right.gif+Lk.png 40 50 20 HL sp/su 4 4 10 17 0 3 14 17 Reset Reset - - - - - - -
Front Kick Right.gif+Mk.png 80 100 40 HL - 7 4 13 23 -3 0 14 17 Reset Reset - - - - - - -
Step Knee Right.gif+Hk.png 120 200 60 L - 10 3 20 32 -5 -1 18 22 Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1
Guard Position Down.gif+3p.png - - - - - - - Total 30 29 - - - - 7 frames to start lying down, 7 frames minimum on the ground, can be extended a max of 60 frames by holding Down, releasing down 8-39F has a 22F recovery. Releasing 40F~ has up to a 16F recovery dependant on remaining duration of move. - - Upper body: 1~14F Upper body: 1~14F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 4 - 9 - - Soft Knockdown Soft Knockdown - - - - - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 8 6 - 13 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 5 11 - 15 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 7 5 - 11 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Hk.png 110 200 60 H - 9 5 - 13 - - Reset Reset - - - - - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 5 8 - 12 - - Reset Reset - - - - - - -
Angled Jump MP Angled Jump Mp.png 50 100 40 H - 8 6 - 13 - - Soft Knockdown Soft Knockdown - - - - - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 8 11 - 18 - - Reset Reset - - - - - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 6 11 - 16 - - Reset Reset - - - - - - -
Angled Jump MK Angled Jump Mk.png 80 100 40 H - 7 8 - 14 - - Reset Reset - - - - - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 9 7 - 15 - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.29, cannot hit pre-jump Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.29, cannot hit pre-jump Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - - - Range: 2.29, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.29, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block, cannot hit pre-jump Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.29, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block, cannot hit pre-jump Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 101 - - - - Range: 2.29, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 57 -15 - 22 - Range: 2.29, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block, cannot hit pre-jump Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hakan Throw Forward Throw 130 100 40 0.93 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Hakan Reverse Back Throw 140 100 40 0.93 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Hakan Stomp Air Throw 150 150 40 1.1 - 2 2 - - - - Height restriction: 0.3 X - - Hard Knockdown - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Oil Shower Oil Shower Lk.png - - 20/- - - - - Total 53 53 - - Max oil duration 30 sec, Partial oil duration 20F~: 3 sec, 36F~: 4 sec, 46F~: 5 sec, 52F~: 6 sec, while oiled all moves retain directional momentum and damage taken is reduced by 10%, oil duration stacks up to 30seconds - - - - - - -
Oil Shower Mk.png - - 30/- - - - - Total 69 69 - - Max oil duration 30 sec, Partial oil duration 20F~: 4 sec, 44F~: 5 sec, 60F~: 7 sec, 72F~: 8 sec, while oiled all moves retain directional momentum and damage taken is reduced by 10%, oil duration stacks up to 30seconds - - - - - - -
Oil Shower Hk.png - - 40/- - - - - Total 83 83 - - Max oil duration 30 sec, Partial oil duration 20F~: 5 sec, 47F~: 8 sec, 63F~: 10 sec, 86F~: 12 sec, while oiled all moves retain directional momentum and damage taken is reduced by 10%, oil duration stacks up to 30seconds - - - - - - -
EX Oil Shower Oil Shower Ex.png - - -250/- - - - - Total 83 83 - - 3F~ can cancel into Guard Position, Max oil duration 30 sec, Partial oil duration 15F~: 6 sec, 47F~: 9 sec, 70F~: 12 sec, 86F~: 15 sec, while oiled all moves retain directional momentum and damage taken is reduced by 10%, oil duration stacks up to 30seconds - - - All: 1~83F - - -
Oil Slide Oil Slide Lp.png 50 100 30/30 L su 9 21 17 46 -17 - 21 Does 0 stun if canceled into Body Press, inputting a followup during attack removes super cancel option X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1
Oil Slide Mp.png 60 100 30/30 L su 14 21 17 51 -17 - 21 Does 0 stun if canceled into Body Press, inputting a followup any point during attack removes super cancel option X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1
Oil Slide Hp.png 70 100 30/30 L su 14 21 17 51 -17 - 21 Does 0 stun if canceled into Body Press, inputting a followup any point during attack removes super cancel option X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1
