havent tried it out, but it seems really situational. i like making the splash look really ambiguous after a knock down by jumping and hitting splash as soon as you can. really tricky.
Deadline for any info on the T.Hawk guide must be given to me by Saturday, March 30st, and will be submitted to www.gamefaqs.com on the following day, Sunday, March 31st. Again, I am accepting strategies for any character. If you would like your strategy included, please either post it here or e-mail it to me at pieman887@aim.com. The file must be plain text, which is done in Notepad. Please make sure your section is detailed and legible. I will review it once I recieve or see it. I will include it if Its suitable.
All credit will be given where it is due.
I think you mean May.
LoL, I suck. Yeah, its May.
You’ll also have my strategy against cammy and maybe a few others asap.
Jiggly heres my write up for the cammy matchup. Is there anyone else you want me to do?
vs cammy
God fighting this matchup can be a bitch. I never really realized how lame her cr.forward is in this matchup.
Generally, you’re going to be fighting this matchup dancing back and forth with eachother while she uses her
st.forward and cr.forward from max range and well spaced cannon drills. As hawk, know that cr.strong can beat her drill if hitting with the tip. It is also a solid zoning poke against her st.forward. Against her low forward, you should try using your own low forward and cr.rh occasionally (the first hit of that move is buff). As far as getting in, dont rely on psychic dp’s so much. She has a really tiny hit box which make her hard to hit with those. Obviously, jup jab is a great jump in. However, it as a tendencey to whiff if you jump just an inch too close to her. I personally like using a lot of jump forward, short, and down mp in this match. They have good hit boxes that seem to work well in relation to her small hit box. Also, jump fierce is the best option for air to air. Against her hooligan throw, you’ll want to either jump back jab on reaction, or if you’re too late, cr.strong works well. The meaty slide option of hooligan throw is in your favor. If you’re confident in your reversal timing, go for the 360. Otherwise just block. Its a huge risk for cammy because of the damage she can take from the 360 and the knockdown/momentum switch.
As far as ticks go, my favorite tick option: far st.lk walk up 360, is very risky against cammy and should be avoided. You’ll want to stick to your jabs and FAR FORWARD, walk up 360 can be used in replacement of far st.lk What works well for me is doing something like, blocked jump fp / splash, walk up 360. Be weary of her dp. Its quite hard to punish it, if hawk can at all. I swear he could in ST (far.rh) but for whatever reason, it doesnt seem you can now in HDR. If you can, enlighten me. I know its not like the gief matchup where she can just always reversal dp and be safe but I digress.
Some general tips against cammy
Be patient. This isnt going to be a fun fight for either of you. Both hawk and cammy like to mix up things up close. However, cammy runs the risk of getting her head smashed into the pavement if she gets too close and hawk, like usual, has problems getting in. Remember, hawk can dish out damage QUICK. I’ve said it all along in EVERY matchup, one knockdown is all you need. Shit changes FAST when hawk gets in and its tough for someone to get out when you’re playing smart.
Punish her badly spaced cannon drills with 360, or cr.rh. Make her really work for the right spacing on those and punish them everytime.
Do not get frustrated by cr.mk. Seriously. I hate that move in this match but really, when you get frustrated, it opens the doors up for you to make mistakes (read: lose).
Reversal 360 isnt always the best option on wakeup. A lot of cammys will dance in and out of your 360 range as your waking up attempting to bait a 360 or even worse a dp. Be wary of this. Yes your 360/720 range is huge. However, it can be baited. Especially with (i think, cammy players correct me on this) far st.rh, and the tips of cr.mp, cr.mk and st.mk. Dont get baited.
St.Rh sucks in this matchup as far as poking goes. Even though it is a bomb poke in almost all his other matches, i dont use it very much, if at all. Seriously, st.mk is great for walking up and poking.
Know went to jump. Very important.
When they’re scared, whiff jump rh, land super. Seriously. It Works, I promise.
Sagat and Vega.
Just started using Hawk a few weeks ago.
1-What’s the best counter to Claw’s Wall Dives? Cr.Fierce doesn’t always work in every situation. What would be an alternative to DP?
2-What’s his longest range jumping normal? Seems like j.RH has the most range. What about j.Strong splash?
3-Does Hawk still have a reversal DP bug from classic ST, where the last strength used will be the reversal DP? I’ve had times where I’ve done reversal Jab DP and got Fierce instead.
Thanks.
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J.Jab is a pretty reliable anti-wall dive. Claw Dive is a different story.
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I would say J.Fierce. J.RH isn’t as long as it looks.
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Yep, its still there.
