I’m gonna post and update the Hawk-specific section of my SSF4 to-do list, and I think it would be cool if you guys did the same. Hopefully we can get some better ideas of what to test and inspire each other to think up new things.
--any good deep meaties to option select and combo out of? cr. mk maybe?
–sweep looks very fast, does anything combo into it? jabs? meaty cr. mk?
–how safe is spire on block?
–any normals with good enough frame advantage to link a special from? dp looks fast enough that it might be possible
–dp follow up to spd? yep, recovers with plenty of time, lands very close on mp spd and 1 character length away on hp spd
–are any far non-jab normals cancelable?
–jab xx spire in footsies?
–jump attack and dive in one jump? yes, but jump jab only
–max range antiair spire? any range antiair ex spire?
–antiair low fierce?
–see which normals are fadc-able and super cancelable
–ex dive after ex dp on block? if whiff? on block yes, on whiff no
–which normals are safe on block, which punishable?
–who can punish dive? who can’t?
–cr. mp link to cr. mp?
–post jab spd, can I time meaty dive to cross up?
–jump back jab antiair?
–check for overheads, including jump back instant overhead
–any command normals? yes, down-toward+jab
–any dash-cancelable normals?
–can jabs link?
–any good safe meaty normals?
–any good safe jump air attacks?
–can hawk dive serve as a safe jump?
–focus crumple combo u2? no
–juggle antiair spire into dp? u2? dive? normals? into dp yes, not into u2
–is ex dp invincible? longer startup?
–jump jab cancel into dive uses? jump jab dive/land spd mixup? air to air jab cancel dive to land first or cross up?
–how good is the hitbox on dive, can it beat antiairs?
–jump instant dive? no, have to wait until you’re a little off the ground
–is dt+jab an overhead
–does he have a short jump?