SSF4 AE T.Hawk Match-up Thread

That’s what I do 90% of the time.

So I played a decent Blanka player yesterday, after getting blown up a couple of matches, I think I won 5 in a row. He was playing aggressively so I just blocked and started punishing his jump-ins with Tomahawk and U2 sometimes. You just can’t walk forward because of slide, but when closer condor spire trades with blanka balls and beats pokes… Jump-in on him only when he’s got no meter for wake up EX ball. Still a very unfavorable match, but I find it interesting trying to find ways of countering blankas gimmicks.

I can concur on Dee Jay being a real problem. Don’t see many on there (XBL) but when you run into a good one, who jumps any time you get near… his jumping light knee (?) seemed to beat anything I had, and just on general speed and pacing he seems to have the edge. Obviously any blocked swoop on him eats damage, and you have to be real careful crossing up or swopping anywhere near his corner, as he has a horrific long combo going into the maracas ultra.

Dudley… I personally feel Hawk has a good shot in that one. Patient blocking, and many Duds will do moves that give you free spins. Crouch HP or early Spires stop his constant jump-ins, and then throw out the big kick (s.HK) as he lands. Jump back and land into EX grab when he’s dashing etc.

When they mash electric, I like to jump in and do U1 :lovin:

This totally works…against scrubs that don’t deserve to be mentioned.

How many people have accounts on here? Any how many whore out Blanka on this ridiculous game and constantly spam balls, slide and electric? SFIV is built around trashy comebacks - you have to fight fire with fire on there.

Still won’t work if you play someone who has a brain, because as soon as you empty jump people know you are buffering U1 and in case of Blanka they will just ball you out of the air. You can surprise by not jumping for the entire match until you have U1 ready, but it is not a viable tactic.

Against a majority of the people online it might work, but I have been at tournaments where players are a lot better than average and well, EVERYONE knows and nobody falls for it.

All I’m trying to add on that Ultra is, if electric is on the ground as you land, the Ultra beats it, as it beats most stuff, just like Hugo Gigas on 3s.

Playing this game vs some top Blanka on a stage with cameras everywhere must be down there with watching a relative drain away from cancer in a hospice.

So Honda is 9-1 against Hawk, right?

No. Why do you think it is?

Because the match seems unwinnable in general. Not even Blanka gives me this much trouble.

It’s a good idea to jump and do a late condor dive against a waking Honda…
Often they’ll wake up and whiff an ex headbutt…

As T.Hawk
You want Honda with as little meter as possible!

loool Honda is easy peasy lemon squeezy compared to Blanka. I’ll write up how I think the matchup goes later.

How do I get in on Guile? The only thing I can do right now is a psychic EX Spire through a SB. I can’t approach by ground otherwise, and if I try to jump, Guile nails me with c.HP everytime. I’ve noticed that j.HK sometimes beats c.HP clean, but I don’t think it’s consistent. Any tips? I have a friend that plays Guile, and I usually only get him down to 20% before I die.

Cammy / Hakan / fuerte matchups ? Anyone ?

For Hakan, Your best option to get out of his grab mix-ups (“Should I jump from 360+P or crouch 360+K?”) is EX DP. MP DP works too most of the time, but sometimes his DDT will catch you anyway. If he doesn’t have oil, just rush him relentlessly, if he does have oil, you’ll need to be a little more careful. Also, If you don’t know, you can mash a crouching normal to get out of his uncrouchable DDTs, that’s really important.

Your week of silence tells me that you have nothing.

Nope just completely forgot about srk lol. You just need to turtle honda. Bait out the dumb stuff, anti air him and if he neutral jumps walk in and stand roundhouse. When you pressure after lp spd remember to safe jump and os with ex dp or ultra 2. It’s tough but no worse than 6-4

The tip for the Guile MU is simply this. Play patient, and wait till you get in. The MU is 5-5 and Dieminion himself thinks that. Guile does not have any good punishes for most of THawk’s gimmicks.

Walk Forward and Play patient, don’t jump up forward vs fireballs since Guile can easily punish and only neutral jump jHP which stops him from moving forward. THawk has a lot of HP and can afford to take chip and stray hits here and there. At certain ranges you can jump at Guile if he’s throwing Booms and holding back since he doesn’t have flash kick charged, at that specific range your jump is a mixup and Guile has to guess on his anti air. You can jump HK/MK at near max range, or you can empty jump or do elbow. At that spot if he chose to anti air you get a free whiff punish if you empty jumped , if he doesn’t anti air you can get in or push him backwards. Occasional dives are also good in this matchup as often Guiles preemptively crHP, the Dive will stop his jump arc and will whiff punish his crHP, do not use dives when he has Ultra though, as it’s a free punish, otherwise use them occasionally as he doesnt have any good punishes for Dive. Avoid doing Focus Backdash to absorb fireballs since Guile gets a beefy punish on that, only use Focus if you see the Guile player throwing booms and walking backwards.

The best part about the MU and the reason it’s 5-5, is that Guile is completely free on wakeup, so anytime Hawk gets in or gets a throw or Spire, Guile has to hold dat and guess on all those ambiguous splash crossups that remove his Flash kick charge, and Flash kick will not work in those situations since it’s ass vs crossups, after the splash you can follow it up with further mixups which he also has to respect since he has no reversal.

So they key is play patient, even wait the entire round. Sooner or later Guile will hit the corner if you walk forward, and sooner or later he’ll have to eat mixups, and since his wake up options are very bad it’s heavily skewed in THawks favour, one knockdown and 2 successful mixups are all it takes to stun Guile and win the round since his stun is pretty low.

Thanks, I’ll keep that in mind.