EX Oil Slide Oil Slide Ex.png 80 100 -250/0 L su 14 21 17 51 -17 - 21 Distance and speed increased while oiled, causes 0 stun if canceled into body splash, inputting a followup any point during attack removes super cancel option, opponent gains 15 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~5F All: 1~50F - - JP: 1
Body Press Body Splash Followup 80 150 0/20 - - - - - - - - - - Hard Knockdown Hard Knockdown - - - - - - - - -
EX Body Press EX Body Splash Followup 80 200 0/0 - - - - - - - - - - Opponent gains 10 meter on hit Hard Knockdown Hard Knockdown - - - - - - - - -
Oil Followup Oil Followup 0 0 30/0 - - - - Total 50 50 - - - - Oil duration: 7.5 sec - - - - - - -
Oil Rocket Spinning Pile Driver Lp.png 150[170] 100 40/100 1.05[1.794] - 3 2 56 60 - - - - [] refers to Oiled state X Hard Knockdown - - - - - - - - - -
Spinning Pile Driver Mp.png 160[180] 100 40/100 1.05[1.734] - 3 2 56 60 - - - - [] refers to Oiled state X Hard Knockdown - - - - - - - - - -
Spinning Pile Driver Hp.png 180[200] 100 40/100 1.05[1.674] - 3 2 56 60 - - - - [] refers to Oiled state X Hard Knockdown - - - - - - - - - -
EX Oil Rocket Spinning Pile Driver Ex.png 210[230] 160 -250/0 1.17[1.674] - 3 2 56 60 - - - - [] refers to Oiled state, opponent gains 50 meter on hit X Hard Knockdown - - - - - All: 1~4F All: 1~4F - - -
Oil Dive Oil Dive Lk.png 150[180] 100 40/60 1.888 - 14 4 14 + After landing 43 74 - - - - [] refers to Oiled state, cannot hit crouching X Hard Knockdown - - - - - - - - 5F~ -
Oil Dive Mk.png 180[200] 150 40/60 2.458 - 20 4 14 + After landing 43 80 - - - - [] refers to Oiled state, cannot hit crouching X Hard Knockdown - - - - - - - - 8F~ -
Oil Dive Hk.png 210[220] 200 40/60 2.801 - 22 4 14 + After landing 43 82 - - - - [] refers to Oiled state, cannot hit crouching X Hard Knockdown - - - - - - - - 14F~ -
EX Oil Dive Oil Dive Ex.png 240[250] 150 -250/0 2.938 - 22 4 14 + After landing 43 82 - - - - [] refers to Oiled state, cannot hit crouching, opponent gains 10x3 meter on hit X Hard Knockdown - - - - - - - - 10F~ -
Oil Dive (Charged) Oil Dive (charged) Lp.png - - - 2.068 - 98 4 14 + After landing 43 158 - - - - Maximum charge 90 frames, startup 8F from button release, charge can be canceled into Guard Position, cannot hit crouching X Hard Knockdown - Hard Knockdown - - - - - - 3F~ airborne from button release -
Oil Dive (charged) Mp.png - - - 3.028 - 98 4 14 + After landing 43 158 - - - - Maximum charge 90 frames, startup 5F from button release, charge can be canceled into Guard Position, cannot hit crouching X Hard Knockdown - Hard Knockdown - - - - - - 1F~ airborne from button release -
Oil Dive (charged) Hp.png - - - 3.731 - 98 4 14 + After landing 43 158 - - - - Maximum charge 90 frames, startup 5F from button release, charge can be canceled into Guard Position, cannot hit crouching X Hard Knockdown - Hard Knockdown - - - - - - 1F~ airborne from button release -
Oil Dive (charged) Ex.png - - - 3.865 - 98 4 14 + After landing 43 158 - - - - Maximum charge 90 frames, startup 5F from button release, charge can be canceled into Guard Position, cannot hit crouching X Hard Knockdown - Hard Knockdown - - - - - - 1F~ airborne from button release -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Flying Oil Spin Super Combo Lp.png 400[450] 0 -1000/0 3.52[3.48] - 1+9 3 14 + After landing 40 66 - - - - [] refers to when oiled, Maximum charge is 1+86F, startup is 9F from button release, cannot hit crouching X Hard Knockdown - Hard Knockdown - - All: 1F - - - 5F~ -
Super Combo Mp.png 400[450] 0 -1000/0 3.528 - 1+13 3 14 + After landing 40 70 - - - - [] refers to when oiled, maximum charge is 1+88F, startup is 15F from button release, cannot hit crouching X Hard Knockdown - Hard Knockdown - - All: 1F - - 2~12F, if charged startup is unthrowable except for last frame 5F~ -
Super Combo Hp.png 400[450] 0 -1000/0 3.528 - 1+15 3 14 + After landing 40 72 - - - - [] refers to when oiled, maximum charge is 1+92F, startup is 17F from button release, cannot hit crouching X Hard Knockdown - Hard Knockdown - - All: 1F - 2~14F, if charged startup is projectile invincible except for last frame - 7F~ -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Oil Coaster Ultra Combo 1 480[530] 0 0/0 1.525 - 1+0 3 51 54 - - - - [] refers to when oiled, opponent gains 5x7 meter on hit X Hard Knockdown - - - - All: 1~2F - - - - -
Oil Combination Hold Ultra Combo 2 401[450] 0 0/0 - - 0+1 30 42 72 - - - - [] refers to when oiled, cannot hit grounded, considered to be crouching while oiled, opponent gains 10x5 meter on hit - - Hard Knockdown Hard Knockdown - All: 1~30F - - - - JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Omega Mode
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Dee Jay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief