Super Street Fighter IV AE/Hakan

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Hakan

SSFIV-Hakan Face.jpg

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.


In a nutshell

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. In 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.png 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.


Moves

Unique Attacks

Name
Command
Notes
Guard Position
D.png + 3p.png
Continue holding D.png to crouch longer
Hakan Smash
F.png + Lp.png
Hakan Tackle
F.png + Mp.png
Hakan Spear
F.png + Hp.png
Step Low
F.png + Lk.png
Front Kick
F.png + Mk.png
Step Knee
F.png + Hk.png
Low.png

Throws

Name
Command
Notes
Hakan Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Hakan Reverse
B.png + Lp.png + Lk.png
Throw.png
Hakan Stomp
(in air) Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Oil Shower
Dp.png + K.png
Changes certain move properties and increases defense; Ex.png
Oil Slide
Qcf.png + P.png
Ex.png Armorbreak.png
   Body Press
press P.png immediately after starting Oil Slide
Perform after Oil Slide
Oil Rocket
360.png + P.png
Throw.png Ex.png
Oil Dive
360.png + K.png
Hold K.png to delay throw; Will miss against crouching opponents; Throw.png Ex.png

Super Combo

Name
Command
Notes
Flying Oil Spin
Qcf.png qcf + K.png
Hold K.png to delay throw; Will miss against crouching opponents

Ultra Combos

Name
Command
Notes
Oil Coaster
360.png 360 + 3p.png
Throw.png
Oil Combination Hold
D.png d D.png + 3k.png
Catches any airborne opponent


AE ver. 2012 Changes

Applying Oil

Made it possible to get oiled from start of round. Effect lasts approximately 10 seconds.


Vertical Jumping Light Punch

Changed hitbox active period from 3F to 8F.


Vertical Jumping Medium Punch

Changed hitbox active period from 2F to 4F.


Vertical Jumping Light Kick

Changed hitbox active period from 7F to 11F. Expanded hitbox and moved it upward.


Angled Jumping Light Punch

Changed hitbox active period from 6F to 8F.


Oil Dive

Adjusted trajectory and reach of hitbox to bolster heavy and EX versions. Changed to fly over crouching opponents (not all characters) when the medium or heavy version is executed at close range. Changed light version’s startup from 14F to 9F, EX version’s startup from 22F to 19F, and reduced max. power stun. Expanded hitbox downward for all versions.


Crouching Heavy Punch

Changed to a 2-hit attack. Also altered the total frame count, leaving the attacker with a -3F (dis)advantage on a hit, and a -6F (dis)advantage when blocked.


Standing Light Punch

Changed to a +4F advantage when blocked.


Flying Oil Spin

Adjusted light version’s startup from 18F to 9F, and medium version’s startup from 18F to 12F. Changed to fly over crouching opponents (not all characters) when the medium or heavy version is executed at close range. Removed hurtbox around arm at startup.


Hakan Tackle

Contracted upper hurtbox downward at start of hit detection to match the rest of the active period. Contracted active period front hurtbox backward to match the situation immediately after detection starts.


Oil Slide

Changed to do 100 points of stun when the slide originates from an Oil Shower move. Made Super Meter bonus 30 when the slide originates from an Oil Shower move. Made effect of oil when the slide originates from an Oil Shower move last for 450F (approx. 7.5 seconds).


