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

Yes.

seems like guy could be considered a bad match-up
his air throw forces t.hawk to stay planted to the ground at all times(no condor dives or jumps of any sort or you get thrown) so it might be harder then most matches to get in or do much without getting punished severely in return

blanka–as said previously, his u1 is punishable by dash and 360 or 720. hawk’s U2 misses. st.MP owns blanka. it shuts downs hori balls and pokes if you get it out in time. and once you stuff a couple of those they will either slide (block low 360) or jump away (st. rh). I thought that since gief had such a bad time against blanka in vanilla that it would be tough for hawk but this seems like hawk might be able to shut down most blanka players. i also had a cr.mp beat electricity (i might have been max range out) and you still need to be a bit away to sweep it since t.hawk is so big.

gouken–oh yeah, it’s hard to get in. I have noticed that most goukens tend to fall into a routine with their fireballs so it’s really a game of patience. if you try to get in, you’ll just eat fireballs for half your life before you make it.

gen–oh my god. i ran into like… one of the 5 gen players in the world last night and it was terrible. if you block an ambiguous crossup, he does another one right away and his jump trajectory seems to place him too far away for spd. the only move that looked punishable was that low sweep kick gen has that puts the opponent in juggle state. And gen players will go for that since they can combo into super/ultra(?) with it.

gief–dive owns lariat. st.mp shuts down his pokes.

guy–haven’t played against one, but i’ve been spending a lot of time playing as him. basically, you should never jump against him. if guy doesn’t win every air battle he isn’t doing it right. izuna drop can be TK’ed and i’ve used it to beat tons of stuff. Grabs bison headstomps too (non-EX). Guy has to get close to do anything and his jump is floaty as hell so any NORMAL jump in attempt should be able to be stuffed with st. RH (since guy needs to jump from so far away his trajectory is pretty low) otherwise cl.MP should work. do not get hit by the FF chain as a good guy can FADC into FULL U1 from as far as 2 training room squares from mid-stage. It would be good to know if Guy can connect st.LP on a crouching hawk.

dudley–only ran into a couple of these so far but it can be tough. A good dudley isn’t afraid to pressure you cause his block strings push him so far away and the he’ll dash back in for a tick throw. AA jet upper combos into super for dudley. basically everything combos into corkscrew ultra for full animation anywhere near the corner.

makoto–almost nobody is good with her yet, but there are a couple I’ve faced. They tended to back away since her spacing game is based entirely on her dash but be aware she can dizzy you. Also, just like Chun, you need to block oroshi High. so don’t go getting comboed and block low cause you’ll eat more damage. makoto players will go for karakusa into U1 to try and steal a win.

I would like to add that with makoto, no random pokes are safe, except maybe jab. Her dash punch is FAST. I was getting punished for using St.Mp from nearly full screen away.

Her off the wall dive kick is punishable by 360/720. If I recall correctly it’s dive kick, followed by two kicks, then you can punish for some hardcore dmg.

Her EX Uppercut thing, beats dives clean.

IMO T Hawk owns Dudley/Guy/Hakan/Cody/Dhalsim at the moment
vortex and a little bit of a good guessing game owns
3 right guesses ends up with a dizzy and over 60-70% life gone

Against Dudley, you have to not throw out dives very often because he can punish with MGB, U1 and probably a bunch of other stuff too. However blocked MGB or SSB is a free 360 or 720 unless it just grazes you, then you can still spire. EX spire beats most of his ground pokes, and in the air, I’ve had a lot of success beating uppers clean with j.jab. On knockdown, it’s important to note that crossup dive will always beat his dp. All in all, it’s a pretty good matchup.

Ive been beating most ppl on XBL but there are still a lot of poor players because the game is still farily new HOWEVER I have been having a lot of trouble with characters who can zone with fire balls. Characters that come to mind are Ibuki, Juri on the top of my list. Ibuki is a character that is fast enough to get in and get out with out being horribly punished. Juri is weird because she has a fireball for EVERY SITUATION. Once peopel really start getting better with characters I can see those characters really be stand out “You really had to pick her” Situations. Not many other characters bother me at the meoment. Guile and Blanka are kinda weird. You can HK Blanka because hes soo short… =(((

Makoto mathup is soo funny. Fear is put in their heart when they get close because if they stay to long its just bad news

Dudeley matchup sucks but you can command grab him if he machine gun punchs and you anticipate it. Also his Uppercut is INF safe its kinda annoying. I usually just kick him in the face though.

It seems to be a theme that if you put about 3-4 hits on on most players they start to calm down and realize that Thawk can kill them in less than 10 hits.

Umm… what?

I would have bolded the Cody as well, that match is just wrong in so many ways for T Hawk. And if the Guy player is good at running away and basically just poking away it can be pretty brutal.

I’d agree with T Hawk having an advantage over Dudley since so many of his moves on block = Typhoon, but none of those are matchups T Hawk will dominate and he’s downright awful in 2 of them.

Fought wth a good Blanka online and its just bad. He can spam horizontal ball all day without fear of punish. Hell he can spam upball too as after I blocked theres nothing I can punish it with. Tried st. HK, cr.HK, spire etc nothing works. And if he crouches in the corner theres almost nothing I can do to get near

st.MP beats Blanka ball. The matchup was unwinable for me until I found that out. It’s still a pain, but it’s at least even now.

Been playing him since day one, and just finished a session where my ranking went from 600 to 1500 in one sitting. Some thoughts.

In ST/HDR I played a lot of Claw but could not get into him in this game at all, he just seems completely wrong. However I noticed something about Hawk in SSF4…he is a lot like ST Claw.

