"I Make Any Team Better." Official Hawkeye Discussion Thread!

Hey Guys,
Lvl5LazerBuddha has got some good stuff on the way. Good Hawkeye tech is on its way

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now for something completely different

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Hello all, I was wondering what sorts of approaches you guys take when playing Hawk on point and facing a strong player who tends to side switch a lot (in particular, via ground-based teleports). I have a friend who’s getting better and better with Virgil, and while I can keep him contained frontally, when he starts pullin the ol assist + M teleport, I find myself getting screwed when doing my normal jump arrow type space control game. And I dont want to just sit around and wait for it, either, because them I’m not playing my game and am just sitting there. Any thoughts? Would love to see Chris G face a strong point-Virgil. Thanks!

Hi guys. I play Hawkeye as anchor right now. While I did good at my first few games with him at the local arcade, people caught up with the trick and do one of two things.

  1. When I get the life/character count advantage, they snap Hawkeye in and proceed to wreak havoc taking away my best assist and usually turn around the game.

  2. When they get the life/character advantage they just wait until I’m down to just Hawkeye and save their XF.

I’m more concerned with problem 1. Problem 2 rarely arises but is still a concern. I guess its just me not having enough experience with my UMvC3 team. I play Dorm(Dark Hole)/Deadpool(Quickwork)/Hawkeye(Greyhound). Any tips would be appreciated.

Do anyone have reset combos for hawkeye?

Another teaser is out. Full length stuff should be coming in a week or so
Hope you guys enjoy

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Two teasers for a strategy video?

It’s not going to be just a strategy video.
My crew and I have been amassing a bunch of video content for tutorials, sets, online match break downs etc.

The teasers are something for us to put out in the meantime while we format and gather all the major content together

I was making a combo video for one of my teams and I discovered that Hawkeye can start the DHC glitch too (no hitstun/scaling reset obviously). Was this known? I haven’t seen it before. Won’t discuss if old.

Interesting, What can he start it with?

Anytime you DHC when the opponent is hit by a trap shot, they flip out DHC glitch style. Doesn’t matter if they’re not in bounce state (you hit a standing opponent).
Its like Spiderman’s Maximum spider in that there doesn’t have to be a DHC glitch ender. They will flip out no matter what you DHC into.

I do it at 5:25 at this video.
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Setups include doing a trap shot loop, then ending with trap shot xx Gimlet. You have to be at a distance where the Gimlet hits them before the trap arrow. If you do it right, the Gimlet will hit them, and the trap shot will trap them. You get 2 options:

  1. DHC as soon as the Gimlet hits, but before the trap shot connects. In this case, your next character will do their hyper, and the trap shot will connect leading to a bounce/trap state, which your character can combo from.
  2. DHC after the trap shot connects, and the opponent’s character will flip DHC glitch style.

Another setup is doing Trap Shot xx Super Scatter Shot. This works anywhere on screen as the Trap shot is guaranteed to hit before the SSS. DHCing afterwards leads to the flip state.

I can’t get much use out of this yet. The only thing it lets me do is connect some hypers that I normally wouldn’t be able to. A full screen Gimlet xx C. Viper’s Emergency Combo doesn’t work. But Trap Shot xx Gimlet xx Emergency Combination does.

After many weeks now of Hawkeye play, I was taking stock of each arrow move, which I use, when, etc. And while I use almost all of them at this point, I was wondering:

-Is there any reason to use Rusty Nail (H followup to trick shot)? Just for extra chip, or what? Do you guys use this much? Or mainly just Poison and Freeze?

-Between M and H Ragtime Shots (DP motion air spray), is there a reason to use one over the other in a given situation? I use Exploding when I need closer range, but M and H seem really similar and aside from visually, I can’t tell much strategic difference. I only used M but then saw Honzo Gonzo using H’s, so now I kind of mix both up. But it’s pretty much random for me. When do you guys do which?

God damn I love this character. Before last November, I had no idea vanilla was such a flawed Hawkeye-less game :slight_smile:
Thanks!

  1. Bible says that after going for trick H you should use rusty nail to be safe (it’s + on block).

  2. Bible also:
    M version: 15 frame startup/45 recovery; OTG-capable; up to 67.000 chip damage if the opponent blocks all arrows.
    H version: 21 frame startup/35 recovery; 27.000 chip damage if all 3 are blocked.

So M does more chip and starts fasters, but H has faster recovery.

Thanks! I have the bible too and read that; was just wondering too which you guys as Hawk players tend to prefer or use more often. I do like that M keeps comin even if we get hit, not sure off the top of my head if H does that too. All said, I feel like in theory I’d prefer the faster recovery, since the startup speed difference is small enough that if you’re getting hit during start up of one, you’ll prob getting hit on the startup of the other. <shrug>

Ragtime H hits significantly farther and higher than M, but is slower/less safe (and doesn’t cause soft knockdown).

