720s FTW! (T-Hawk thread)

Well I can certainly agree about learning him in HD Remix, since most of us PS3 users are lagging or having connection problems. However playing him on GGPO or 2DF is a really different feeling, not only is the game different but versus people with a decent ping, your Typhoons won’t magically vanish.

I only use hp version, online also. I never had that problem. Both grabs are not jumpable unless you are mistiming it or some glitch that makes it jumpable.

I know they arent suppose to be jumpable. What im trying to say is that the timing for a tick has changed. Hp version you have to like legit wait a whole second then do it.

Online even on ggpo SPD like moves are always jumpable, well not 100% but with online especially with fast jumpers like Chun/Bison/Vega its a lot easier to jump than try and reversal the command throw.

Today I was watching some Mikado streamed matches, man there was one T.Hawk that was very good with the Typhoon and super, he was always doing it at Max range (neutral S.jab hit distance).

I just just realized my comment hold no wieght, I don’t play Hawk in vanilla ST, so I wouldn’t noticed a difference, I just know the only time they jump out is if I mess up and get a fp or something. Stupid ass pad.

Also after rh throw, you can walk under some characters or do meaty jumping jab ala ken. Then 360 from there. Hawk is so fun. I love having no health then getting one knockdown and winning vs someone with full health XD.

I’m pretty convinced the N.Hawk you’re referring to is Inomata, this guy can walk-in 360 like Mayakon. He is insanely aggressive and pretty much the most innovative and different N.Hawk right now.
Komoda vs. Inomata is a very entertaining match, a must watch.

[media=youtube]N4HtxTNWkow[/media]

dirty

absolutely dirty

Yeah man, Ive been playing hawk since Ive started ST. I dont care what Sirlin or anyone says, timing FEELS alot different than good ol st. I mean i still do it 100%, props to sirlin for making a sick game and everything, but i dont care who you are, you cant sit there and look me in the eye and tell me the timing for ticks is the same (for hawk). it feels the same for gief. that whiff animation totally fucking changed shit. I cant tell you how many times ive seen the animation whiff and then all of a sudden grab them (and no, its not lag because its a very smooth animation and all fluid). The whiff animation as of right now, is really changing the way you tick with hawk.

I actually agree with Gridman. Dunno what it is, but the timing for ticks just feels weird now.

Online, offline, or both?

Anyway Honda is a bitch, I have to walk up dp to get a knock down, then from there I never can tick lol Idk what it is but vs honda I always get s.fp, never a whiff animation. Beats me.

As far as remixed mode goes, both. I havent played much of classic

Sorta combined my old post with this.

Just some stuff to do vs people good at reversals.

  1. Try to always mix up your 360 timing, ex:

j.lp then 360

j.lp, s.lp then 360

c.lp x1-3 then 360

  1. do a delayed dp, ex. s.mk, wait a split second, then dp. This will generally beat out their dp, but is probably his riskest option.

  2. Ive done this alot to good ryu players when they have super since they are generally good at reversing. Just fake tick, then jump up and 360 their recovery.

  3. Fake tick, then walk back. Dp whiffs, then 360 recovery.

Now with midscreen 360’s:

Some characters I have timed a dive to where I can meaty c.lk then tick again. Slower wake up speed I guess.

Other characters the dive recovers around the same time. Here you either immediately dp, or 360/720.

Corner stuff:

Pretty much you win, just repeat meaty s.mk, then 360. If you are getting dp’d out, you might be doing 360 late or they are good at reversing, see up top. No need to do j.lp loops since their is no more safe option select 360/block.

Reversal 360:

Try to end motion at db. That way you wont get hit by lows if in block stun. Ex. bison doing s.lk/throw or s.lk/c.mk.

720:

If its like ST it grabs some dps, but you should always land this when close (duh)

KKK Condor:

So many people try to jump or swing after hit/block. Just lp dp. Once they get scared, walk up 360. Or repeat another instant Condor. I like to whiff j.hp to bait AA.

HK Throw fun:

Versus Shotos, or Blanka on his side (if he’s 2nd player, he must be on 2nd player side on this a no go).

HK throw, hold up, meaty Splash

If it hits follow up with s.mk xx HP dp for dizzy.

if blocked

c.lk tick, HK throw (throw loop) or
c.mk, 360/720

Versus any other characters:

hold up during throw, meaty j.lp, tick 360/720, add a standing lp to mix it up.

meaty j.lp, hk throw

walk forward a bit, let them get close to landing, x-up d+fp (wont be meaty)

I don’t like walk under shit too much online, but offline its really good.

Hk throw, walk under, s.mk tick 360

Normals:

s.hk- Geez I love this, awesome damage, range and dizzy. Great to trade with fireballs (way in your favor), and punish dps. Start the round with this to trade vs fireball.

c.hp- Imo, the best normal anti-air in the game. Beats anything Chun, Gief, Shotos do, Vega wall dives, all that shit. Anti-Cross up like hell. Beats lows, well at least I was beating cammy’s c.mk with it.

c.mk- I like to walk up and do these and occasional, condor. One thing I’ll do on opponents wake up is c.mk, jump back condor to hit a dp and knock’em back down. Can link a c.lk after. Good meaty.

s.mp- good ass poke with good range.

c.lk- I like this tick, cause it has short range and 90% of the time you are in range to 360. Beats out Guile’s c.mk.

close s.mk- I think its his best meaty, gives good frame advantage, but sorta hard to tick after.

c.mp- I use this alot to tick with cause it seems easy to me idk lol. Use this to tick vs Honda and you 360 whiffs if he standing lol.

j.lp- godly hit box, main jump in.

j.hp- good hit box, beat Blanka’s electricity.

I was successfully walking up 360 DJ and Guile’s today. Shit makes me happy lol.

id just like to say ragingstormx that in the corner, you cant just keep doing meaty cl.mk its really important to mix up ticks and be able to safe jump against every character (besides like akuma and i dont think you can against blanka since upball or whatever hits on first frame).

also dont bother using cr.fp against vegas wall dives. easiest thing to do is just jump back jab.

jump fp is such an awesome jump in. its even better goin air to air against some characters who can jump higher than you (like chun and vega). because you cant really see it unless you hit with it, but there is a huge hitbox above his head and it stuffs so much shit.

Yeah i know just didnt write it XD

T.Hawk 101 - All these strategies are for O.Hawk and some work for aswell N.Hawk

Be aware this is based on O.Hawk and N.Hawk, which means negative edge tactics are not feasible (god damn whiff), everything else is incredibly good.

http://www.shoryuken.com/wiki/index.php/T.Hawk(ST))
http://forums.shoryuken.com/showpost.php?p=4141634&postcount=10 = r3ko
http://forums.shoryuken.com/showpost.php?p=1424723&postcount=3 = Drunken Master
http://forums.shoryuken.com/showpost.php?p=1425924&postcount=7 = Crayfish
http://super-turbo.net/data/ybh/hawk.html = Yoga Book Hyper T.Hawk section translated

What normals does Hawk have to stuff a Psycho Crusher? Crouching jab doesn’t seem consistent.

it really isnt. i think (oddly enough) that f.jab is more consistent…i dont really recall to be honest but it stuffs so much shit it wouldnt surprise me. i bet neutral jab stuffs it…yeah actually now that i think about it, it should but its difficult because it isnt rapid fire.

What about c.mp? I find it useful against blanka balls and headbutts. Haven’t tested it against crusher though. I actually run across very few bisons online :confused:

DP might actually be better since you’ll get a knockdown if it does beat crusher.

cr.mp will work but its hard to time. i dont use that to stuff torpedos and blanka balls…its too difficult. just mash cr.jab for those.