Looking at Grids post on the first page I thought I would share my ideas on a few matchups, like I said they are just opinions feel free to add/disagree/agree with anything I say.
Blanka 6-4/4-6 if he gets close to Hawk.
After playing against alot of Blankas it seems like if the Blanka is campy they have the advantage against us since they can stuff our apporachs and they can use there ball (The ground one) to get chip and to get away without getting touched, at least from my experience anyways I haven’t been able to punish his HP Ball with the things I’ve tried. However close up I’ve noticed that Hawk can pretty much stuff Blankas options, if he throws thunder we have c.MK and we can punish a good amount of his moves. Like I said if we stay close it’s more like 4-6 if far away it’s the opposite.
Boxer 5-5
In my personal experience I think the matchup is pretty decent, if we get the start on Boxer I think we pretty much have the match but if he gets started then it would be pretty hard to come back from it because of his footies and his quick setups. If anyone has stuff to add to this feel free I’m just trying to add to the thread :).
Dan 3-7
We all know Dan sucks and I’m probably giving him a bit more credit then he needs, he has his mini-fireball and his safe options if he can’t keep us out of range then the match is over. As long as he keeps us out of auto-death zone then he has a small bit of a chance. This is probably 2-8 but like I said I wanted to give him a bit of credit.
Elf 4-6
Hawk can keep him from setting up his wake-up game and as long as he uses range advantage Elf can’t really do much. The only chance
the Elf has in my opinion is if he actually gets us down and if he gets loop started but if we get our game started then the Elf can pretty much say goodbye to the match. The reason why I think this is 4-6 is pretty much for the fact that Elf does have a few things working for him (his loop and his running options) and that keeps the matchup from being more in our favor.
Ibuki 5-5
I’ve been learning Ibuki so I could learn more about this matchup, at the moment I think she holds some what advantage over us but it isn’t bad enough to say that it’s a complete uphill battle. The problem here is her approaching options, she has a couple of ways that she can make her move towards us without risking too much damage being done to herself. However with all theses options she needs to mixup them up well because a mistake or two could lead for some major damage from Hawk. It really seems like it’s a fight for who can get their game started first, the longer it takes for Ibuki to set up hers the better the odds seem for us Hawks.
Adon 3-7
After a lot of fights against Adon, I find it hard for them to hold any real ground against us until they get a opening. With our normals we can shut down most of his game and they can only do so much if they can’t land a knockdown or a good special hit. As long as you don’t let the Adon get a lead on you, you should be fine against him.
i don’t think anybody really understands the absurd things dan can do with dan kicks yet. like… you know, cross you up out of nowhere. be safe on block and out of range to really punish.
you can grab boxer out of dash punches and TAP if his body moves into lp spd range or you use ex. this matchup sucks for both sides because it’s a matter of who gets a life lead and sits on it. I think boxer has better comeback potential though if the match turns into a straight up footsie battle.
I haven’t really had trouble with Viper, I mostly just wait her out as they have to come after Hawk at some point and when they do we just have to capitalize on it. I’ll try to get some specfics down for ya tho
A few notes on Akuma I found out in training mode to help with the loop/vortex/mix up game after knockdown:
EX Tomahawk will beat cross up tatsu after a knockdown if you do it as a reversal but do the unatural thing of doing it in the direction he just came from and let it auto correct. If you try to reversal late on the side he is landing EX DP gets stuffed - strange but true. Have another bar and you can EX dive for a nice 230 damage (take what you can vs him really).
EX command grab seems to kill his cross up tatsu too. The tatsu vanishes into the void of EX and you grab him for a cool 200 damage.
U2 on wake up kills meaty demon flip, but as an auto correct option it whiffs as Akuma is too low by the time it comes out. I think U2 has its place in this match as with meter and Ultra his mix up game becomes much more limited IMO - meaty demon = U2, cross up tatsu = ex auto correct Tomahawk or SPD, Demon to grab or palm = U2. He can try and safe jump you and then you need to ride out the pressure and avoid the sweep or DP Option select, but ir seems his main option = less guessing games.
i actually had two things of note (well really only one of note and one of hilarity) while i was just playing some matches in ranked.
1)like tamanapants just posted, ex spd can almost be used as an anti air–at least against some moves as flubbed an input, got an ex spd, and grabbed an airborne ken out of his tatsu and pummeled him to the ground.
2)i was wrecking a ryu player and in the second round i landed an untechable knockdown that gave him full super meter. at this point, i had a big life lead and his play was deteriorating with each lp spd so i dashed forward and did an ex spd to test the invincibility frames. lo and behold, he does wakeup super, hawk grabs his head, and ryu’s super passed harmlessly away just like the rest of his lifebar. i believe i did the input as the ryu player input his super so hawk turned yellow during/perhaps an instant before the super flash. i just laughed cause i couldn’t believe it actually worked.
