SSF4 AE T.Hawk Match-up Thread

The Hawk player ‘Image’ had a good crossup trick on their wakeup after an EX spire knockdown, just can’t remember what it was. durr.

What is the unblockable?

versus Gief imo.

Can someone help me out with the balrog matchup or point me in the direction of some good info? Can’t seem to find any =(

This one is really tricky, and depends on how rog plays.

offensive rog is the easier type. you can fight rush punches with dives and spires, and punish his mistakes with grabs.

However, when rog backs off and starts turtling, shit goes south fast.

he can AA your dives and jumpins easily, and trying to be clever and dash/spire in to grab him will just get met with a flurry of his ridiculous jabs.

on the other hand, he has no projectile, so he can’t keep you out forever. you need to approach carefully, and slowly. trying to rush in will get you headbutted or swept.

Remember, EX spire breaks armor, so always have it on deck to fight his armored rushes as you’re coming in.

in the end, there is no real easy answer to this match. you just gotta play footises with him, and hope you’re the better player.

This is a different kind of cry-for-help post. So, I never mash 360+P (not even after successfully blocking an attack to punish it!) and that’s cost me a lot of matches. I do that because I feel like people will call me cheap if I beat them using 360+P too much (with lots of "Reversal"s on the screen and 360 motions on the input display). Please tell me something that doing that isn’t all that bad and I can use it. :confused:

It’s their fault if they keep falling for it. If it works, do it. Shouldn’t work too well vs a competent opponent though, most of them start neutral jumping to bait you if you rely on it too much. But as a punish there’s no reason not to, especially if you block a LP or LK jump-in (Even I can do that on reaction, and my reactions are horrible).

Don’t do it the first time, this way if they jump you can punish… Then do it for the rest of the round :smiley:

yo how bad is Hawk Seth?

Any tips to deal with the Adon MU?
Feels like it always boils down to preventing him scoring a hard knockdown and going to town on my wakeup.

Any kind of help would be much appreciated against Guy. I have a hard time keeping him off, Hawk’s anti-air options suck big time.

Guy is always kinda annoying to anti-air even for characters with good anti-airs.

Hawk can still DP any of Guy’s air normals provided you use the correct timing. Also if he abuses the elbow drop you can do an early dash forward to get under him and SPD/U1him.

The counters are timing specific, but they do exist. You will have to practice them though.

For those of you who need help with the oni match up

and a match analysis of sanford vs native

Long time lurker first time poster here…

I was playing against a friend’s Decapre the other day and had a difficult time dealing with her psycho sting. It comes out so fast, seemed to have priority over everything and recovers quickly. It got kind of embarrassing just eating it every time and not finding a reliable way to punish.

I apologize in advance if this was already touched upon.

Any tips for dealing with decapre in general?

It’s a pretty bad match for Decapre once you know her gimmicks. I believe most of her specials can be spd’d on block.

-jab hands is the safest (rapid daggers) at -3 on block. She might be able to space it at max, max range if she cancels it from the tip of her cr.forward. I’ve always been able to reversal jab spd her after blocking hands, though. Ex hands is safe (0 on block).
-ground pound is -9 on block, ex or otherwise. Even if it’s perfectly meaty (ie hits on its absolute last active frame), it’s still -1. And she’d have to do that on your wake up.
-If you block her dive kick above the waist, you can probably spd for free. Ex is a fair bit safer. Pretty sure it’s always or almost always positive on block and hit, so you’ll just have to take the mix up if she connects with one of those. Her spiral arrow is similar, but less safe. Normal version is pretty free to spd on block, unless she hits below the waist. Ex is a bit safer, probably positive.
-her slide out of ground scramble is also unsafe. -10, -5 at best (meaty).
-her overhead is -3 on block, lv.1 focus dash forward is -2 on hit or block (lv.2 is +4)
-her launcher target combo is also -9 on block and can only be jump cancelled on hit

