- T-Hawk Guide/Tutorial

http://media.comicvine.com/uploads/0/77/1536687-thawk_elbowsmasher__by_garang76_super.jpg

  • Intro
  • Characteristics
  • Basics
  • Normals
  • Special moves
  • Super
  • Ultras
  • Combos
  • Match ups
  • Strads
  • Safe Jumps
  • Weakness chapters
  • Intro:
    Before we get into T-hawk’s intro lets get a little into his background. T-hawk was originally a more versatile version of Zangief when he appeared in SSF2. He was just as strong, Just as fast, but was more mobile and had better options in that time he was actually somewhat better the the Gief. But in Super Street Fighter 4 he’s been belittled as one of the worst characters in the game. But for those who are hardcore fans you’ll soon learn he’s actually really fun to use. Just be prepaired to lose more matches then you will win.

  • Strengths

  • Command Grab has lot of power
  • Good Range and strong normals
  • Highest Health in the game alongside Zangief
  • Combos are easy and very damaging
  • Super and Ultra’s have long range
  • Strong Cross up game

_ Weaknesses

  • Players heavy on tutrling are a problem

  • Most High Tier match ups are a 3-7 for him

  • Not a lot of options once in

  • Easy to read

  • Anti air’s aren’t great

  • Wake up game isn’t good

  • Requires a immense amount of patience to play.

  • Good video incite on the character:

Dreamking has an nice video on combos, tick throws, and pokes for T-hawk

NickExtreme1 also has a great video on the basics of how T-hawk is played.

Matches:
SSF4: Mago (Fei Long) VS ink7 (T.Hawk)

SSF4AE: Thai Senpai (Hawk) Vs nomyNOM (Abel)

Video Guides:
Ponyo’s guide to safe jumps.

Ponyo’s guide to condor dive cross ups.

Ponyo’s Guide to Safe Jump Heavy Body Press

  • Arcade Edition Changes:

Normal Moves

• Close Standing Hard Kick’s recovery time reduced, and changed frame advantage to be +4 on hit.

• Far Standing Hard Kick’s hitstun and blockstun were increased, making it harder to punish.

• Neutral Jumping Hard Kick has slightly more active frames.

Special Moves

• EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It’s different from the regular version, as you can do it while jumping backwards as well, and it’s invincible to projectiles until its active frames end.

• Light Punch Condor Spire’s hitbox was extended forward.

• Condor Spire’s meter gain upon activation was increased.

Super

• Increased his Super’s grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.
**
Ultra 2**

• Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.

Overall

• A solid buff was applied to Specials, Super and Ultra, and some tweaks were made to his normal moves. Basically, there are only buffs, so it’ll be easier to face casts that were bad match-ups in SSF4.

  • BASICS:
    To use T-hawk you must be familiar with poking range and hitboxes. T-hawk relies mainly on getting in on the opponent and either command grabbing them, crossing up, or poking them and nothing else he is a simple character. Though this may be simple put it’s harder to execute. T-Hawk has powerful normals and long range so he’s able to chain about 4 :punch-light: and do about 100+ damage alone without any specials. Just play it safe, and wait for opportunities to arrive for command grabs, once thrown to the ground T-hawk now then has the advantage. He can either tick throw, safe jump, empty cross up, or cross up again for a reset.
  • NORMALS:
    Standings:
    :punch-light:: Main methed to poking, nice range, and good damage for a lp
    :punch-medium:: Longer range then the lp and fast on start up, good for stuffing normals and specials
    :punch-hard:: Good for poking and has fast start up for a HP. Good on damage and recovers quickly.
    :kick-light:: Slightly more range then the lp but not as safe and recovers slower.
    :kick-medium:: Good when applying footsies, lower hitbox so it hits crouching opponents. Slower on recovery then S.Mp
    :kick-hard:: T-hawk’s main far ranged poke, reaches the farthest then all his pokes. Great damage, Nice recover, Fast start up, but highly punishable.
    Crouching:
    :punch-light:: Safe poke, main crouching poke
    :punch-medium:: Slower then the C.Mk, but has more range. Decent speed
    :punch-hard:: Not much use besides an anti-air, but T-hawk has better options. Hits 2 times
    :kick-light:: Not as useful as C.lp, slower recover, but good for tick throws.
    :kick-medium:: Main crouching poke, good start up, nice recover, and good damage.
    :kick-hard:: T-hawks sweep. It’s fast on start up, and recovers fast. Hits 2 times if blocked.
  • SPECIALS
    :joystick-right: :joystick-down: :joystick-down-right: :plus: :punch:
    Tomahawk Buster(Rising Hawk)
    This is T-hawk’s version of a dragon punch.
    EX: Hits twice, has invincibility on start up, and can follow up with an EX Condor Dive afterwords.
    :punch-3x: (In the air)
    Armor breaking
    Condor Dive
    Makes you dive down performing a head spike into your opponent. You need to jump straight up or forward to do this.

