T.Hawk Laboratory

wanted to talk about some technology ideas cuz i cant show videos(on a side note how can i upload videos from my player data street fighter archive to youtube?)
ive been experimenting with a fake condor spire, i know that sounds abit ridiculous but wondering what poeple think about it. ive been studying the micro movents of spire and been mimicking but obviously without the punch, it comes down to now a slightly delayed t-bag lol. ive noticed already a slight hesitance on opponents to press buttons or be uppercut happy. but its early days may turn out to be useless. also ive been wondering why t-hawks seem to only dash up 2 or 3 times after a heavy spd? he has so many different setups of that including the tech shown above! wondering what fellow t-hawks think about this

It’s + on block, because if you try to SPD as soon as possible it will whiff because the opponent is still in block stun.

I was playing around with setups for this yesterday, but they were inconsistent at best. If you try to think of a set-up for this, it needs to be vs crouch block, because in a real match, opponents will move backwards during the star-tup frames of EX dive, scewing up the spacing. One that seems quite consistent is this one on crouching Ryu:

“LP SPD, whiff s.MP, jf Splash, c.LP xx cl.LP xx s.LP, instant jump back EX Dive”

If the Ryu tries to block the splash cross-up, he will get hit by the 4-hit combo, then the no recovery EX dive will be triggered if he crouch blocks it afterwards. It will also work if he first crouches, then stands up to block the 4-hit string cross-up, then tries to crouch block the dive, but that’s… not really a realistic scenario.

I have a setup that I saw one of the top T Hawk players do and now I use it all the time. HP SPD, tap forward (very short step) neutral Jump, ex-dive at the top of the jump. I do not believe this is + on block, since i use this to do U1 and it never whiffed. It’s at least 0. Unless you managed to do this meaty on opponent’s wakeup and it gave you more than +1 (since SPD is 2 frame startup)

Now that I think about it, doesn’t this game have 3 untrowable frames after recovery if you do nothing? It might be even on block, but they always pressed something as you activated U1, getting them grabbed. While I tried it in training mode, where the opponent does nothing, meaning he was saved by the unthrowable frames. I’ll try the HP SPD set up though, thanks.

AFAIK after blockstun there are no unthrowable frames…Unthrowable frames are all pre-jump frames, all blocksun & hitstun frames and special moves that do not have a throwbox.

I miss you guys <3

Hawk died while you were gone. Didn’t you hear?

after block stun, there are IIRC 2 frames in which the opponent is unthrowable

Hence
with Abel, you can’t connect with Step Kick and then Go straight into command grab despite the fact that step kick dash cancelled is +4 and Command grab having 5 start up frames

Nor can you as T.Hawk do a Close :mp: and then instantly go into SPD
Despite close :mp: being 0 on block
and SPD coming out in 2

Abel needs to delay his command grab 2 frames
and T.hawk: 1

Close MP is very odd to tick with, thats for sure. It has to be so slow that I always expect a mashed DP to happen when I do it.

Yeah, no, that’s not true. There are no extra unthrowable frames. To prove this point, go into training mode, make dummy All Block, do a close MP (0 frame advantage on block) and go straigth into Ultra 1 (0 frame startup). It works every time.

You see, cl.MP is special cancelable and SPD is a special just like Tomahawk. You are probably cancelling the cl.MP into the SPD, which makes it whiff, since now you are at frame advantage. You have to wait for the move to finish and do the SPD. Not because of extra frames, but because you don’t want to cancel cl.MP into SPD.

yes, I’m not one to be making trivial errors like mistaking a special cancel with a tick throw…
I’m afraid I must insist that what I said before in in fact True…

In fact I’d advise you to take your own advice and go into training mode and repeat exactly what you told me to do…
If you’re having trouble getting Ultra to whiff then I’m afraid you’re are not doing it fast enough

I’d be happy to demonstrate this via video if you prefer…

I recently started playing again. I didn’t know just how godlike Heavy Shoulder is in the Vega matchup until I saw it a few days ago in one of KOGs sets I posted earlier. This matchup became MUCH easier for me to handle. I still have to check how Heavy Shoulder works out against Bison.

I also put a lot of focus on the proper use of Thrust Peak and I am now thinking…are there any setups involving Thrust Peak? How can I use it to my advantage? Can I use it to start my offense instead of just hindering my opponents jumpins? What I already do occasionally is Thrust Peak -> Dash, SPD. Imagine how awesome it would be if you could Juggle from Thrust Peak into a DP.

I honestly have never seen a T. Hawk player using Thrust Peak consistently. I think this is one reason T. Hawk players fail to progress. Everyone is so after Unblockables, nasty Safejumps and stuff…but nobody uses Thrust Peak. Nobody cares about strong fundamentals. Thrust Peak is such a godlike move, it always causes your opponents to think twice before coming at you again.

I am definitely going to focus on Thrust Peak now. That OS with Throw Tech is SO good.

I use it frequently in footsies in casuals. It frustrates the other player, makes them jump etc.

Could someone give me a quick rundown of hawks practical Safejumps (off whatever y’all got, jab SPF, dp, regular throw, anything), any option selects of value, and could someone explain what hawks command normal with jab is used for ? (Thrust peak ? O.o )

Thanks y’all

You can OS it with Throw Tech, good against Dive Kicks.

Generally it is used as a fast anti air normal, it stops all Dive Kicks, it beats Blanka balls, it beats Hondas Headbutts and a lot more stuff. It can be cancelled and you can also tick throw with it.

Holy shit is it really -8 on block ? Wtf ?

Why does it matter? You’re not going to use it if you know it gets blocked. You use it to stuff out things or anti air.

You can tick throw, but you shouldn’t use Thrust Peak as a tick tool. There’s better options.

…you confuse me…you say you can tick throw with it in the first example, then you say I shouldnt be ticking with it…

Is there any reason to use thrust peak to beat blanka balls / headbutts / whatever over cr.mp or st.mk or something ? the only thing i can see it being really good for is divekicks i guess…unless im missing something…but then again, thats why im asking this stuff in the first place

It beats a lot of things, try it out in Pmode. It beats both Blanka Balls and Headbutts. Cr mp is too slow to use on reaction, st mk works but Thrust Peak is still FASTER and can be used as a last minute safe. I feel more comfortable in timing Thrust Peak than I do with st mk. Thrust Peak also trades in many situations, so you have to check if it is worth using it.

It CAN (weird timing) be used to tick but there are better options to tick throw. I mentioned it just to tell you that it is possible, but it is not one of Hawks best tick setups.

Bottom line is, it is a matter of personal taste. You have to play a lot and gather experience in order to tell for yourself when to use a specific move. They all have their uses and Thrust Peak is definitely one of Hawks best moves.

You should also check out our hitbox topic, it will help you understand the move and its uses.

Just remember: Strong anti air, good tool to prevent neutral jumping, OS-able with Throw tech, godlike against Dive Kick of all kinds and Dive Kick pressure in general, beats out many annoying special moves that otherwise are a true nightmare for Hawk.

Isn’t c.LP a better choice than thrust peak vs stuff like blanka balls and headbutts?