j.S dat hitbox/opselect
Dante can’t get in for the most part without assist.
Fish for teleports and punish.
Hawkeye’s keepaway > Dante’s by an absurd margin.
The problem with Dante is Devil trigger, that’s where it gets difficult.
-TKed Invincible Psycho Crusher from fullscreen can punish moves like spritzer (grounded)
- Flight mode
- Diagnol Galick Gun Beams
Fun fact: Raw tag on reaction to gimlet or going into devil trigger makes gimlet miss.
Keep these in mind and he shouldn’t be that much of a problem.
My match with Chris G is a good example of this. well, before i choked it up.
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Ok so can anyone shed me some light on TTS (level 3)'s hitbox properties? I know it hits anything touching the ground from where hawkeye is to about… midscreen or so? (would love some actual distance or hitbox pictures) that is fine and good but when I was playing a friend we were both on our last characters, me hawkeye and him akuma. we were very close to each other (not any further than slide distance) and he did his beam super to chip me out. I countered with TTS because I knew for a fact I was in its range, but it never actually hit. Did the hitboxes collide and TTS got cancelled out or something? or is Akuma projectile-invincible during Messatsu Gouhadou (beam version)? I can’t find a proper reason for the super to have missed at the time. What is there to know about TTS? Fill me in please. Thanks a lot!
his level 3 doesn’t hit for about 1.5 char distances in front of him, and isn’t invin until active.
it’s really, really for bad anything but OTGs… for that purpose though, it’s got a fantastic range and startup.
Ive been curious of this for a while, and it may turn out to work and be useful, it may turn out to work and not be useful, and it may turn out to not work. Just wondering if anyone know if hawkeyes scattershot assist could nullify doom missile assist from the opposing team if called in reaction…I’ve got a feeling scatter shot will be able to destroy all the misses and still come down and possibly hit doom…it comes out faster than doom missiles, does more hits, and follows (roughly) the same path. If anyone could test this, it might be interesting to see what happens. Some Possible new tech =]
Also, kinda had a question regarding where to put hawkeye. I know the benefits of him as an anchor, but I feel like I would rather play him with an assist backing him up. I’m currently using hawkeye / storm / Dante, but storm will probably be switched out. Dante will either take point and Dante will take second slot, or Dante will take point and hawkeye will take second slot. Not sure yet. Thoughts on placement on the team ? Is he really better in point than any other position ? Thanks yall
Regarding the doom assist vs scatter shot assist I have no idea.
To answer your question about what position hawkeye is best in, I absolutely believe it’s best to have him on point with an assist backing him up. If I were you I’d the team Hawkeye Storm Dante for full screen punishes of gimlet into hail storm and TAC shenanigans.
Well you could either run hawkeye/dante/akuma or hawkeye/storm/akuma, both back-ups can get big damage of a grounded gimlet(devil trigger and hail storm) but with the dante team you can switch dante on point depending on the match-up.
I’ll just leave this here if anyone is interested in watching, my dude Pat has a really nice rushdown style Hawkeye that really impressed me as far as I know how Hawkeye is played. some good matches overall and Pat does some pretty impressive stuff with Hawkeye.
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I know Hawkeye against Doom is a very bad matchup for Doom, but what do you do when they just turtle in the corner? You can’t cross up with trick shot H, which isn’t super safe anyway, and if you go in to attempt a grab to flush him out of the corner you can get quick tri-dash foot dived which is really hard to airthrow or block if you get caught by surprise. If they don’t have x-factor I can keep chipping their health down, but if they do that’s a no go.
One thought I’ve had is to approach and do a trick move L + poison tip and then immediately follow up with trick move M and attempt a throw. I haven’t tried that in a match yet though, so I’m not sure if it would be easy to see read and block. Other option is to try baiting them out, but if they are smart they won’t fall for it.
Well, anyone can reduce Hawkeye to grab attempts while their XF is active, so that’s not exactly Doom-specific. Ideally, you want to chip him and force him to burn his XF (without using yours), then focus on safer space control tactics until you wait out his XF.
Can someone give me some help on my hawkeye and how i should improve
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Well on that second game we didn’t see much of your Hawkeye so I really can’t talk. On the first game however, a few things to mention: in the very first match, Doom was approaching you at super jump height so you could’ve done to shoot a few anti-air arrows like Scatter Shot (this one especially because if you got him in an airdash you could combo with slide since they cause a soft knockdown). Also, in the second match he wasn’t dashcancelling his footdives and you weren’t pushblocking them, that’s a free air throw (which is great because hawkeye can combo well off his airthrows). Also in your combos, after freeze shot do slide -> launcher instead of straight launcher, free heavies are free heavies. And let the j.H on you relaunch hit twice, no reason not to. Aside from that not much else I can comment on, my Hawkeye is pretty fraudulent to speak of
I don’t think i saw you press standing M in the whole first set, that’s a problem
I don’t use s.M at all. I can’t think of when I wouldn’t prefer either c.L or slide.
st.M has a pretty good hitbox and is only -3 on block, it’s good for harassing. You can always chain that into slide and cancel that into poison tip for safe pressure. I use it when I’m not trying my absolute best to stay full screen
st.m is insanely good and you need to know when to use it. it will beat out a lot of pokes and rushdown that’s not covered properly. i birthday and get counterhits a LOT with it. the important part is to not use it often- people generally don’t know the spacing for it and will often run straight into it when you bust it out at a vital moment. don’t whiff it a bunch or whatever, hit it -exactly- when you know it’ll hit and it will save your life a lot.
Yea st. is mad sexy, I’ve been trying to add it to my up close game with hawkeye.
On a side note, did anyone know hawkeye can combo his cr magic series off a poison shot, so in practice he can cr.:l: :h: :qcb: :l: :l: cr. :l: :h: :qcb: :l: :l:. Not 100 on how many times you can loop it but I saw combo do it about 3 times in the comboratory videos.
So how do people do the wall of zoning with hawkeye that is so hard to get through.
I just jump and triple shot then land and triple shot but its slow.
I see more top lv. people using j:h: into j triple shot. Does it come out faster and recover faster?
I also see people occasionally use :qcf::h:, so what is the optimized zoning method?
j. Triple Shot comes out faster after you use j.H. Also, it will cover your landing better.
After you land, you can always do H -> Scatter Shot or Triple Piercing for anti-air, then do H -> Rusty Nail/Triple Arrow/Piercing Bolt/Net Arrow.
How does one handle Hawkeye on point against the crazy start of round characters of the game?