ryu can zone you in so many ways it’s painful to think about. he doesn’t even need any specials besides plasma and you can get owned. throw in dp and crossup tatsu and things get even worse. however, this is also a matchup where you can have full ultra II stocked and still have 75% life. hit up the training room and find the distance where hawk’s rh and fp trade with the startup of hadoken. it’s in your favor and you have more life so it’s really in your favor. you can anti air any kick jump in that ryu does with hawk’s cr. forward (yeah, it’s awesome) but if he throws in a fp you’re eating a combo. bait his cr.forward and retaliate with your own to poke him backwards. you can systematically force ryu back into the corner by trading/neutral jump/focusing plasma and AAing his jump ins. you can also ex spd the low forward i believe. Once you get him to the corner, i stay just out of his cr. forward range and either focus a telegraphed poke to lp spd to mixup or wait for the eventual jump out and hit him with full u2. you can catch inspector gadgets/helicopters (your phrase of choice for the air tatsu escape) with u2 as well. if the ryu tries to tatsu on the ground (they really shouldn’t be doing this though) it’s a free cr.fp for you.
So how do i deal with Viper? Clueless here. As vega you can pretty much compete with her speed but hawk just gets rushed down and pwned it seems.
The only thing that you have to afraid is that he has thunder knuckle as an anti air.
so becarefull with Dives and when you jump in.
Viper players must afraid this match because one mistake and the health bar gone.
The only thing with Viper is that she is pretty much safe in almost every move and after knock downs she has the ability to perform easy mind cross up traps.
So becarefull after a knock down.
The good thing is that you can focus her burning kick and seismic hammer so you can approach with dashing and ofcourse after a good focus on burning kick you can SPD her to continue your game or a combo etc.
The other thing that you must see is her easy way to fly away from you.
Viper can easily go away because of the super jumps and burning kicks while she can attack,defence and short her range of her jump.
You must watch her all the time.
It’s not the easiest match but you have to be patient also.
In case that jump in to you don’t hesitate DP her.You have an anti air shoryuken for her jump ins.But do it when she is up to the air and not very close to you because with a burning kick may stop you and punish you.
how the fuck are you supposed to get in on Juri? T.Hawk can’t really do anything at long range so I actually think that HE’S the on that has to get in, not Juri.
I just played about 20 games with a good Chun player in the arcade. Cr. MK is your best poke option from medium distance. Sweep is well, sweep, but her long punch or kick (I don’t know her moves) will hit Hawk in the head, canceling the sweep. All standing punches trade with her or can be countered too quickly. RH isn’t bad but you’ve got to be the first one to poke.
*Update later, st. FP works from the end of her st. RH range. You need to be 3/4 screen distance. Why they would do that at such a distance I don’t know, but it works.
o-s tomahawk against viper players on their wakeup. with all of her crazy cancels she can ex seismo (for invincibility) which will make your splash whiff and then she’ll cancel and attack.
against juri, don’t forget that she can’t do anything at long range either. her projectiles don’t go full screen unless she wastes meter.
added to ryu’s section. thanks
added. thanks
Just a little tidbit I found while playing against my friend who plays Bison last night that I didn’t see listed. Hawk’s s.MK can stuff a scissor kick. Not quite sure if it can be done on reaction, but you can for sure stuff them if you can predict them.
On the Blanka match, I saw Sushiya beat a Blanka on the replay channel the other night (I would have recorded if I had the kit). He got lucky in the last round, but one thing he did, which was smart play, was baiting ball with jump back splash (worth testing what jump back elbow would be like?). The splash stays active for ages and also changes your hitbox to stop ball hitting your legs. It traded a few times or won clean on the Blankas recovery. When it was clean he would would combo into c.lp to mp strings or straight s.mp xx lp Tomahawk. The basic strategy was edge forward spamming c.lp often and then when he got a few steps forward o about 2/3 to mid screen, he would then jump back splash. The match was pretty lame to watch, but it basically bought it down to an extremely basic game of more a 50/50 than anything else. Advantage still to Blanka for sure when watching this match, but takes options away instead of chasing him down all match and more about a battle of wills and patience.
Flow chart Hawk I guess, but if that is what it takes.
Yeah this strategy is useful against Honda as well. And if u do early splash whiff into 720 U1/Super if the spacing is right.
I remember heads saying how rose absolutely dominates hawk and for a while I never thought it to be true because I never played a really exceptional rose but just thought in theory that its definitely not and people just press too many buttons.
