T.Hawk Frustration Thread: Express your anger!

Oh, I have beaten a okay amount of Akumas and Onis, mostly because they get overzealous and I hit them with U1. Onis especially love to do imperfect blockstrings on the ground (THat or the obvious overhead), which I can get an :L: Spd into/U1 at the end.

Good tip with the spires and dives to get in. I ought to look for that after I hit them hard with some good oki (Hoping splash hits that is). Also, FOCUS CRUMPLE!!! I am so new and bad I have failed to do this once, many times I could have won with FA>Dash>Ultra/Super/SPD.

Also… well, I will take this to the Q/A thread and leave the whining here.

Blanka… I just don’t even. Has down-back ever been more effective in any match-up ever in the history of ever? I consider it a victory when I land a grab. If I win a round, I faint from over-excitement

If you play on Live, shoot me a message one night, and I’ll pop over from VF, and run you through like 10 matches of basic T. Hawk destruction. You play with a stick right? *Spin2win :looney: *

Hahaha. PS3 Pad Hawk here. Pad 720s… Actually feel easy when compared to that double hcb… mess. There is no weirder input to me short of the pretzel.

Hahaha. PS3 Pad Hawk here. Pad 720s… Actually feel easy when compared to that double hcb… mess. There is no weirder input to me short of the pretzel.

the trick in my opinion to beating shotos is no too little forward jumps you neutral jump the hell out of the fireballs then walk forward.you close the distance so fast youd be suprised, they get nervous then its up to your attacking im personally a condor spire monster and love the move but break that rule on knockdown, jump forward on them and look for body splash but make sure you reach far enough to be on the other side that way the dp wiffs, rinse repeat, but if there going to wake to fast to do this either bate out the jump or do something else. try it out tell me what you think?

for what

ever it counts i have a 76 win ratio against akuma

i agree if you can get the dps off but its a risky strategy, to close the distance in my opinion you, need to be intensive with his condor spire closing the distance, as long as you can get out of the startup C-S you will either trade evenly or favourly with blanka ball.which is good use this to close the distance more with C-S or dashes, as you have a huge life lead blanka will stop wanting to trade after 2 or so.now when up close i personally feel be balsy and go for dps on his wakeup quite abit it beats alot of his options or go for sweeps and occasionally grabs.jumps in not recommended as a quick ball will electric.
i used to find this match-up infuriating but now i enjoy it winning 2 out of 3 blankas i face even a’s is satisfying feeling thinking they have it for free then there on the defensive and losing,

I rage when I cross someone up with down hp in the air & end up on the side I didn’t expect. So then my cr.lp becomes a d/f lp.

WTF is the prupose of down forward light punch

It’s a godly anti-air because it comes out in 3 frames and starts off very very high. Ever played against a ken or other character that tries to relentlessly cross you up non-meaty?
Freaking Thrust Peak that nonsense.
If you really want to be pressuring people after a cross-up your go to normal should either be cl. medium punch or cl.jab as you aren’t going to be getting a lot out of cr.lp since it’s difficult to make them link for cancels rather than chaining them over and over.

Dhalsim:

Walk him down, mix up Neutral jumps with jump ins & outs so a Sim player does not know what to expect. Most Sims are great at keeping you out but once you can get in and stay in they usually fall apart. I have met one Sim who was fearless when I was up close… They did not care! lol. Only use LP MT (Light Punch Mexican Typhoon) on Sim which does good damage and keeps Sim close to you which is exactly where you want him. Sim has no wake up other than teleport so if you do a jump in, then jump in splash… MEATY and I mean really meaty so he can’t escape. So, basically… Get close, stay close, apply a lot of pressure and if you do get a Sim on the ground make his life hell.

Blanka:

Jump back splash (jump in the air down HP) for now, this is really all you have lol! Very rarely jump in and punish everything as much as you can. Try to land Ultra 1 when they least expect it and again, that is all the information I really have against Blanka’s right now.

I agree with you Onions.

I use it to buffer into a MT or Ultra MT. (MT = Mexican Typhoon) so you could do Jump in slash… Down forward light punch… MT or Ultra MT don’t do it often and you’ll catch a player off guard. My thing with T.Hawk is when you play great players you basically have to get in their heads and do what they don’t expect you to do.

Any of you guys ever played Wolf in the new VF? A regular, no bar 360 takes almost half the meter, seriously :eek: :d::b::u::f:P+G. You can’t run away, fly, fireball spam, teleport or turtle in this game either…

Or you could start learning how to play the game properly and use Ultra 2 to be way more effective against Blanka.

Yeaaaaaah only problem is that Ultra 2 still needs work… You use Ultra 2 when you anticipate a jump, you use Ultra 1 for setups or on unsuspecting foes. Ultra 1 does way more damage and is more effective on Blanka’s if you set it up right.

Not entirely correct. You use Ultra 2 to react to a jump-in and aerial attacks. Just by selecting it you keep your opponents on the ground, where you want to have them in the first place.

