720s FTW! (T-Hawk thread)

I should really fish out my old SSF2 manual, but according to GamePro’s Street Fighter II Turbo Guide (which included a special preview of SSF2 arcade), they name Hawk’s DP as Thunderstrike and the 360 move Storm Hammer. fyi.

btw… I’m not gonna scan that. I love my Turbo Guide too much. :china:

Well…since I know Kuroppi personally, that settles it for me. :slight_smile:

Aren’t the special move names spelled out in the move list pause menu on HDR?

Hey guys, just chiming in on the latest topics…

Situations where cu.forward is better than cu.d+fierce: against guile and sagat both will miss if they reversal. With guile I’ve seen this weird thing happen where you crossup with forward and then he reversals with super… when you land you can start blocking and the super kind of sucks you in with blocks while guile is now traveling “away” from you. Because the blocks sort of hold you next to him when he finishes the super you will be within striking distance to punish. Also, the way the hit boxes are positioned the forward gives a more ambiguous crossup. So sometimes I’ll use that to mix it up or if I see that the player has learned to block the fierce.

Combos… I use cu.fierce, cr.jab x1-3, piano typhoon all day. I find that this is the most useful because I can hit confirm and then if he’s blocking just time the typhoon. As for the cu.fierce, st.short xx dp vs st.forward xx dp… I was playing jiggly not too long ago and I noticed that he was using short instead of forward. I asked him why and he straight up told me it was because short leads to the dp hitting twice instead of just once. After confirming on my normal dummy ken this is a much better dizzy combo. I don’t know if it was like this in ST, but st.short is totally the way to go. This is not a combo but this hasn’t been mentioned in a while so I’ll bring it up again. An excellent setup for crossing up safely against shotos use rh grab and then like ken’s throw loop hold u/f at the end. This will cause you to jump over their body and crossup. At this point I usually use cu.fierce but cu.forward works too. You know what to do from here :stuck_out_tongue:

Names… You know every move in SF has about 5 names. 2 real names and their japanese/english counterpart and the fan names like chicken wing. I go by the names in the hdr movelist. I have always heard that the super is called the double typhoon so it makes sense for the regular 360 to be called the mexican typhoon

jiggly’s guide… I will admit you’re a much better hawk player than I, but here are a few matchup specific things I’ve found.

cr.jab spam: beats honda and blanka’s supers clean (provided you’re pressing fast enough). Good round starter against sagat. If sagat does tiger knee it stuffs it clean. will stuff blanka’s slide and horizontal balls. Beats most of rog’s dash punches. stuffs psycho crusher but loses to scissors.

cr.strong (airplane punch): is godlike antiair and beats most of dhalsim’s limbs clean. if you’re playing a dhalsim who likes to zone you out with st.forward this is your ticket.

close st.strong: i rarely use this, but it has really great priority. can be used like dhalsim’s jab chop if you are great at reacting to jump ins.

far st.strong: great poke. This comes out fast but does decent damage.

cr.fierce: if cr.strong doesn’t anti air it, this probably does. More timing dependent, sometimes must be pressed early in anticipation. If you score both hits of this move you should try to pressure some, one more hit or bnb will most likely dizzy.

far st.fierce: not quite as good as st.strong but has more range. This can trade favorably with fireballs.

cr.roundhouse: this move is slow so be careful with it, but for zoning it’s decent. Can be used to poke gief if you have a good sense of what he’s trying to do.

close st.roundhose: this is probably your easiest bet for punishing whiffed DPs. It doesn’t do as much damage as hitting them with a fierce dp but let’s face it, hawk’s dp sucks on priority… More times than not When I try to punish dp with my dp I actually lose. This is just super easy to time.

far st.roundhouse: fei’s worst enemy. beats like everything he has if you time it correctly. Great against gief too. Don’t mix it into his lariat, but sneak them in. As a round opener against projectiles it will trade in your favor.

cr.strong is NOT an anti air. st.mp is better against sim.

Has anyone worked out the new SUPER command throw’s actual motions?

Hey Grid, do you have AIM or some other messenger service I can try and get ahold of you on? I wanted to ask you some questions, lemme know what’s up.

pancho - giganticpressure

vff - from the right side, you have to go to neutral still. the left side is okay i think. i actually havent played much lately :-/

You are correct. It’s “Mexican Typhoon” and “Double Typhoon” according to Yoga Book Hyper.

Hate that name. Storm hammer is just so much more badass

i have had great luck with using cr.strong as anti-air. esp against shotos. I will specifically play some tonight and try using it as much as I can to see where it fails.

My official SF: Anniversary edition guidebook says Stormhammer. There may be a difference between jap and rest-of-world on special move names that are already in english.

Check to you, Mexican Typhoon.

I don’t play as Thawk, but Stormhammer is a much cooler name.

I don’t really play as THawk, but Typhoon is 2 syllables while Stormhammer is 3 syllables, ergo Typhoon is easier to use!

Infallible logic.

:razzy:

Cr.Strong is a pretty decent AA dude, especially against Shoto’s. Just don’t use it when someone is right above you.

And J.Fierce is enough to make Dhalsim cry.

KaPH, thanks a lot, but I have all of the basic uses for T.Hawk’s normals covered, and if there’s anything match-up specific about them, it’ll be covered in the match-up section.

ive never used it against shotos. i like deep dp much better.

j.fierce kills sim true but if you’re walking forward mid screen advancing, st.strong is great

Try it against a Shoto. You’d be surprised how it can wreck them.

The original English moves for the arcade version of New Challengers and from the SNES version of NC (called SSF2 I believe) had the names as following in the manuals:

‘The Hawk’ for the dive (because he dives like a Hawk!).

‘Thunderstrike’ for the DP.

Storm Hammer for the 360.

Don’t know why these were changed over the years but it happened.

Visual evidence ftw (from the SNES SFII Manual).

http://img4.imageshack.us/img4/4771/picture5aga.png