720s FTW! (T-Hawk thread)

I use a tick that gives me tons of time to buffer in the SUPER command. The new SUPER motion takes longer than the old motion from ST so it’s a bit tougher to get from the old ticks. Doing jumping jab to crouching jab into SUPER is annoying harder in HDR compared to ST.

Also the new SUPER motion still has input issues and is prone to bug out. I’ve gone for the SUPER and ended the motion in the backwards direction only to get a DP several times now. :lame:

Why Zangief’s SUPER glitch/error was fixed but not Hawk’s is ridiculous. :xeye:

Good news folks. I finally got the file for my T.Hawk guide back from my old computer. I shall continue work on it and post on GameFAQs soon.

For those of you that were looking to help with updating my FAQ, I posted excerpts from my updated draft in the applicable character threads. If you go through there and read those, you’ll see what I’m looking for: cross-up info. What they are…who they work on…what happens when they don’t work. So far, I’m very sure that I have all of the cross-ups listed in my FAQ, but I just don’t have the specifics for the following character…

T. Hawk: This man has seven cross-ups…the most out of any character! I have the following cross-ups listed: Jumping jab, Jumping short, Jumping strong, Jumping forward, Jumping roundhouse, Flying Elbow Smash (jumping d+strong), and the Body Splash (jumping d+fierce). I think his most reliable cross-ups are the Body Splash and Jumping forward.

I need to know who they work on or who they don’t work on (whichever list is shorter), and why they don’t work on certain characters if they don’t (whether they miss or they don’t connect deep enough to start a combo). (Feel free to let me know if connecting a cross-up on any particular character is difficult (whether standing, crouching, or both).) If you want to help or you happen to have the info compiled, let me know and, of course, you’ll get credit on my FAQ. Thanks!!! :slight_smile:

I dont play Tony Hawk but I would like to know how many active frames his command throw has, I think it only has one like Zangiefs because it seems easier to jump out when the tick is off a few frames or is it just me. I know you are supposed to reversal but this seems like the easier option against t.hawk because its easy against someone who has average tick throw timing and cannot consistently pull one off. Just curious because I want to beat up on a random Tony Hawk because I get destroyed by JigglyNorris and Mordoz whenever i run into them.

because they added the throw whiff, t.hawk has like 1 active grabbing frame which means the hawk player has to tick perfectly otherwise you can jump out. its braindead easy to reversal out of his tick throws now. sometimes ive had bisons jump out and hawks sitting there trying to direct traffic with that whiff animation

Are you sure he only has one active grab frame? I’ve seen R.Hawk grab people out of his whiff animation offline, which clearly indicates that he has more than one active grab frame.

I wish Sirlin actually listed the full balance changes for this game. :sweat:

Sirlin didn’t change how many active frames the Mexican Typhoon has, though. It’s the same as it was in VST. I can’t remember how many pre-jump frames T. Hawk has, but I know the number of active grab frames are <= his pre-jump frames.

He has three jump frames.

In ST he had only one active grab frame on his command throw. So if his active grab frames are the same number as his pre-jump frames, three in HDR, then there has been a change from ST to HDR. He didn’t have three grab frames in ST. Don’t know where you got that information from.

His command throw in ST had the same active frames as a normal throw. Same as Honda’s Ochio throw had in ST and still has in HDR. One frame.

Hawk didn’t have three active grab frames in ST and there is no solid proof that he has exactly three in HDR. We know he has at least more than one active grab frame in HDR, evidenced by him grabbing people out of the whiff animation. The question is ‘how many more active grab frames does he have than one’?

i dont know why but ive had bisons consistently jump out of my ticks in hdr.

Offline or online?

I’ve seen guiles jump out of fei’s meaty super on wakeup. Apparently there’s a big enough gap there, but then ken only teleports through guile after a kneebash in lag.

They could all be lag related.

I guess you could try harder. :wgrin: j/k

Ive had it happen both online and offline. Then Ive had times where ive done the throw and you can see the whiff come out and then it all of a sudden grabs them. Really should have given him old hawks normals (and if he really insisted on it,) given him the new dive and he woulda been okay.

I played JigglyNorris last night in some great Zangief vs Hawk matches. It had been a long time since the last time I played him and his Hawk is just getting better and better every time. He has some great mix-ups and mind games with Hawk going on.

I don’t know if any online issues played a factor (I would say not even though it got laggy towards the end of our session) but I’d say we went about 50-50 on tick grabs and reversal grabs so it’s proof that if you have the timing down with Hawk, you can be a force with him and outgrab characters that have more active frame grabs.

It sounds like Hawk really needs a fix. I’m not talking balance, how many bugs does he have?

The only bug I’ve noticed is his DP bug. I haven’t really noticed what gridman was talking about (VF4’s opinion is invalid at this point).

And yeah, when me and Kuroppi were fighting, there were so many mix-ups going on I don’t think either of us almost ever knew what was gonna be the outcome, lol.

His super? motion isn’t bugged? Also, I can find no record of the actual throw frames. However, how many active frames does ochio have? Since its still a NE capable command throw, it would probably be the same as ST hawks.

His SUPER has an input glitch or bug somewhere in it. Capcom fixed Zangief’s input error but stupidly left Hawk’s exact same error in.

Ochio throw has once active frame in both ST and HDR (just like normal throws). Hawk’s 360 in ST had one active frame. In HDR the exact number of active grab frames is unknown but it is greater than one because we’ve seen Hawk grab people from his whiff animation.

I’ve played a couple of good hawks in Boxer-Hawk and it seems I can breeze through the match with light ground pressure and hitting crouch fierce every time they dive or jump in. Even if it trades with dive it’s HEAVY in my favor. What can hawk do? I have a feeling I’m gonna hit one that’s gonna make this strategy look foolish and slam-dunk me

go into training and set the dummy to jump and tick him when he lands and see if it’s your technique. Otherwise it’s either input lag, the game dropping a frame, or taking back a few frames (real bad lag)

Have you seen the catch people after whiff, offline?

Ok, so is Hawk’s cr.mk his go to poke for most situations? I know there will be exceptions (like ticking, baiting), but is that his fastest longest reaching poke?

Also, I couldn’t seem to get dive to occur on the way down, is it only possible to activate it on the way up/top?

How do you get in on ken jab srk spam. What’s hawk’s punish other than walk up typhoon which is risky in lag.