I think hit-confirming Ryu’s super is only feasible in cross-up combos against a few characters (aerial attack, cr.strong, super cancel off cr.forward if it hits). Against Dhalsim would be the really feasible, but there’s a chance he will be dizzied, making the super whiff completely. It takes significantly more training than Boxer, Ken, Dictator (renda cancels + renda super cancel), Chun and Fei’s (renda cancel + ordinary super cancel), as you need a link before it. I would remove that and add that it poses a great threat in mix-ups, specially after aerial attacks. One example against Gief, after knocking him down:[LIST]
[]jumping jab/strong, throw
[]jumping jab/strong, super
[*]jumping jab/strong, cr.fwd xx super
[/LIST]
Noguchi and others (Neoray does it in GGPO) make Fei’s super look really good and 100% hit-confirm-able, but there is an inherent disadvantage similar do Ryu’s super after diagonal jumping strong: what matters is not the total damage, but the damage difference. In Fei’s case, I do not think the super does that much more damage than the 3 rekka punches he would usually employ. As for Ryu, the difference is precisely 20% damage (before damage penally), which is what one gets after 3 jumping strong hits. I think his super is better than Dee Jay’s, though, due to being a bit harder to punish.
Dictator’s super from full screen is a really bad idea against most characters. Free SRK, headbutt, etc. “Taira meter escape” seems redundant as it is his only reversal. I believe one may find characters doing tatsus, headbutts and the like to build meter against Hawk.
Another advantage of Boxer’s super is that when it whiffs towards the corner, it often gets faster recovery.
I would say Hawk’s is better than Claw’s. Great damage and gives Hawk good range. Which one would be the worst? As Ryu, Honda’s is definitely the worst one. Blanka’s is weak, but when you are near death you are forced to guess, and it can be made safe. Honda’s gives some trouble from max range, but it is almost always reversable.