:joystick-left: :joystick-down: :joystick-down-left: :plus: :punch:
Condor Spire
T-Hawk does a small hop and dashes to the opponent. This gives T-hawk the ability to travel of low moves and is his most useful anti-air. Good for meter building, covering distance, and using for fakes to throw.
:joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :joystick-up-right: :joystick-up: :plus: :punch:
Mexican Typhoon
T-Hawk’s command grab, has a great damage output, and good range. Low punch having the least distance, Fierce the greatest, and Medium a mix of the two.
SUPERS AND ULTRAS
:joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :joystick-up-right: :joystick-up: :joystick-up-left: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:
(720 motion, command grab )
Super: Double Typhoon
A stronger version of T-Hawk’s Mexican Typhoon.
:joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :joystick-up-right: :joystick-up: :joystick-up-left: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-3x:
Ultra 1: Raging Typhoon
Another Stronger version of his command throw.
:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-3x:
Ultra 2: Raging Slash
It’s like T-hawks Tomahawk buster but if it connects with an air born opponent they are grabbed into a series of blows and then slammed to the ground.
Ultra uses: Ultra 1 is if you want to take a more offensive approach with T-hawk. The surprise use and range of this ultra is effective when you empty jump, mixups, or walking 720’s. Ultra 2 on the other hand is for a more turtling style T-hawk. Most players when they rush down on grapplers jump consistently to make you wiff a command throw. But since your Ultra is an anti-air they’ll think twice before jumping in on you, this gives T-hawk more power on the ground because they’ll be afraid to jump. Once you outsmart the opponent your mix up game of command throws, tick throws, and combos your opponent will have to jump and once that happens you’ll be free for ultra 2. The only downside to this ultra is that it’s hitbox is very small, so it can be beat out by air moves like Ryu’s Roundhouse at a certain point.

  • Reserved for combos

  • Notes: Cl = Close, S = Standing, C = Crouching, J: Jumping towards, Body = Body Press [ Down Fierce in the air ], Lp = low, Mp = Medium, Hp = Fierce Punch, TMHK = Tomahawk, Dive: Condor Dive, Spire: Condor Spire.

Move: - Damage: - Stun:
C.Lpx4- 105 175
C.Lpx3, S.Lp, C.Mk - 154 235
C.Lpx2. S.Lp, C.Mp - 148 210
C.Lpx2 S.Lp, C.Mk - 141 210
S.LPx3, S.Mp - 175 210
S.Lp, Cl.S.Mp, C.Mk - 186 230
Cl.Mpx2 S.Mp - 252 280
Cl.Mp, Mp - 180 200
Cl.Mp, C.Lp, TMHK - 236 310
Cl.Mp, Lp, EXTMHK, EXDive -264 305
Cl.Mp, C.Lp, Lp, C.Mk - 201 260
Cl.Mp, ExSpire, EXTMHK
EX Dive - 350 405
J.Lp, Condordive - 180 150
Cl.Mp, C.Mp - 170 200
J.Hp, Cl.Hp, Mp - 322 480
J.Body, C.lp, S.lp, C.lp
S.lp, C.Mk - 252 355
J.Body, Cl.Mp, EXTMHK,
EXDive - 374 525
Counter hit: Cl.Hp, Hp - 283 450
Counter hit: Cl.Mp, Hp - 233 325

