Anyone have some new tech for ultra? There are a lot of ways to work around the delayed wakeup out there.
Spire a lot.
I miss the old spire motion, I keep messing up the new motion in tight situations.
You’ll get used to it, I didn’t adjust until a few matches. Eventually you’ll completely forget the other motion.
Recently I’ve been able to combo spire into st.lp, relatively useless but I don’t remember it being possible in AE2012. In training I can hit spire, jab, strong for 232. And sadly no, I havn’t been able to set up a spire - jab infinite loop.
As for how I’m playing, I’m still using jab typhoon. It’s reach is good when you consider better walk speed and a quick spire. Admittedly not many players are using delayed wake up against me so I’m running mix ups for days. Got 2 hate mails calling me a spammer or abusing cheap moves, love that salt.
Rejoice my tribesmen, the year of the Hawk begins now.
If you landed spire meaty enough, you could always link a light IIRC (might’ve required CH as well in AE2012 though).
Yeah, not many delayed wake-up users are being played right now so I can get splash mixups for days. Pretty sure they’re just instilling bad habits in me for when delayed becomes more commonplace.
Yeah sounds right, in Ultra though this appears more viable/likely to be used.
Its not a bad habit thouvgh because you’re safe if they use delayed wake up (unless you’re using crossover spire mixups)
Yeah, I really think its still worth trying those old splash mixups still. If they start doing delayed wakeup ill start doing medium throw. You can get a meaty condor spire from there, I believe. Medium Spire then Heavy Spire. Light spire will recover in time for reversals.
Anyone noticed you can follow up with an LP after c.MP -> c.MP xx Light Spire? I got it a few times and was surprised, but I couldn’t do it consistently. Wonder if it’s character-specific or a very strict link?
OK, here’s a question: Why don’t I see anyone but me vary between Light Spire and Heavy Spire when the opponent is down for some mix-ups? It works like a charm on most of the people I face and you also get a stun unless you are random SRK’d (which is hard because they would have to see which side of the screen you’re on before + the DP -> FADC nerf across the board). I don’t have a video of me doing it to better show what I mean now, but I’ll upload it soon. So, if that didn’t make sense, we’ll talk about it after I upload a video of it.
Edit: Here’s what I mean: http://www.youtube.com/watch?v=Yji2yPn99sc You can see me perform it at 2:02, 2:36 and 2:54. The most brutal one is the last one, so you may want to skip to it. It stuns from almost full life. It saved me a lot of matches. They usually think that you’re going for the same setup after the second grab, but this time you EX Tomahawk Buster xx EX Condor Dive and they’re stunned. I never see anyone use this, altough it’s one of the best mix-ups Hawk has, IMO. And as you can see, not even the Delayed Wake-up can hamper it. I wonder if I’m the inventor of that or something?
Yeah no I’ve been doing that for a year and I copied it from another player
Yeah, Hawk players have been doing that for years.It’s nothing new.
This week I’m going to make list of characters effected by cl.mp’s new reduced pushback. You can inflict heavy damage ranging from 244-288 when you couldn’t before. For example against Makoto, you can cl.mp, cl.mk xx HP Tomahawk for the full 288.
You can double mp xx HP Tomahawk Sagat for 268, these work under the assumption you are right next to each other.
Some of these combos though will only hit with light and medium dp Enders, and I know the vast majority of hawks prefer to just command grab or use heavy dp for position in punish situations. As such it’ll still be useful when you need to optimise every opportunity.
Super Sonic: I’ve used the heavy spire lots of times in AE to do the same thing. Haven’t done it as much in ultra. I’ve used crouching mk as a tick to throw sometimes but actually close mk does well for tick throws as does crouching mp.
When they dizzy have you tried using plain red focus? If could’ve saved you a few bars when you used that super in round 2 I think.
Dontdodat: yeah the combos I’ve tried with HP buster hasn’t worked on too many people. I’m surprised the one you listed for makoto and sagat work.
Here’s something I’ve been trying to use. After a jumping splash or jumping HK or HP, combo into close HP and then far mp. It does quite a bit of damage. You can substitute the mp for crouching mp or crouching mk. This helps to keep up corner pressure or put a tad distance between you and the opponent. I’ve been practicing my plinking for this combo and other ones ending in crouching in mk.
