SSF4 AE T.Hawk Match-up Thread

I troll too much when I go on stream lobbies. 9/10 I deserve to lose because I do something stupid. Online play makes you learn really bad habits.

I hear people say that t.hawk is good against the twins. Anyone care to explain why? What tools or tactics should I be exploiting against them that make this match up good? It just feels like any other fight to me.

Can somebody here please tell me how the fuck i’m supposed to fight Cody?there’s a cody that i play that keeps doing nuetral jump hp.should i just simply walk foward and wait for the jump?what are some things i can do to cody?

I actually played a solid set against a decent cody last night, and learned the matchup decently in the process. The best advice I can give for dealing with neutral jump hp is to block it, or maybe try thrust peak. Haven’t tried that myself but it’s frequently mentioned for its ability to punish neutral jumps. However more importantly still is simply not being in range for it. Cody is a matchup where you can actually do well with straight footsies. St.mp stuffs a lot of his attacks on startup, and cr.mk keeps him pretty well at bay. St.hk is great as well, but doing it predictably will eat you a zonk punch.

If you find your condore dives consistenly beaten out by hk ruffian kick you can usually bait him in to tossing it out by neutral jumping a lot. If he goes for it, you can usually beat it clean with neutral jump hp.

Cr.hp works well as a general anti air, especially if the cody player jumps in from close to mid range. From farther out it consistently lost to his j.hk. but from that range you should be able to tb on reaction, and I only traded with that once.

And as a final note don’t get fancy after your safe jumps. I tried using super/ultra1 a couple times only to be horrified by the fact that exzonk is grab invuln.

Also, if you block a ruffian kick from anywhere but max range its a free lp spd, and as long as you don’t get fancy(like I was saying above) he really shouldn’t be able to do anything about the safe jump follow ups. And if you’re not comfortable with the safe jumps yet you can at least get a ton of damage off of a hp spd instead. Though learning the safe jumps will help your game like crazy.

Cody does not have an answer to standing jab… You can pressure with stand jab and bait stuff out. If they try to neutral jump you can anti air with Stand strong.

Match-up is a nightmare at close range for Cody.

Mid->Far range he can hold his on but once hawk is in…hes in

CS can stop far dive kicks, SPD the twins after a meaty dive kick & you can EX CS the twins when they use palms. besides Grapplers (high health) > pixies (low health).

Tanks>Pixies CORRECTION

Yang has a harder time because he just cant deal the damage.

Yun is stupid so its like a 5-5 in Yuns favor

Went to a tournament in Southern Virginia on Saturday and played against RyRy’s Feilong and his Viper.

I Beat Both of them. The fei matchup isnt really as hard as it seems, (Granted hes still a fucking prick of a S tier character) it just takes alot of reading your opponent. Here are a list of anti Fei tricks that i used.

**LOW FORWARD…ABUSE IT! **I used it to go under his chicken wings on reaction, and buffered 360 out of it for a solid wiff punish.
**CROUCHING STRONG/FP! ** I used them to stuff/trade with rekas. ALL TRADES are in HAWKS favor, due to his life advantage…trading is NEVER a bad thing unless it results in you on your back
The only real problem i had against ryry was when he got me in the corner…which as a Hawk player should NEVER happen. But yea.

For ** VIPER**
Spire over seismos or any time you see a yellow flash
**LOW FORWARD ** Under burnkicks that have cross up potential…if not then just block them and punnish appropriately.
**GO FOR TRADES! ** Again shes not a character who can afford to trade…Hawk has great normals. Use them. Thats just my 2 cents on playing against High level Competition, using Top tiers.

**BE SMART ** Force people to respect hawks normals! They are ALWAYS a threat. Once they respect your normals, your 360 threat increases
**FORCE TRADES **You have HIGH LIFE. Dont be Wreckless but read your opponent and when you think they wanna press a button CHALLENGE IT
**HOLD YOUR GROUND! DO NOT BACK UP. **Across the screen is the last place you wanna be. Press forward and block appropriately.

Hopefully i can find some vids of that tourny and my matches with RYRY

@ariez: Good stuff man, I wouldn’t have figured that Hawk low forward goes under that stuff. He still appears big as hell. Also, I feel your pain against Fei backing you into a corner, that can be savage. In general, I think crouch strong is really underrated; it has a great hitbox.

Speaking of hitboxes, are the AE ones updated and on this forum? If not, I have them from Arcadia magazine (therefore, they aren’t as comprehensive as you’d like) and could do so. Nothing amazing though, as I’m sure you can all tell.

Found something neat today. jd+mp trades with guile’s flash kicks.The trade isn’t quite in hawk’s favour but it may be worthwhile when you have a big life lead or are pushing for a stun. The golden spot for using it is probably just between the spots where c.hp and s.mk would be his correct anti-air choices. It’s at that kind of ambiguous spacing where guile would be most tempted to default to flash kick instead of risking an incorrect normal choice.

Any tricks regarding Honda? Can I punish any of his headbutts?

Unfortunately, on block, as far as I know honda is safe. However if you can predict one coming or if they’re full screen away and you can see it and react to it, cr.lp stuffs all versions clean, including ex, and ultra 1… presumably super as well, but I’ve never had it tried on me. Just be careful with it, I’ve seen on here people suggesting mashing cr.lp to beat any they might toss out, but for my personal experience I’ve found mashing to work about 60% of the time… which isn’t bad, but believe me that’s not a trade you want to make when it misses. I’ve found taking the block damage when im unsure and stuffing it only when im confident has been the more efficient strategy.

Also thanks a ton for the guile info polybius, I’ve been getting murdered by one of my friends, and that’s just the sort of trick I can use to plant some uncertainty in his game plan. I told him in detail what to do to beat my hawk, and now im at a loss to make up the ground I graciously gave him.

Thanks, I was going to ask if I can mash cr. lp to beat him out, because I think…Balrog? Yeah, I think it was Balrog. He was able to do that in Super or Vanilla if I remember correctly, also, I knew Hawks lp is just like Balrogs if not better.

Whenever I try jab pressure people just DP. Like I don’t know if it’s just coincidence but nearly every time I try jabbing from 1 character distance people mash DP or EX-something so I gave up on it.

I never link the jabs unless I see it hit. Once I figure out how I can record with Dazzle Ill put some situations up. Once you get it down you will be amazed as to what comes out… Some characters have an answer for it.

Jab pressure is only effective against characters who do not have a god teir DP… Cammy comes in mind. If the DP is <3 then its a hair risky.

Works really well on Cody, Makoto(is risky though), Dudely to name a few that immediatly come to mind

I see. Any advice on tick throwing? Which one is best, safest against those dp heavy characters etc.

nothing is safe against a DP masher. Just have to bait them out and punish. That’s the only way to condition them to stop mashing. But some never learn.

The biggest thing I can stress is that if something does not work once don’t show the look again until you feel they are conditioned out of it. Respect the fact that he “knows” tick throw setups. So do a Body Splash do a Jab into nothing… You cannot get mashed out of block strings so your best bet is to do a long, SAFE block string for example, Jab X3-4 so your best bet is to abandon tick throws and do safe block strings. If they try to mash they will get hit at the end of the block string. That is the biggest thing I can stress. Respect mashers by exposing them for doing something stupid like mashing during a link or block string.

cr lk… 0 on block… straight throw right after, no need to worry about block stun getting in the way!

close mp is another normal that’s 0 on block… same deal, no block stun to worry about…

Cr. mp is another really good one… it’s +1 ON HIT!!! they would never expect a throw after that move CONNECTING… that’s a dirty t. hawk secret