T.Hawk Laboratory

^^^ Am I missing something? I don’t see why this is so exciting? Yeah, it IS better, no doubt. But still REALLY negative on block. Not being argumentative, just confused.

Also, that damage reduction on cl.mp is SOOOOOOOOOOO unneeded.

Any crumple stun FA should work. But in any case, if you dizzy an opponent, at least with U2 it will finish them off.

I am happy for your enthusiasm, but everythin you just said is already possible in Super. If they buffed the hitbox of cl.mp then that’s great, but what you described is nothing new. As stated before the frame advantage is the same. The data in the old wiki has always been incorrect. Wish they woild fix it, but whats the point now?

Doing U2 after FA seems to reset the combo counter, giving you full U2 damage. Insane glitch!

EDIT: Apparently, it doesn’t work after stun… but still.

EDIT2: Uhm… I did “j.HK, s.MP, EX Tomahawk, EX Dive (stun) lvl.3 FA, U2” on Rufus, and it didn’t reset, but it did on Ryu…

I’m pretty sure that Blanka ball is punishable now by dash up lp. typhoon. :smiley:

This is gonna sound like a really scrubby question but how are you guys getting the FA -> U2 to hit? I couldn’t land it on stun or without stun, tried forward dashing and not dashing at all. I tried it on both Zangief and Rufus in training mode :S

Dash forward, and wait a little, then do it. If you do it on dan, you should do it about when his head ricochets back up.

So, blanka ball isn’t punishable by dash up command grab, but you can just sweep it. Better than no punish at all!

I <3 U2.

That is all.

It’s leaps and bounds ahead of what we could do just 24 hours ago :] Can you punish with fp Condor Spire?

Try doing U2 when you crumple them and they fall to their knees.

No, it’s too slow.Ex doesn’t even work.

Will do next time, cheers lads x]

That’s a shame, but hey a knock-down is still pretty awesome and will make the match up a lot less unbearable.

I’m new to T.Hawk, and all around not a great SF player but I’m looking to get better, so I figured why not start fresh in AE by specializing in a charecter. I like to take notes on things so I’ll post them here when I write them, so if it helps anyone let me know. Alot of the information may not be pertinent in the future(like the bit about neutral jump after forward HK), but since the game just came out and im not sure how the new charecters playout I’ll be looking at them first. If anythings wrong let me know.

Vs. Oni

Command Normals

  1. Forward HK:
    Can grab from a good distance, even when the leg is not visible. If the player is using this often, you can look at his foot turning red for a queue to spd.

Punishes:
c.mk can punish sometimes, but it’s weird and unreliable.

Notes:
Empty Neutral jump after the forward HK can not be punished by any Tomahawk busters (DP) unless he commits to a move. Oni’s nj. mp beats all dps clean except ex, which also may lose clean if not done fast enough. If he does use this tactic, mp spire will time correctly for an U1.

As an anti air it seems to trade alot, which most likely works in his favor since it sends t.hawk to the other side of the screen. Jump lp seems to do a good job of beating it, but not worth the risk just stay grounded.

  1. Forward Fierce Punch

Punishes: (Range specific it appears to be safe, but its a small region)
-S. FP, S.MP, C.MP, C.MK, LP

As an Anti-Air:

  • Seems to be a really good anti-air if used right after the top of the arc, beating almost all air normals clean. j.FP seems to trade or beat it more than other normals. Should proably test more and update this.

Special Moves

  1. Rakan Dantojin (half circle forward kick, palm strike)

Punishes:
-LP - spd on block, safe from normals
-MP- spd, can also punish with jab
-FP(crosses up)- spd, close s.mp combos
-EX- Anything punishes except for C.FK, close s.mp may work but its a bit sporadic in actually being close

Sekisei Jiraiken (DP kick, jumps in the air then comes down)

Punishes:

Focusable.

Some of these can be SPD’d however it is range specific and Oni has to be right on top of you when he uses it, which seems unlikely.

EX SPD, however, will always grab him before any contact is made.

-LP - c.LP, s.LP, c.MP, c.MK, S.MK
-MP - c.LP, s.LP
-FP- Could not punish. This version pauses a bit in the air so you can reaction DP but can trade or lose depending on how you time it. Easiest to just focus. close s.MP hits him out of it the air.
-EX(Overhead)- You have all day. Free Ultra 1, don’t need to move or anything. The only thing that doesnt work is c.FK.

Tatsu

Punishes:

-LK: SPD/U1
-MK: SPD, seems awkward to U1 due to this move having alot of float time after the 2 hits of the tatsu making it possibly whiff.
-FK: Standblock and spd, otherwise he will cross you up, or just crouch and punish with any mid hitting normal.
-EX: Safe.

SRK

Punishes:

-LP: SPD, can U1 with a step forward or just a slight delay on the PPP
-MP: Same as LP
-FP: c.MK will allow timing for U1
-EX: Can dash U1, but the timing feels really tight; should just spd.

Quick notes on Wakeup:

Seems standard for shoryuken charecters, well timed cross up will cause a reversal to whiff or beat it all together.

  1. Ultra 1 KKK version

-I assume this is suppose to be an Anti-cross up ultra but wow does it fail. T.Hawk will trade and fall out of this if timed correctly with down.HP. A full Ultra was only doing 135 damage (T.hawk full health, Full ultra bar) in 3 hits.

edit: played with it a bit more and I just miss timed, seems to whiff completely.
2. Ultra 2

  • Could not get it to connect on a crossup, even if it looked like he had switched sides, T.hawk would just fall on the other side. Seems to be no threat on wakeup unless miss timed.

Hey guys, I’m a new T.hawk main. What are some of his new (if any) bnb combos? He feels most natural to me after spending a few hours with AE. Plus, I’ve always thought he was quite a kick -insert expletive here- character.

Got some video evidence of the unscaled Hawk Ultra 2 combo here. Would test for post-stun combos, but I cannot download AE at this moment.

It works after stun. It is just strict timing depending on the character. Yun is difficult because of his small hitbox, but Zangief is pretty easy.

To have the U2 connect is easy, but the inconcistensies where it sometimes resets the combo, sometimes not, is what’s confusing me.

I havent seen it not reset.

edit: maybe you are confusing the scaling that results from the amount of health a character has vs the scaling from the number of hits in a combo. The damage reduction based on the health of the character always occurs no matter how many hits are in the combo.

Same. I’ve tried it on five or more people. Haven’t had any issues with it not resetting.