that would be gross. That’s a 210 (roughly) Chain combo. The problem being is it wouldn’t serve much a purpose. Considering the only thing you can combo into a s. fierce is a jump in move. T. hawk doesn’t need chain combos. In terms of improvement, his damage levels are fantastic as it is now in AE and his attacks are fine. His improvements need to be made in spacing of condor spires, invincibility on his EX specials, few input changes perhaps, and frame buffs to his special attacks.
Tomahawk Buster: This is the only special move that I think would be a candidate for enabling to FADC, currently T.Hawk cannot utilize the FADC system at all. With the lack of invincibility frames even on his fierce version, I think it’ll open up actual use of his Tomahawk Buster by a lot of Hawk players probably as a safe poke/pressure tool. Currently with characters that have the ability to air throw, it is far too often that they can safely jump in with an air throw and recover before a normal can be used, and if a Tomahawk Buster is used, it is thrown. Even the EX is at risk if it is used too quickly, and loses to the air throw or used with ‘normal’ AA timing and the character recovers before it hits.
Condor Spire: The input conflicts with the Tomahawk Buster and the Mexican Typhoon if you walk forward and then attempt to activate this move. Please change this move to activate with a KICK button to resolve this. Also some complain about not being able to maintain offensive pressure since you need to use a ‘Back, down, down/back’ motion, but I think the motion simply using kicks will resolve the issue becuase the risk of using another special move is removed.
Also this move having decreased recovery frames would greatly assist in having attack pressure, even more so if it became possible to combo a jab from this move.
Raging Slash: Please make a return of the original shortcut it used, currently the activation of this move is far too skewed to ‘unlikely’ during matches. T.Hawk is much taller than most other characters, and therefore has a shorter timespan to quickly and extremely accurately input the motion required to use this move, on reaction or even to predict an aerial attack. (Getting kicked in the face and receiving a high damage combo and follow-up mixup before you can even activate this move is very common.)
Mexican Typhoon: Please make the fierce version of this move unthrowable, or the light version have increased range to match Zangief, or increase the damage of all of them.
Jumping Arc Normals: Currently all of his jumping-forward/backward normals are directed towards the 3’o-clock direction (Jumping right). This causes a great weakness in air-to-air collisions. His Tomahawk Buster lacking invulnerability and start up time for his only version with invulnerability, in conjuction with his Ultra 2 shortcut missing, this gives him a very strong weakness to other characters jumping in on T.Hawk without hassle or worry.
If the above listed changes for Tomahawk Buster are not met, please radically change the arc of at least one jumping arc normal, or greatly reduce the start up time for his command air normal Down/forward + Strong, so his air-to-air options are not a lose-lose sitation. Preferably change the light kick to hit at a larger area and further range at a 2 or 3’o-clock direction. (Jumping right)
Close Standing Fierce/Crouching Fierce: Please reduce the size of the hittable hitbox for crouching fierce so it can be used as well-timed anti-air, as the other anti-air options are currently crippled (Having T.Hawk stand and trade or counter-hit cleanly).
Please add attack hitboxes to close standing Fierce similar to that of close standing strong. Currently close standing strong starts from below T.Hawks waist and moves upwards, this makes it more suitable for near crouching opponents as it it slow to move towards the characters who are very close to T.Hawk in the air.
The command normal Thrust Peak forces T.Hawk often have very undesirable trades, or lead to mix ups in the opponents favor - merely resetting their offense at their favor. Having this move hit high from the start, would help very much with having the option to accept a trade which would often end favorably and have an instantaneous response to use instead of having to use Thrust Peak command and risk a shortcut conflict, or force you to not use any special moves for at least a moment to remove the risk of that shortcut error.
Any of these changes would help T.Hawk, I do not expect all of them to be added but even a few would make a noticeable improvement on T.Hawk and his representation on the competitive level. I strongly believe this.
- Single crouching hard kick (possibly by holding Down-Back + :hk:)
- Non EX version of backward jumping condor dive (remove need to use a super stock)
- Faster walk speed
- Change Raching Slash input to :qcf::qcf: + :lk::mk::hk:
—If the old stick motion has to remain for whatever reason, make it:
:hcb:,:hcb:+ :lk::mk::hk:
IMO T. Hawk has no use for FADC’s. T. Hawk already needs meter so badly, FADC’s won’t be practical.
So yeah, but I’d like Tomahawk Buster to be a little faster. It’s 5 frames atm I think. Oh and make EX-Buster go through projectiles…or is it too much? Nah, I don’t think so. Switch U2 motion to 2xqcf+kkk and we are good to go. Better backdash maybe? Faster walkspeed…and give us something to catch blocked Blanka balls or generally a long range punish. Readjust Dive maybe?
if hawk doesnt receiv GOOD buffs im learning a new character, im tired of losing for scrubs using blanka and hes million bad matchups, maybe i use him for a counter pick, im sure all his bad matchups will be buffed and i dont wanna see silly shit buffs for him.
I’m biting my nails wondering how they will screw over T-Hawk.
“Some players complained about T Hawk’s dive attack, so we made it bounce back one third of the distance on block. Also, we reduced the damage on his standing hard kick to 40. Also, we removed T Hawk from the game.”
OH FUUUUUUUUUUUUU
I started to think those were the actual changes until I started to reach the end portion.
LOL.
Haha well on a more serious note, those are the only two things that non-Hawk’s bitch about, so those are the only two that could possibly be nerfed in a “worst case/oh-my-god-they-listened-to-the-casual-players/AE Blanka” scenario. We shall see and hopefully tomorrow; the original 12 are all accounted for so I’m hoping the 4 ‘new challengers’ will be next.
More frame advantage on Block would also help with the dive being less punishable.
Like in SF2.
This made my night, also bring his ST air lp back!
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i was just thinking about somebody said that hawk just can’t be viable because of his character design.
well, if i think about it.
capcom can make each and any one character broken if they want to.
fei is freaking broken now. like his chickenwing. or yun’s lounch punch, broken as hell.
to make hawk broken is easy.
first is give him hitbox and hurtbox like chun li. a tiny hurtbox and a massive hitbox will do the job.
all moves start up 2 frames, active for 4 to 10 frames and recover in 2 frames. makes this so broken that all his moves specials included are save on block or hit.
all special moves are invincible.
charge super meter super fast like guile in super sf4.
yes it is possible.
it is just that capcom likes to keep him in the bottom of the list.
T.Hawk is viable outside of the Blanka/Dhalsim/Vega/Guile matchup. DeeJay/Sagat/Gouken are tough but definitely much more winnable. I don’t think T.Hawk has been anything above Mid - Tier in all of his fighting game appearances. I agree with you though about Capcom being able to make any character broken if they wanted. It’s just that T.Hawk isn’t a popular character and so naturally he doesn’t receive as much attention.
the thing is capcom need to stop of that “zangief always the best grappler” bullshit