Played Arts rose over the weekend once in singles and a handful of times in a team tournament. I beat his rose in singles (then he switched to sim) and in teams I think i lost one match to rose. This match is easily 5-5. At the absolute worse its 6-4. Really though I feel 5-5. Low strong into spiral block strings can be ex spd’d through as long as they arent a true block string and if they are you remain blocking. Your stand forward and low forward stuff and trade low strong but you have to be wary of her longer pokes (f.rh, st.rh, st.mk). Tech throws and dont get baited by CH st.mk (move is very nice). If rose gets desperate and U2 and starts to walk up, ex spire will trade and nullify the orbs. Ex soul throw beats dive. cr.fp loses to dive. She has a lot of trouble after lp spd mixups and throwing spire out every now and then isnt that bad. Cr.strong is nice as is cr.fp. Rose has to come to you to deal damage which makes it easier. Make her guess her anti airs. Dont be afraid to dive every now and then. Even if you eat a spiral or two you show them that you arent afraid to dive and that they better be damn sure that the anti air option they chose (cr.fp or ex soul throw) is the right one.
added tips for blanka and rose. thanks to tPants and gridman!
now i go buy starcraft 2.
Nice write up…
The blanka stuff was new? I must have seen similar videos a while back and failed to mention it here. My bad. I’ll try not to do that again. Well regardless at least it is formalized into the thread now.
it really wasn’t new but yeah, first time to formalize it.
also, the initial threads were getting to big so i put spoiler tags around sections that have been defined.
Also after rose slides at you, dont press a button. Seriously if shes up close dont press anything. Just tech the throw that will be coming when she gets bored of making you block. Almost everything she does up close can lead to a ch strong against almost the entire cast. Hawk is no exception. I feel like I’m playing a tekken character against rose and pressing buttons gets you raped in this match.
a million times this.
Ibuki:
Any blocked sliding neckbreaker is a free command grab. If you’re both facing off at each ends of the screen building meter, or just taunting away merrily, it won’t be long before she comes zooming across the ground with this move, so block low and counter!
If you get knocked down and she begins her vortex mix up (throwing the dagger to hit you high or from behind, then trying to tag you low as you wake up), watch which way she’s landing and block it out, and go for an EX 360 if she’s chaining normals on the ground. You can also try to blast out an EX Tomahawk Buster if you get up while she’s still flying over you. Her timing has to be a lot stricter than yours, so don’t get chewed up eating large combos each time.
Ibuki often likes to try and swarm all over you from the air even when you’re standing, with her command flips and general speed. Anticipate the jump over assault, then use a HP Condor Spire to cross under. Trip her with c.HK from behind as she lands, then go for a splash HP cross over attempt into a ticked HP 360. The next time you do this, stop after the splash and two low LPs, then follow her back up into the air (where she’s probably by now trying to run away to escape being grabbed) with EX TB, and if it hits and you have the meter, tag on the EX Condor Dive.
Remember, she can only really take a few hard spins and one basic three hitter combo, and she’s out. You can easily afford to trade damage with her, to keep close, and to keep her life bar going down.
U2 is recommended for this fight, as she tends to spend a lot of time in the air… :nono:
Dhalsim:
Patience. Patience, patience,patience! You will at first have to gradually edge your way towards him without taking damage from his long, low limbs. He should know that he can’t just throw endless fireballs at you because of Condor Dive, but eventually, he’ll blast one across, and that’s your moment to swoop right in. If you’re near to him when he throws it, you’ll get a knock-down, if not, then you’ll probably be landing next to him, so spin the stick to go straight into a LP 360, then Condor Spire over his fallen body to start another tick or combo attempt. This may be the only time you get to do this, as Dhalsim will often warp away upon wake up, so just hit him with a HP 360 next time you get in.
He will continue to zone you multiple times with his far reaching HP, which if you’re really lucky, you can sometimes LP Tomahawk Buster, or simply c.LP from max range, right at the tip of his fists. Try an EX Condor Spire to get in fast and trade hits, then immediately jump in and go for a 360 or a 720 when you land. Be very wary of his knee Anti Air, as it will stop you every time. Try jumping straight up to avoid limbs on the ground, then swooping straight back in, for either a knock-down or tick. If he blocks you, expect a hit, but any delay, then jump right back in over his outstretched limbs for a big spin, or try a LP Tomahawk Buster quick counter hit.
Watch out for the randomly unleashed massive fireball Ultra, which he will try to warp in front of, behind you, thus trapping you into it. Jump straight up, and if he’s moving towards you, or hitting low, you can swoop right over the Ultra to hit him safely. Be careful not to trade, as you’ll fall right back into it, and get burned bad! As always, block is always an option…
Selecting Ultra 1 is possibly better Vs this guy, as he tends to chip away at you quite badly and rapidly, taking off health and building your Ultra faster than you realise. Go all out to get in and land it for massive damage, but watch out for him warping (baiting a warp then swooping across to hit him is a valid tactic, especially online where some players throw this move out far too much).
U2 could be used if the 'Sim you’re fighting likes to do jump back HPs on you a lot, especially as a bizarre form of Meaty attack, but other than that, it could be quite hard to land it when you need it most.
Don’t know if this helps but: in the Dhalsim matchup if your opponent’s the kind that throws yoga fire from a distance and react to your jump with a jump mp, you can beat it clean with jump d.mp IF you do it early. So far this is the only move I know that can beat Dhalsim’s jump mp reliably.