Crouching FP can also stuff it, but it depends on how the opponent moves. Jump back fierce kick is also an option.
Btw I didn’t know if you guys knew this. But after a perfectly meaty LK Condor Spire(hitting at the tip of the hitbox at the final active frames) you could link crLP into stLP, I assume you can also get crMK or stMP to followup on certain character hitboxes.
Just something I found after messing with the new THawk, I just finished my exams recently. I think he’s pretty beastly but still suffers from the same problems in many matchups vs fireball characters and Vega, he’s still free to jumpins without Ultra 2 and has still has crappy anti airs other than clMP and his ghetto DP. Moving forward and doing EX spire makes it easier to deal with fireball characters though, and you always have a ton of meter build in this version too.
Controlling space by walking around helps alot with Anti-airs. cl.mp and DP are good for neutral jumps are solid reads but if you’re worried about folks jumping at you from afar, condor spire can be used to get under them as they jump towards you thansk to the hit box. It’s harder to do but safer than cl.mp or dp.
I have not even touched ultra hawk, so sorry if this is old news.
After mp spd, empty jump LP spire hits meaty.
You can do meaty LP spire, link into st.mp xx lp spire, link LP tomahawk
377 damage
Only tested on ryu
The issue with THawk is that his anti airs still lose to beefy hitboxes, I can’t tell you how many times my THawk DP or even spire gets stuffed for free or trades with strong jump ins like Vegas jHP/Seth jHK/Sakura jHP.
Okay so cl.mp, cl.mp, lk spire can combo to st.lp… Going to test this further.
This is what I get for being so slow with my CV, I’ve been sitting on this stuff since day 2 D:
Yeah, cl.mp cl.mp, lk spire combos into st.lp and then cr.mk. It’s about 300+ damage but hard to hit because they nerfed the knockback so you can’t do it on cross-up.
On that note, I’ve been working on using cl.mk over cl.mp on confirmed cross-ups and combos recently because it’s 20 more damage than cl.mp but is less + on hit. Works well for cross-ups for sure though.
Haha sorry doop
I have some other variants that aren’t mentioned here, but the core concept is out of the bag now I guess.
I felt I was onto something when I mentioned meaty spire combos but didn’t fully explore the possibilities until recently. I’m sure whatever you have lined up will still turn heads.
Hot god damn these links after spire are the coolest things I’ve ever seen lol
How do you cope with this FRUSTRATING BULLSHIT? WTF was Capcom even thinking making this move so ridiculously safe no matter what you do?
Block it standing and he’s less safe
Also would like to say I did the empty jump lk spire after mp spd and it got blocked but made for really dope tic into 720
Block Rolento standing or just jump and splash him in the face when he whiffs it. Rolentos buttons/AAs are kinda bad, so you can get away with murder on him, especially when he tries to Triangle jump. neutral jump hp punish him if he comes at you.
I also found a new combo if you get a crumple. cl.hp into lp tomahawk works and provides more damage than HP SPD. Only problem is that you have to hit them when they enter the crouching state of the crumple, which is when they hit their knees or so. It also works on crouching but might require a counter hit. I can’t recall off the top of my head.
He so I have no been here in a extremely long time.
I hope everyone who even still remembers me is doing well!
I figured I would come in and chime on the progress I have made with T.hawk, and some things I’ve noticed.
For me, one of the biggest challenges is converting my playstyle from a “balanced” turtle based, to a more offensive style. People who may have noticed on stream in my matches, things look a hair awkward when I play.
I think the most difficult things that Im having is getting used to actually having stuff. Mid Screen hit confirms, counter hit confirms into setups and honestly, “forward” lol.
Ive been practicing holding forward and reaction blocking stuff. Which honestly, has been less than Ideal…
Mainly, my style now is just getting pressure with max range jab and interchanging it with Spire strengths. I think what makes hawk scary is that he has standing mixups. Knockdown with him has kinda been compramised due to delayed wake up. I need to actually practice set ups but just in theroy, Medium command throw just seems more ideal with damage and mixup potential. Again, I have not gone into the lab and tested actual setups. Ive just been doing the all mighty condor spire…
MP SPD is probably the best choice now yeah, unless you need the range on LP SPD or you want the damage from HP SPD. A lot of folks still haven’t transitioned over but when they do, it should be very, very good.
Of the matches I’ve seen you play on stream Joe, you need to be a bit more aggressive. You have the opposite tendency when compared to Native, who needs to be a bit calmer/defensive. You just need to be more aware of when you can press your advantage and keep them on their back heel. For your defensive play, adding a bit more whiff punishing would help a lot when you’re playing steady in neutral. Hawk has buttons for it despite being a grappler and you can get a lot of damage that way as you’re trying to get in for the cross-up/SPD stuff.
Btw Shouta, what happened to that unjumpable reset into U1 you mentioned before?
The one off the AA? I haven’t tried it recently. I actually should practice it a bit tonight for that mix-up. It used HK Spire which isn’t changed at all.
I couldn’t replicate the unjumpable element to it when I last tried it before Ultra. I’ve been focusing so much on adjusting my play that I haven’t labbed up some of the old stuff.