This is by FAR the hardest matchup for Hawk. I watched Gandalfrockman take down a Blanka in a tourney last night, and he really had to work for it…and the Blanka guy, I suspect, was only playing him because of the matchup.
Any video?
vega–once vega has meter, everything becomes hit confirm into ex barcelona annnnnd izuna drop. Vega’s pokes will absolutely shut you down and most any attempt to counterpoke will have you eating counter hits and eventually you’ll end up getting izuna dropped. vega has a pretty good mixup too, with splendid heel (he sorta twirls and kicks and if the kick hits it knocks you into a free juggle state) beating throws and lows into free damage, his surprisingly quick (for this game) overhead, and the slide. Of course, slide is punishable on block, as are most splendid heels. watch for overhead kicks to turn into tick throws. I’d had success performing a lp typhoon when vega does his crystal roll, but it’s a guessing game for whether or not you’ll be able to grab him based on what strength the vega player does (if they space correctly and just hit you with the end of the claw you are gonna whiff hard). If they pick ultra 2, empty jump them after a knockdown (cause you’ve been doing splash jumpins all match, right?) and you’ll get free punish even if it isn’t a safe jump.
Running Rampant is running wild. Running rampart is, I don’t know, running into a defensive wall or something I guess.
Sorry…we were messing around in the online tourney mode…he might have a vid, but I’m not sure if my battle log would keep it.
hey, been lurking around here and I’ve notice that there isn’t much info for cody Vs hawk, so I’ll contribute what little I know of the match up. I played this match-up for hours with a friend of mine who’s halfway decent.
I’m not exactly sure what good cody players do themselves, but I got an idea of what kind zoning tools Cody can utilize to keep hawk out. He’s got the charge rock throw, the fake rock throw, and his hk ruffian kick to keep hawk away, and do some damage from a distance. hk ruffian kick seems to stop all of hawk’s air attacks, and my friend would bait a jump in by faking a rock throw (Cody ducks to pick up nothing, and he can cancel it VERY fast, though I don’t know how long he can keep the fake animation going) then smack me with a hk ruffian kick. the key for me to get in was to use a mix of prediction and footsies.
when I was across the screen, where the chance of punishing a rock throw was very low, my friend would toss them liberally, sometimes charging the rock to mess with my jumps. jump over them or focus-dash through them. things get harder when you start to get to mid range, because he starts to throw fake rocks, and will eventually throw a real rock if you keep guessing correctly on which is real and fake. he would fake a rock throw then smack me with a ruffian kick if I’d attempt to jump in. There’s more though, if I attempt to focus dash at that range, he’ll ruffain kick anyway and break through my armor. EX CS also seems to lose to hk ruffian clean (can someone confirm this?), and I believe ruffian kicks are safe on block (Edit: actually at max distance only), so he wasn’t at big risk pulling them off (unless they whiff I think). I was pressured to simply rely on reading through the fake and real rocks, and play footsies. I eventually get my break and CD him or score knock down in some other manner, and things uasually go in my favor then. cody’s good at close range, but hawk can handle him.
he didn’t use bad spray, and his use of ex zonk knuckle was limited, so not much info on those moves. look out for them rocks and ruffian kicks; you can punish criminal upper depending on the range you are after blocking; SPD if your close and cr.hk is your far, (no worries, its safe even if you whiff with it) .Cody’s link combos hurt, so beware.
^^ Thats pretty much the matchup. Once you get in its over. All ruffian kicks are unsafe but can be made safe from max range (ie he hits with the tip) otherwise, you can spd if hes close or poke him back. CD over any rocks you can see coming, ex spire through rocks at mid range should work because the start up on all ruffian kicks isnt instant. At worst im assuming a trade. Safe jump him all day. You dont even need OS in this matchup. EX zonk knuckle is no good for getting out of pressure. Dont be predicitable once your in. Be careful of codys doing gimmicky shit like fadc’ing the zonk knuckle. seriously, downback all day against cody and tech throws and he cant do much to open up hawk.
6-4 hawks favor.
gridman said it all.
EX Zonk is the reset for Cody. Be aware of this move, because it is invincible at start-up, and will go through anything Hawk tries.
So I went over to the cody boards to steal their info from their match-up thread. and there’s some good find over there worth noting. if nothing else, gives you more of an Idea of what cody can do to outzone you.
quick things include Cody being able to punish condor dives with mk ruffian kick all the time, and even ultra 2 if properly timed (ouch). mk ruffian also beats condor spire on reaction according to them.
they seem to think T.hawk is a good match for Cody. don’t know what to think of that.
I would agree with them. I’ve played Codys that punish every blocked CD and CS so it definitely changes the matchup when you take away those tools.
I’ve played some that use B+MP to smack a CD as well…Zonk hits CD clean too. He can be hard to get in on, but once you do, save for EX Zonk and Ultra, you should be able to stay in and dominate…DEFINITELY use lp MT unless you are going for a kill shot.
I really need some tips for dealing Dhalsim, especially the good ones. It’s so freaking hard to get in on them because of their distance game, and if you somehow manage to…poof they teleport away. So frustrating.
Having similar problems with Akuma and guile that zones effectively. Versus a good guile, I understand back him into the corner and keep him there, but akuma simply teleports out.
Against akuma I’ve been playing to trade a lot…ie. traded crouch fierce on vortex attempts when the timing is wrong/right for Hawk, trade air fireballs with tomahawks and spires and trade akumas stand roundhouse with jab spires.
The most annoying thing is akuma only having to land a jab to reset the whole flow of the match.
Another point:
Chun Li + others.
Characters with hit boxes too low to combo close stand MP from a cross up splash. Why doesn’t hawks close stand strong have a similar hit box to rufus close stand HP or Shoto crouch fierce? The fact that you can’t combo these characters with an auto stand close strong attack off a splash is one of the F’ing lamest things i’ve seen in street fighter to date. Hawks only combo options are: crouch lk, crouch mk, crouch, roundhouse for the knockdown. You can link close fierce as well with a crouch jab thrown on the end which might be a decent mix up if you can option select a spire.
Close stand jab and stand forward even whiff. So against these characters you need to change your game completely.
You can combo a tomahawk off the crouch lk but hit confirming the splash is very hard.
Why not just smack off 4-5 d+lp? Yes, I know you can’t combo into anything after that, but it’s good for some decent damage. Also, I’m almost certain a LP TB will hit them…it hits very low and far forward compared to the others.
Could you also try a cr.lp, st.lp, st.mp combo?
After this combo you could continue with st.hp or st.hk to continue your pokes. It doesn’t combo though but is quick to come out especially the st.hp.
Those are 1f and 2f links Since the st.mp you mention will actually be a far.mp. so that seems more difficult. unless you can chain them which I’m not sure you can.
I’m sure the st.mp is a 2f link and yes it should be a far st.mp. I can do this consistently without plinking. I could be wrong though.
[EDIT] the lps chain.
I believe you can still plink medium or higher normals. The window is still made larger because of plinking, you just get jabs or whatever if you mess up. Or at least it really feels that way, so if it’s the placebo effect I’ll take it lol. Also don’t try to combo s.MP against a crouching Chun, it’ll just whiff over her head. Hell, if you somehow land the splash on her crouching then c.LP will whiff unless you delay it noticeably…
When I get jabs and im not prepared to DP, I like to combo into far st.mk or cr.mk because its 10000x easier than st.mp for me. St.mp does 20 more damage but i can never hit it, i dunno why