SSF4 AE T.Hawk Match-up Thread

You cant spam those cr.lps all the time. Played a bro blanka recently and once he sees me spamming it in anticipation of a blanka ball, he will do a sudden df.HP and it will beat it! I dunno man, I’ve had it up to here with this matchup

Oh, I found this out recently but I cant pull this off 100%

If blanka has no ultra, you ca do this on wakeup: walk up to him and stop at maximium spd distance. From here you guess: a) if he blocks or spam electricity, spd him b) if he EX upball (most likely the case), focus the ball, dash, spd. The max spd distance also has another reason: the upball can break focus on reversal. If you stand at the distance I told you about, it will take the ball out of the reversal window and allow you to focus it (at least thats my theory). Cool huh.

It’s still a dangerous guessing game but at least you can do something to blanka on wakeup…But I cant pull it off consistently :frowning:

doublepost

I was messing around in training mode yesterday and found that you could LP TB Blanka’s H Ball…but you have to be off the ground already when he’s going to hit you…so you either have to be extremely fast, or psychic about it. You can 360 him out of that stupid DF+FP slide he does too…that’s not that hard to react to.

You can also (and I’m sure most people know this) grab Vega and Gen out of their ground rolls(Vega is easier, his start up is slower), and Dudley and Balrog out of their rush punches( and Balrog’s TAP) with a 360. I did a HP 360 at the start of a round against a Balrog and grabbed him right off. I think the guy about gave up right there too!

Oh, and LP TB stops Balrogs rush punches too…even the EX version:) Add that to what I posted earlier about the Balrog matchup, and that leave 'Rog with Super, Ultra and Buffalo Head to use against you effectively.

Why mess with LP when Balrogs rush punches? Standing RH hits him out of all the rush punches before he even gets active frames. Only turtling Balrogs stand a chance because the rush punches are free damage for thawk.

Just to taunt him with different ways of beating his punches:P

Runaway Goukis are a bitch. I takes a lot o patience to go though all those Hadoukens and Air Hadoukens.

Wanna know how I do it? I just do a few times to hurt him a bit… and then I stay out. It’s annoying to chase in, so I just sit in one place and wait for the time to run out. Desperate Goukis are easy to deal with, assuming you’re facing a player used to run away (those who allready play ofensive can do it well).

That tactic actually landed me a Time Over win once. I got no problem with that. Wanna run from me? Fine with me. I got no prob turtling. XD

Just don’t EVER CD him when he has super or Ultra. EVER.

Better have Ultra II against Goukis like that. Goes right through air fireballs :smiley:

  1. st.hk doesn’t beat ex rush punches

  2. st.hk is to slow to catch lp.straight unless they are doing rush punches from 3/4 screen or more. In which case they aren’t very good anyway so you should be able to win in a number of other ways.

Then don’t fucking kick EX dash punches. I didn’t think I would have to explain that.

So what makes the Thawk/Blanka match-up so hard? havent played a good Blanka? Is it just the up-Ball?

All of it really. T.Hawk really has no way to prevent or scare Blanka players from attacking him. Dive and Spire get smoked by the electricity, and Blanka can usually win the spacing and footise battles because of that.

You said all rush punches. Also, blatant disregard of point 2 doesn’t change the fact that your post was not accurate. Your post basically declared st.rh as the be all end all of countering Balrog rush punches. But that is far from accurate. And almost blatantly wrong. I think my points show that. Good day.

Akuma–backdashing demon flip pressure is often better that attempting to tomahawk him. if they spam too many air fireballs you can neutral jump then condor dive over the first and under the second batch. this allows you to recover before akuma lands for free ultra I. Yes it’s space dependent but U1 absolutely ruins akuma.

Ken, Ryu, Akuma–Crossup tatsu will beat ex tomahawk every time. No, seriously, every time.

Guy–can combo into Super if Guy is crouching. Pressuring him on wakeup is easy until he can throw out ex spin kick–that thing owns you.

Blanka–st.MP and cr.MP destroy hori balls. cr.MP can also knock him out of electricity.

Sagat–you can condor dive over a high tiger shot and land under sagat’s AA roundhouse, allowing you to recover first for free U1. I don’t feel this is gimmicky. Sagat WILL be tossing tiger shots at you and he WILL anticipate dives so he’ll AA roundhouse. If he moves to kara-uppercuts you will be beaten. Cross him up every time you get a knockdown unless you have him in the corner. haven’t tested punishing tiger knees yet.

Ducking FP will beat the Hurricane Kicks. Or are you talking about Air Tatsu’s? Though, I think Ducking FP will beat that as well.

cross up air tatsus beat DP. if cr.HP beats it that is nice to know.

Abel is 6-4 I think in abels favor. His combos hurt, you have to sparingly use st.fp and st.rh (he can whiff punish with rekkas) and abels TT is better than hawks in that it beats hawks if you try to reversal. Have to play it patiently and zone carefully and try to keep him out. Im working on a vortex for this character because I know he most likely will only be able to random ultra out. I dont think you should ever use u2 in this matchup but if someone wants to elaborate go ahead.

Guile im leaning towards more 6-4 instead of 7-3 if you can play smart. Its VERY tough and frustrating but keeping a level head in this matchup is smart. I like ultra 1 if you can discourage the guile from ever jumping back. Otherwise U2

Gridman (or anyone, really), any tips on playing against a good Gouken? I played against a friend’s Gouken last night and got laid out so hard it was embarrassing. I think I went 0 and 9 against him. I tried to play it patiently, but he’s pretty patient too. The only difference is he got to be patient AND throw fireballs. I wanted to throw my controller through his TV.

The only thing that kept me playing was the occasional landing of T. Hawk’s Ultra 1. My friend is a large Indian guy, and when I beat him with Ultra 1 I feel that I’m killing two birds with one stone by winning a round AND insulting his heritage. The only thing better would be if T. Hawk scalped the opponent while smoking a peace pipe and burning some wagons…while drinking fire water…and shedding a single tear about some trash on the ground…and dealing blackjack…and having diabetes…while rain-dancing…in a teepee…while getting his land stolen.

And then dying from smallpox.

how are you getting around the boom traps? If I focus them I can rarely backdash out without eating a backfist or jump in. If I block the boom +backfist I can’t counterpoke because a second backfist stuffs me. If I jump, everything but the earliest possible jumping jab seems to lose to guile’s airthrow (cancelling into dive for the mixup at that height rarely puts me in a good position) or his cr.fierce–a well timed dive can beat this, but it’s not something to rely on. Sometimes a nj.fierce will keep me above the boom but low enough to stuff guile but the hitbox on that move is tiny.

I agree that once you get in, things change dramatically, just like the sim matchup, but when i’m sitting back avoiding 25 to 30 booms per round I’m not sure how I can be more patient. tips?