doopliss read this http://www.eventhubs.com/news/2013/may/25/challenge-capcom-ep-15-combofiend-and-haunts-discuss-potential-changes-t-hawk-cody-chun-li-and-dan-sf4-update/
not only on ex versions now.
also on normal thb.
doopliss read this http://www.eventhubs.com/news/2013/may/25/challenge-capcom-ep-15-combofiend-and-haunts-discuss-potential-changes-t-hawk-cody-chun-li-and-dan-sf4-update/
not only on ex versions now.
also on normal thb.
That’s from may last year, it’s no longer relevant.
Yeah, I feel dirty already when I use the EX Condor Dive follow-up, I don’t know how I’m going to feel about using FADC for 2 more meters as an alternative.
So far was the damage nerfed on the light Condor Spire?
I don’t remember them saying anything about nerfing the damage, no.
I wish we could get a dash buff instead of FADC on TB.
T hawk is so much better in the SCR build that it’s crazy. I’ll update you guys when I get back from casuals tonight.
Damn would have been fun to play w/ another Hawk player. I was only there Friday.
Looking forward to it. I don’t understand why they haven’t released the change lists for this build.
After seeing giefs new gh, i’ve hope for hawk spire.
Seeing gief getting in your face so fast looks awesome.
Do you guys know the startup frames of giefs new gh or hawk spire?
Can you guys test spire speed? Lp version and compare to giefs lp gh to see if they are about same speed?
Hawk’s spire is significantly faster. Not as fast as Gief’s GH, but it’s better. Only problem is that it seems like the active frames are shorter or something, probably just the animation making it seem that way. Like LP spire is “over” so fast. Probably a good thing anyway.
Hawk is better. They still had the bad input for Thrust Peak in the SCR build though. Terrible!
I also got to play the SCR build but I only got 2 games and was not acclimated to the new spire and u2 so that made playing awkward for me. The increased walked speed is comparable to giefs speeds. I totally forgot about fadc-able ex buster (useless imo) and forgot to try canceling cr.mk. Maybe someone else can chime in about it.
Does LP spire combo from lights? According to the change list it’s 11 frames, which should make it more than fast enough.
As long as there is more tools to fight blanka I’ll be set
I would be really excited if far light kick xx LP Spire was a combo.
edit: checked frame data, doesn’t appear to be possible with far light kick at the moment
Seems it only has 13 frames of hitstun for some reason (s.LPs have 14), but that should still be enough, no?
I saw someone do jab string into max range st short xx lp spire, and I don’t remember seeing that it comboed. It’s def faster and safer though.
Anyway yeah Hawk was much much better in the SCR build.
Spire is way faster, all versions. Cr mk xx ex spire and cr mk xx mk spire comboed from almost cr mk’s max range and seemed safe on hit. The new input took a game to get used to but it’s not a big problem. I love the new motion! It’s so much easier for me to ex spire through a fireball on reaction. I was kinda sad at first that the new motion means you can’t do an ambiguous crossup splash, mp xx dp punch and end up comboing into dp on one side and spire on the other heh. But then I realized that I probably won’t get ambiguous splash opportunities as much considering delayed wakeup and mp spd maybe being better, and in any case the extra cancelability and comboability of cr mk and st mp mean that hit confirming shouldn’t be a problem.
I agree that his walk speed felt more like Gief’s. It was fast enough that after mp spd, you can walk up easily and get a safe jump.
Delayed knockdown totally sucks for post-lp spd mixups obviously. Hungbee & I agreed that mp spd is probably the best option in USF4 on account of its damage and only slightly shorter range and the fact that now Hawk can get safe jumps after. One thing I really wanted to try but forgot in the moment was to see how well I could play counterhit games with the farther range close mp and cancelable cr mk. I feel like that could be an important part of his mixup game considering the buffs to those buttons and to spire, and may be extra important considering the weakened mixups after spd. I dunno though, we’ll see how well that works out.
St hk seemed like it was just as laggy on whiff, btw, so I guess whatever buff it got was about adding hit/block stun rather than cutting down its recovery frames. I didn’t try ex dp fadc! I wish I had. Not that I think it’s actually useful, just wanted to see if I could do something silly like ex dp fadc ex spire to waste all my meter on a cute combo. U2’s hitbox on top and in back still seemed pretty assy to me too.
The only problem was that thrust peak, the assy little down-toward+lp swipe, was placed on back+lp instead. That was really annoying for pressing lp while blocking or walking back. But I talked with Combofiend and he said they already know and they’re changing that.
He seems good overall! I was happy.
That’s all I really needed to hear. Thanks for the info!
Seeing s.HK miss a crouching Ryu is upsetting as hell! I hope that won’t be the case anymore!?
I think in ultra s.HK will still whiff on alot crouching characters.Depending on what character you are facing like Akuma,Dudley, or Oni you can use s.HP or st.MP instead, it may have less range than s.HK but will start up faster and it will hit them crouching.
That really sucks! There’s no advantage in being a giant in this game, is there?