T.Hawk Laboratory

That just seems to be an animation quirk. If you hit with c.Strong and they hold up, they can jump away from your Ultra every time.

down+forward LP as a buffer for super and u1 is really quite awesome. worked out very well the couple times i’ve thrown it out there.

Any tips on landing crossup d.lk? Cant seem to connect it. Was hoping to use it like Gief’s crossup d.lk post-lp.typhoon but this move seems impossible to land

I hope that works dude.

I think it sucks how his only crossup is d+hp. :confused:

Well now that’s not true, j.jab crosses up too. :S

How very lame.

Oh well.

I’d never landed it in a match, so I thought I’d verify.

There’s always ticking on block with it.

That has worked rather consistently, lol.

I was talking with a guy at a local tournament tonight about Hawk EX 360. What are the properties of it? Invunerbility? Better Range? Start up time?

Just curious if anyone has tested this and has a definitive answer.

What about dem Cross-up hawk dives? :smiley:

Not very reliable. If it doesn’t cross up you get punished hard.

When it happens it mindfucks people though. (people who don’t know it crosses up that is)

When it happens it mindfucks people though. (people who don’t know it crosses up that is)

It sucks. It has about twice the startup and little if any invincibility. In short, don’t use it. It’s a waste of meter.

It’s a great mindfuck for doubling up, though.

Doing an EX one, and then a Fierce one in quick succession is mad fun.

I’ve snagged peeps quite a few times that way.

You can link cr. jab 5 times on most characters if you land deep enough with jumping forward d+FP.

jf, d=FP, st. lp, mp, EX SRK, EX HD

I’m in practice mode now trying all sorts of silly stuff.

I noticed neutral jump jab resets their animation if they are in the aair, but doesn’t allow for a juggle unfortunately.

They really limit what he can combo into, no mp > command throw etc.

Did you know that you don’t have to do a full 360 motion for his command/super? You can just do :df::d::db::l::ub: instead of :360: Sorry if this is common knowledge, Hawk is my first non shoto character.

“They really limit what he can combo into, no mp > command throw etc.”

what

Sorry, I guess you could never combo from command throws? It would just seem to me that you could like, buffer the motion into the MP and combo into it. Like I said, I never played a non shoto character. In any case, you can’t do that with EX or Ultra1 :slight_smile: :slight_smile:

That reminds me: anybody know if it’s possible/how to perform a standing 720? I’m hoping there’s some way to abuse shortcuts.

Blockstun is your friend.

So is the recovery on a lot of blocked moves e.g. a blocked Ultra is begging for you to start rollin’ that thunder.

(As opposed to churnin’ butter a la Zangief).

I did a standing 720 once in a match today if I can find the replay ill let you guys know.

I love how Hakans charge grab loses to hawk airal normals.

Elementry question; Can you standing Condor into a 360? Or do you have to complete the frames of the the spire?

Wow, haven’t been here for a while…
Layout looks nice!

Anyway, I’ve been playing T.Hawk (and lovin’ it), and I figured out some good stuff:

  • Air to Air j.lp xx Condor Dive is very good. Crosses people up and leaves you safe on ground in close range.
    *After landing, if the opponent does nothing, or any grounded normals, or slow moves, you can do any 360/720 of your choice.
    *In case of jumps (most likely backwards) any DP, fierce Condor Spire and U2 will hit (DPs and U2 have to be done fast to hit for big jumpers)
    *And you can just defend reversals, or EX Condor Spire reversal command throws.

Also, if they jump back (which will happen after you land some 360s) you can do a very low Condor Dive jumping towards the opponent, to land first and even crossing up again, depending on the matchup
(Hakan is hard to crossup, Juri might do the air kicks thingy), and putting you again in the situation above

  • far st.lk is special cancelable! (Yay!)
    You can do some nasty mindfuck with linked normals ending with st.lk at max distance, whiffing lp Condor Spire and go for damage (360/720 and DPs/U2 for jumpers)
    Examples:

in close range or after jump-in:
st.lp x3, st.lk xx lp Condor Spire… (Condor Spire might hit big chars like Sagat and Rufus in this one)
st.lp, st.mp, st.lp, st.lk xx lp Condor Spire…
close st.hp/hk (hard), st.lk xx lp Condor Spire…

and of course, mixing some tick 360/720 between the links is strongly recommended

  • And for last, something I find very nice to use now:
    After lp 360, you can safely crossup people with a fierce Condor Spire!
    Timing is strange and strict to be truly safe afterwards, but it’s worth training
    Very good for jab and unsafe reversals mashers, and turtles.

Again, you can punish back jumpers too, and defend reversal stuff

And, to rape some brains even more, mp Condor Spire does not crossup!
Mix them both!

There’s still some testing to be done in the matters above. I’m having some tests, so I can’t test them thorougly
If anyone got the time in hands, please do some char-specific testing :slight_smile: