720s FTW! (T-Hawk thread)

Hahah if i wasnt so rusty with the old motions it probably would have been different. Listening to phil talk shit is just hilarious because he like LOVES himself.

RSx - Try st.forward or walk up dp. From what it sounds like, the range at which vega is bothering you is his sweet spot. You just really need to get a knock down somehow which is easier said than done. Try anything you can, whiff a jump attack land dp, walk up dp, cr.rh, instant hawk dive. Things change BIG time when vega has to play run away from the big scary mexican.

I still win that match alot more than I lose it cause walk up dp :rofl: Just sometimes they guess perfect :annoy:

So, I was playing against a Zangief today and I was surprised when I landed a certain combo. If this has been posted before, I completely missed it:

meaty dive -> c.forward

The link itself isn’t that hard to time, the problem is the meaty dive. I think you have to hit on the very last active hit frame in order to land close enough to follow up with anything. The only normal I was able to link against Zangief was c.forward, but it did get me to experiment with the other big target.

Against another T.Hawk, both of these work:
meaty dive -> s.strong
meaty dive -> DP

WOO KNOCKDOWN DIVE! You just need to land a difficult and ridiculously situational meaty combo!

For some reason, neither of these seem to work against Gief, and c.forward doesn’t link against T.Hawk.:looney: I’m guessing that anyone else would be too skinny on both halves of their body.

i know ive combod standing fierce from meaty dive (total accident)

I’ll say it before gridman does… :slight_smile:

If you’re able to do the dive deep enough to combo off of it (and I’m sure I’ve seen at least one combo video that shows T.Hawk combos off of deep dives…they don’t have to be meaty…practicality’s an issue, though), then you should be ticking into the Mexican Typhoon every chance you get.

Getting in is not easy for him, especially now that Hawk doesn’t have a knockdown dive. (It certainly would help him against Guile. Yeah…I saw that gridman…you definitely put your work in on that fight…and all Guile did was Flash Kick you right back out. He needs his old dive in that fight.)

Oh…on a combo note, next time you land a cr.:mk:, you have enough frame advantage to link to any :lp:, any :lk:, any :mp:, cr.:mk:, cl.:hp:, the first hit of cr.:hk:, and even j.:lp:…as long as you’re still in range for any of the attacks that I mentioned, of course. You may even still be in range for a Typhoon, but I’m not sure about that. You could try to walk up and throw or tick throw, though.

Stuff to try.

For you hawk fans:

[media=youtube]KXEhcBTO8x4&feature=channel_page[/media]

If there was ever anyone who would have a beastly Hawk, it’d be Damdai. Good matches.

Great video, I loved the first round against Dee Jay.

FreshOJ: Well, I never meant to imply that comboing off the dive was useful. :rofl: And yeah, a lot of things can be done off a c.forward, especially meaty. It leaves you at max 360 range against everyone except Honda, whose blubber normally bounces you out too far. It’s actually my favorite meaty tick; it starts slow but recovers deceptively fast, so it tends to bait reversals pretty easily.

I gotcha, man. :slight_smile: I was pretty much lamenting the fact that the dive needs to be useful again. It would be nice if it could be followed up more easily.

And, of course, also having the old dive back would be good, too.

wow walking between deejay’s d.mk twice to 360 :lovin:

Thanks for the vid, Damdai. I could stand to use c.HK while advancing more often and dive after jumping back over a slow projectile.

I use s.MK as my most common tick setup and try to DP through projectiles on wakeup whenever possible.

Cr.hk is your best bet for a knockdown now thanks to the new dive. If you’re looking to advance against nearly anyone, its your best bet. The only exception to this would be sim and vega I think. You wanna use st.mp, low forward, and jump fierce, and psychic DP’s against sim. Against vega, psychic dps, cr.strong and st.forward.

My favorite tick(s) are neutral jump fierce/jump forward fierce, land 360 and far st.lk, walk up 360.

I like near max range c.mk, walk up 360 XD. Also elbow drop, land 360 after a rh grab.

Ah I knew I forgot to ask that - Does anyone know the rule or reason why only sometimes you crossup after the RH grab? Like against shotos it seems best to just do safe jump jab, cr.jab, 360 but against others like guile, honda, fei, and dic, i like to do walk forward a bit after they get in the air and then jump and splash. Its a REALLY tricky crossup that almost always hits. Just wondering if anyone knew if certain characters dropped differently or got released differently

No clue, I just know vs shotos and blanka you can hold uf and do it super meaty, vs anyone else you can’t. Just the way it is :confused:

Against Shotos if you hold up forward you can pretty much always land the fierce splash as a deep crossup. Typically I do fierce splash, stand forward, 360 since doing hit-confirmed combos is hard. 95% of the time the first two hits hit but even if they are blocked I nearly always get the 360. (Or super) Practice it, I win so many matches that way it’s sad. Against many shoto players roundhouse grab equals you win.

I never pause for a second before hitting up-forward, I find it gives them more time to get a reversal (or near reversal) out.

Against characters you can’t cross up by doing an immediate fierce splash I usually use jumping strong elbow drop though honestly I need to experiment more with those cases.

I think it’s based on the specifics of exactly how the characters flip after the throw and such. Shotos it should cross over everytime if you hold uf, do a body splash, blanka it does depending on which side you are on (or you can walk forward a tiny bit), sim you can walk a tiny bit and get it to crossover. I haven’t gotten the crossover to work against anyone else.

After the roundhouse hold you can cross up and use the splash or forward on Ken, Ryu, and Akuma from both the 1p and 2P sides. On Blanka this cross up after roundhouse hold works but ONLY when the hold is initiated from the 1p side.

I’m not sure about how useful walking forward and then jumping to cross up after roundhouse hold would be on any character as they might be able to land and attack, or the splash or forward might come out too high and hit early enough where you will be open for a throw or attack. Someone should test this out, I’ll test it out tomorrow if I can think of it.

By walk forward, I mean like literally a pixel, not even really a distance you can actually see.

Hey guys, after working on this thing for at least a month, I think I may finally have a finished FAQ. But, I need your help in checking my work.

Check out these combos. I know some of them may not be all that practical, but what I really need to know is whether or not they work. Use the following key as you read.

, = Link Combo

  • = Chain Combo or Rapid-Fire Chain
    XX = 2-in-1 or Special/Super Move Cancellation
    NE = Negative Edge
    MP = Motion Partitioning
    CP = Charge Partitioning
    KC = Kara (Empty) Cancellation
    RC = Renda (Rapid-Fire Chain) Cancellation
    SC = Super Combo
    TT = Tick Throw
    @ = Dizzy Combo
    R@ = Re-dizzy Combo
    ToD = Touch of Death Combo

Basic Combos:

  1. Crouch jab, Hold or Throw (TT)
  2. Crouch forward, crouch roundhouse
  3. Crouch forward, close fierce

Intermediate Combos:
4. Jump fierce, close forward XX Fierce Thunderstrike
5. Jump roundhouse, crouch jab, close jab XX Fierce Thunderstrike
6. Jump fierce, crouch jab XX Fierce Mexican Typhoon (TT)
7. Jump roundhouse, close forward XX Fierce Mexican Typhoon (TT)

Advanced Combos:
8. Cross-up Body Splash, crouch jab (x3) XX Fierce Mexican Typhoon (ToD, TT)
9. Cross-up Body Splash, crouch forward, stand jab XX Jab Thunderstrike (ToD)
10. Cross-up Body Splash, close forward XX Double Typhoon SC (TT)
11. Cross-up Body Splash, crouch jab (x2) XX Double Typhoon SC (TT)