I’ve gotten to using Thrust Peak tons, especially in the adon matchup. After a blocked wall dive thingummy (fuck learning move names) I always throw it out there and it seems to beat most of his options without me having to think about it. Plus since it has stupid recovery it completely disrupts the flow of the match which always seems to screw up rushdown characters.
Fortunately i main Balrog, so the Blanka match is fine. I actually picked up Hawk early on for the Zangief match but other than a few horible matchups he is fun to play. I play him more than Rog online. I will look at the top 3 characters myself once AE drops. It seems like it will be necessary if you want to win at all. From the ones you mentioned i suggest Yang. Good luck to us all. :tup:
I’m going to be rolling with yang as my main but keeping my pocket hawk for Yun and Yang mirrors. Fuck mirror matches.
The one issue I foresee with Yang is that I’m not a big rushdown guy. I love to hang back, maybe whip out a few pokes, then bait my opponent into doing something stupid, I figure Yang would be better at that than Yun or Fei Long. The first couple weeks of AE will be filled of me getting my ass handed to me in some online play >_>
I know how you feel, I play more like that so I guess I’ll be playing more of a kind of irritating pokey/punishy yang. Fei Long has better pokes than Yang though.
I’m sure he does, but if I play Fei Long…actually, it would leave my friends in shock. Maybe its not a horrible idea.
Evil Ryu is a possibility, too. i can only imagine the mixups with that axe kick are going to be awesome.
E. Ryu looks interesting, Oni also. I used to play Fei before I played Hawk (after Abel, Ken, Makoto, Sagat [I can’t really stick to a character]), but Yang’s my favourite character from the entire SF series so I’m pretty excited about his inclusion.
I struggled with character identity for ages. I fell in love with T. Hawk because he hits hard and has a shoryuken. There’s that chance I end up jumping over to Zangief in AE, but I think my time would be better spent teaching myself to play a rushdown game and picking up someone like Yang or Evil Ryu. I have also considered (a bit) completely disassembling my game and trying to learn Viper. I’m not a high execution guy, however, which not only has been my biggest turnoff from Viper, but from all rushdown characters.
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/T._Hawk
AE frame data is up. Looks like they took the time to correct everyones data and not just put the new characters in. :tup:
I know that all the people who were balencing T-hawk for arcade edition thought, “OH GEE WIZZ, WE GAVE THAT MARVEOUS CLOSE HEAVY KICK BUFF TO T-HAWK, YOU GOTTA EARN YOUR BUFFS WITH A NERF! I GOT IT LETS NERF CLOSE MEDIUM PUNCH, YOU DON’T NEED THE DAMAGE!”
What is everyone’s take for using U2 in the Yun matchup?
I would think that dive kick spammers would get blow up by it.
Also, will an AE video thread be created when AE drops on consoles?
I’d rather not have to dig for videos in a thread with both Super and AE Hawk.
If the frame data on his DP for AE is correct on the Wiki page, then the startup frames are unchanged which means his DP is still crap. If you don’t have U2 meter or EX Meter for DP, characters can still jump in on Hawk on wakeup almost for free.
Startup Frames:
LP DP: 5 Frames
MP DP: 6 frames
HP DP: 8 Frames
EX DP: 5 Frames
Most likely he still can get grabbed from DP during a reversal before the startup frames activate.
Sigh
Like taking U2 from Akuma/Gouki DK spammers ? (sorry i’m new)
Yeah, pretty much the same situation.
*'I’m trying to plug all the data into excel for a comparison…will post shortly
Incase anyone is wondering what the supposed damage reduction is on CL MP it’s 20. HOWEVER it got increased frame advantage on hit. This might make it easier to combo into another cl MP on characters that have that larger hitbox (about 25% of the cast).
OLD
http://www.eventhubs.com/guides/2010/may/09/t-hawks-frame-data-super-street-fighter-4/
Frame advantage is the same. The old data was always incorrect. They just finally got it right now.
OK, this is all ASSUMING that the frame data is correct between versions and I don’t think it’s 100% accurate…it’s all based on what’s on eventhubs.com. One of the versions is incorrect (possibly Super as Pumpkin pointed out). I just summarized what Excel found…if you really want to look at the sheet I’ll post it. Here’s the stuff from the tables. The numbers are showing the change between versions, not the values.
One thing that stands out is that Capcom stated that nj. HK active frames were increased but the frame data here doesn’t show any difference.
Cl. MP: damage -20. Frame adv. on hit +2 (the 20 damage was transferred to cl. MK)
CL HP: Frame adv. on block -1
CL HK: Recovery -3 (This is supposedly 4 I thought? )
Far HK: Adv on block -2. Adv on hit -2
J+F HK: Active +1
L2 FA: Frame adv on block -15 instead of -16 (Does this mean he will land L2 crumple more often? or does it mean he’ll be safer if he L2 > xx backdash?)
HOLY CRAP ASSUMING THESE ARE CORRECT (note this is the change, not the value)
LP SRK: Frame adv on block +3 (-18 to -14)
MP SRK:Frame adv on block +5 (-23 to -18)
FP SRK:Frame adv on block +3 (-26 to -23)
EX SRK:Frame adv on block +9 (-35 to -26)
I’m Private Eyeball, and I approve of these changes. (b^_^)b
Oh mah gawd.
Don’t play with my emotions!
If that is correct…
I still want to know if there is any improved invincibility on his DP’s.
Confirmed: L3 FA to U2. Thx Splurgendii!!
L3 FA > dash forward > U2
I couldn’t believe it. LMAO. Now the hard part: landing friggin’ L3 FA without a dizzy.