Maximum Punishment (without EX/Super/Ultra)
Decapre - Cl.mk xx HP Tomahawk Buster [250]
Ryu - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
Ken - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
E.Honda - Cl.mp, Cl.mk xx MP Tomahawk Buster [280]
Ibuki - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
Makoto - Cl.mp, Cl.mk xx HP Tomahawk Buster [288]
Dudley - Cl.mp, Cl.mk xx HP Tomahawk Buster [288]
Seth - Cl.mk xx HP Tomahawk Buster [250]
Gouken - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Akuma - Cl.mp, Cl.mk xx LP Tomahawk Buster [264]
Gen (Mantis) - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Gen (Crane) - Cl.mp, Cl.mk xx LP Tomahawk Buster [264]
Dan - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
Sakura - Cl.mp, Cl.mp xx LP Tomahawk Buster [244]
Oni - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Elena -Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Yun - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
Juri - Cl.mp, Cl.mk xx HP Tomahawk Buster [288]
Chun Li - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
Dhalsim - Cl.mk xx HP Tomahawk Buster [250]
Abel - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
C.Viper - Cl.mp, Cl.mp xx LP Tomahawk Buster [244]
M.Bison - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
Sagat - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Cammy - Cl.mp, Cl.mk xx MP Tomahawk Buster [280]
DeeJay - Cl.mp, Cl.mk xx MP Tomahawk Buster [280]
Cody - Cl.mp, Cl.mk xx LP Tomahawk Buster [264]
Guy - Cl.mp, Cl.mk xx LP Tomahawk Buster [264]
Hakan - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Rolento - Cl.mp, Cl.mp xx LP Tomahawk Buster [244]
Poison - Cl.mp xx HP Tomahawk Buster [230]*
Evil Ryu - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
Guile - Cl.mp, Cl.mp xx LP Tomahawk Buster [244]
Blanka - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Zangief - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Rufus - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
El Fuerte - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Vega - Cl.mk xx MP Tomahawk Buster [240/264]*
Balrog - Cl.mk xx MP Tomahawk Buster [240]*
Fei Long - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
T.Hawk - Cl.mp, Cl.mp xx HP Tomahawk Buster [268]
Adon - Cl.mp, Cl.mp xx LP Tomahawk Buster [244]
Rose - Cl.mp, Cl.mp xx LP Tomahawk Buster [244]
Yang - Cl.mp, Cl.mp xx MP Tomahawk Buster [260]
Hugo - Cl.mk xx HP Tomahawk Buster [250]
*most damaging punish without DP is Cl.hp, st.lp, st.mp [242]
These were the most damaging combos I could find within an hour and a half, however if you have time to dash forward into the opponent (like after a focus attack) you can do even more damage on certain characters. For example, forward dash into Sagat, Cl.mp, Cl.mk xx MP Tomahawk Buster does 280 damage, worth doing if Sagat is coming down from an Uppercut. Off top of my head you can do more damage to Akuma and Hugo by dashing.
Not all of these are easy, most will require plinks after the first cl.mp because of the push back present, some reeling animations complicate things. It’s up to you what you do and how you use it, but my hope is you can refer to this post in the event that you play against a certain character and optimize your punishment from beyond 230 damage (except for Poison). Always take into account stun and positioning, sometimes the most damaging combo isn’t always worth doing.
If you find another combo that is more damaging (without EX/Super/Ultra) let me know and I’ll update accordingly. Keep in mind that combos that begin with a forward dash don’t count as entirely practical, but still worthwhile to share as they are the best meterless combos after focus crumples.
Yeah, at first I thought Red Focus did the same amount of damage as the regular Focus Attack, but seems that’s not the case. Will keep that in mind, thanks man!
Guys, how do you cope with jump-ins? I find myself having to block all the jump-ins unless I read right and do an early Tomahawk Buster. What are some of Hawk’s better anti air options? And is guessing right the only answer to cross-up Tatsus? I fought this Ken and kept eating almost all of his cross-up EX Tatsus. Frustrating as hell!
Thrust Peak will beat cross up tatsu because of its fast start up. Ex air tatsu has a 6 frame start up and TP has 3.
If you can jump back HP though, that’s the best damage option. Even if you screw up he can’t land a full combo on you, a trade would be in your favour as well.
Full damage red focus attack > Ultra 1 does insane damage… O_o
You guys know if LK Spire is the same on console as in the Japanese arcade version? As you certainly know, Japanese THawks seemed to gush over the move, and seemed fearful Capcom might nerf it. I was just wondering if they had.
I’ve been contemplating adding a grappler to the ol repertoire, and it seems like in Ultra, Hawk is the ideal choice.
It’s the same as the the arcade version as far I can see, they didn’t document any nerfs for it before patch release.
The changes to T.Hawk have made him more of a brawler than a grappler now. Landing command throw isn’t as necessary as has been in the past.