I find the cancellable c.MK to be useless,if they really wanted to buff is neutral game they should have made it combo.
Doopliss, u2is and will still be crap. Its not that that match against seth and yun was a crossup. No they did dive kick in front of me and i reacted u2 on it and it missed. I touched them in the animation, but because their grabbox was small hawk coudnt grab it.
And yes those buffs looks really nice. But isnt a surprise to me that capcom will revert it back like with vega.
I just dont have faith in it.
And thinking about delayed wake up. That will kill grablers. Grablers are strong when you score a knockdown. This will be gone. Or we have train so hard to see that technical and know how slow they will get up.
I just think capcom is crap in balancing. Will always be that way.
Just wanted to say that I still use cr.mk in quite a few match ups. A safe 6 frame low, cancellable or not does wonders against Dudley for example. I think it’s a great poke for when you’re walking someone backwards or pinning them down in place.
It will combo into LP Spire from greater ranges han EX Spire since it’s 11 frames. Since it has 16 frames of hitstun while lights have 14, it will make it easier to land meaty LP Spires for extra frame advantage. It will also raise combo damage.
Then you got safe-jumped and baited hard. It has a 3-frame start-up, it will catch anything EX Tomahawk catches + poor empty jump attempts.
The fact that it had a rather big blindspot above his head was its only remaining weakness.
Also, you can’t just ASSUME they’ll revert changes. Unlike Vega, none of these changes risk making Hawk OP.
And I already explained the DWU situation. Helps us defensively, and they gave us offensive options that do not rely on knockdown.
Darthpaulx, thx for the laugh bro you’re hilarious. The sad part is you’re mostly right and I agree with you lol. I’ve been playing much more Hawk lately because I’m probably dropping Gief in Ultra(thx Capcom) but in the end I think he’ll still be pretty trash. Imo Gief, Hawk, and Hugo will all be in the bottom 5.
Scratchback, it was also meant a bit as a joke. Nice to hear you like it.
But i also lost it a bit on the way. Talking about hawk is so frustrating as he is a frustrating character. Yes i also vote he is going to be bottom 5 again. I think top 2 bottom after hugo. Dan is moving up.
But its also very true to say almost every character can kill hawk with 1or 2 moves.
Hawk vs ryu is that ryu go forth and back and just using his cr. Mk is enough to kill hawk. If you jump he just dp you.
Bison can stuff you whole day with st hk.
With his move speed he can choose any range. Cr mk does beat it. Like i said the move speed really kills hawk here.
Chun just hp whole day. The range and priority of that move is crazy. It also catches me making a crossup on her. Thank you capcom for giving chun such hard hitting move and at the same time anti crossup.
Only gief is easy mode for hawk. And now they are nerfing hawks st hk so gief and everyone can punish it.
St hk is ok, but the hurtbox is already huge. All others can just cr hk it.
Most people dont know that because they dont pay attention for crap tier.
Funny thing is that capcom dare to nerf hawk in 2012 version. It was a hidden nerf on his cr mk. I really think the damage was 80 and now its 70. Gg capcom.
Ok, serious about what hawk needs.
Like i said before, u would like to see fadter focus, better dash and faster jump.
Add to that, his thb and cs needs to have juggle properties. Why, whats the use if cl hp and cl hk to have knockdown when you cant do shit after that.
Adking for connecting u2 would be crazy, that will make him broken. But on the other hand, why can hugo have it and not hawk? His cl hk needs to get force stand ( or any other move ), and also loweing it hitbox a bit.
And what he really still needs is a BAZOOKA!
-2 post lp spire… I wonder how that will play out.
I don’t want that stuff. Faster focus is not necessary. Faster dash would be nice, but don’t touch my jump! T.Hawk is the king of air-to-ground, the only things that truly beat him when he jumps are fully invincible AAs like Shoryukens. No AA normal that I know of can beat both splash, j.HK, Dive and empty jump. He also beats many AA attempts by simply jumping higher than the opponent. If Guile, for example, has no down charge, he has no reliable way to AA you if you jump him, so it doesn’t matter that you jump slowly.
For characters like Ryu, it will be a lot easier to EX Spire through an hadoken on reacton. And a Yomi instant dive can deal with c.MK.
cl.HP will lead to c.MK xx LP Spire, which is a pretty nice punish combo. cl.HK leads to EX Dive on some characters, even midscreen on some.
The only move it would be fair to give JP to imo is thrust peak, maybe HK Spire.
Hugo’s U2 is not good as an AA. It has a very specific angle and hitbox. I never managed to land it as an AA in the few matches I tried him.
cl.MP forces stand. I agree they should fix the hitbox of cl.HK though. It should hit the opponent any time they’re in a standing state, and not whiff simply because they’re lowering their heads slightly.
Changes I might want:
1-2 frames of start-up invincibility on LP TB. (beats meaties, but is not a true reversal)
FADCable Spire (make it safer on block/dash-in mix-ups/Punish focus attempts by cancelling into Super)
c.HP 7 frames, first hit super cancellable (and given enough hitstun to combo into EX RFA)(Change damage distributon to compensate)
Some projectile invincibility on MK Spire.
Soft knockdown and/or armor break on HK Spire.
Forward throw recovery changed to allow easy 4-frame safe-jump.
