T.Hawk Laboratory

about the tick game, as we know in ST T hawk is all about tick but in ssf4 his tick game has too nerfed, what setups do you guys use?
I like the splash, mp, tick on the 360, seem not work against certain characters
c. lk + tick i always get reversal on this setup
mk + tick
c.lp + c.lp + tick

whats the best move to tick into the super, ultra?

Every tick throw setup can be reveral DP’d. There are no guaranteed setups since you can’t combo into throw (aside from focus crumple). But if you dizzy someone you can try this. J.fk, close.mp FADC (dash forward), Super/U1. This might work if they don’t mash and it resets the damage for the Super or U1. Really the only semi-useful reason to FADC ever with Hawk. And it looks cool. :smile:

Edit: replacing the starting j.hk with a lvl3 FA (dash fwd) might work better since they may stop mashing so hard thinking u will do an SPD or U1 imediately after the FA.

So, after dizzy FA (dash fwd), close.mp FADC (dash fwd) Super/U1 or spd if u like.

I think I might have some additional use for close s.hk. I was having a look at the htibox pictures and thought it might be solid against neutral jumpers trying to bait grabs. It crushes Rogs neutral jump game for starters and is 175 as a counter hit. I think its character specific, but a use nonetheless.

here;s the hitbox data for cl.hk for quick refrence

it looks like its meant to be some sort of wonky anti-air, so I think your on the right track with that train of thought tamana. maybe we can get more damage off anti-airing with this in situations were you would normally use cl.mp or something.

over all, I think its hitbox is really stupid though. no wonder this crap whiffs so damn much. normals don’t have pursuit properties right? it would be nice if this thing had juggle potential, maybe then it could be useful.

My last parting gesture on the Hawk forums. Given my work life balance, I have time in life for one fighting game only (to play to at least a solid level) and MvC3 has my vote for reasons I’m not going to bore people with here. It’s been fun exploring an unpopular character, learning, sharing and playing and I hope people who like him, stick with Hawk despite his short comings.

Anyway something I started to look at that hopefully someone can take, practice and test properly as you will see lots of this match come AE and even now. This is vs Fei and the setup is as follows:

LP Typhoon > whiff s.lp (timing) > safe splash > OS LP or HP or EX Tomahawk/or jabs if they block.

I have had some odd results, but good on the whole:

If Fei LK flame kicks then splash wins.

If he MK - EX flame kicks your splash whiffs and all the Tomahawk options auto correct and nail him.

If he chicken wings or EX chicken wings then EX Tomahawk nails the lot as an OS, gets both hits and you can do EX dive follow up (but leaving it is best because of the knockdown and space you are at). I have had HP Tomahawk nail the lot sometimes or pass through it and put you at opposite ends of the screen so it seemed safe at least and LP has worked sometimes to beat the lot and lost sometimes so seems the least reliable.

I think the EX OS is great in this situation so for those who are bothered, test it and if it is water tight, use it as it will stop Fei from trying to reversal your splash after LP Typhoon and might give you more of a vortex in that match. Now as for that nice new U2 in AE, maybe there is an OS use for it here eventually?

Tamana out.

^ I’ve been using that OS dp against Fei for a while now. I was playing one of my friends who has a really solid Fei and I figured it out mid match.

Shame to see you go though, Tamana. You did bring a lot of good info to the Hawk board! Hope to see you around the Mvc3 boards! :slight_smile:

aw man, Tamana, come back in a few months after the AE update. your option select stuff is simply too good.

I’ll probably be back for AE, but here in the UK we have 1 cab that arrived yesterday but it is only vs the CPU in London (£1 a credit lol - stupid country for cost of living…currently costs over $16 for a galon of petrol) and that cab is being taken away soon as far as I know. I’ll wait for the console version, but played a few hours of Marvel 3 today and the game is sweet. My fav characters are command grab characters and some of the stuff they have in the game is awesome, but I do have concerns over how effective they will be. The ones you can combo into though are too much on initial impressions. As for OS demo’s I should be back with more once AE is on console. Best to wait also because some of the stuff I found might not work in the new game. I have one vs Makoto fukiage, but that got a hitbox buff for example.

