^^Does it work on everyone?
hmmm… not sure but i know it worked on akuma let me see and try it out today
Update: so i couldnnt get the fuzzy guard set up towork on 9 characters and they are
Honda, Ibuki, Makoto, Yun, Chun, Sim, Yang, Blanka, Fei. Other than that i got the setup to work on everyone guy, cammy, and rufus seemed the hardest to time this on. I thinks its a nice mix up if you can safe jump forward jump fierce. also please note that on some characters even if they block the instant over head forward jump jab the condor dive will cross up
Blank has become easier and easier to beat, but a good turtley blanka is hard to beat, and don’t get me started on Vega. I agree 100 percent with picking up another character for certain matchups. I just use makoto or both, which is fine since I started playing her before T.Hawk.
Forgive me if this is already well known but I’ve found a pretty easy meaty crossup condor dive setup in medium spd > dash forward > tiny delay > jump forward > dive. It seems to catch many people off guard because they don’t expect hawk to be able to mixup off of a seemingly distant spd landing.
If you remove the tiny delay the dive will whiff and you can choose which side it lands on by altering the timing of the dive, instant for front and delayed for behind. It leaves you at a punishable frame disadvantage but should be workable for shenanigans once you’ve trained an opponent to wakeup block.
I haven’t had time to test it extensively against a variety of opponents so I’m curious to hear if anyone finds this setup worthwhile.
After two months of Arcade Edition, I still can’t pull off Ultra II with any consistency in high-pressure situations (as in: a real match). Hell, even in training mode, its been getting me lately. Generally its either EX Spire or instant air Condor Dive. I still don’t get it. I had ZERO problem with this in Super, I would hit that Ultra 99 times out of 100. But now I’m lucky to be shooting 50%. Its really pissing me off, and its the kind of thing that makes me hesitant to keep using Hawk.
EDIT: Holy CRAP! After about an hour of mashing half circle in training mode, I went to go take a poo (TMI…I know), and after that, it all completely clicked with me. Its like that episode of Scrubs, with the toilet on the roof. I’m pretty sure my parents’ toilet is lucky.
I’m finding it really hard to pull it off consistently now too. I can totally feel your frustration, because most of the time I’d prefer to use U2, but many times I use U1 instead just because I don’t have complete faith in pulling off U2 right now. It just boils my blood how I have to sacrifice preference for reliability, and it shouldn’t be like that.
That’s so disgusting, lol.
I never rely on Cross-Up conder dive. You opponant cant blow you up if he does not reversal DP. You wake up->wait->dp
Here is a list of some counter hit setups these are only possible on counter hit: Damage is good too
Stand Jab->Stand Feirce-> Crouch Forward
Stand Jab->Any Condor Spire
Stand Feirce(Close)->Stand Feirce(Far)
I figured out that if I intentionally avoid hitting straight back, I get it far more consistently. Haven’t tried it in a pressure situation, but getting it as much as I was in training was a HUGE plus. I generally hit: F, DF, D, DB, F, DF, D, DB + PPP. It seems like I it straight back that second time anyways.
I stopped using Ultra 2 mostly on a default character situation.
The more I use Ultra 2 the most I feel that it is a knowledge based ultra. Ultra 2 is really risky in my opinion because you are relying that your opponent is going to jump or do a move that makes them airborne. If the opponant plays smart they just say “Ok, I just won’t do it and blow this as thawk player up.”
Personally I never mash; I mash if I don’t do know how to properly punish something (see that contradiction?) So a lot of my “random” dp’s or ultras are based on me seeing something that my opponant does then anticipating rather than looking for it on screen, which is a bad habit.So, in a way, I guesS I stopped using it because I just kept guessing wrong with it in high play situations? I dunno, either way I select it against players rather than match-ups. Not to mention that Raging Typhoon is the ultimate punisher of stupid shit people do. I have also been using Ultra 1 as a kara taunt situation for moves that have stupid long recovery like Guiles space kick where in a normal situation on block you cannot punish it at certain ranges and a jump is too long. Kara Taunt->Ultra is like Level 99 yomi and a huge gamble, I dont recommend it at all.
Im going to rant on the AE Changes thread on some shit that has really been bothering me about T.hawk… Ill post it here too.
I choose ultras based on what they add to the moveset. Ultra I is another grab. Ultra II is a powerful and highly effective anti air. If I happen to be using Balrog, I use his grab since it really stands out. I’d also use Bisons U2, and so on.
If you’re using Balrog’s U2 then you don’t play Balrog. Sorry.
I wouldn’t rely on them but it’s definitely something nice to have in your bag of tricks. I like them against people who back dash on wakeup far too much because it gives you another wakeup situation instead of causing a reset or having to use a bar.
I DON’T play Balrog, but when I have to, I go with Ultra II. I get to utilize some of my grappler tendencies. Nobody ever expects Rog’s Ultra II to come out.
A Balrog player that used to be on my freinds list played balrog used exclusively ultra 2. He explained to me its good in combos and creates dirty resets. He one time did this combo;
Jab, Jab, EX Straight, Jab Jab EX Up punch, Jab Jab, Short , Dash Up, Ultra 2
My mind=BLOWN
Fact of the matter is that you should be selecting your ultra based on player tendencies first, character second.
then when it does come out…they jump out.
I am curious to what some of you do on a knockdown… Just in general… On a hard knock down… what are you thinking?
Obviously, a lot of the decisions depends on how I’m reading my opponent. But on that initial knockdown, I generally do one of two things: Cross-up splash (done as safe as possible to avoid the likely wake up DP/DK) or I’ll just sit right outside of the opponent’s grab range just to see what they do. After the initial knockdown, it gets easier for me to determine what kind of shenanigans I want to pull out (my favorite thing to do is after landing a couple command grabs, I just walk straight into the downed body, and when they get up, I just go all out with an EX Tomahawk, if I can afford the punishment).
Something that I like to do which I use on character with no real outstanding wake up options if just doing stand jab on wake. Not even to SPD or knock them down. Just do it until they find a way to deal with it… Here is a funny example that I am going to type out that blows cody plays up a lot…
Cody: RUFFAGUNKUCKNUGGAAA
Thawk: Ill block it…and your knocked down
Cody Gets up
Thawk
jab…
jab…
jab…
jab…
jab…
jab… CONNECTS jab jab strong
dash forward
jab…
jab…
Cody: BINGO PUNCH IN SICK OF THIS SHIT
Thawk: Turns out by the time jab comes out you are already too late
Cody: Really?
Thawk: Yeah…
Cody: Does that mean im throw again…
Thawk: Yeah…
Cody: GODDAMNIT!!
Trick is I dont link the jabs as a block string
I may need to steal that one.