AE Changes

  • Standing Hard Punch's hittable box around his arm got smaller, so it's easier to use as an anti air attack or a poke.
  • When Oiled, normal moves buffered after a forward dash now have sliding property.
  • Step Low (F + Light Kick) is now cancelable, has a faster startup, can link from Close Standing Medium Punch and other attacks.
  • For Oil Shower, the duration of the oil will be stacked now. The maximum duration is 30 seconds. Also, the Medium, Hard and EX versions of the Oil Shower have 5 frames less recovery time, and the EX version can be canceled into Guard Position.
  • Oil Shower is one of Hakan's follow ups after an Oil Slide. The effect is the same as Light Kick Oil Shower, and he will be in advantage nevertheless.
  • Light Punch Oil Slide has a faster startup, and can be connected from Crouching Light Punch or Step Low (F + Light Kick).
  • Oil Dive, including the EX version, while holding button, can be canceled into Guard Position (Coward Crouch), you can now use it as a feint and to build meter.
  • Oil Rocket and Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's Spinning Piledriver.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Stand Jab.gif HL 40 50 20 - 4 3 6 +4 +5
Stand Strong.gif HL 80 100 40 - 5 3 10 +1 +4
Stand Fierce.gif HL 80*40 100*100 60*20 - 8 3*2 17 -1 +3
Stand Short.gif HL 40 50 20 - 4 3 6 +2 +5
Stand Forward.gif HL 60 100 40 - 6 3 12 -1 +2
Stand Roundhouse.gif HL 120 200 60 - 12 4 17 -3 0
Crouch Jab.gif HL 30 50 20 sp/su 4 3 8 0 +3
Crouch Strong.gif HL 80 100 40 - 6 3 12 -1 +2
Crouch Fierce.gif HL 50*50 75*75 60 - 13 2*2 22 -6 -3
Crouch Short.gif L 30 50 20 4 3 9 0 +3 [Oiled] Chain cancels into itself
Crouch Forward.gif L 70 100 40 sp/su 7 3 17 -6 -3
Crouch Roundhouse.gif L 110 200 60 - 7 3 26 -11 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 4 8 - - -
Jump Up Strong.gif H 80 100 40 - 6 4 - - -
Jump Up Fierce.gif H 100 200 60 - 8 6 - - -
Jump Up Short.gif H 50 50 20 - 5 11 - - -
Jump Up Forward.gif H 90 100 40 - 7 5 - - -
Jump Up Roundhouse.gif H 110 200 60 - 9 5 - - -
Jump Forward Jab.gif H 50 50 20 - 5 8 - - -
Jump Forward Strong.gif H 50 100 40 - 8 6 - - - [Air hit] Limited juggle knockdown
Jump Forward Fierce.gif H 100 200 60 - 8 11 - - -
Jump Forward Short.gif H 50 50 20 - 6 11 - - -
Jump Forward Forward.gif H 80 100 40 - 7 8 - - -
Jump Forward Roundhouse.gif H 110 200 60 - 9 7 - - -
Guard Position
Down.gif+Punch.gifPunch.gifPunch.gif
- - - - - - - Total 30 - - 1~7f legs strike and projectile invincible, 8~14f (translate), (translate), (translate)
Hakan Smash
Right.gif+Jab.gif
HL 40 50 20 - 4 3 13 -2 +1
Hakan Tackle
Right.gif+Strong.gif
HL 90 100 40 sp/su 10 7 14 -5 -2
Hakan Spear Right.gif+Fierce.gif HL 150 200 60 - 12 6 16 -4 0
Step Low Right.gif+Short.gif HL 40 50 20 sp/su 4 4 10 0 +3
Front Kick Right.gif+Forward.gif HL 80 100 40 - 7 4 13 -3 0
Step Knee Right.gif+Roundhouse.gif L 120 200 60 - 10 3 20 -5 -1 [Oiled] Hard knockdown, pursuit property (translate)
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.93 130 100 40 - 3 2 20 - - Hard knockdown
Back Throw 0.93 140 100 40 - 3 2 20 - - Hard knockdown
Air Throw 1.10 140 150 40 - 2 2 - - - Hard knockdown
Oil Shower Short.gif - - - 20/- - - - Total 53 - - Max oil duration 30 sec, Partial oil duration 20f~:3sec 36f~:4sec 46f~:5sec 52f~:6sec
Oil Shower Forward.gif - - - 30/- - - - Total 69 - - Max oil duration 30 sec, Partial oil duration 20f~:4sec 44f~:5sec 60f~:7sec 72f~:8sec
Oil Shower Roundhouse.gif - - - 40/- - - - Total 83 - - Max oil duration 30 sec, Partial oil duration 20f~:5sec 47f~:8sec 63f~:10sec 86f~:12sec
Oil Shower EX.gif - - - -250/- - - - Total 83 - - 1~83f projectile invincible, 3f~ can cancel into Guard Position, Max oil duration 30 sec, Partial oil duration 15f~:6sec 47f~:9sec 70f~:12sec 86f~:15sec