Here in Brazil the last cab for street fighter was ssf2: The new challengers lol

i miss the arcades, here is completely die… you can buy a house with the price of a ssf4 cab, seriously.

Just in case no one has asked about or discovered this yet has anyone done any experimenting with T. Hawks close fierce punch into light kick link? After the light kick I was able to get in a Condor Spire (that doesn’t connect), and I don’t know if you can get anything else that’s noteworthy after the light kick. If so could anyone tell me what you found out or if it was something that was tested and dropped a long time ago? Thanks

Yeah, man, I feel your pain, I lived in brazil too until 2009, and what was my surprise when I went to the regular, nothing special arcade here in montreal and found 3 SF4 machines linked.

Brazil has much to evolve.

There are some good initiatives though. Have you heard about WPgames in sao paulo? they are holding monthly ssf4 tournaments, last one was very hype.

Back to topic, how good is d/f+lp as an anti-air? it seems to have a very good hitbox for that.

sure, i live in sao paulo but i cant go to the last tourney because i was working its sucks… a rose win the ssf4 tournament and a ryu the ST.

Okay, so I thumbed through some of the pages and I didn’t quite get an answer. I haven’t played t hawk very much until lately, but I seem to be having trouble with this: (Insert Charachter) doing a jump in or crossup attack to bait an spd, to an immediate neutral jump attack, or 2 neutral jump attacks. Yes, I can block it, but I’d much rather punish those close neutral jump attacks, especially when they establish a pattern of doing that and to try and keep them grounded. Hawk’s DP, even his ex dp seems to get punished by things like cody’s neutral jump fierce. It sucks. Sometimes hawk’s close mp trades, and that sucks too. What do you guys recommend?

Time the correct DP (lp, mp, fp, ex) properly. J.lp beats a lot of stuff and is fast. Or do what every character can do… FA dash fwd/bk. Depends on the move they are using. Different strokes for different folks. GL

Oh and cr.FP is good and df.lp can beat some stuff. Timing is important for all moves.

I see what you mean about the DP, but I think he is too vulnerable for any of them to work in this situation. The situation being that neutral jump attack is going to be pretty meaty…especially if you have been knocked down.

I play a bit with cody too and his neutral j.fp is a tough one. And keeps them out of spd harm especially if done twice. Ive gone into training mode and recorded cody with crossup mk and n. j.fp 2x in a row. Many times i got beat down on the neutral doing a DP, and traded quite a few with cl. mp, of which codys n. j.fp is the clear winner for stun/damage on trade, and easily linkable/comboable from on connect.

So is the crouching fp the best bet? Ill try a bit in training. But I’m just saying, in this age of the game, a lot of players are wising up to do a lot of fairly meaty n j.fp’s on grapplers in general. Though gief’s headbutt is a great answer if the opponent isnt too meaty…i can’t quite figure out what hawks got as his best answer… thanks

Technically Ultra 2 is the “best” answer since it will never lose and does the most damage. Otherwise cr.FP might be the most consistent winner.

or close strong

Yeah, the close strong seems most consistent in terms with connecting, but for alot of the pesky j. neutral fierce/roundhousers it tends to trade…

Just finished my first night back with the game since mid Jan - rustyness sets in quickly lol!

I’ve posted on here before about 3x s.lp, s.lk xx ex spire for pressure - on block it leaves you at advantage. I discovered tonight that if you throw out s.lp, s.mp or thrust peak immediately on block all of them will beat counter pokes clean (tried Rogs jabs to be sure). Additionally, they all pin if your opponent tries to jump. Using s.mp will beat back dashes too for lots of characters. Throwing out these normals leave your opponent with 2 options - block or reversal if they don’t want to take damage. Obviously getting your opponent to block is good and forcing them to consider reversals is also not a bad thing.

I just posted this video because in the second round T Hawk ultra glitches backwards. Wacky stuff.

[media=youtube]DHzKlPX2eZw[/media]