Thrust Peak has longer active time (7 compared to c lps 3) and reaches farther. I’m having more success with Thrust Peak. It can be timed very well.
C lp is something I need to mash to have success with, I don’t know why, but it doesn’t feel as good as Thrust Peak. Also, you can move forward while having Thrust Peak ready and you don’t need to sit there like an asshole.
Peaks hitbox is also pretty nice, it hits all the way from up top to the bottom depending on what frame you are in.
I guess I’ll try them both if I ever need to. I usually fall back on c.LP though because it’s a ridiculous counter poke. Sometimes I just start spamming c.LP and beating all the opponents pokes for free, I love that.
There are not safejumps off of dp unless they don’t tech up. I’ve got unblockable tech in the video thread. They’re safe jumps (I think) and I’m working on more for other characters (got 14 so far). off SPD you can time safe jumps and do some good OS’s.
Against Fei do OS dp. Beats ex chicken wing and if his dp whiffs it will auto correct and hit his dp on the other side.
Against teleport characters that aren’t akuma use either OS lp spire or OS ex spire to catch up to the teleport.
OS ex spire is really useful against Bison. It beats all of his option except for ex scissor kicks.
OS dp is good against Honda. What I like to do is MP spd on Honda and then to safejump you walk one step forward and jump. You can os ex dp or os ultra 2 and it beats his options.
Thrust peak is actually one of T. Hawk’s best tools imo. It’s obviously really bad on block (-8?) and I think on hit it’s -4. But it has a great vertical and horizontal hitbox. It is very good for keeping opponents in the corner. I like to use it when people have really low hp and try to jump. If I have no meter it is less risky than trying to dp since thrust peak is only 3 frames. It’s also really good for neutral jumps (better than s.mp imo).
I noticed that after forward grab, you can wait a few frames, jump over the opponent, splash as late as possible, and then fuzzy guard with j.LP xx Dive if they block it. Works on Guile at least, might not work on smaller characters, and maybe not on those characters that get up faster/slower (Is there a simple list for those somewhere?). Larger characters will probably eat it as a 3-hit combo if they don’t block it, but it whiffed on Guile if he got hit.
If you time it wrong, they’ll get hit, but they’ll be crouching, allowing them to block your dive (Probably only works on a few characters). So if you want you can do EX Dive for some extra security if that happens or they block it all. If they try to jump out, the crouch version will probably hit them while the block string gets blocked. They might still be hit by the dive even if they block the j.LP though, if they don’t see it and still tries to jump at that point.
Quite sure you can also empty jump here to bait a reversal.
What’s the point of this? If they block the dive you eat a punish. Make a video, it’s hard to get what you mean. 3-hit combo? How? You cannot combo j lp from a splash.
Well, it’s a fuzzy guard, so if they try to block low after the splash, they eat the j.LP, because “Splash, j.LP” is apparently a block string if timed just right. You can combo instant j.LP after splash, at least on taller characters. I guess I could make a video this weekend.
Will do. Fuzzy guard is mainly used by Juri and Adon, because they can combo from an instant overhead. So it’s only natural that T.Hawk can utilize it too, although it’s harder because of his extra prejump frames.
It’s still a manual 1-frame timing though, so it’s not gonna be easy to land. But if you’re able to do it a few times, it might help you condition your opponent.
You’re right. That is why I asked for the point of this. Fuzzy Guard leaves you at frame advantage EVEN IF your opponent blocks correctly. This one does NOT. So technically it is not Fuzzy Guard, even though it works like it.
As you said a blocked Dive this close and you die.
The point of this is to catch people if they try to crouch block after the splash. Since it’s a block string, it’s a 50/50 mix-up if you go high or low after they block it. There’s a risk involved if they do not, but you can just ignore the block string mx-up and grab them or OS their backdash or whatever if you want. This just gives you an instant overhead option during your mix-up. If you want safe mix-ups, why are you playing T.Hawk?
Doesn’t work on a lot of characters, but I think the fuzzy guard works on most characters. So vs a lot of character, you’re screwed if they get hit by the splash… >.<
Question, this may be an old question but I want to verify.
What is the point of Heavy shoulder? I think its down MP. the move has a wonky hitbox so I am kinda wondering the point of it. I see People like KOG and Min do this on jump in so whats the point? Anyone care to shed light on it?