I dont know how true it is but I remember hearing Gief cant be safe jumped cause of EX SPD. The same could be true for hawk? It might have been that gief is a “hard safe jump” as in 4 frame reversal.
Will test tonight. I think this might be true as it eats any normals including air attacks - the reason it is risky i none wake up situations as an anti air is that the invincibility is not long enough for all the active frames of a jump in. Safe jumps are different as they tend to hit lower. I will be interested to test EX SPD vs Ryu with DP and EX DP as OS - I reckon hawk looses, but against characters without that option I think EX SPD will work a treat.
I’m pretty sure it’s just that EX SPD is catching you during the 3 frame window you get for landing after an attack. There’s other 4 frame invincible moves that can be safe jumped.
Weird thing yesterday playing against my friends Adon, for thoses who didn’t know Spire can cause Jaguar Tooth
to whiff if Adon’s foot will pass under Hawk at the time (or a few seconds before hit.) You can probably do this with
a jump too and I’ll test it later with him but yeah free spire damage and they whiff a move.
Shadius man, I like the insight, but there is no way in hell the Blanka match is anything but 1-9 AT BEST. His normals alone flat out beat EVERYTHING Hawk does but SPD.
Komradekraig…SPD motion has always been able to go through fireballs. I’ve landed many, many regular SPD’s through fireballs. I bet your SPD would have grabbed him even if it wasn’t EX.
Well, that was the worst post I’ve read all day short of being sarcasm. Now I know who knows at least a little bit about what they’re talking about and whose absolutely clueless.
SPD Ryu out of wakeup Super/Ultra IS very old news. And also pretty much useless in higher level play. Still fun against online scrubs though. :tup:
And saying Blanka is 6/4 and it’s 4/6 makes no sense and shows you don’t really understand the 10 point/match system that is widely used. It’s also very doubtful the match is 1/9 for Blanka for the fact that THawk can do some damage and punish some of Blanka’s moves. The problem is getting close safely and staying close while maintaining advantage. (Being close, but being the one on the ground isn’t really helpful). Even if TH gets a knockdown he can’t do his normal splash shenanigans because of Blanka’s up ball and electricity. And not being able to punish Blanka Ball or do CD at all makes things worse. This is easily one of the toughest matches for TH.
Yeah, I’m completely clueless and I don’t know WTF I’m talking about. You’re telling me, as a grappler, you’ve never grabbed a char out of a FB with an SPD that is not EX? Seriously?
Edit: Oh, and Pumpkinbomber to back me up too…who’s clueless now?
IF you can bait electricity somehow, you can SPD him out of that…but everything about the match is so conditional as to what you can do punishment wise, it just obscenely weighted in Blanka’s favor.
Did some work on this and EX SPD is a good reversal on wake up from a safe jump or meaty cross up if …your opponent cannot option select a special with invincibility frames. So for example it works well vs Honda if he Oichos and does a meaty cross up on wake up or Akuma or Ryu and they go for cross up tatsu. With meter though it seems next to impossible to safe jump Hawk without just plain whiffing the jump in. No matter what I recorded with Ryu tonight I got reversals with EX Tomahawk everytime.
Another thing to note is auto correct HP Tomahawk (because of its few invincible frames on start up) and EX Tomahawk are very solid as auto corrects against cross ups. One problem Hawk has, is he cannot do a late EX DP on the side the opponent is crossing up to because EX spire comes out (and looses becasue it only has fireball invincibility - way to go Capcom for for placing these moves with the same mirrored motion and with punches! to reversal a cross up you need to DP in the direction they just jumped from and you will either auto correct or fly away from the danger. HP Tomahawk gets you away too becasue of the few frames of invincibility on start up if you get the reversal timing and auto corrects for a late reversal too against lots of stuff - try it.
Good thing you guys are adding to the akuma section, i just had trouble with a rushdown akuma. Couldnt seem to get out of the vortex in the corner, felt like his demon kick flip thing stuffed everything.
Sorry was not clear. Basically from a knockdown if Ryu or Akuma try a safe jump (not demon) then it seems from my tests, if you have meter you should be able to reversal EX Tomahawk regardless because of the invincibility. For the jump to be truely safe at has to hit so low it actually ends up whiffing - maybe one plus of such a huge hitbox. Reversal EX SPD is no good to normal safe jumps with these 2 as good players will option select DP you. Without meter you really should just be taking safe jumps and defending. However, their cross up tatsu game is different and you EX SPD that on wake up because they cannot option select that.