T.Hawk Laboratory

I have been using it to test. There are situations where the invincibility saved my ass, however it loses to basic throws and is easier to jump out of. Bad outweighs good. I’ve started avoiding it. The only real use for it is psychological, some opponents get unsettled getting nailed by the Glowing Swirly Arm of Doom™ It comes out sometime by accident when I am pianoing a 360, mess up the 720 motion, or mess up an EX CS or TB (not as much this)

It is worth using from time to time if you have some meter to spare and think maybe your opponent can be psyched out by the GSAD :smiley: Thought truthfully your meter is best used for EX Condor Spires and/or Comboing EX moves together.

Hawks ex 360 is the same as giefs. I think fp damage with mp distance (where he falls after the 360). Yes its slower than normal 360s but the idea is to beat limbs. Almost sorta like a dp when someones rushing you down, just ex 360 through a bad block string.

There are some moves it beats because of the invincibility for sure, however you need to really know when to use it rather than using it instead of the regular one. For the most part it is better to avoid

Spire isn’t safe on block. At all.
Trust me, I tried and I payed the price for it. : [
Also, Dive trades on almost every anti-air, though you get the better trade off almost always.

Spire is shit. Dive is amazing if you play mind games and mix up your timing. You can close distance fast and fuck with your opponent if you use it in a Rufus j.mk style against non projectile characters. Another fun tactic is to use it at the top of your jump maybe once or twice, and then start whipping out delayed dives to punish whiffed srks and other anti-airs. So far, one of my hardest match-ups is abel. A good abel will grab you out of the dive right away and scare you into playing on the ground. Also, a j.mk from abel overrides a tomahawk most of the time, not to mention tornado throw >mexican typhoon.

BUT…When you kick ass like me, none of this shit matters. T.Hawk > everyone.

Where are you scrubs using spire that youre getting punished? And why are you using any spire besides LP or EX? Ive never found a time to use mp or fp besides as a ghetto dash

But does Hawk get the invincibility on EX SPD like Gief?

Lolwhat. Spire is amazing.

I was just using this, and it is TOO GDLK. It puts you in the perfect place. 360 range on the side they least expect it.

If I had a choice between using Spire and using one of Hawk’s super-long taunts…I’d taunt. Although, I did bust it out one time against a stupid Chun-Li after I blocked her U1 to win. That was pretty cool.
Otherwise, I hate it. But then again, I hate Jaguar Kick and Fei Long’s fire-kick, so it’s probably just the command that throws me off.

You must be using it wrong. It’s great. Ex is a fantastic anti-air (well, not fantastic but it’s good, plus if you have meter you can cancel it into ex dp) and a great way to get through fireballs and get an SPD (think ex green hand but it’s easier to get a throw off of). Off of a fierce spd use a fierce spire to build some meter and then either back up or keep moving forward. It’s a great tool.

clyde - im almost positive he does. ive gone through strings with it multiple times.

spire is no where near “shit” and its actually the only thing that saves him from being bottom of the barrel

I like spire as an antiair (why people jump at me when I’m Hawk, I’m not sure) as a very occasional dash-that-hits in footsies, and as a very occasional way through fireballs with ex, but overall I’m pretty disappointed with it. I know playing against Hawk I’ve reacted to spire with dragon punch (as Dan) and normals a whole bunch of times even in online play, and I’m sure more players can do the same, especially offline. You have better things for getting back in after spd and you have better things to do in meaty mixups. Regular whiff spire into spd seems similar to Gief’s whiff green hand to spd in that it’s a day one tactic that most players will learn to watch for, although like the whiffed hand it should be kept in the bag of tricks for very occasional shenanigans.

Maybe option selects aside, I kinda doubt that spire will figure prominently in Hawk’s game down the road. People will stop jumping at him at some point.

The difference I would say is that since Gief’s green hand is so unsafe both on hit and block, there’s no real mixup there, it’s always whiff green hand, so the opponent doesn’t need to be concerned with blocking. If you use them from proper ranges, condor spire is safe on block, so you can mix up between whiffing for an SPD and letting it connect for tick opportunities. I still agree that Spire isn’t anything to write home about, but it’s not entirely useless in footsies.

I just spent an hour in training with Guy as my dummy.

The game prevents you from landing an SPD (or Super) after linking a jump-in with a crouching medium punch or kick. However, you can land cr. MP/MK > lp super (2-hit combo) when you are at an exact pixel distance and Guy’s standing animation is at a certain distance. It can be done though. Maybe this is easier on other characters. My wrist hurts now from doing 360s over and over. It did not appear to be any different in the corner. I didn’t try with U1.

You can’t combo a 360/720 outside of FA crumple or a dizzy, the super in and of itself is a 2 hit combo. Cr MP (-2 on block, +1 on hit) to a command grab is just a very tight frame window that alot of people have trouble reacting to. Even when people know it’s coming they are still likely going to get caught if they’re doing anything outside of holding Up to jump away.

Edit: Beaten to it. >.>

Here’s something I found in training-

While they are in the corner-
Jump in FP, st. MP, lp RH, > soon as you land do a MP CS, it hits SUPER SUPER MEATY, like almost at the cross up point. It might even cross up on certain characters. I was using Rose as my dummy.

More corner tactics could be hit verifying, then using his :df::p: because it acts sort of like an overhead (is it?) these are one frame links though, and you have to let go if the stick if you are pressing forward at the same time as you hit the first punch, then press :df::p: again to reset it.

Please use TB as your abreviation for Tomahawk Buster instead of RH. RH stands for Roundhouse and can confuse many people as you know from previous posts.

Question here. Last night I got my opponent into the corner, knocked down, and thought I’d try crossup dive on him. I did it too high and went right over him into the corner, he did super, and for some reason his super didn’t auto correct even though he seemed to do it really late. Later I did the same thing and he did a late low HK expecting the whiff, which also didn’t auto correct, so both times I got behind him for free ultra. Is this something we can do consistently or was it fluke?