He so I have no been here in a extremely long time.
I hope everyone who even still remembers me is doing well!
I figured I would come in and chime on the progress I have made with T.hawk, and some things I’ve noticed.
For me, one of the biggest challenges is converting my playstyle from a “balanced” turtle based, to a more offensive style. People who may have noticed on stream in my matches, things look a hair awkward when I play.
I think the most difficult things that Im having is getting used to actually having stuff. Mid Screen hit confirms, counter hit confirms into setups and honestly, “forward” lol.
Ive been practicing holding forward and reaction blocking stuff. Which honestly, has been less than Ideal…
Mainly, my style now is just getting pressure with max range jab and interchanging it with Spire strengths. I think what makes hawk scary is that he has standing mixups. Knockdown with him has kinda been compramised due to delayed wake up. I need to actually practice set ups but just in theroy, Medium command throw just seems more ideal with damage and mixup potential. Again, I have not gone into the lab and tested actual setups. Ive just been doing the all mighty condor spire…
Shouta
1038
MP SPD is probably the best choice now yeah, unless you need the range on LP SPD or you want the damage from HP SPD. A lot of folks still haven’t transitioned over but when they do, it should be very, very good.
Of the matches I’ve seen you play on stream Joe, you need to be a bit more aggressive. You have the opposite tendency when compared to Native, who needs to be a bit calmer/defensive. You just need to be more aware of when you can press your advantage and keep them on their back heel. For your defensive play, adding a bit more whiff punishing would help a lot when you’re playing steady in neutral. Hawk has buttons for it despite being a grappler and you can get a lot of damage that way as you’re trying to get in for the cross-up/SPD stuff.
Btw Shouta, what happened to that unjumpable reset into U1 you mentioned before?
Shouta
1040
The one off the AA? I haven’t tried it recently. I actually should practice it a bit tonight for that mix-up. It used HK Spire which isn’t changed at all.
I couldn’t replicate the unjumpable element to it when I last tried it before Ultra. I’ve been focusing so much on adjusting my play that I haven’t labbed up some of the old stuff.
cl.mp cl.mp xx lk spire cl.lp xx lp dp
works on decapre and poison.
it could work on others, depending on the animation of the opponent when you hit him with the first cl.mp, and if you link the second cl.mp on the first or second possible frame. Probably more factors.
Decapre too, eh? Gonna have to give that a shot later.
Not sure if this is common knowledge or not, but I hadn’t seen it mentioned anywhere before:
It’s common knowledge. But it’s really nice when it works, it nails you 320-360 damage if you do a HP tomahawk vs armor.
Ah well. All I can say is I only discovered it recently, no one I’ve talked to had ever heard about it, and I’ve never seen it in a match before either! When you say ‘common knowledge’, do you mean only amongst T. Hawk lab monsters? 
Anyone know any other moves that behave in the same manner? Seems like a flag has been left off in the hitbox script or something…
Pretty much 
Seth’s DP acts the same way, but at least the hits have different damage values. Also Blanka’s Super and/or U1 have more separate hits than you can ever hit with.
Of course, I forgot about Seth’s DP. You used to see that all the time for chip outs.
I’ve known about double chip for a long time but haven’t done this vs armour before. Good noted Grounded.
Alright guys, I have been working on a few things and want your advice. As for the cl.mp, cl.mp xx lk.spire, st.lp, cr.mk or lp.dp…has anyone else tested other cast members? I can get the jab to connect on Ryu but it is really hard and inconsistent. As for the combo that works on decapre and poison…has anyone found anyone else?
Secondly, can someone list the 4 known mp.spd safe jumps for me in one place? Thanks!!
Lastly, has anyone tested the meaty lk.spire, cl.mp xx lk.spire, lp.dp on anyone besides Ryu?
Thanks for your help guys.
efire_1
1050
I’ve only seen the first combo work on Poison/Hugo/other weird hitbox chars.
Got one mp.spd safejump at least: mp.spd, sl.p, jf.hk. The timing isn’t easy, but the hk hits jumpers, yet still lets hawk block reversals. I like to buffer another spd as the hk comes out, so I have yet another option covered.
DaftMarC
1051
MP SPD Safe Jumps:
#1
#2
#3
#4 Walk forward a few frames, whiff s.LK, JF.HK
#5 Wait a couple of frames ,whiff s.LP, JF.HK
why this over LP SPD? Did they change the safe jumps?
I’m interested in playing this character and I’m wondering if the LP SPD safe jumps are still relevant, or if i should just revolve my game around MP SPD.
Also, i heard about some ultra 1 OS that catches back dashes but dont’ see how that could be possible. does this still work in ultra? I’m assuming its something like f+LPx2, into ultra motion or something.
The LP SPD safe jumps still work if they don’t do delayed wakeup. If they do they can punish the safe jumps or they will whiff and you can get trip guarded. I have been experimenting with reacting to the “Technical” with a very late condor dive or just not pressing d.hp so I can get an empty jump mix up. Has anyone else been messing with this?
DaftMarC
1054
DWU weakened Hawk’s mix up game and aside from a few OSes LP.SPD safe jumps offer, MP.SPD is better.
Yup, you got the inputs right (F+LPx2 then 720).You are talking about the ST.LP Dash U1 OS ,your opponent can still jump,reversal,and backdash to escape this OS so if you want consistency chain OS ST.HK instead.
If you go for a safe jump and the opponent does DWU you will be safe since you can block before they can. When I see technical I either meaty jab chain Osing ST.HK or L.SPD safe on reversal while Osing grab.
thanks for the info. can you elaborate on how to use the SPD so it can’t be whiff punished? I thought I read somewhere in this thread that you can option select it in a way that i guess its not punishable? or the grab frames dont show or something?
DaftMarC
1056
If you input SPD a certain way you can make SPD safe if your opponent does a reversal. One way to do it is to do an quarter circle back, hold back a few frames then end it with up-back LP+LK(To cover your opponents grab option.The problem with this way is that if your opponent wakes up with a low you’re screwed. Another way to do it is to input a 360 ending it with down-back then inputting LP+LK. This is harder to time, but lows can’t punish you like in the other method. I use this after an EX.TB instead of going for the EX.CD follow up. After an EX.TB, if my opponent quick rises I dash forward and do meaty jabs chain Osing ST.HK (eliminating their jump and backdash option) or SPD safe on reversal while Osing grab to beat their reversal,block,and grab option.