T.Hawk Laboratory

So what exactly is supposed to happen? If c.lp lands on hit then you get another c.lp. If it doesnt land then you get c.rh?

cr.rh beats focus because its two hits and fast. Some focuses might beat it like ones that go over lows (think like makoto) or fast ones (feis) [those are just guesses].

If c.lp lands and they try to back dash out of the next cr.jab/mixup, you get a cr.rh and hit their recovery. Im really bad at explaining it, but tomorrow maybe I can record a video in training mode and show you whats suppose to happen

cr.rh beats focus because its two hits and fast. Some focuses might beat it like ones that go over lows (think like makoto) or fast ones (feis) [those are just guesses].

If c.lp lands and they try to back dash out of the next cr.jab/mixup, you get a cr.rh and hit their recovery. Im really bad at explaining it, but tomorrow maybe I can record a video in training mode and show you whats suppose to happen

For some reason, after jab Typhoon, FP spire will NOT cross up Guy or Blanka, they’ll wake up with you still in front of them (you can still cross him up after a regular f-throw knockdown though). So far, testing against Sagat, Cody, Rose, and Gen, jab Typhoon -> cross-up FP spire DOES work.

Using FP CS as a quick crossup is also SAFE after a regular throw, since they’re recovering after you land. Still unsure if it’s always safe after jab typhoon.

EDIT: What has everyone found for normal-only link strings? I’ve mostly been tinkering with cr. jab -> jab -> cr. forward, jab -> jab -> strong, jab -> cl. strong -> jab, but I want to see if there are any others that are worth using. Jabs and shorts only go so far when you’re T. Hawk.

I’ve been mainly using close s.strong -> s. jab -> far s. jab -> s.strong or c.jab -> c.jab -> s.jab -> s.strong.

–how safe is spire on block?

All safe from max range.

–are any far non-jab normals cancelable?

Nope

–jab xx spire in footsies?

Sorta, easily jumpable

–max range antiair spire? any range antiair ex spire?

Doesn’t seem to work well

–antiair low fierce?

Seems to always beat shit or trade, close s.mp is excellent as well

–who can punish dive? who can’t?

Gief can EX Glove
Bison Knee press

–can jabs link?

Yeah

–how good is the hitbox on dive, can it beat antiairs?

Good hitbox, beats or trades with alot of thing to include non-deep dps

Anti-air jab dp, ex dp combos in corner

Far st.lk is cancellable. Ex spire is kinda godlike for knocking them out of the air but not good as an anti air if that makes sense. There have been times where they’ll try to cross me up (us both grounded) and ill ex spire just out of a guess and itll straight knock them down from above hawk. id love to see what the hitbox looks like

I absolutely love his sweep. Its so epic. Probably his best against someone trying to Focus Attack.

I still wind up hawk diving more than sweeping against incoming focus attacks.
Not that the sweep isnt great, but a buddy of mine plays hakkan and he can totally slide out of the second hit. and still move back in to pop you before you can recover from the sweep.

with normals ive done

  • Close[MP] Close[MP] ExSpire ect.
  • Close[LP] Close[MP] far[LP] far[MP] <— cant do shit after it
  • Close[HP] far[LP] <— cant do shit after it

What are some of T. Hawk’s most useful normals for ticking into Typhoons after a cross-up?

So far I’ve been using: cr.LP -> LP Typhoon (I’m assuming LP Typhoon has the best range and speed)
If I can get in deep, then I can throw in two cr.LPs before going for the Typhoon.

I haven’t been able to do any things past two hits. Maybe I’m not thinking outside the box enough. I’ve still yet to try it with other normals. I’ll definitely get around to that soon.

I loved the Typhoon in Super Turbo be it tick, buffered, or walk-up. If I’m going to main this guy, I need to find all the best opportunities of land the Typhoon as much as I can to maximize damage potential.

I’ve noticed that in the corner, or after a deep crossup splash, you can st lp, cl mp then either DP or spd. If standing cl mp connects, combo into DP, if it’s blocked, they are still in range for an lp spd. The link from standing close lp into mp is very lenient.

Noted.

Many thanks. Time to take this into training mode!

Not sure from max range non-CH but CH max range spire lets you combo a s.lp, haven’t bothered to test more.

Another good tick I found is after having them block his close c.mk then immediately go into spd. They can reversal it but the timing is really tight.

if you ever get xup splash st.lp cl.mp combo, just do ex spire. itll be safe incase you mess up. plus it might do more damage (ex spire hurts)

i like doing things like 3x cr.jab to push myself out of spd range and then walk back and forth out of footsie range and then spd. get creative with ticks. doesnt always have to be 2 jabs or 1 jab so you can stay in range.

I am 90% sure that if Dudleys Machine Gun fist hits, you can turn around and spd/exspd him. And if you block it he only has like 1 or 2 frames to jump out of the way for your spd.

Needs more testing. I’m sure. But something I thought I should throw out there.

According to the new frame data, standing cl mp is -0 on block!

So I’ve been just jumping in and comboing into st cl mp, and if they block, it’s still in range to spd! It’s been working quite well!

They have precisely two frames to backdash/jump after blocking cl mp, so any hesitation whatsoever after mp gets them Typhoon’d. Plus on HIT it’s a free Tomahawk or Spire.

It’s a good tick Ultra I setup as well. And then they only have 1 frame to backdash or maybe Ryu can EX-DP.

I dunno, but it looks like he can c.Strong into Ultra 1.

It doesn’t register as a combo, though.

But the opponent (Ryu) is still reeling from the hit when I grab him.

It seems to have to be at a specific point in the hit stun - not early, when he’s pushed further down in his animation, but like a stutter later, when his head is bobbing back up.