T.Hawk Laboratory

Yeah, we now have (4) 3 frame safe jumps.These safe jumps become a lot more scary when you have your opponent in the corner thanks to double options selects.

Hey guys, I recently picked up T.Hawk and I’ve fallen in love. I love how he works. I have no idea where to start in terms of learning OS though. What are some of the most usable OS that I should learn first?

-OS Grab tech/Thrust peak (DF+LP+LK) is very effective against dive-kickers.
-OS Grab tech/SPD (360 ending in an up-direction, LP+LK).

Personally I don’t really use OSes other than those, so I can’t say how useful the following ones are, but they are noteworthy nontheless.
-Heavy shoulder OS SPD (If you miss: they’re grounded so you SPD. if you hit: They were in the air, so you don’t)
-Splash OS sweep/c.LP (Sweep them if they backdash, otherwise you c.LP)
This has no real set-up and is character-specific, but if you can get the timing down it should be really rewarding.

Is there ever a reason not to do this OS when I’m going for a light SPD?

If a move is -2 on block/hit, or any other situation where you want a reversal LP SPD.

Thanks for your help, man. I tried these out and they’re really helpful, except I’m a little confused about why this one is good. Wouldn’t the SPD just beat a normal throw?

Also, sorry for all the questions, but I hear a lot about a jump in OS with ultra 2. I can’t really figure out how to do it despite looking it up all over the place, which is weird because it seems to be “common knowledge”. It seems like something I should know

Even if you’re grabbed several frames befoure you try to do the SPD, this OS will still tech it.

Well, if your jump-in hits, you do whatever you want, but if it whiffs, you do U2. Just buffer HCBx2 when doing the jump-in, then press 3P right after it, then wait a while and press jab or whatever you want to do if the jump-in connects. The same principle as any kind of jump-in OS.

St.lp, st.mp is a built in OS. If they backdash they get hit by far st.mp for 90, if they get hit by the jab you get a combo with close st.mp for 110.

k I don’t know if this is good news or old stuff but I accidentally found this out last night facing an Akuma.

Close HP can combo into a light DP. You can have jumping neutral HP --close HP-light DP. It takes off a lot of damage and actually won me the round. I did practice it and its not as easy to link as his other combos.

Yep by now every characters’ links are known but if you can consistently land it you have a very damaging combo on your hands.

Does that one work on everyone? I don’t believe it does. Might in Ultra though since LP DP is 4f.

Also, in ultra you can probably do cl.HP, c.Mk xx LK Spire, or cl.MP, cl.MP, c.MK xx LK Spire (or cl.MP, cl.MK xx LK Spire), both of which should do better damage.

I haven’t tried it on anyone else besides Akuma so far. But if I land close HP I’ll try to go to short DP.

I assumed since Akuma is a sort of small character it should work on most.

I don’t think the main issue is the sice of the hurboxes, but rather the size and position of the collision boxes. Basically, that you’re close enough when you do cl.HP. Try it on Guile for example, might not work on him since his collision box tends to make the “point blank” position further away than regular characters. That’s why Seth can’t do raw c.HP xx LP DP, stomps on him (and some others).

3 Frame Safe Jump after EX.SPD

St.LP OS Dash to U1

So is cr.mk viable as a footsie OS? Will mk spire hit from max range safely? (Like Sakura cr.mk for eg)

I don’t think Mk spire will hit from max range, I know that LP.spire will hit from max ST.lp range unless they changed it from the arcade version.

what are t hawks good anti airs…i keep getting messed up from jump ins

St.Mp,HP.DP, and st.HK are his good AAs

Cr.hp and Thrust Peak for anyone directly over your head (Guy for example).

ok guys ill try these out and see how it goes.