His Footsies are the big similarity. His low MP and MP are a lot like Claws in ST and his Roundhouse kick is a lot like Claws as far as zoning and anti-air. He also has more options than Claw ever had with his df+lp and d+fp. In a sense he is like ST claw with better reach and damage. I find I can play my footsy game the same way I played Claw in ST and it completely fucks with people’s head. Looking at the matches I have played, the biggest most severe wins were in games where good zoning with his basics using the strategies I used to use for Claw in ST have left people completely afraid to try most of their tricks.

Even his specials are like Claw variants. Spire is a mix of the better elements of tumbling claw and sky high claw, and his dive doesn’t require a jump to the wall.

There are some obvious failings to the analogy, such as his walk speed is nowhere near claws and he cannot mixup with walldive loops, however he has greater throw range thanks to his 360 and tick setups and does massive damage. The main comparrison is in the footsies however, and I think it will do Hawk players well to study claw footsies in ST and HDR.

Anyways, some things to add to the matchup discussion.

Blanka : Safe jump into hi electricity and immediately do Ultra 1. I imagine a regular 360, ex, or super will work as well…not sure. The opening frames of the Ultra are fast enough that if you do it the exact instant you land you will be safe and grab Blanka. The guy I did this too was spamming Electricity round one, and after this did not do it once the next (dont blame him) Timing is tight, need to land beside Blanka so you can hit the ground, and also works if he is trying a meaty electricity on Wakeup (guess here, but that works in ST with gief and hawks supers) If you get the timing on this right it is a good bait vs shock happy Blankas. Also, if you have a Blanka that picks Ultra 2 and goes for fullscreen chip to win, I think Jump into Dive should be good here. Have not had a chance to test it.

Dhalsim : Had a guy do Yoga Catastrophe and teleport behind me while I was blocking, and I Ultrad him before the Ultra crossed me up.

Vega : Spire beats his Ultra One clean.

I actually found the Sim match very easy. Once I figured out what I was doing after the first round it was completely in Hawk’s favor. This guy was around the 2300 pt mark, so he wasn’t a scrub with Sim.

The only matches I found concsstantly hard was Ryu and Blanka. I have always had more trouble with Blanka, even in ST and HDR so I don’t think it is particularly character specific for Hawk. The Ryu matchups were getting better by the end of my night, just needed to learn how to deal with him.

Matches I oddly found easy ;

Sagat, Akuma, Juri (Once I figured out how to deal with Fireball spam, she is easy because her health is so low and everything she does is unsafe), Dhalsim, Chun Li, Balrog

Once you get in once, people tend to get really safe on what they do once you stuff their crap out with some good footsy and they eat a 360.

Ryu is very hard. Diving into Ultra 2 sucks balls. It is the hardest matchup I have faced. Master df+lp for this matchup.

Beaten horribly by a Guy player and an Ibuki player, but both players were way beyond my skill level and I could barely touch them. Other Guys I played were relatively easy and other Ibukis were very tough but I beat each of them.

Juri is definitely not easy - she’s like Gouken except worse. I predict it will be a 7-3 match up or worse.

Juri isn’t that bad. She relies on being close which is where Hawk wants you. She can run well, but she needs to get close at some point. Patience.

I don’t see how Akuma is an easy matchup at all. He can run away for free most of the time and dp dives and spires with lax timing. Along with Gouken and Ibuki, he’s one of my hardest matchups.

It really is a matter of patience.

Akuma is marginally difficult, but not impossible. It isn’t that hard to get ahead on life, and if you get ahead then he has to come to you. He takes damage like a punk. It is only a tough match if he gets an early life lead.

Juri is like Akuma with less tools. She cannot teleport away and her moves are less safe. Also the startup on her fireballs means she is playing a bigger guessing game than you and you have more leeway to weave in close.

Just remember you do a lot more damage than either of them. Believe it or not these are turtle matchups in your favor. Just learn how to weave through fireballs and such without taking a lot of damage and you will win these. Dive is better against Akuma than Juri, but Juri’s fireballs are easier to avoid normally.

Thanks for this, I was having serious trouble here.

I tested it on a buddy of mine who mains Blanka tonight and I can rarely beat him when he does. St MP and Cr MP were major improvements to this matchup. I still need to break the duck+mp habit and do more standing ones because the low one gets me eaten by hop shenanegans.

But I went for easy 9-1 in his favor to about 5-5 by the time we finished our session today.

Jump forward and dive cleanly beats ground version of U2, both on reaction and on block :smiley: Careful not to react to every U2 with dive though, smart players will toss out the AA version. Sometimes it is better to block it and react afterwards, will still connect at full screen and will save you landing into misread AA versions.

Hawk’s U2 is not to bad in this matchup actually. I gave it a test and managed to connect it…but I still dislike it because it is basically a Counter Ultra which counters only a very specific action.

Footsies and Spire strings are key to this match.

Cody’s really driving me nuts right now, rocks are surprisingly good zoning tools and dive is horrible (block -> ruffian kick, stuff with st. punches). Should I be focusing through rocks? Build meter for EX Spire? Neutral jump? It’s annoying. Only thing I like is that Cody has zero wakeup game without meter, so crossup splash/dive abuse is too good.

I haven’t had to much trouble with this match, but yes rocks are annoying.

Rocks, Kunai, and Roses all seem rather small on the screen and difficult to see and can make avoiding them tedious. Spend more time neutral jumping and less time diving. Really the biggest strength of his dive is when he doesn’t dive. Also knowing when in your jump to dive is important too.

Really all Cody has in this matchup is his rock.

I hate Juri. Thoughts?