I’m Bored…
…and will take your bait. I’m not a japanese champion, so feel free to flame me. I can’t do standing 720 (but I can do the fake one :P) If anyone can add to this, please do so.
This will be long.
Old Hawk is faster, and doesn’t have the gay colors.
Idiot Tactic: when close after blocking a jump-in, during opponent’ s block string, or getting up off the ground, spin the stick in a circle continuously and drum your fingers all over the punch buttons. Watch the reversal 360s come out of nowhere. Also used to pick the hole when characters (Gief) are intent on ending their combos with a throw. Stupid, dangerous, but can still work for those without LEET 360 skillz. But you’re still a retard.
Basically…
It’s ALL about getting in close. Use pokes, jump, or a knockdown to get in. You HAVE to get in. They’re going to try and keep your big ass out. Once you get in or get the knockdown it’s ALL about the 360 (or combo if you can dizzy). You’re big, you’re mad, and you’re gonna slam their face into the ground.
Pokes: d.MK, s.MK, d.LP, b+LP
LP rising hawk for knockdown, you have to anticpate VERY well
Walk in 360 if they hesitate during poking
LP Rising Hawk through quick FBs and sloppy FB strings
far s.RH to stop/trade with projectiles
far s.MP to poke Shoto fireballers in the eye
far s.RH if you anticipate jump
ghetto sweep from far (2nd hit only) then laugh
j.LP IS retarded and beats a LOT of normal AAs (usually 360 afterwards) and is good air-to air.
Rising Hawk for AA (duh)
Diving Hawk uses are obvious. To sail over projectiles, and to mix up your jumping so when they try to hit your normal jump, you hit 'em with Diving Hawk instead. There’s also the extremely ghetto 2nd-day-it-came-out whiff diving hawk into 360 on sleepers.
Don’t be afraid to jump in with jab… Not ALL DAY or anything, but eating a few anti-airs isn’t so bad if you can eventually get in and dish out the hurt. It only takes one lucky jump in to bring the pain. If you actually jump with brains, it’s even better.
If you jump a poke or projectile and you’re barely at the range to hit them, but if you DO hit them or they block they’ll possibly be pushed back out of 360 range, empty jump into 360 instead. From the right range empty jump into 360 can be kinda useful for avoiding anti-airs anyways.
deep j.LP against downed opponent is very hard to hit except with a reversal. But if done perfectly it can connect if the opponent blocks, but you can land safely and block if the opponent reversals with a special (if the special has any startup, i’m not too sure about all of them)
If you corner an opponent with knockdown or 360, you are in VERY VERY good shape. Especially if they don’t have very good anti-air reversal. Just do repeated ticks into 360 over and over as they get up. (deep j.LP, d.LPs, 360 for example) After a couple reps they die. There is nothing they can do except reversal out, they only get 2 opportunities to reversal, and even THEN you can still be in good shape (see bottom).
The threat of 360 alone when upclose or after they block or get hit by one of your attacks is enough to bait people into reversals or escape tactics or desperate specials. If you can predict it, punish it (hopefully with DP or 360).
Crossup MK is good and can be one of those funny hard-to-block types if you set it up right.
Crossup knees (MK), s.MK, HP Rising hawk. (good dizzy)
Blanka taught him how to j.HP indian style. It hits super low (to hit sweeps and other low tripguard AAs)
d.LP owns blanka. Wee.
HK throw has little range, but sets up repeated tick trap a la N.Ken (hold UF, jumping Knees, throw again/combo/360/etc) You can crossup with the knees on some characters this way.
Ticks:
j.LP > 360
d.LP xN (after jump-in or crossup) > 360
meaty d.MK > 360
(Meaty d.MK, d.LP, LP Rising hawk can work on some characters if they eat it)
etc.
Mix up when you 360 during your ticks (number of LPs) against charge characters so they might accidentally guess wrong and waste their charge trying to pick the hole.
If you do your ticks right, they can’t jump out of them. They can possibly counter throw you, but if you range your tick right, or push yourself out of their throw range (with d.LPs) but still in 360 range, this isn’t an issue. The only other thing they can do is reversal out with special.
…Which brings me to Ba-BUM!
Negative Stormhammer
Perform your 360 motion and end at down-back (or back) and RELEASE a punch button. If they can possibly get grabbed, they get slammed. If they avoided it with a reversal special or managed to jump out or something, you block (and possibly punish them for their foolish mistake!). SWEET. Basically it’s a blocking Stormhammer. I like to start the motion at down or down-back, but whatever.
examples:
j.LP, N360
deep j.LP, d.LP x2, N360
When getting up after knockdown, reversal N360
crossup, d.MP, Negative SUPER!
Embarassing O.Hawk trick: [360, walk, s.Jab]xN
Now go kick some ass with Hawk.