  • Reserved for Match ups

Any Match up Basics

Spoiler

T-Hawks main problem as since he’s slow and a huge grappler he is often defeated by neutral jump abuse and tick throws. To be a good T-Hawk player your going to have to have a great deal of reaction to these situations because if you abuse the jump you will easily be baited to command throw and will be punished highly for it. Your best bet when you sense a neatrul jump abuser is to use a :punch-light: DP to counter the move. It’s your only option to use and you must not be out read with this. It’s a 50/50 situation because if you become predictable with countering a situation then you will be punished for it as well.

Abel

[details=Spoiler][/details]

Guile

[details=Spoiler]Another 3-7 match up for our friend T-hawk. Just as difficult as the Dhalsim match up but much worse in the air. But as I said before that small 3 shows a ray of hope for T-hawk. The start of the match itself is already a mind game in Guiles favor so you must be sharp on your wits. Guile can begin the match in 3 was: He can either A. throw a sonic boom., B. Jump towards you, or C. Backdash to create space which you don’t want him to do. If Guile fires a :punch-light: Sonic boom your only option is to block it while walking forwards so he doesn’t create space. But if he fires off a :punch-medium: / :punch-hard: you can instant condor dive for a confirmed hit on him. You’ll still be at a good distance so your best follow up is a sweep or to just walk forward and block the next hit. Your not going to want to try and empty jump as much because of Guile’s 3 frame air grab he can grab you out of every one of your useful air-to-air moves and put you in a big disadvantage. If your ever set to a situation were your across from guile more then mid screen just walk and block. Use S. :punch-light: for a poke on distance to slowly push Guile into the corner. One in the corner Guile has no options against you, you can grab his :punch-hard: punches, grab him in between his sweep, bait a flash kick and set him up for mind games, your cross up in the corner can actually start a cross up chain on almost any character. If you cross someone up, and they try to respond with an uppercut you can cross them up again since you hit them in the air and any move will whiff. If you’ve gotten Guile to the point he doesn’t want to shoot sonic booms as much you can build meter by using :punch-light: Condor Spire’s to build up meter. With the meter you can use it for big damage and also use Ex Condor Spires to get a knockdown on Guile. For footsies your best tools will be your :punch-light: /C. :kick-medium: /Far :kick-hard: / and Far :punch-medium:. But you want to be weary of getting into the magic zone of Guile. This zone is where if Guile shoots a sonic Boom he can easily fire off a back hand, or standing :punch-hard: to punish attempts of walking/dashing/or poking. For corner situations your only option is to plan out when to use your Ex DP, it’s invincibility frames are the only way your getting out of his corner game. Again, another match of T-Hawk’s that takes patience and out smarting the smarter character. If you get reckless you will lose. Plain and simple. Be smart for victories against this character.

Arcade Edition:

  • Nothing has really changed about this match up besides it’s easier to risk some health. The T-hawk x Guile match up in my my opinion with the buffs and nerfs slightly only moved it to a 4-6 still in Guile’s favor. But the nerfs on Guile’s end do help T-hawk land more damage. Guile’s backhand now only does 90dmg, and each of his Flash kicks got reduced 20 hits. [ Light 100, Medium 120, Fierce 140 ]. His Sonic Hurricane also lost damage and now does 300 damage. Now with Sonic Boom pressure you can feel a little safer because he doesn’t gain as much meter as he used to. Not much has changed, but overall with your choice of picking Ultra 2, and Guile being weaker it’ll take Guile a lot longer to defeat the giant.[/details]

Dhalsim

[details=Spoiler]As you might have already guessed this is in no way shape or form a good match up for T-hawk. Tier list wise this is a 3-7 match up in Dhalsim’s favor. Due to Dhalsims outstanding zoning game he can pretty much beat out everything T-hawk does, but that lonely 3 isn’t there for no reason we still have a fighting chance.!

