T.Hawk Laboratory

Same here.

Alright, I’ll keep that in mind. I’m sure no matter how I try, I’ll end up with Hugo or Alex, though. I can never learn aggressive rush. No matter how much I try otherwise.

Blanka Ball is punishable to U2 on reaction and the level of your reaction is very lenient, allowing you to activate it when its about to hit or a maximum of 2 1/2 blocks away

Feirce Blanka Ball lose to Roundhouse at certain ranges.

Jab Blanka Ball is safe

Strong is safe

FULL SCREEN- Loses to a quick roundhouse

Mid Screen- Loses to Jab

Close- Loses to jab I wouldnt risk unless you know they have a pattern they are commiting to

Meaty DP also beat out blanka balls but you have to be really early on the input…

What else…

A few notes also about Ultra 2 that I found interesting…

Seth: For his Ultra 2 on wake up you can ultra 2 out of it… once his head hits the ground, input it and thawk will fly over it and land on the oppositie side. DONT GET ALARMED you will not get sucked in but rather you will land behind him and then you can punish the crap out of him because by the time he has ultra he most likely has no health
Its invincibility is gone but you can Ultra 1 it which is butt checks

ALL CHARCTERS WITH INSTANT OVERHEADS: You can Ultra 2 them now but you have to be quick.

Ultra 2 cant punish guiles airborne normals… cause you know…space kick in space and not in the air =/

More to come when I feel like looking into it have a thawk question? ill do it

A few notes about the twins:

Jump in Strong is your best bet at beating palm. It will either counter hit or hit clean…

As state before thrusk peak beats out dive kicks…wait for the sound!!!

Umm…Yun is 5-5 wihch Yang is 6-4… If you space them out and force them to play footsies and sit on life lead youll be ok.

Close stand strong is harder to use as an anti air now. It cant be used the same way in Super. Thrusk Peak is a overall better anti air but you have to time it right but once you time it right it beats out a lot of stuff…

It’s definitely possible to do FA into U2 and have it combo WITH scaling. From what I’ve seen so far, it seems to happen when you hit with U2 “meaty”, so that the dummy goes airborne after the first active frame. I know this works on Dudley and Rufus if you want to give it a shot. This is good to know, so that you delay it a little more to remove the risk of it getting scaled.

I’ve been using Hawk for about 9 months, but I’m still pissed U2’s input is still ass in AE. My reaction time has nothing to do with it, it’s the input that messes up things. Either I don’t do it correctly and EX something (Spire or Tomahawk) splooges out while my opponent is in the air or I do it correctly and they’re not in the air anymore. It’s BS and I’m confused as to why Capcom didn’t change this. If it was fixed it’d blow down many doors in my Hawk game, and I’m sure others would have more options as well. My entire game is still centered around landing U1 out of nowhere in hopes to turning a round in my favor if I’m losing. The ppl who play me know this and get jumpy as hell when they see my Ultra meter burning. It’s annoying. U2 would help immensely against certain match-ups…

Then again, I’m on a pad. Is it any easier on a stick or is it still a bad input decision? I can tough it out with U1 since his AE buff made things elsewhere tolerable, but beyond some crap match-ups, U2’s ultimate uselessness is my biggest gripe with Hawk.

I’m still screwing up U2’s input a lot. I just don’t see why an on-reaction Ultra is two half circles. qcfx2+KKK would have been great

I really wished they would change the input too. They did it for Sagat’s Angry Scar, why not T.Hawk? Well, hopefully they’ll issue a patch for the game or something in the future, and from the way things look in AE (Like with Yang’s Godlike Invincible Wakeup Glitch) and with Ono’s statements, I believe it’s very possible. Capcom has stated that fan feedback is a major contributing factor for the balancing/changes they’ve made to the SF4 series, and so it’d be a good idea if us T.Hawk Players we’re to work together and submit feedback on fixing T.Hawk’s inputs.

I’m also a Pad Player. Just like you, I’ve found that every so often I would do an EX Condor Spire or EX Tomahawk Buster in place of U2, and when it happens I just wanna force my friend to sniff my toes since he won because of this stupid mistake! I agree completely though, that they should really fix the input on U2. I find it to be something so problematic that even the most Masterful T.Hawk Players are prone to messing this up.

I was one of the “bad thawks players” according to XBL because I used U2 in pree AE so I would not screw it up in AE.

I would recommend going into training mode and just doing it over and over and over and voer and over.

I used U2 all the time in Super and I rarely (if ever) screwed it up.

I liked it better than Ultra 1.

Living in practice mode just to pull off an ultra correctly is fine and dandy, but it defeats the purpose of the ultra itself. It’s anti-air, therefore needs to be reactionary. I use Sagat’s Tiger Cannon as a reaction ultra and it’s saved my ass countless times in Super and in AE. The nature of the input lets me do it incredibly fast. Shit, I can do Ultra 1 with Hawk incredibly fast and on reaction, but Ultra 2’s stupid half circles backwards is DUMB. If you can pull it off, congrats, you’re surely in the minority of Hawk players. I should be losing because of my choice of when and where on screen to do an ultra, not because I’m having a separate battle with my controller making sure it splooges out correctly.

Patch, please.

The motion for U2 isn’t that difficult of course. Wakeup U2 is no problem, walking forward then U2 is easy. But like you said when going from down back position to react with it is overly difficult. I’m not sure who to petition for the change, but it makes sense to change it.

Seems they have changed the input from "F, any D, any B, any F, any D, B" to* “F, any D, any B, F, any D, any B”*. So, before, you could press “F,D,DB,DF,D,B” for the motion, now you have to press “F,D,DB,F,D,DB”. Correct me if I’m wrong though, I haven’t done any exstensive research on this.

Example and comparison can be seen here.

Yeah I noticed this change as well. That F to start the second half-circle is usually where I screw up and do a DF instead.

The problem is not the imput but react to the jump is very hard, i cant seriously

That takes time. Those of us who have been using ultra ii for some time are probably better adapted to catching jumps. Hell, catching Rufus dive kicks was my favorite part of Super.

they should just change it to kkk or qcb or qcf kkk, period.
the best would be qcf kkk and change spire to k.
for me it would be awesome it crapcom did this: spire forward dp ( not backward ) with k and ultra 2 2x qcb with kkk.
but dieuw le lo mo crapcom.

Rather than complain about a input just do the work to do it right =/
I never understand how he get better, that ultra is better and is also much more liant and you still complain
Just practice it until you get it 100% of the time and then practice with it in match situations…
That’s what I did.
The idea of the input not being “reaction” friendly is so dumb considering you dont even need go reaction to use it now.

Once you get it down you’ll never forget it =/

A little frame data information:

Ultra 2 is 1+3 frames of startup
Yuns has 7 frames of start up ( I think its 7) Medium is definitly 8 (Idk why)
Yang has 7 frames of start up for each dive kick
Rufus dive kick is 11 frames (99% sure)

the trick is reacting to the jump arch =/