-last but not least, her psycho sting is really bad at -28 on block for all 4 versions. You should have time to dash forward and spd/ultra1 (Hawk’s dash is 23 frames, spd is 2 frames = 25 frames, giving you three frames of leniency on the punish). If you’re having trouble with that, st.roundhouse should always pop her in the face. Or cr.forward xx spire to get a light punish and close in. It’ll combo if you block the sting at close range.
All versions start up in 5 frames, so it’s on par with Chun’s ex.sbk in regards to safe jumping. It will auto correct for late, un-ambiguous crossups. However, only the ex version is fully invincible.
Jab string is strike invincible, fierce sting is throw invincible. If she doesn’t have meter and she wants to commit to a sting, it’s a 50/50 depending between spd and meaty jab. She can also fadc her sting on block/hit. Like most reversals in ultra, string fadc forward is -5 for a free grab.

For the matchup:
You should be able to punish all of her specials on block (generally).
Play patient footsies to start. She doesn’t have a projectile and she can’t chip safely, so unless she’s already got a big life lead, you don’t need to go in more than she does.
Keep it on the ground and poke with cr.forward, st.roundhouse, st.fierce, st.strong. St/cr jab and st.short is always good to throw out a hitbox without committing to a slow normal. She has the same footsies as Cammy, for the most part. The biggest difference is that you don’t have to be afraid of her jumping over a poke and doing ex.dive kick into a big combo. Her st.fierce is better than cammy’s, though.

Play a solid neutral/mid range game and be mindful of when she’s sitting on charge. I’ll usually avoid st.fierce/roundhouse if she’s downbacking (those pokes whiff on her crouch, and she can scramble through them and ground pound/slide your recovery. Play safe and see if she throws out random specials. Once you start punishing those on block, she’ll have to start playing footsies with her st.forward and st.roundhouse, primarily. Your pokes are better and the damage is way in your favour. Eventually, she’ll either jump in (have that fierce/ex dp/u2 ready), or she’ll keep walking back into the corner. Once she’s there, pressure with your pokes and spire hit or whiff into spd/jab/block mixups. Save your post spd splash mixups for the middle of the stage or to get out of the corner. If she’s closer to the corner, I’ll use strong or fierce spd for the damage and the frontal safe jump or meter build (short spire x2 after fierce spd).

tl;dr
Play safe footsies and focus on not taking damage.
Punish all of her specials with spd on block, and slowly/carefully push her to the corner.
Establish the life lead and let her hang herself with unsafe specials/jump ins. Don’t let her walk or jump forward.

Unless you’re giving life away trying to get in, she is the one who has to work to open you up. She can do that with a risky slide (spd/ultra on block), a risky front/back ground pound (spd/ultra on block), or a jump in (dp/u2/cr.fierce). None of her options out of scramble break armour, so you can always focus your way out. Treat it like vega’s wall dive without the throw/two hitting ex, but with significantly less recovery. Careful with the focus, though. She does have a quicker recovering, non-hitting option out of scramble. If you’re holding on to focus, she can land and throw you.
If she gets a knockdown and tries to vortex you with front/back ground pounds, just block your way out. It’s only 120 damage. You’ll block the right way eventually and land a 230 damage spd or 510 damage ultra. Or you can try to ex.dp.

Hope that helps. I think I covered most of everything.
It’s a bad match for Decapre. Punish hard and don’t give anything away for free.

ps.
Her cross up short has very little block stun. If you block it at the head, I think you can spd. I don’t know if her jump fierce can cross up like vega’s on wake up.

decapre can chip hawk safely

j.hp can crossup

Neat.
For the chip, I’m guessing it’s spiral arrow and cannon strike low to the ground, and jab hands at max range?
Is the spacing tough?

Thanks, man! I played a few Decapres online the other day and this really helped.

Doodled a quick T. Hawk SPD’ing Ryu for taking the time to educate me

sorry for slow response

spacing can be hard, but it’s not that hard.

Hey. I’m new to hawk. I know hawk beats Yun but what about Rufus?

Anyway, what are specific things that I should be doing in these mus?