In this match up you want to be as offesive as possible because if you try to out think Dhalsim you will not win this match. By using your Focus attack dashes in a respective manner you can close in on Dhalsim somewhat easily. When Dhalsim fires of a Yoga Snpier [C. :punch-hard: ] your going to want to focus straight through it and block. Each time he fires an attack focus and block until you are within jumping range to attack. If Dhalsim fires off a fireball your going to want to just walk up until near contact and block. Because most likely he’s going do a C. :punch-hard: for 2 hits. Your best bet is to just wait until he makes a mistake on a jump and go for the offensive. When Dhalsim jumps back he’s going to do one or two things. 1. He’s going to teleport to the other side of the screen to reset the position or do a fierce punch. You have to be patient because he’s trying to read your moves you must move after he moves. You can wait for the fierce and focus it for a free DP or you can fake it with say a S. :punch-light: and bait the teleport and for for the SPD once he lands. Now, once in on him you have different options depending on the move you do on his land. If you do a :punch-light: Mexican Typhoon you have these options:

  1. Do a :punch-hard: Condor Spire to get to the other side of him and attempt to use another SPD.

  2. Do a :punch-hard: Condor Spire and on his wake up do a C. :punch-medium: tick throw into :punch-medium: / :punch-hard: SPD

  3. Do a delayed :punch-hard: Condor Spire and then go straight for a DP

  4. Do a Delayed :punch-hard: Condor Spire, then a C. :kick-light: tick throw into SPD

  5. Do a Jumping Body Splash cross up into Standing medium to DP.

  6. Do a :punch-light: Condor Spire and either do a Standing :punch-medium:, or Far :kick-hard:

  7. Do a :punch-hard: DP and go for another SPD reset.

If you use a :punch-medium: SPD the only thing you can really do is a delayed :punch-light: Condor Spire to fake a hit to get him to block and do a SPD. Other then that you can do meaty sweeps into his wake up once in that close position.

If your worried about Dhalsim doing instant teleports a standing far :kick-hard: will stuff him everytime because he still has to technically jump to initiate it.

That’s pretty much all you have against Dhalsim, it may be a small 3 but once used the right way can make that 3 look like a thirty. The match isn’t a complete failure and even when you master the match up you will still have problems with the character. The key is to use defensive aggression and patience.[/details]

Ryu

[details=Spoiler][/details]

Ken

[details=Spoiler][/details]

Zangief

[details=Spoiler]- This is a 4-6 Match up so it falls more under Zangief’s favor and it’s pretty understandable why. Though both have a very strong poke game Zangief has the ability to combo his God hand into his moves for a knock down and begin his mix up game While T-Hawk can not. But to play this match up your main tool of offense is your Far Fierce Punch/Sweep/Far Roundhouse/Crouching M.Kick/ and Standing Medium punch. Since both characters are grapplers you both know each others mind games so you most refrain from grabbing him. Actually T-hawks Close Medium Punch --> Fierce DP takes 250 damage which is actually stronger then a fierce Mexican Typhoon --> 230 damage. When playing footsies your best idea is to stay on Zangief and pressure him without being command grabbed. A great way to do this is to sweep him and then dash in and go on the offensive. Using an instant condor dive on Zangief is a nice trade and almost always beats out a lariat. Utilizing empty jumps is also a great tool because when a Zangief is pressured he’s going to try and command grab you and being T-hawk one mistake could leave to Big damage. If your fighting a Zangief that abuses his Neutral Jump Headbutt you can easily counter it with a condor spire, it may trade, but you can either combo an EX DP or for a knock down cross him up. On knock down if your afraid of crossing Zangief up due to lariat you can always empty jump and when he does his lariat do a condor dive and it will beat it out. Another tool for that situation is neutral jump Fierce punch. It always beats lariat when timed right. Zangief and T-hawk are pretty even when it comes to fighting each other. Zangief has maybe one or two advantages due to his green hand being an offensive tool but all you need to do is keep on Zangief and you should be fine.

Edit: This match is in Hawk’s Favor. it’s 6-4 not 4-6[/details]

Adon

[details=Spoiler]A rather easy match up if you know Adon well. A 6-4 match up in T-hawks favor :). Most of Adon’s trick dealing with his Jaguar Tooth are not safe against T-hawk. You can pretty much counter all his pokes with your standing :punch-light: /Far :punch-medium: , Far :punch-hard: , C. :kick-medium: / :kick-medium: / and Far :kick-hard: . Actually just all of his pokes can, if timed right, beat Adon’s. One thing your going to want to watch for is his wake up speed. Adon wakes up faster then the rest of the cast so trying to cross him up won’t be easy. He can easily wake up and use a :kick-medium: Rising to beat out any attempts of cross up. What you do in this situation is use T-hawks Jumping :joystick-down: :punch-medium: [ Heavy Shoulder ] to lower your hit box and when used at the right time is a safe jump. This move can also be used for Ultra set ups, Throw set ups, and baiting up anti-airs. This match isn’t that hard because Adon doesn’t have a lot of tools at his disposal. Your only problems are going to be if Adon knocks you down and 70% he won’t be able to. But, if he doesn it will become a problem for you. Adon has few options once knocked down but when abused the right way can be bothersome. He can empty jump to C. :kick-light: , Empty Throw, Cross up with :kick-light: / :kick-medium:, Safe Jump with Jumping :punch-hard:, abuse neutral jumps, or fire off Rising Jaguars. To keep this match in your advantage stick to mixup game, reading his moves, and not abusing your thorws. Adon’s fast enough to react to anything you do so you must let him make the first move before you act.

Fun fact :D: Adon’s Dash is able to go under your far :kick-hard: so it’s advised to use it wisely. Also.! If he knocks you down and does neutral jump he can hit you out of Ex Tomahawk. Be careful using it when Adon starts abusing that neutral jump.[/details]

Bison

Spoiler

To be honest, when using T-hawk and seeing his matchups it surprises me sometimes that he isn’t that bad a character. This match up is a 4-6 matchup for T-hawk which isn’t that bad. Bison has a couple of tricks he can abuse to scare T-hawk but at the same time T-hawk can scare Bison. A few things you don’t want to do before we start, you don’t want Bison to corner you, that’s when the match because 1-9 for you. Bison, if able to read your actions, can destroy everything you try to do. You try to jump he throws out a :kick-hard:, you try to attack he’ll throw out a :kick-medium:, he has scissor pressure then he can tick throw you at any moment, and if you try to EX DP out of the corner he can read you and either backdash and scissor or throw you back in the corner or he can just focus you into anything he desires. What your going to want to do at the start of the match is either backdash [ take into consideration that he does have a :kick-hard: Scissor kick that will catch you ] or stand your ground with S. :punch-medium: and :punch-light:. Your going to want to try your best to get Bison on his back and in the corner to gain the advantage. On wake up Bison really doesn’t have any options besides an Ex of either of his moves and since there so readable you can counter them effectively with either a command grap or a sweep for more pressure. Once in the corner you have to out-play bison to defeat him. Bison will most likely try his best to pressure you with tick-throws and jumping out. On knock down you can punish any jump or any move he shoots out [ besides Ex Crusher ] and for more safety on wake up you can use a Far :punch-medium: to stuff his moves. A good tactic to use is a dash command throw. Bison has ZERO anti-air’s besides his standing roundhouse and if you’ve gotten bison to the point you can scare him into consistantly blocking then a dash :punch-light: Mexican Typhoon will surely benefit you into taking the match into your control. There aren’t to many gimmicks for this match seeing as both these characters are rarely simple in their actions. You just have to keep the match in your control to win.

- Safe Jumps:

  • T-hawk’s Safe Jump Medium kick works on the following:
  • E-honda
  • Ibuki
  • Makoto
  • Dudely
  • Seth
  • Gouken [ Medium and Ex Counter both beat this ]
  • Gen
  • Dan
  • Sakura
  • Oni [ Only his Light DP. ]
  • Yun
  • Chun-li
  • Dhalsim [ has no wake up anti air ]
  • C.Viper
  • Bison
  • Sagat
  • Cammy
  • DeeJay
  • Cody
  • Guy
  • Yang
  • Evil Ryu
  • Guile
  • Blanka
  • Rufus
  • El Fuerte
  • Vega
  • Balrog [ watch for dirty bull ]
  • Fei-Long
  • Adon
  • Rose
  • Doesn’t work on:

  • Ryu

  • Ken

  • Akuma

  • Oni [ medium,hard,ex ]

  • Hakan

  • Abel

  • T-hawk

  • Risky against

  • Seth [ command grab ]

  • Hakan [ command grab ]

  • Abel [ command grab ]

  • Zangief [ command grab ]

  • Makoto [ command grab ]

Weaknesses [ Further Explained ]

  • Chapter One: The FADC
    Focus Attack Dash Cancels let you cancel the animation of any move into a dash and continue with pressure. It also lets you connect Ultra’s, cancel moves for better positioning, or use for set ups. Sounds pretty important doesn’t it.? Well T-hawk sadly lacks this, and in this opens one of his strongest weaknesses. T-hawk for starters has a dash speed of 23 [ off a Focus attack he’s left -7, Lvl2 Focus Attack is -1 ]. Which means even if he had the an FADC move he’d be left open. None of T-hawk’s moves are FADC or Armour break besides the punishable Condor Dive. So that means You can focus any of T-hawk’s moves and he’s left open for punish. Even if on block T-hawk’s specials leave him open. Let’s take Condor Spires for instance, a light condor spire leaves you at -7 on block and can be focused. A Tomahawk Buster leaves you at -14 using :punch-light: , :punch-medium: -18, :punch-hard: -23 , :punch-2x: -26. Not even his ex moves are safe. The only move that’s relativity safe on focus is Ex Condor spire which breaks Armour and leaves you at -3 on Block. Thus leaving T-hawk no type of rushdown game outside his normal’s, But he’s a grappler so he needs something that helps him get in. That concludes Chapter one on his weaknesses.

Weaknesses [ Further Explained ]

  • Chapter two: Invincibility?
    Now having invincibility isn’t really a must in this game because it’s just an easy escape goat for some characters but in T-hawk’s cause he barely has any. Let’s use Zangief for example, you can not jump for free or even meaty jump him because his Lariats have invincibility on them, thus making him seemingly hard to get in on. On the other hand T-hawk doesn’t have a DP with any invincibility besides his EX DP, thus making him even more meter dependent. His only two moves containing any invincibility are Ex Tomahawk Buster and Ex Mexican Typhoon. Use of these two moves both require meter, and T-hawk needs his meter to do any damage even if it may be only one hit. Projectiles, he needs EX Condor Spire to get past one. [ Jump ins ] Ex Condor Dive may get you through one good hit on a projectile character but that leaves you away from them thus letting them get back to a range of projectiling you. Ex Mexican Typhoon can be baited thus a waste of a bar, and a punish ranging from any amount of damage. Ex Tomahawk Buster is weaker then the other Busters without using a Ex Condor Dive after it = 2 meters. That leaves you at another disadvantage because you now once again have to build meter and his only useful meter build is a whiffed command throw from across the screen. It may sound good but you must forget your opponent is also building meter, thus only putting you more at a disadvantage. Ex Condor Spire may have Projectile invincibility but can be hit out of. Example: Ryu can jump roundhouse your Ex Condor Spire and knock you out of it. If your going to play T-hawk you must be 100 percent accurate when using your meter or you will pay.
  • I believe since you guys no longer have the punch emoticons and what not I’ll have to re due the section explaining his normals so it looks more put together. I’ll edit all responses to questions [ If any ] in a different font color so you can seperate the two. If I can’t change colors I’ll change the font itself.

This already exists. =/

  • I wouldn’t know I didn’t see anything specifically saying so. If it exist then someone’ll delete it.

We have the Super Guide/THawkuments

Good work Tai, maybe you could merge it with the other one and create a super guide. Learned something from your post - cr.mp>HP on counter. :slight_smile:

Yeah, there’s definitely some nice stuff in there, couple things I didn’t know x] Well worth merging it with the stuff we’ve already got available to us :]

Update the weaknesses section. Mainly, the first weakness where you fail to mention that the frame data values are for point blank spires, not all distances, making the claim that Hawk has no rush-down game outside of his normals false, and the second weakness, where you fail to mention the invincibility on the active frames of fierce Tomahawk Buster and the point where you state EX Tomahawk Buster does low damage without doing EX Dive, while leaving out the fact that you get 300 stun and the opportunity to dash up and continue pressure if you didn’t do the dive follow-up.

There are other areas, but those are good for a start. In general weaknesses, remove:

  • Not a lot of options once in (has all the options a grappler needs)
  • Easy to read (player dependent)
  • Anti air’s aren’t great (AA tools are fine)
  • Wake up game isn’t good (Fine with at least one meter)

Your contributions are greatly appreciated. Must’ve took alot of time to compile all of this :slight_smile:

  • Oh this is no where near finished. I only got up to chapter 2 so far. My Xbox is broken so I haven’t played in 3 months… :’( But you seem to understand a lot more then I do about data. Yes his AA are fine y’know in black and White but my thing was he doesn’t have anything besides damage output to make him stand out with them. He’s Meter dependent which isn’t always a good thing.
  • It took me some time yes. There’s much I have to learn but a lot i’ve done to help. Like Ponyo’s video’s. I’m his translator since his English isn’t too well.

Edit: I don’t really get the layout of the T-hawk thread. Anyone want to add what’s useful here and credit me.?

His meter-less AA options are standard. You don’t need bar to Fierce Tomahawk Buster jumps, or Thrust Peak/close strong what you can’t Tomahawk Buster. Add to that the fact that you can dash after any of those to get into the opponent’s face and you’re set. Then you have EX Tomahawk Buster, which is pretty much the option you use when you want to AA late. Not sure what else you could ask for. =/

  • I know you don’t “Need” it. but using T-hawk I have a hard time anti airing seeing as how I think his Fierce Tomahawk buster is somewhere in the 15- 20 frame range. Some characters can jump back and avoid the DP even if you read it. I’m still experimenting with Thrust Peak believe it or not I don’t use it. T-hawk’s dash is pitiful I only use it to close space. I’m still learning so this information is helpful.

Hawk’s dash is good enough to close space after landing Tomahawk Busters/ AA normals/chase teleports and most back dashes/focus dash through heavy normals. Fierce Tomahawk Buster isn’t as slow as 15 frames. More like 9 to start-up, 5/6 active frames of hit invincibility. It’s for AA-ing jumps at Hawk/neutral jumps if you react early enough. Different options for dealing with jumping back.

  • Playing grapplers in the past [ SF3 I mained Hugo and in SFA3 I mained Sodom ] I’m slow on that reaction unless it’s say Evil Ryu or seth they have faster Dragon Punches so I can react a little later and still get the hit. I suppose I based it a little too much on personal experience rather then the facts of the matter.