I wish I had recording equipment - to see it in action is funny and would explain it much easier. I would only be repeating what I said above to try again. It is unblockable because despite what way you block, with Ryu for example, the move hits without changing the timng or spacing, or moving the defending character from where they get up. Try and block normally by holding back and the move crosses up, try and block as a cross up and the move hits normally. Ryu does not move from where he gets up, but something must change with his hitbox depending on what way he blocks this particular move.
@ Beefy - As with anything in this game, once you know the timing (and I need to check to see if whiffing a certain normal first might help the timing) you start to hit thins consistently. When I first started trying Hands FADC ultra 2 with Honda it seemed hard - he has a short but fast dash. I get it prety much everytime now and something like this is just a matter of practice and time imo.
I tried it in training when you first posted it and I couldnt get it at all. Also, because its a lk, I dont see much coming from it unfortunately. If you could combo cl.mp xx ex spire after it that would be godlike but I dont think there’d be enough hit stun for that
I recorded T Hawk and played Ryu. This is how I test any setup until its watertight - mashing reversals, blocking, dashing, jumping, ducking…you name it and I’ll give it go, no matter how daft it might seem, until I’ve been through every imaginable option.
@ Gridman - it’s just a mix up alternative. It pins if they try and jump, the lack of hit stun means you can spd without having to wait long and if they try to escape quickly after the short hitstun you can counter, throw out normals/specials to stop them. I would prefer to use his splash more often because it has more uses and does more damage, but every now and again, it is good to mix it up.
Hello, I«m not a T. Hawk player, so I don’t know if this has been discussed or not, But I was messing with T. Hawk in training mode yesterday and I think I found a nice tick setup.
st.mp>st.lp >cr.lk(whiff)> Whatever command grab, like Ultra or something.
I believe the cr.LK will whiff against every character, but I only tested it against Seth. Anyways, talk to me. Good? Sucks? GTFO out of here Seth Scrub?
I’ve had succsess with jumping lp vs guile in air to air stuff not sure if it stuffs throw but it’s you best option IMO if you see guile jump at u when u are already jumping.
It comes out really quick and has a good air to air hit box.
I use j.hk vs airthrows, but it has to be from a distance. So far I haven’t found a good anti-airgrab for up close. J.mk looks pretty good, but I’d need to test it out first.
I haven’t tested it yet but the eventhubs frame data says that j+f lk has 8 active frames, would have to look at the hitbox to see how they look. * here it is
Based on the blue lined box and this description-
Blue lined boxes: This represents the character’s vulnerable throwable hitbox. If a throw’s Solid Blue hitbox makes contact with A blue Lined box, a throw will be triggered…
It seems that an early j+f lk may stuff air throws, but the only wayt to find out is to either look at all the hitbox data for air throw characters or just go in the game and practice.
Uh, don’t jump at guile? Given the rest of the problems Ted has with him, and how powerful airthrows are in general in the SF4, airthrows are something you don’t really try to beat. Especially when you have the biggest hitboxes in the game. Like with SRKs, if you’re jumping into a situation where an airthrow is possible, you’re fuckin’ up.
Does the LP, MP, and HP mexican typhoon command grab (not the super or ultra…i think i have the name right…the main throw. lol) have better range as a lp? mp? HP? is it all the same?
What version of the throw do you guys like to tick from and do you do back to Up Forward or Forward to Back Up as your throw command more?
I never was a grappler user in SF4 and thought Gief was dumb but Hawk is really fun and I love his U1 animation and his mind games. Hes just a constant mind fuck to your opponent. if you can mix it up nicely up close Hawk is incredible.
Gief has green crap coming out of his hands and spins around like a ballerina all day. That’s cool! Hawk is hilarious with talking about wild life and preserving peace or something. lol
Each punch corresponds to a different range. LP (and EX-or is EX the same as MP? I can’t remember) grabs the farthest away, then MP, HP. They differ in damage and how far away you land from your opponent after the animation ends. LP puts you closest for mixup/crossup etc.
I’ve had success ticking a throw from st.MP after a cross up.
You can start and finish the 270 (or 360 motion if you want) from any point. My habit is to start at 7 and end at 2 (close enough or whatever)
I spent about 10 minutes with Guile and Rose trying to avoid air throws on record mode. Hawk’s most consistent options that hit in my experience are j+f HP and j+f MK. You WILL get thrown NO MATTER what if he begins the throw as soon as possible. I don’t know how else to explain it.
read the guile info on the front page. a lot of that can go for characters like rose; think of her rh like guile’s backfist. if she misses it you can counterpoke with st.hp. ex spire through projectiles or st.hp or st.rh to trade with the startup of her projectile. of course, her air throw is a special move so it’s even harder to beat. once she pulls out orbs i’ve had success knocking her down with ex spire. also, watch for rose to do orbs ex soul throw to cross you up while you are blocking. hawk’s hitbox is so big that it will catch you by surprise if you aren’t looking for it.
Who is Ted? Do you not know his name is Thunder Hawk or are you just trying to be funny? FYI it is a little funny, but probably not for the reasons you think.