Oil Slide Jab.gif L 50 100 30/30 su 9 21 17 -17 - Hard knockdown, armor break, does 0 stun if canceled into Body Press
Oil Slide Strong.gif L 60 100 30/30 su 14 21 17 -17 - Hard knockdown, armor break, does 0 stun if canceled into Body Press
Oil Slide Fierce.gif L 70 100 30/30 su 14 21 17 -17 - Hard knockdown, armor break, does 0 stun if canceled into Body Press
Oil Slide Kick.gif followup - - - 30/0 - - - Total 50 - - Oil duration 7.5sec
Oil Slide Punch.gif followup - 80 150 0/20 - - - - - - Hard knockdown
Oil Slide EX.gif L 80 100 -250/0 su 14 21 17 -17 - 1~5f strike and projectile invincible, 6~50f projectile invincible, hard knockdown, armor break, increased travel speed and distance while Oiled, does 0 stun if canceled into Body Press
Oil Slide EX.gif Kick.gif followup - - - 0/0 - - - Total 50 - - Oil duration 7.5sec
Oil Slide EX.gif Punch.gif followup - 80 200 0/0 - - - - - - Hard knockdown
Oil Rocket Jab.gif 0.97[1.79] 150[170] 100 40/100 - 3 2 56 - - Hard knockdown, [] refers to Oiled state
Oil Rocket Strong.gif 0.97[1.56] 160[180] 100 40/100 - 3 2 56 - - Hard knockdown, [] refers to Oiled state
Oil Rocket Fierce.gif 0.97[1.50] 180[200] 100 40/100 - 3 2 56 - - Hard knockdown, [] refers to Oiled state
Oil Rocket EX.gif 0.97[1.79] 210[230] 160 -250/0 - 3 2 56 - - 1~4f strike and projectile invincible, Hard knockdown, [] refers to Oiled state
Oil Dive Short.gif 2.43 150[180] 100 40/60 - 14 4 14 + After landing 43 - - 8f~ airborne, hard knockdown, cannot hit crouching opponents, [] refers to Oiled state
Oil Dive Forward.gif 2.66 180[200] 150 40/60 - 20 4 14 + After landing 43 - - 12f~ airborne, hard knockdown, cannot hit crouching opponents, [] refers to Oiled state
Oil Dive Roundhouse.gif 2.80 210[220] 200 40/60 - 22 4 14 + After landing 43 - - 14f~ airborne, hard knockdown, cannot hit crouching opponents, [] refers to Oiled state
Oil Dive EX.gif 2.93 240[250] 150 -250/0 - 22 4 14 + After landing 43 - - 14f~ airborne, hard knockdown, cannot hit crouching opponents, [] refers to Oiled state
Oil Dive (charge) Jab.gif 2.71 - - - - 98 4 14 + After landing 43 - - Maximum charge 90 frames, 2f~ airborne from button release, startup 8f from button release, charge can be canceled into Guard Position
Oil Dive (charge) Strong.gif 3.30 - - - - 98 4 14 + After landing 43 - - Maximum charge 90 frames, 2f~ airborne from button release, startup 8f from button release, charge can be canceled into Guard Position
Oil Dive (charge) Fierce.gif 3.73 - - - - 98 4 14 + After landing 43 - - Maximum charge 90 frames, 2f~ airborne from button release, startup 8f from button release, charge can be canceled into Guard Position
Super Combo Jab.gif 3.51 400[450] 0 -1000/0 - 1+9 3 14 + After landing 40 - - 1f Invincible, 5f~ airborne, hard knockdown, cannot hit crouching opponents, maximum charge is 1+86f, startup is 9f from button release
Super Combo Strong.gif 3.97 400[450] 0 -1000/0 - 1+13 3 14 + After landing 40 - - 1f Invincible, 2~12f unthrowable, 5f~ airborne, hard knockdown, cannot hit crouching opponents, maximum charge is 1+88f, startup is 15f from button release, startup is unthrowable except for last frame
Super Combo Fierce.gif 4.06 400[450] 0 -1000/0 - 1+15 3 14 + After landing 40 - - 1f Invincible, 2~14f projectile invincible, 7f~ airborne, hard knockdown, cannot hit crouching opponents, maximum charge is 1+92f, startup is 17f from button release, startup is projectile invincible except for last frame
Ultra Combo 1 1.52 480[530] 0 0/0 - 1+0 3 51 - - 1~2f Invincible, hard knockdown
Ultra Combo 2 - 401[450] 0 0/0 - 0+1 30 42 - - 1~30f Invincible, hard knockdown, cannot hit grounded opponents
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes