If Guile is following booms with backfist EX CD.spire should go through and knock him down. If he blocks it you have spd possibility. That might help.
I just played a decent Gouken player. Best bet on beating Gouken is to trap him in the corner with normals. Just keep walking forward and doing ex spire to get through fireballs and get him there. Once he’s in the corner, there’s nothing he can do. He tries to jump out, tb or U2. Just NEVER try to focus and dash forward his fireballs, you’ll eat a dash punch.
I have 0 tips on getting on Gouken because I havent played a good one yet. however, I know he doesnt have many solid reversals besides counter and ex demon flip both of which are really risky.
Guile, you have to walk forward and be VERY patient. Test them out, focus a SB and dash forward see what they do. If you can get into the range patiently, try focus, dash forward 360. Hawks dash isnt great, but it isnt like giefs. Also, find a distance you can empty jump 360 from. This is pretty huge against turtle players (turtle rog too, especially without a charge). Make them fear empty jump 360 or far jump rh, st.lk ex spire to get in close. If you’re getting punished for focus dash forwarding, stop doing it. Play footsies. St.fp trades with booms so if you can get into that range, do it. Be careful of random ultra 2 / flash kicks when they get antsy. This ultra choice is entirely up to you, if they like to jump back in the corner or jump away, U2, otherwise u1.
This should be medium to long range.
Sagat
Sagat is interesting because his hitbox on some his moves are very large and can hit hawk out of a lot of things. Spend your time keeping Sagat at mid rage with hawks normals and you should be alright for the most part. Dont let sagat shot at you or better yet; punish with his Condor Dive when at the right range.
Abel
Ive noticed that if Abel stays out he cant do anything. Use hawks normals to keep him away and then he is in REALLY pay attention to his links because some you can 360 him out of it the recovery time is slow enough. Be very cautious about going offensive.
Guile
I am not too sure how to really deal with this match up, yet.
Ken
I treat ken and ryu the same. Since their movesets are very similar you can use your heavy damage normals to frustrate them. Keep them at mid range so they dont shoot plasma at you and if they do shot at mid range you can hit them with a Conder Dive.
Gen
This is not a good matchup
Rufus
You almost want to let rufus get in. Some of his ending specials on combos are literally free grabs once they realize that they will most likely start going into normal grabs thats when you want to tech them.
Sim
CATCH HIS LIMBS
Cody
Ex Grab goes through SO much of what cody does. Dont let him throw rocks at you stay in his face. Once hes in the corner; Have fun he will have a hard time getting out. Force him into the corner. He only have one type of reversal
Dudely
His Dash, Machine Gun Punch and Upper Cut are free grabs bait them out. Try to anticipate what he does so your grabs can do off.
Makoto
This is almost free; She cant get in safly and she cant get out saftly. Grabs and Normasl just outright beat her. Dont her do that grab thing she does too.
Chun
Not too sure.
Ryu
See ken.
Cammy
Arrow into Spike is rediculous; if you think they are going to do a spike after an arrow EX it all day. A nothing arrow is a free grab
Honda 6-4 Dont know
Dic 360 him when he gets you into his corner nonesense. Dont fall for bison bait. Stay out of the range of his jump thing.
Conder Spire crossups geif SO easily its rediculous
Ken and Ryu are certainly NOT the same fight. Ken cannot pressure you with FB’s, while Ryu can. Ryu can LP DP/Trade from anywhere then Super/Ultra you…Ken doesn’t have the ability to do this. I generally don’t have much trouble against Ken’s, but Ryu is an entirely different animal. If Ryu blocks a CD, you are going to eat Ultra/Super. Not so with Ken.
Ken should be able to U2 a blocked Dive.
hey look up and tell me if you see a bridge above your head, troll… * cough* racist* cough*
Joe how do you even say Gen is not a good matchup? that shit is FREE. I play with one of the best Gens in the US consistently (asiantom, but seriously how many gens are there?) and he admits the matchup is like 8-2 hawks favor.
I assure you, I’m not racist and I’m not a troll. It was a joke. Maybe a racist joke, but still a joke.
More on topic: What are people’s thoughts on an air-to-air LP >> Condor Dive, landing before the opponent, and SPD’ing? Is this considered an actual “good” technique? It seems to work often for me, but it may just be that the competition I’m playing isn’t that great.
Is there a name for that little maneuver? If not, I propose we think of one.
the word you are looking for is “shenanigans”. If you want to make it more legit you can call it “mix-ups”
it will probably work against online players often, and even a good player maybe once. Enjoy these early days where things like this still work. Once people learn the matchup it won’t be so fun. I’m noticing more and more lame it out style play now against T Hawk. Which makes for boring matches. But it’s usually the right way to play the match unfortunately. :lame:
Yeah. peeps are scared for their lives online now against hawk. the game has changed!
personally, i think the air-to-air LP xx Dive mixup is good. you don’t have to spd but that’s just part of the guessing game. The important part is that (in most cases) you land and recover before they do. It’s basically hawk’s reset game. Just be smart about it. You can normal throw (back throw to toss them in the corner and forward to set up the crossups), spd for either damage of set up the pressure, hit confirm into combo/tick into spd, or hell, neutral jump/block to bait some shit. And if you haven’t noticed, j.jab is, for some reason, really good.
Yeah I use j.lp against Dhalsim to get in sometimes. It’s definitely a useful attack.
Im not saying its bad in hawks favor. Its free if you know what your doing.
Blanka is hard because of his insane priority vs Hawk
Im yet to understand why people keep refering to CD like its the cure to the recession =/
I’ve had people try, but if they are even a little late, they are gonna eat it. I’ve not been caught by it after a CD yet that I can recall. You can just duck that Ultra while he’s wailing away over your head. D+FP will cleanly knock him out of it.
CD’s a mixed bag. If I find I can abuse someone with it, I do. It beats or trades with quite a few wake-ups, plus the cross up from the right distance (which I am getting better at hitting - it’s about the distance his S RH will hit right at the peak of a neutral jump) is maddening. My fav is to jump a super then pop them in the back of the head.
BTW, VS Rufus last night, he fired up the U2, and I CLEANLY hit him out of if with a EX TB. I was cornered and the block damage was going to kill me, so I just mashed it out.
I use j.lp vs guile it seems to prevent air grabs and trade or stuff alot of his jumping attacks.
For rog you want to use your s.rh and s.mp to keep him out of his poke range. He’s going to want to be at that range where you are just outside his sweep so he can punish your footsies with sweep punish him for trying to get to that space with your long range footsies. Also rogs love wake up headbut bait this with meaty cross up splash and then block the wake up headbut and punish with spd super or ultra 1. Blocked dash punch can be reversal spd on block or hit if rog does it too close to you. Empty jump bait his aa mp. So the key with rog is spacing. and making sure to zone out all jumpin’s.
J.lp and J.strong are VERY good air to air attacks because theyre fast and have good priority.
S.rh is semi dangerous against rog because he can prob dash straight a whiff.
J.lp xx dive land 360 is great. The camera can barely keep up with the game and its hard to tell where hawk is in relation to everything. Ive hit many good players with this. I recommend using it sparingly but not relying it. Definitely something to keep in your mind
Rog can straight dash a wiffed rh but with footsies vs all charge chars you need to pay attention and watch for them having charge or not. You want to s.rh when they don’t have charge and block and wait or just inch forward when they do.
Know charge states against the likes of Guile and DeeJay are EXTREMELY important. This cannot be understated. Exploiting this is half of winning these matches. Same with Blanka and Honda, but those matches are much more difficult than the first two.
Things I learned today:
- C.MP vs Blanka is really useful.
- Our U1 loses vs Boxer’s U1 on startup. This was a fairly depressing lesson as I was about to take down a 8.5k Boxer in round 3 when he random ultra’d out of desperation. Normally I’d have just jumped it but I decided to U1. I lost the round and the match. Lesson learned.
- Guile is not unbeatable. I need practice, but I always get really close in my Guile matches now vs those with higher BP. Neutral jumping SB’s and diving when they mess up was helping me draw in one player today.
- I need to force myself to use spire more often, just so I can get used to the applications.
- Dive can be good even against good players if used sparingly. I’m learning to take the opportunities for safe jump-ins and to mix it up with dives, splashes/other regulars and empty jumps to SPD. Also, neutral jumping fireballs seems to create some safe opportunities for dive.