I found out in training mode today that close standing hp combos into cr.jab. I don’t think anything combos after, but there might be a c.mp link or something.
@juggler: after a close Hp, c. Mk do more damage.
But c.lp can be cancel by a condor spire, and since a max range condor spire is safe in block ( i tried it against Ken and his 3 frames Dp) if your opponent doesn t mash a dp after your c.lp, it may have some use for more pressing.
df.lp stuffs Rog’s headbutt (not ex version though).
J. d+HP, close HP, s.lk xx condor spire lp. If you want to stop right in front of your opponent.
Close HP, s.lk xx condor spire mp. Is safe on block against 3 frames moves. (Ken can’t Reversal dp HP you, but 2 frames supers can punish you)
Close HP, s.lk xx Condor spire ex. is completely safe on block. If you jump, gief can’t throw you and you can stuff a reversal lariat.
Looks like you are at +3 on block.
You can change s.lk by 3Lp. It s works the same way, deal more damage (+10), but it s harder to cancel in my opinion.
EX 360 for T-Hawk is useful for countering anything that moves your opponent forward in which you need invincibility for them to get into range, i.e. Balrog’s Dash Punches, Rufus c.MK, etc. It has the range of a LP SPD and the damage slightly lower than the HP one.
Ex 360 has MP version damage (200) and you land MP version distance away after. Basically it’s the MP SPD with invincibility and 2 more startup frames. If I remember correctly.
I have a possible Option Select for Hawk but will not be able to test it for a while, if someone else can for me.
What I am wondering is if you use U2 and do its motion in situations where your opponent would try to jump to avoid a 360/720 if the shortcuts and move priority will have you do a 360/ex360/super if the don’t jump and nail them with the Ultra if they do jump. Basically you need to test situations where your opponent can just out of 360s; when trying to interrupt a block string or off of a cr.mp or cr.mk that is not blocked.
Has anyone been able to get the hitboxes for T.Hawks moves? I saw a lot of the other characters have individual images up, was just curious if anyone that uses T.Hawk was able to get them.
I’ve been hit with all kinds of moves during the startup of EX Mexican Typhoon. Am I doing something wrong?
Probably too far away. Ex 360 is very good. Very Very good
Can you elaborate on this? The startup is significantly slower, and I’ve eaten DP’s and other ‘reversal’ type moves - when should I use it?
Other than on reaction to limbs which just isn’t gonna happen in online play. (not for me anyway)
What moves are hitting you? Some moves have more invincibility than ex 360 so they will win. Depending on the move. Ie. Balrog ex headbutt will win if done at the same time or a little earlier than you. Same with ex SRK from Most shotos.
Actually, EX SPD has hit invul until the throw hits. If DP is beating EX SPD, it’s because it doesn’t have a throwable hitbox for like 4 frames or something.
Looking at the hitbox videos, Ted has some really weird shit going on with both the tomahawk and the spire. I’m guessing since it’s a little fuzzy when the moves start sometime, fp.tomahawk has invul frames after 8 frames. EX has 7 frames of complete invul from the get-go. LP and MP tomahawk suck as AA because on top of being relatively slow and having no invul, the active box starts off low and mid respectively. So i guess HP works fine if you can see the jumpin coming. LP and MP are strictly for cancels up close. Actually, i don’t think LP has any practical use at all.
Also, what makes tomahawk a little screwy is that the upward-angled hitbox doesn’t actually last that long. It quits like 5 frames before the apex of the move is hit. Same goes for U2, which actually has a pretty decent active box.
EX Spire has full fireball invul from the start, and on his legs for 5 frames or so as he starts to put them down on landing. Which, again, would be great if the move went anywhere. And i have no fucking idea how anyone’s using this as an AA since the active boxes on all of them are well within the hittable box. Oh, and it’s 20 frames startup too. How is anyone’s jumpin getting beat by this?
Other weird things:
The elbow drop and the splash have fireball invul boxes. I have no idea why. I guess it’s common for jumping moves for some reason? The active box on the splash runs from his forehead to just about his knee in length though, so yay.
jf.lp and jf.lk seem to have really similar active boxes, but lk has 2 more active frames.
jf.mk has reach, but the hitbox looks like it’s begging to eat an AA. Same with jf.rh, though the active runs from toe to crotch. Both are pretty much late-only use i think.
nj.fp looks the safest of all njs. Pretty much just his hand, but it’s outside the corner of the hittable box.
can t hawk U2 headbutt on block?
The blockstun for any jumpin is going to put the other person on the ground before anything can happen. U2 doesn’t start to hit until he’s well into the air, which means the other person has to be too.
well i’m just wondering because at least gief can ex green hand punish or reaction lariat t hawk can only take it and with condor dive being extremely punishable its a tough match up for him against honda
Oh, you mean honda’s headbutt. Yeah, same with blanka ball, there’s absolutely nothing you can do about even fp headbutt. The only consolation is that st.mp and st.fp beat it clean.
It has some mildly practical uses, character specific. His legs are invulnerable throughout and red box extended low and moves forward a bit. I can be used (as psychic DP) to beat low attacks that have huge hit boxes as Hawk approaches at a distance such as:
To name a few:
Adon’s: cr. mk.
Sagat’s: cr. mk.
Sim’s: cr. far normals
Guy’s: cr. mk/ cr hk slide.
Rose’s: command slide
As TH presses forward to back his opponents into the corner, the fear getting your low limbs DP’d will force some players to jump back or think twice before throwing a low limb out. That bit of hesitation / jump back will help him get a little bit of extra ground as he tries close the distance. As I stated it is mildly practical, it isn’t anything to build a huge strategy around, but it is there if he needs it.
That’s true. But in testing that out it seemed like it served the same function to just poke with st.mk. Turns out the box for the leg goes right over lows like that and whiffing recovers in time for an SPD in the case of slides, or counterhits normal c.mks. It’s even on block too. It does seem useful on Sim though given the range.
mash cr.lp against headbutt happy hondas and ball blankas.