If his SUPER motion weren’t so freaking buggy I’m quite sure you can pull a win vs. both Guile and E.Honda. Even though it’s gonna be a tough battle, safe-jump jab -> cr.jab -> safe negative edge SUPER.
Safe-jump jab -> cr.jab -> st.jab ->safe negative edge SUPER would really be king, but it either requires you to be Inomata or 2 x HCF, B + release punch buttons.
i can do his super nearly every time from the left side. the right side gives me the most problems (cause of the bug) and even when i do a 720, i still get a dp from the right side.
the super isnt really gonna help him so much because guile doesnt let you in ever and same with honda, regardless. also against honda, you have to be flawless since he can just piano punches for a stored ochio if you fuck up even slightly
I forgot about Condor Dive not being able to knockdown, since I’m mostly playing ST. The SUPER won’t make much of difference versus Guile. The only good thing Hawk had versus Honda was his negative edge Typhoons, with a SUPER he can regain some of his honor in HD, the input after st.jab can be quite sloppy, as you know HD remix is quite forgiving.
Tips for Honda match ups? Headbutt beats all, other than DP.
Hawk has the advantage over Gief. No doubt. Standing Roundhouse is too good.
Gridman- It doesn’t matter what side you do the motion for it now since it can be used in either direction.
theres a glitch on the right side where if you do the motion starting at back, it WONT come out. i think theres some other motion bug but this is the only one thats affected me. there was a thread about it and gief has some similar problem.
I’ll need to do some further testing then cause so far I’ve had no problems. Unless my stick responds correctly. Other than that I sometimes rely on full 720’s.
Should we start a versus strats? Get everyones feedback.
well everytime ive done the new HDR way of doing it , starting at back, i get a dp. however from the left side, i get it everytime. i cant find the thread that listed hawks/giefs commands bugs anymore.
I would change it so that Ken is 5-5, and Fei Long 6-4, but other than that I don’t possibly see how anyone can argue that T.Hawk is not the worst character in the game. He has extremely difficult matches against more than half the cast and the other half are all uphill battles or even.
Even Cammy doesn’t have an extreme uphill battle for as many matches as Hawk does in HD Remix and she’s always considered bottom of the barrel.
Winning against a good Guile or Honda is insanely and frustratingly difficult. And facing a good Akuma is pointless. You need to win solely based on your opponent making huge mistakes. If your opponent is as knowledgeable of the match as you are it’s more like 10-0 Akuma which really makes the match dull. The only time I beat a good Akuma player is when they make an input error or play stupidly and riskily.
And even worse are T.Hawk’s throw motion input glitches. I have yet to really try to use the super in competitive play as it never comes out. I’m not familiar with the glitches enough to adjust my input and I don’t want to ruin my muscle memory from ST as when this game (hopefully) gets patches we can use the 720 motion from both sides normally.
And the new dives is horrible. You are safe on block against characters where you were already safe but now if you hit them it’s back to even instead of you having a knock down. I don’t see how this helped T.Hawk but I’m rehashing old complaints at this point.
Wierd I always get the super to come out.
I’m trying to get the hang of doing this:
:db::qcf::uf:+:p: = 360
Dunno how useful, but it IS only a half-circle, starts from crouch block, and probably the quickest way to do the 360. Think of it as doing Guile’s new super motion with no charge…
Against Rog I can easily react punish whiff rushes with this… maybe there might be some other applications? I’m also trying to use it when picking holes in poke strings and stuff, because it’s quick and I can do it straight from block… don’t have to move the stick anywhere first, just swing it forward like a fireball and piano punches no matter what. I find I can more easily react with 360 after blocking shorts and stuff. Seems like a good idea… Couldn’t hurt anyway right?
Yeah, Nos, that’s the only way I do 360’s these days. The TRICKY part is that it’s actually TOO fast… which is why Hawks get whiffs a lot when trying tick attempts. It’s easy to do the code entirely before the enemy recovers from Block.
One thing to note, though, is that I always do it from D/F to U/B. That way, if I miss, I jump away.
- James
uh, wouldnt you whiff animation lol
Has anyone been playing offline much with friends?
Either I forget how to play Hawk in between Online and offline or the tick timing is way off. I know Grid has mentioned this before, but this is only offline for me. I tick into whiff 360 about 75% of the time.
I know this may have a lot to do with playing online so much since the timing may change but I go play vanilla and everything feels normal again.
Dunno, worried about tourney’s and such since they are going to be offline and whiffing tick’s isn’t going to help Hawk much.
i played a lot today offline and had an easier time than i did online but it was still a lot different.
I’ve always read that traditionally, Zangief has the advantage on Hawk.
Since they can both stop 360 setups equally with their own 360, it’s comes down to the fact that Gief beats Hawk on the ground with better normals. Sweep for example. Hawk can’t knockdown during footsies really, without psychic DP. DP is not exactly safe, as you know. So when you’re jockeying for position Gief has better tools (Gief’s sweep will also easily anti-air Hawk from afar - I hate this).
I don’t see the DP being a game winner really, because Gief doesn’t have to jump. What pressure do you get off a psychic DP even if you do land one? Are you going to go in for a tick? Hopefully you can bait a whiff spd from Gief or something, but again that’s just Gief screwing up… not an advantage, as Gief can do the same stuff.
