could you guys really hit confirm the cross-over splash -> cr.lk -> dp?
i personally find that very hard
could you guys really hit confirm the cross-over splash -> cr.lk -> dp?
i personally find that very hard
simply don’t press the button immediately do the kick (crouch ora standing are both cancellable) and the shoryuken motion then wait and just look if hit you only have to push button if not just block or try a 360.
for the DP after c.lk in that sit im holding down my hp after the splash so when i put in the command ill let go for the DP if my c.lk connects
Well. let’s say the opponent blocks and is os block-teching. Would a splash and single cr.lk push him back far enough so that his block-teching doesn’t throw you?
Also, what are T. Hawks options after a block? I haven’t had a chance to test this but it sounds like the dp motion would interfere with a follow-up spd motion. I’m not seeing this as too effective compared to the following combo:
splash -> cr.lp -> st.lp -> st.mp
you can hit confirm the two lps better. you also have more space and time to do tick-spd if they block.
usually, if I choose to do a splash -> cr.lk -> DP. I use the ex-DP and save a meter for ex-dive if i need to get out of trouble. i know it’s not effective but i only use this if the opponent has been mostly jumping.
I think I am going to add far st.lk into my game as a poke. Far hk as people have said is becoming more risky (FA fodder) and after that only far st.hp and far st.mp have more range than far st.lk (fractionally). To add to its use, in a game of footsies you can always buffer lp spire or EX spire, so that if you connect your spire comes out. I have been testing this tonight and found that lp spire will put you at perfect range for lp SPD on block and cannot be punished on block or hit. The only moves that seemed to beat you between the s.lk and lp spire are ex specials like DP or messiah. normal reversals like lp dp traded in hawks favour (this needs more testing against the cast). EX spire buffered into st.lk is pretty water tight and cannot be reversaled on block unless it is a grappler with a 1-2 frame Ultra. EX Messiah could interrupt between the kick and spire, but for about 10 damage. The advantage of EX spire buffered is backdashes or neutral jumps after the st.lk loose and normal reversals or a button press results in a knockdown. To top it off far st.lk has the same range as c.mk so I think this makes for a useful tool to mix in some pressure from time to time. Also no spire if you don’t connect so nothing lost really and if it hits I reckon the majority of players will look to block or press a button or get away. If you see them reversal a between the lk and spire, you can always not buffer anything and then punish their reversal.
didnt know where else to put this. Just started kinda toying with Hawk, and was wondering which thread has the best info for a beginner. Look at stuff like when to use his various moves, how to properly dive, setups for SPD, etc
as a relative beginner myself, all I can say is dig around the forum, and look at videos. there’s good advice to be found among lots of complaining and stupid stuff here. the lab thread here has some great stuff, as well as the match-up thread. Gridman’s videos on the 2 man team tourney he participated teaches how to basically play the character.
I pretty much look for whatever I can to learn the character, as well as practice. maybe someone else can refer you to where you can get your hands information for beginners collected in one spot thats not garbage.
i was hoping for that, or even a training video on youtube, but no
I dont wanna make a beginners thread, but it could be necessary
Making a beginner’s thread is a good idea. I’ll try to make one up but will definitely need input from the veterans in this forum…
Tutorial video I’m actually working on at the moment. It should be uploaded to Youtube and put in SRK’s Media Library in a few days.
I started a beginner’s thread. I had a page of write-up then my other laptop died. =( It all got erased. I’ll start again when I have some more time.
Hawks down HP move in the air beats out hondas head butt if its not opening frames. If you land on him while hes moving it stuffs it. Yummy.
Stupid thing, but worth finding out more about. I was playing with a friend and he blocked my HP Tomahawk crouching. When he tried to punish with c.mk EX Pinwheel, the game made him autocorrect the wrong way. And I got a 720 out of it multiple times. Is this the game or him mistiming his c.mk?
Hiya. Vega mainer here but gonna pick up Hawk as an alt. Been messing around with him a bit and the main thing i find frustrating is that all his high damage knockdowns sends the opponent far away enough for Hawk to not be able to get into crossup range before they wake up. I’ve been using early whiffed condor dive similar to giefs greenhand to get close on wakeup but is there a better option?
As far as AA go i reckon cr.hp and tomahawk is the way to go? No inv frames on regular tomahawks? Tried to use spire but after some failures i figure it’s only got projectile invincibility…
Now for combos. He doesn’t have that many as far as i can tell. cr.lp x2 -> st.lp x1 -> st.mp is the only worthwhile link he’s got? Splash -> cr.lk -> tomahawk pretty much the only other combo worth doing? Maybe substitute tomahawk for spire or something like i said i’m very new to Hawk.
And lastly punishment options. Is 360 the most damage without meter or is there some combo involving tomahawk that is more practical?
Something interesting from training mode last night:
c.lp, s.lp, s.lp, s.lk xx EX Spire leaves Hawk at a slight advantage, or at worst neutral, on block. I tested this by picking 2 Hawks. I then recorded the second Hawk doing the combo and then holding up. I then played it back and held up on the Hawk I was controlling after the block. Recorded Hawk left the ground a fraction earlier than mine. If you replace EX Spire with MP spire then it leaves hawk at slight disadvantage - maybe a frame or 2, but its safe vs reversals on block, but some EX specials can beat the spire between s.lp and the spire connectng (EX is too fast in 99% of cases and they have to be mashing a reversal to get it out on odd occassions).
Anything that gets you close and leaves you at neutral frames is a plus for a grappler IMO and if they try to jump up or backdash, if you use EX Spire, they loose. This is also a good way to get close to Gief and other Hawks and be safe, as using normal spires and even EX Spire without this string setup, equals reversals all day.
One of the most important things I just found out the other night because I thought it wouldnt work on everyone. Jumpin, st.jab st.lk xx dp. Hit confrim combo off a jump in that gives a knockdown. depending on how close you are, the st.lk might be close or far. Either way they both work. I usually do jab dp but I know fierce can hit some characters (maybe all?) Ill try and test it when I get home later. Also - dashing up after a lp dp after this combo puts you in a great position.
Ex: after lp spd, ambiguous crossup splash st.jab st.lk xx lp dp immediate dash up, and wait. If you think they’ll stand there do another “meaty” lp spd. If theyre going to jumpback keep walking forward.
Are you sure the TB won’t whiff on a crouched character like chun or cammy? I don’t wanna eat ultras
This is pretty critical to T.Hawk’s game. Sorry guys, I’ve been taking a break from SSF4 so I haven’t been testing some of what’s been mentioning here. I do still hop on to this forum everyday at work. Will update beginner’s thread if we do have a solid BnB hit confirm combo.
The LP TB has a HUGE forward hitbox.
This was suprising to me since FP TB has more horizontal range. I had trouble ending with FP TB on standing Cammy from the front. Wide characters like hakan I had no trouble connecting with. I also tried to substitute cr. lk in the place of st. lk. When I did splash in front of Cammy, I had trouble connecting the LP TB after cr. lk. I did it a couple of times, but the distance was kinda tricky. It seems st. lk into LP TB is the way to go on smaller characters, outside of crossups.