Cancelling c.MK moves you forward slightly, allowing you to combo into Spire or TB from further away.
(wishful thinking) Dive cancellable to EX Dive during recovery (for extra damage or safety)
Also, why do you even play him if you find him frustrating to play? He has gimmicky tools, use them, don’t try to force a traditional playstyle upon him.
Pretty darn well I reckon, since it’s fast enough to combo from lights and still be meaty, making you -1, 0 or maybe even positive on hit.
I want st.MP hitbox to be adjusted to better be used as an AA.I also think hawk should be able to condor dive after jumping backwards.
doopliss, i do use gimmicks with him.
the thing is, after a few or 1 match they know how to beat hawk.
he has limited gimmicks for each character. so they find out how to fight you soon.
why do i play him? i don’t play him anymore when i play him more i just find out he can’t do anything against the whole cast and that is why i quit this game.
anyone who has a bit understanding hawk will just trash you. and that is how he gets the name trash hawk.
ok don’t touch his jump then.
faster dash forward and backward and even further are really needed.
i still like faster focus.
hawks focus is one of the slowest in the game and it has limited reach. so why can’t it be faster due to his limited reach?
fei long focus is awesome. fast and far.
i like the things you want.
i want it too. but will capcom give it to us?
how many frames is c hp? i think it needs more active frames and better aa hitbox.
right now you have to time it precise to use it as aa. and i find that bull crap. when i use akuma to troll, his cr hp hits so easy.
all comes down to that hawk needs more buffs.
making hawk playable or tourney viable is the 5th charater.
i think everything about him needs rework. his hitboxes and hurtboxes, priorities, range of his moves, active frames, start up and recover frames and more.
so it comes down to everything.
i tell you that fenix is the best hawk in europe.
but i still think kojikog is a better hawk then him.
fenix was 4th in europe championship.
i think he only get that far because not many people know how to play against hawk.
when hawk get stronger, more people wanna learn the matchup and he will go to crap tier again.
so he really needs more and more buffs.
i thing i really want is also for u2 to be 2x qcf + kkk. or 2x qcb + kkk, so it won’t have conflict with spire. i think everybody here wants it
Back jump to condor dive is very powerful, best to keep it EX Only (Juri loses the ability to non-EX dive from back-jump in Ultra as well)
I wouldn’t say it’s the angle of cl.MP that’s the issue, it’s the fact that it becomes far s.MP if they’re not right on top of you. Wouldn’t work to make it b.MP either, would probably result in crazy LP Spire loops.
You know this impossible to do!
Are you suggesting that there are no moves in this game that can be cancelled into a grounded move despite being airborne Looks at E.Ryu f.MK? Or do you mean that the hitstun/blockstun of spire is too low?
Yeah Doop I meant to say what you said. I think hawk 's air control should lean towards closer to his St version for something so punishable and so slow I don’t think it’s too strong.I agree with darth though, right now hawk needs to be reworked but it’s too late capcom is gonna leave him just the way he is.
Are you suggesting that there are no moves in this game that can be cancelled into a grounded move despite being airborne Looks at E.Ryu f.MK? Or do you mean that the hitstun/blockstun of spire is too low?
No, I’m not suggesting there are no moves that can be cancelled into a grounded move but to cancel a move into focus attack that attack must be grounded. There is no exception to this rule as far as I know.
There might not be any exceptions, but that doesn’t mean it’s impossible to implement. If you give it a “super/FA cancellable” flag, he should be able to FADC it just fine.
It is impossible in the context of the game however, which was my point. I know the game can be programmed to do lots of things and make anything possible but it wouldn’t fit the game at its current point. Being grounded has been a golden rule for FADC since 08.
The idea is interesting and I kind of like it, but it seems out of place, imagining the animation.
so i read somewhere hawk will get fadc on all of his thb.
you would think, yes happy days!
wrong! at the same time they are nerfing the move even harder.
opponent will get less blockstun, and believe me that capcom count that move as a shoto dp so we’ll be -5 if we dash forward so we can eat damage.
then we do a backdash then so the move can be save.
as we look at hawk’s backdashing not further then his tiny penis, we can eat damage.
thanks for the buff capcom, at the same time it’s nerfing it to oblivion.
It is impossible in the context of the game however, which was my point. I know the game can be programmed to do lots of things and make anything possible but it wouldn’t fit the game at its current point. Being grounded has been a golden rule for FADC since 08.
The idea is interesting and I kind of like it, but it seems out of place, imagining the animation.
Well, it’s no big deal, he wouldn’t get that much out of it anyways. If it had enough hitstun to land lv.1 EX FA it would be cool, but it doesn’t.
so i read somewhere hawk will get fadc on all of his thb.
you would think, yes happy days!
wrong! at the same time they are nerfing the move even harder.
opponent will get less blockstun, and believe me that capcom count that move as a shoto dp so we’ll be -5 if we dash forward so we can eat damage.
then we do a backdash then so the move can be save.
as we look at hawk’s backdashing not further then his tiny penis, we can eat damage.thanks for the buff capcom, at the same time it’s nerfing it to oblivion.
As far as we know, it’s just on EX. And they probably won’t have to lower the blockstun for him to be -5 or more after that.