Ultra 1 is not better vs Blanka because Ultra 2 catches his rolls - the worst things about this matchup for T. Hawk as he has no other reliable punish.

Ultra 1 has exactly 2 good setups that is a LK fadc on one hand and punishes on the other hand, anything else is pure risk and will always be expected by good opponents. Ultra 1 realistically has no setups on Blanka, because you simply can’t get close to him.

You could also crumple somebody with a focus attack and do Ultra 2 from there but depending on who your opponent is, this is not always wise. Good players know most Hawk players are looking to land that Ultra 2 on jump in or aerial attack or hold it as a threat to keep them grounded but in my opinion Ultra 2 and Super are the ultimate mind game on your opponent but again this really depends on who your opponent is… Non fireball character great, zoning shoto players not so great.

Are you saying Ultra 2 catches his rolls whilst it is traveling to you or after you have blocked it? I always try to keep a Blanka in or close to the corner and if they try to roll at me, block it then out comes that HK or MK.

Ultra 1 has more than 2 good setups…
Jump in splash, Medium kick into Ultra 1 (Do this very sparingly)
Thrust peak into Ultra 1
Condor Spire into Ultra 1
Get yourself in the corner, somebody jumps in on you, backdash on wake up (which uses his invincibility frames) into Ultra 1

Blanka’s are a challenge to beat but if you can set them up or start to see their patterns then you can be in with a winning chance but a good Chun-Li player can equal game over very, very soon.

I say it catches rolls coming at you and you don’t have to have him in the corner for it to happen. Saying you try to keep him in the corner to have punishes is not a good argument, as it is very situational.

As for your setups:

  1. You can’t jump in on Blanka. (EX-Roll etc, I don’t know of any safejumps on Blanka)
  2. Thrust Peak leaves you at frame disadvantage on hit, block and it has recovery so how is that a setup???
  3. Condor Spire…I’m not going to argue about that move. Everyone knows it’s super slow, highly punishable, can be absorbed and you can simply jump out of this setup. Even if you can space it perfectly (which is highly unlikely) it bears a high risk and can’t be considered a reliable setup.
  4. Situational, unreliable. Not what I would call a good argument.

Your last sentences: That’s the case for the whole cast. Chun-Li is not harder than the Blanka matchup.

You might’ve noticed I prefer a reliable Ultra 2 over all that stuff you mentioned that COULD work here and then…I like to play it safe and it works for me, I don’t need to gamble with Ultra 1 to win.

I do use it against characters like Guile, Sagat, Deejay, Gouken etc. there’s a few exceptions where Ultra 2 doesn’t make sense.

Okay, thanks for the ultra 2 advice I haven’t really played any Blanka’s in AE most of my Blanka match ups were on SSF4 not AE so I was speaking for what worked for me then.

In reference to the points you raised to my points:

  1. You can jump in on Blanka just not on his wake up or when a good Blanka player expects you to.
  2. It’s a setup because I do it to a lot of characters and it has worked for me on hit and block, T.Hawk for me has not been about frame data it’s more about doing something that an opponent does not expect you to do like LP Mexican Typhoon, taunt and then cancel taunt animation with another Mexican Typhoon. (maybe my understanding of a setup is different to yours?)
  3. T.Hawk is a low-tier character and has quite a few bad matchups, my playstyle with Hawk is Pokes, Rushdown, Unexpected Mexican Typhoons and Ultras and High risk, high reward. T.Hawk should not be played like an idiot but I have seen a lot of very safe T.Hawk players and I personally don’t think he should be played that way so rather than knock anybodies playstyle I just play him differently, the way I feel he should be played.
  4. Depends on your playstyle, again for me you can be the most solid player in the world once a player gets in your mind your more or less finished.

All depends on the Chun-Li. I personally find the Chun-Li matchup harder than Blanka.

I respect your use of Ultra 2, but Ultra 1 works best for me… As I stated before I use it when people don’t expect it. I win most of my matches with pokes hits and what I call setups or mind games. Each to his own, everybody is different and I have played in tournaments and seen people do some amazing things with different players that I and others wouldn’t have expected them to do and that is why they win. Again I can’t speak for what others have done, I can only speak for what I have seen and what works for me.

It’s not just about Blanka and AE. Ultra 2 beats every single air move there is and it has been this way since it was introduced, also in Super.

  1. So you can’t jump in on Blanka.
  2. It’s not a setup, I already told you it leaves you at frame disadvantage least being -4 and max being -7. This can be punished HARD and in case of a fight vs. another grappler it is YOU who will eat a SPD because of your disadvantage. I don’t care if you look at frame data or not, the whole game is based on it, PERIOD.
  3. So it is a 50% ass 50% success setup. Okay.
  4. T. Hawk is big, has one of the largest hitboxes in the game and you are bringing yourself into the corner. You don’t have a corner escape and if you’re out of meter you can’t AA reliably. The only thing your enemies will think is: “Combo time!”. Horrible Idea. Again 50% ass 50% success situation.

You have more options against Chun-Li than Blanka and she dies faster. You can even play footsies with her.