Ok cool, thanks. I’ve tried j.Jab vs Claw’s Dives but it seems to only work on close range and not against the max range Wall Dives. Even DP seems to trade with those types of Dives. Also will add the reversal DP bug to the Rebalancing thread, totally forgot he still had it.
kara cancel fp into 720 is broken cool
my vega writeup Jiggly. I can do Sagat tomorrow night most likely.
vs Vega
Well, in HDR this matchup isnt as bad because of the non knockdown wall dive but not much else changes. Psychic DP’s are pretty crucial in this matchup because of Vega’s crazy poking range. 360’ing Vega can be a problem because of the fact that all he has to do is PPP/KKK his way out. Like every other matchup, you wanna mixup ticks to make him guess WHEN to PPP/KKK out. He can flip kick out as well too but its easier for them to do the backflips out. You can punish both of them I’m pretty sure but PPP is easier if you’re anticipating it. A lot of low and stand forwards for advancing and cr.strong is pretty good as well. St.RH is pretty good if you anticipate him going to jump but he can duck it. Realistically, you’re going to be spending the match inching forward and getting pushed back more and more by cr.jabs/strongs and smart slides. Key things to remember in this match up is that Vega can NOT kick wall dive against Hawk. Hawk can do like ANYTHING in the air and stop Vega cold. Jump back fierce and jab are the two best choces. However, d,u+p (Sky High Claw), is another story. Its pretty hard to punish and will beat you’re jump back attacks clean and not a lot of your ground pokes will beat it. The best bet is to block it, and close the distance. If you anticipate it, dp. Vegas got some nutty jump ins that make it a bitch to anti-air with normals. Deep Dp’s work obviously but jump back jab / fp and jump straight up fp work well. Random side note, jump straight up fp is incredible in every matchup. Walking up and cr.strong’ing helps to close the distance. Jumping in is rough. Vega has a solid anti air with cr.fp and an invincible flip kick. For cr.fp, you have to hit vega in his head and dont bother trying to hit the claw. This means that if you ARE going to jump, jump closer than max range jump jab range. To avoid flip kick, wait for him to lose his charge.
Once you ARE in, its the same thing as it is in every other matchup. Mix your ticks up and fuck his day up. Dont let him get away and begin his poking game again. Like I said earlier, psychic DP’s work well to get in. A lot of Vega’s follow some type of pattern in their poke strings. For example, after a meaty claw roll or a blocked claw roll, A LOT of Vegas like todo like cr.jab/mp xx jab roll. Watch for these and DP through them. Although this is something you cant rely on, it is something to keep in the back of your mind. Generally you’re going to be trading pokes a lot with Vega, knocking his ass out of the air, and slowly SLOWLY inching forward. Be prepared to have the clock run down on you and being ran from ALL day. Constantly being poked at with barrages of st.mp, max slides, ridiculous crouching normals, some good anti air / keep out tools, and great runaway. Oh yeah and his throw does STUPID damage. Fuck vega. Its a winnable match, but frustrating. One last random note, ive had sucess with random st/cr.fps.
I agree, I’m back on xbox live for a bit. My 360 rrod and i need to send it this week. Anyway, hit me up fellow hawkers.
Jumping roundhouse is his best ranged air attack. However jumping fierce has much better priority and can do things like hit Dhalsim when rh will get stuffed every time. However roundhouse does have it’s uses, mostly hitting outstretched limbs when people are stuck in fireball recovery. ()That’s pretty much the only time I ever use it) Also the range on it, while better than jumping fierce, is not nearly as far as the graphics for it would make you think.
As far as Hawk vs. Cammy, I don’t know why you ever claimed that this was a really easy match Gridman, it’s very fustrating. There’s no real reason that Cammy should be goood against Hawk at a high level, it’s just the way their hitboxes match up. If Cammy is willing to dance around with low forward, drill and DP jumpins you have to catch a break. And Cammy’s DP makes her one of the harder characters to get tick throws going on.
K rated Cammy vs Hawk (in ST) as 9-1 in Cammy’s favor. Facing Cammy as Hawk is far from easy and I’d say at the very, very most, utopian best it’s an even match in HDR.
Vs a Cammy that knows her dp range well the match is retardedly difficult. Her non point blank dp can’t be punished and it’s pretty homo. I played a good cammy on ggpo that knew the exact range to dp, it was so gay. Not very many cammys like that though thank god.
I just realized something about the new dive while playing against some bad hawks. If hawk hits the dive against someones head, it can be punished. Hit or block, making it even worse than I originally thought. I know for a fact I just punished it with a honda headbutt which leads me to believe that Blanka, Balrog, Vega, and possibly Sagat (TK) and Dict (PC or Scissor) can punish him, hit or blocked if its too high. I think its a pretty safe bet to say the first 3 can punish it if honda can hit it back with a headbutt.
Im surprised you figured that out now. Hawk could still be hit in ST if he Dove too high anyway. I’ve never been hit out of it with anything other than a normal when its happened a couple times.
You missed the point. Gridman is saying that R.Hawk can be punished after a successfully connecting dive. O.Hawk or N.Hawk if a dive was successful it knocked the opponent down no matter what height the opponents hitbox was connected with.
So even if you hit the top of your opponent’s hitbox with the old dive in ST you would achieve a knockdown and get an advantage. In HDR, if you connect with the dive but you are too high up on your opponent, then are you open for free punishment.
Another ultra lame aspect of R.Hawk.
It hasn’t happened nearly enough to me be considered a total set back. A lot of opponents will still believe its safe regardless.