it could work on others, depending on the animation of the opponent when you hit him with the first cl.mp, and if you link the second cl.mp on the first or second possible frame. Probably more factors.
Ah well. All I can say is I only discovered it recently, no one I’ve talked to had ever heard about it, and I’ve never seen it in a match before either! When you say ‘common knowledge’, do you mean only amongst T. Hawk lab monsters?
Anyone know any other moves that behave in the same manner? Seems like a flag has been left off in the hitbox script or something…
Seth’s DP acts the same way, but at least the hits have different damage values. Also Blanka’s Super and/or U1 have more separate hits than you can ever hit with.
Alright guys, I have been working on a few things and want your advice. As for the cl.mp, cl.mp xx lk.spire, st.lp, cr.mk or lp.dp…has anyone else tested other cast members? I can get the jab to connect on Ryu but it is really hard and inconsistent. As for the combo that works on decapre and poison…has anyone found anyone else?
Secondly, can someone list the 4 known mp.spd safe jumps for me in one place? Thanks!!
Lastly, has anyone tested the meaty lk.spire, cl.mp xx lk.spire, lp.dp on anyone besides Ryu?
I’ve only seen the first combo work on Poison/Hugo/other weird hitbox chars.
Got one mp.spd safejump at least: mp.spd, sl.p, jf.hk. The timing isn’t easy, but the hk hits jumpers, yet still lets hawk block reversals. I like to buffer another spd as the hk comes out, so I have yet another option covered.
why this over LP SPD? Did they change the safe jumps?
I’m interested in playing this character and I’m wondering if the LP SPD safe jumps are still relevant, or if i should just revolve my game around MP SPD.
Also, i heard about some ultra 1 OS that catches back dashes but dont’ see how that could be possible. does this still work in ultra? I’m assuming its something like f+LPx2, into ultra motion or something.
The LP SPD safe jumps still work if they don’t do delayed wakeup. If they do they can punish the safe jumps or they will whiff and you can get trip guarded. I have been experimenting with reacting to the “Technical” with a very late condor dive or just not pressing d.hp so I can get an empty jump mix up. Has anyone else been messing with this?
DWU weakened Hawk’s mix up game and aside from a few OSes LP.SPD safe jumps offer, MP.SPD is better.
Yup, you got the inputs right (F+LPx2 then 720).You are talking about the ST.LP Dash U1 OS ,your opponent can still jump,reversal,and backdash to escape this OS so if you want consistency chain OS ST.HK instead.
If you go for a safe jump and the opponent does DWU you will be safe since you can block before they can. When I see technical I either meaty jab chain Osing ST.HK or L.SPD safe on reversal while Osing grab.
thanks for the info. can you elaborate on how to use the SPD so it can’t be whiff punished? I thought I read somewhere in this thread that you can option select it in a way that i guess its not punishable? or the grab frames dont show or something?
If you input SPD a certain way you can make SPD safe if your opponent does a reversal. One way to do it is to do an quarter circle back, hold back a few frames then end it with up-back LP+LK(To cover your opponents grab option.The problem with this way is that if your opponent wakes up with a low you’re screwed. Another way to do it is to input a 360 ending it with down-back then inputting LP+LK. This is harder to time, but lows can’t punish you like in the other method. I use this after an EX.TB instead of going for the EX.CD follow up. After an EX.TB, if my opponent quick rises I dash forward and do meaty jabs chain Osing ST.HK (eliminating their jump and backdash option) or SPD safe on reversal while Osing grab to beat their reversal,block,and grab option.
Sadly there is no broad answer for all of your opponent’s wake up but Hawk certainly has tools to cover everything.
Meaty Dp beats all jumps and some reversals, spire catches backdashes, os tech typhoon beats blocking and neutralises throws and meaty jab is great versus non invincible movement. I like to think of Hawk’s oki as real paper scissors rock, however your opponent is at an advantage to escape or blunt the assault.