Hey guys, I started a thread a while back in the Rocket Raccoon forum, and was really impressed with the people who came out of the woodwork to give their advice and thoughts.
What I would like to do here is discuss Hawkeye’s arrows in the game, what his best one’s are, etc. I’m going to try and list these in order of which I use the most, and then work downwards.
Currently, I’m running the team of Hawkeye/Storm/Doom, so I’ll be using that as a frame of reference.
Also worth noting I’ll be mostly calling the arrows what Clint calls them himself, not the other two names they’re given in the command list.
And finally, this will hopefully be something of a rudimentary guide, but I’m also looking for better players to call me out on my own shortcomings and correct some of the - stupid shit I do in games.
“Shot” (Standing C)
Hawkeye’s standing C, which causes him to fire one or several arrows depending on whether or not it is charged. It can also be aimed up or down.
I usually use this to cover any assists I’m using close to the start of the match or when my zoning is reset for whatever reason; I’ll follow it up with Triple Arrow, or other arrows (Scatter Shot in particular). Doesn’t seem to have a lot of durability, but the quick startup helps start up zoning pressure very quickly.
It’s also useful to quickly catch characters (super)jumping, and also for hitting smaller characters crouching such as Firebrand, but there are generally better options at Hawkeye’s disposable that do more damage and lead to better situations.
Triple Arrow; (qcf A)
For me, this is one of Hawkeye’s easiest arrows to use. Decent startup and easy to put out when used after standing C, covers a lot of horizontal space quickly, and hit confirms into Gimlet easily. Great recovery when used in the air very close to the ground, and can then be followed up by more Triple Arrows and other arrows once you land; doing air triple arrow, standing c ground triple arrow covers the entire normal jump range of the screen with arrows for very easy zoning.
Freeze Shot (B, after Trick Manuever)
Primarily used as a combo extender after the standard launch combo, I usually use Trick Shot C, and superjump backwards when I have the opponent in the corner so that it doesn’t whiff.
Has quick recovery from all three jumps, so it can also be used to pressure the opponent. Landing this OTG or on an airbourne opponent leads to ground bounce. Landing this on a standing opponent just does a fair amount of hitstun.
Can be used as a pressure tool, but doesn’t do that much damage and the poison in my opinion is negligible damage; three poison arrows will drain all of Phoenix’s health however, and the fast recovery makes it a good annoyance tool.
Very useful to OTG into Gimlet, however.
Scatter Shot; (srk B)
Shoots what looks like a single arrow up into the superjump height of the screen above Hawkeye’s head, which then explodes and disintegrates into many arrows. The distance it covers is just short of full screen; some of the arrows clip Sentinel at maximum distance.
These arrows are good for covering above Hawkeye’s head, and discouraging superjumps. The horizontal space they cover when they land is on the poor side, but is effective if you can pin them down with a horizontal assist. Startup is okay, recovery is just okay as well, so you should make sure to cover this something.
Hitting an airbourne opponent causes a soft knockdown, which then leads into a combo of your choice from Slide.
Exploding Arrow (qcf A)
An odd one. The range that this is fired is the shortest of all Hawkeye’s arrows, landing right in front of him. It explodes after a short amount of time.
It can be used as a pseudo-anti-air against people jumping in on you and pressing buttons, but it doesn’t seem to lead to anything in the air except for Gimlet.
It’s main use is to cover a small area of the screen in which the opponent will struggle to attack you without getting tossed into the air. It’s possible to fire one, let your opponent attack you, then pushblock them into the explosion.
When the explosion hits a grounded opponent, it’s easy to get a combo from slide into a regular ABC BBCS poison tip gimlet combo, but not a lot more because of hitstun deterioration caused by the explosion.