Trick Shot M->H is one of Hawkeye’s best moves. It has high durability, extreme speed, pierces through enemies, and is not duckable. In fact, even though it doesn’t have the highest durability, it’s so fast that it beats everything but Chris’ magnum, Viper’s optic blast, and Gold Arthur (and Hawkeye’s Spritzer). Even the aforementioned moves frequently get hit out of startup.

Damn that thing IS fast! Nice, thanks! Another question id been thinking about… the sH xx dead arrow loop as we know works way better on airborne opponents (maybe they have to be airborn for the true loop, I just know I’ve comboed a few sH xx dead arrows on the ground). Do you guys have any setups or move sequences that you find tend to net you these air dead arrow connection situations? I pretty much find I get this loop almost by accident just as a consequence of arrow zoning. You guys have any cool tricks to enter into this situation more intentionally? Or just including air dead arrows in my zoning patterns?

triple piercing (vert) is better in general because it covers the superjump space directly above you and has an active hitbox going upwards that’s still relatively respectable. it covers mostly the entire superjump area and some of the jump area directly above you, which is one of hawkeye’s weak spots. scatter shot does have an active hitbox going upwards but it’s really awful and mostly for dumb gimmicks like the scatter shot/launch corner loop

scatter shot is good for locking people down on incoming and using as a combo setup (if you know they are gonna superjump and press buttons, dash forward scatter shot and do gimlet as so you can confirm. make sure your spacing is correct though because scatter shot has a random pattern and won’t always hit on the edges. make sure you’ve got them in the guaranteed center of it’s shot.)

for forcing people down scatter shot is also better because it puts them in more blockstun, while piercing shot is primarly for anti-superjump approaches and anti-superjump keepaway (morrigan, wesker, doom, trish, sometimes zero)

generally both shouldn’t be used too often but you need to recognize when it’s ok to use them because they tend to cause the opponent to stop doing whatever it is they’re doing because they just ate like 180k~ damage.

also like spider-dan said, scatter shot is safer if they end up blocking the arrows despite what the frame data says. it’s because they’re put in blockstun much longer.

most importantly, don’t whiff these because you will die if you do.

speed shot lets you gain back space when you use it with M trick movement. single shot->speed shot both moves you forward, gives you advantage and stuffs whatever option they are going to do unless it’s a jump, which in case you still gained space anyhow. it’s still a grounded shot so there’s a lot of problems with it but generally it’s one of the better grounded options when playing the keepaway game (though you should still mostly be doing jumping arrow patterns)

I’m convinced there is a way to reset with Net Arrow, like during a magic series or something, have you guys figured anything through this?

Also, yes “Roll Shot H” is great, sometimes I use it as an alternative to Spritzer.

I’m not a Hawkeye main, and I was coming here to post some minor tech I found, but I’ll respond as well. Net Arrow can’t be air recovered or rolled, so in theory you can use it to set up free unblockables with assists. I haven’t experimented with it, but just saying whenever you combo into Net Arrow, the opponent’s recovery is forced to neutral. You can do ground magic series > air MMH xx Net Arrow to see what I mean.

Anyway, just minor tech with Hawkeye’s Kamikaze assist, as you might know it causes a soft knockdown on hit against an airborne opponent. If times correctly (about a half second before you launch, depending on combo length) the opponent will have no way to escape the arrows, regardless of their air recovery direction. This means you can SJC special moves that may confuse the opponent in an attempt to reset them. For example, Wesker can do :d:LMH xx Cobra Strike xx Teleport, OTG Gun, :d:M st.H xx Ghost Butterfly, Dash :d:MH + Hawkeye, S SJC L Teleport. Now they would have to block accordingly as they are hit with arrows immediately after recovering. If this connects, Wesker can just do a Cobra Strike an convert into another combo.

Wesker is not the only one who benefits from this. I tested Vergil, and he can do this mixup as well. Really, anyone who can end a full combo midscreen can take advantage of this reset. Even Storm can superjump and airdash all over the place. It doesn’t work in the corner though, so keep that in mind. The best users of this are probably the ones who can use a wallbounce to change the direction of their combo (Wesker, Vergil, Deadpool, etc).

Sorry if this was already known; again, I don’t main Hawkeye, so I wouldn’t know the little bits of tech he has here and there. This may be reason enough to use Kamikaze over Quick Shot on some teams though, so I figured I’d post it here and let you make the call.

Yea I just started using his roll shots because they are his only horizontal arrows that wolverine(and all those other pixie punks) can’t duck. And I did some testing with kamikaze, and its really not a bad assist at all, Im sure there is a lot of undiscovered tech with this assist, but triple arrows is just so good its hard to justify using kamikaze over triple arrow.