Of course, it’s anyone’s game really, as they’re both balls-to-the-wall characters and will rub you out if you make a mistake or screw up a reversal or something… (Most times when I see people play this it just becomes a contest to see who can better reversal 360, and BAIT reversal 360s). But what if you can’t get into 360 range? If you take the upclose game out of the equation, Gief has the edge in this one.
But this is traditional ST-think, perhaps HDRemix is different… and perhaps traditional thinking is wrong to begin with.
EDIT: is it just me, or did this post not bump the thread??
My experience versus Zangief. Offline and online.
In terms of range, Zangief’s 360 reach is better than T.Hawks. The best moves to keep him at back are standing roundhouse’s (TOO GOOD) crouching strong, and crouching forward. Be tentative for the occasional lariat but punish accordingly after he’s finished. Once he resorts to the sky, DP him the instant he takes off. If he does his body splat, I highly suggest blocking and start pacing yourself so you’re not within range for his SPD. The Hawk Dive actually beats the lariat since his head is vulnerable but you need to experiment with the hitboxes on this one cause you dont want to time it incorrectly causing a knockdown on yourself. Once I get my opponent in the corner I spam the Hawk Dive like there’s no tommorow. Tick throws into crossup Storm Hammers is what ends the match in my favor. One thing to keep in mind is STUDY the hitboxes on your Storm Hammer to see what your range is. This helps in knowing why your getting whiffs.
side note: Online latency causes more whiffed tick throws so half a second later is usually when I implement it.
if you’re really good, anytime gief does a lariat you can walk up and 360 his recovery, or you can sweep him. do not forget about hawks st.forward to match giefs. pretty sure hawks is faster but giefs has a better hit box. if hawk gets a knockdown, mix up your ticks. j.jab cr.jab wait a second, dp (to beat 360 attempts) then next time, do 2 cr.jabs and 360. jump fierce is a really good jump in and air to air.
ghetto’est trick to do against anyone when you got em scared or feel like bein fruity, whiff jump rh land 360
I’ve been playing primarily Gief and Hawk online these days. I notice the Storm Hammer is much harder for me to land then the SPD. I’m not sure if this is because of a reduced grab distance, less jump frames (I do the 360 motion) or some other reason, but I do get a lot of whiffs and some accidental jumps as well. With Gief it’s a lot rarer for me to miss a SPD. I also agree with the person above that said that Gief seems to have a brief ‘window’ where the SPD can grab before it whiffs, while with Hawk it feels like either it instantly grabs or it whiffs.
For this reason (execution), T-Hawk is actually a good bit harder for me to play then Gief. The toughest match up for me with Hawk is Guile. To beat Guile I think it is of paramount importance not to miss a tick-Storm Hammer attempt once you are inside, because getting inside is not going to happen very often for you as Hawk.
I do love the damage of T-Hawks Storm Hammer…it’s actually a noticeable amount higher then the SPD. Perhaps the extra damage is needed to balance the fact that it has shorter range and seems tougher to execute (then a SPD).
Hey grid, I noticed you put cammy as 6-4 in hawks favor. I was wondering if you could give me some tips vs her. I find her to be the most difficult after akuma, honda, guile, deejay, blanka, sim. My problem is her thrust kick. Even after a knockdown reversal thrust kick will either beat any meaty or if baited and blocked will put cammy at a distance where t hawk cannot punish. Is there a way to punish thrust kick on block? Is there a jump in i can do on a rising cammy that will stuff thrust kick?
Let’s talk about Furinji Miu…errr I mean Cammy. ^-^
The moves:
1.) ThrustKick- Cammy’s verison of the dragon punch only it’s a kick and travels at a slant. Not only does this beat jump ins but it places her next to you on whiff for an attempted throw. This move goes along with a safe cannon drill to beat out anything. Dont fall victim to this! A Thrust kick can be punished in several different ways depending on the range. Based on the range ( kick button used) a standing roundhouse or a time DP is your best bet. If you’re going for a jump in make sure it’s meath since a reversal will beat you of out it. Of course your opponent has to nail this in order for your attacks to fail so unless they have bad timing, attempt a safe jump in after a knockdown. Hawk Dive should be kept to a minimum for certain reasons.
2.) Hooligan throw- This move comes out much quicker now, and is usually performed after a crouching forward. Thunderstrike will beat this all the time. Execution and reflexes is key.
3.) Cannon drill and back knuckle.- Not much to go on about both these moves since it’s spammable from a distance and it’s punishable when done at close range. The knuckle is easier to hit her out of but the cannon drill isn’t.
Prognosis:
Overall when playing T.Hawk in this match you will HAVE to be on the defensive till she makes a mistake. Attempt jump ins when a cannon drill is expected and go for the tick throw. Safe jump ins are your best best ( jumping jab) to avoid reversals when knocking her down. If you get her in a corner, the match is in your favor since she will resort to thrust kick after thrust kick. Her standing roundhouse has priority over T. Hawks normals with the exception of crouching strong. It’s gonna be a battle of patience, but the totem is strong.