"It's a good day to die!" T. Hawk Match-up/Strategy Thread

C.HP beats out all of akumas regular and ex demonflips clean. :tup:

I’m pretty sure Gief has slightly more range on his grabs then Hawk (could be wrong). Dive pwns lariat if you hit them on the head but you can still get hit with it if you land in the wrong place.

Can anything link to Condor Spire aside from EX DP in the corner? I’ve caught people with regular Spire out of the air many times, and it seems to put them in a juggle state, however I can never seem to combo anything afterward.

Any thoughts?

Only EX DP combos after an anti-air Spire.

My thanks, so I take it even a non-EX AA Spire will still combo into EX DP? Nice to know my options on one bar.

Vs. Sim and good honda’s it’s a nightmare, Vs. Vega wasn’t too bad. Hawk’s DP stuffs Vegas’ dives for free, cr. MP is really good too and ticking HP Condor spire into U1 or throw is a lot of fun.

Don’t really have any match up specifics, but here are some random mix up shenanigans after you knock your opponent down (for now I’m only assuming these are ok to use because the game is still new and people are still learning).

Fierce Spire to cross them up while they’re down then I go into one of a few things on their wake up after:
-Typhoon (Usually catches if they try to throw out a normal on wake up)
-Jab(s) tick into Typhoon
-Tomahawk Buster (if they jump) - or whiff cr.jab into Tomahawk Buster
-Standing Roundhouse (if they dash back)
-Block (to be safe from wake up moves with invicibility, SRKs, etc…this one is a given :P)

This is just some bullshit I’ve been able to pull off :lol: and I’ve been trying to condition people in matches so that I can use the best mix up post-knock down. For some reason people just freak out when they see the Condor Spire glide over while they’re knocked down, and they don’t know what to do. :tup:

I know this is probably some common knowledge stuff but I just wanted to feel like I contributed somewhat, haha.

Thanks for Sagat info, I’m gonna go try some of this.

Also @stricnine I also dived into a Ryu U2 and beat it out. Pretty interesting.

When I’ve been stupid enough to dive into a Ryu with U2 ready (usually going for chip damage win), I’ve been beaten clean by it everytime. More then likely just a timing issue.

After like 100 matches with T. Hawk, I think the character that gives me the most trouble is Deejay. I just can’t get in on him, and if I do it usually ends up with me being pwned.

Any tips?

Deejay can’t really punish a neutral jump outside of his slide/Up Kick range, so mostly I’m just standing a decent ways back and waiting for him to mistime a fireball that I can punish with dive. Doing random dives on him is a bad idea since his slide can knock you out of it and lead into U2. I also want to say Machinegun Upper is punishable with LP 360 on block. Also as I said above, if he tries to lock you down with his EX fireball from around midscreen, you can EX DP thru them, come down on top of him and throw/combo. You have to basically do the DP as soon as he starts his EX fireball, since the frames are very very close between them. I’m also pretty sure that outside of EX, his Up Kicks don’t have any invul frames, so even if you trade on jump ins/crossover, it’ll still work out in your favor with the life advantage.

Yeah strictly a timing issue to beat shin Shoryuken. You would have to hit on his head cross up dive, in other words think the ryu or gouken would have to mess up their timing.

Ryu loves getting kicked in the face.

Guile is a nightmare.

I didn’t really fear Sagat too much and was having good luck against random Sagats.

DJ I was punishing blocked slide kicks with 360’s.

Crouching fierce seems pretty solid against most characters who want to cross you up on wakeup. Haven’t gotten to test it out too much, but it’s been working quite well against a few characters so far.

His Focus Attack has really nice range.

His dash is a little on the useless side as far as length goes. But we can’t have him be op.

I’ve been using Condor Spire sorta akin to Tiger Knee strings. Close up, lp > lp > far lk > condor spire or I buffer condor spire in my far lks/far lps when zoning. It gets beat by jump back and dash back, but that’s only if they’re expecting it. On wiff it can really fuck people over via. free 360. If they’re not expecting it and they just block it, then T Hawk is exactly where he wants to be; Right in front of his opponent.

Sometimes I’ll just do it randomly just to build meter and move forward, and plenty of times I’ve caught people with it via. trade, CH, or out of the air(then reset), which T Hawk is totally fine with due to his high HP.

There’s really good uses for this move, but I can’t put my finger on what exactly its purpose is…

And yea some match ups feel absolutely hopeless right now, like Akuma and Guile. I think I’m going to have nightmares already about these MUs.

Also C.HP is amazing. If your shoryu doesn’t hit it, C.HP will. Really good zoning tool as well. Too bad the 2nd further hit only does 50 damage ;_;

If i manage to lp spd, my followup would be crossup d+hp, mp to EX spire, mixing it up with the spd. If I connect EX Spire I walk up and do a meaty attack from the ground and if I end up spd’ing him I go for the crossup again. If I have full meter sometimes I combo a EX up hawk to EX hawk dive after the EX spire. Is this the best wake up game or is there something better?

I see some of you swear by lp or hp spire post-spd but I still felt crossing them up with d+hp is better

Also sometimes if I have no meter i do crossup d+hp, st.hp, cr.mk cos the damage is huge

I’ve been playing around with Condor Spire more. It feels like a meaty dash attack that goes under low moves. It also seems to goes over sim’s s.HP clean. Its as if he has his own version of a tiger knee.

Quick Question: Can Condor Dive crossup if spaced properly?