As someone suggested, T.Hawk forum really needed a beginner’s thread. This is a great way for newbies to come in and quickly ramp up to speed. It builds the community and adds more knowledge to our forums.
- NOTE - I’m not the best T.Hawk player but I do maintain another thread in this forum so I do come here often. I will definitely need help from all the veterans to make this thread rich and reliable for newcomers.
Introduction
T.Hawk (Ted) is a great character to pick up. Most will compare him to Zangief. Why shouldn’t they since both are grapplers with high stamina. However, that is the mistake when playing T.Hawk like you would play Gief. This will work with lower quality opponents but once you get higher, you’ll find that T. Hawk has different strengths to overcome this difference. I will all go into detail in this thread so keep on reading!
Strengths
- High Stamina/Stun (1100/1100)
- High Damage: normals, specials, ultras
- Great Wake Up Defense: ex-DP, SPD (MT), specials, U1, U2
- Decent AA: ex-DP, decent AA normals, U2 (difficult to master)
- Far reaching command grab: lp.SPD
Weaknesses
- Unsafe specials: Most of Ted’s specials are very unsafe on blocked and whiffed
- No easy hit-confirm knock-down: * Can hit-confirm with a normal xx dp but this is more advanced timing
- Slow movement : * Dash and Condor Spire can cover space quickly but should be used judicially
Normals/Frame Data
http://www.eventhubs.com/guides/2010/may/09/t-hawks-frame-data-super-street-fighter-4/
Useful Input Shortcuts
http://www.eventhubs.com/guides/2009/may/04/shortcut-motions-shoryukens-dragon-punches-street-fighter-4/
Hit-Box Data
http://shoryuken.com/f339/t-hawk-hitboxes-updated-6-7-10-check-page-2-condor-dive-236225/
NickExtreme’s very useful Beginner’s Video
http://shoryuken.com/media.php?do=details&mid=3190
Unique Attacks/Command Moves/Specials/Super/Ultras
Heavy Body Press (Splash) - :d: + hp (after jump forward/backward)
This is your best cross-up attack. It also hits in front and can be used somewhat ambiguously.
Heavy Shoulder (HS) - :d: + mp (after jump forward/backward)
This is only an air-to-air attack. Grounded opponents will not get hit but the hit-box on this movement favors Ted in most situations. Most air throws will still win against this. It does look like a Splash so you could interchange this for a semi-free jump-in throw.
Thrust Peak (TP) - :df: + lp
Thrust Peak has Ted quickly swinging his arm forward. It is an OK AA but will most likely trade against jump-ins. It doesn’t do much damage so you mostly will be losing in the trade. It has a long frame animation and you will be at a major frame disadvantage on block.
Tomahawk Buster (DP) - :dp: + :p:
This is Ted’s Shoryuken move. Normal DPs are decent AAs if performed early when opponent is at the top of their jump arc. If done late, this might trade or lose to opponent’s jump attack. Lp to Hp DPs range from lowest to highest in the following: frame animation, damage, start-up frames (5-8), and space covered vertically and horizontally.
Hp-DP has invincibility frames during start-up and some initial active frames. It is the best choice for AA outside of ex, but can lose or trade depending on your stance.
Ex-DP covers similar ground as hp.DP but is much quicker. It also has more invincibility frames than hp.DP so will never trade or lose to deep jump-ins. You can also perform an ex-Condor Dive only after an ex-DP.
A useful DP shortcut is to do :df::d::df:. This will keep Ted’s hit-box low to minimize hits.
You could use DPs as reversals during wake-up. You can use ex-DP to escape certain frame traps and cross-over wake-ups. This isn’t always a sure thing depending on when you initiate the DP and the attack type but gives you more of a chance. This is similar to how Guile uses ex-Sonic Flash to escape a Gief splash cross-over.
DPs that hit will knock-down.
Condor Dive (CD) - :3p: (in the air after jump neutral/forward)
Condor Dive is an aerial attack dive after Ted performs a neutral or forward jump. The attack angle is about 4:00 o’clock when facing forward, where 3:00 o’clock is forward. Sadly, you can not perform a CD during a backward jump. WARNING: Condor Dive is notoriously unsafe on block and whiff! The best strategy is to react to an opponent while you’re in the air. If opponent fireballs or whiffs an AA, then perform CD. Guile has such a quick recovery from his sonic-boom, that it’s best not to CD on Guile. Blocked CDs will result with a punish of any of the following depending on your opponent: normals, specials, supers, and ultra. Whiffed CDs could “slide land” Ted in front of your opponent to be in range for SPD/U1. Keep in mind that you are still at a frame disadvantage and the higher your opponent’s skill level, the least likely this will succeed. It might work if you pull this out once in a blue moon. Also, CD hit-box is very throw-able so it will lose to most air-throws.
CD can cross-over certain opponents depending on your aim, their stance and their hit-box. Hakan, for example, has a weird enough hit-box for your aimed CD to succeed. When trapping your opponents in the corner, you could blindly aim your CD high so that the corner “pulls” your CD into the opponent’s backside.
Ex-CD can only be performed if you hit an ex-DP to continue your combo. You can also use ex-CD to further escape from a opponent’s wake-up mix-up game. Of course, this takes two meters to perform.
You can continue a CD after connecting a jump.lp attack (also doable on a backwards jump.lp). If opponent is in the air and gets hit by your jump.lp, then your dive will whiff. This isn’t so reliable to hit or mix-up but needed to be mentioned.
Mexican Typhoon (SPD/MT) - 270 Stick Rotation + :p:
Mexican Typhoon is your command grab. This is very similar to Gief’s SPD but has some differences. Lp.SPD does the least damage but places you in range for a cross-over. Each high punch does more damage but places your further away from your fallen opponent. Also, lp.SPD has the farthest range to grab an opponent. Hp.SPD has the least but it’s not as bad as Gief’s Hp.SPD range. You can do a safe jump immediately after lp.SPD animation ends. However, you might land in back or in front of your opponent depending on your match-up. Mp.SPD places you in range and extra time for a frontal safe jump. Hp.SPD places you furthest away to perform two dashes or one Condor Spire safely.
SPD can be used as a wake-up defense if the opponent is grounded and is in range. However, SPD has 2 start-up frames and will lose/whiff to the following: meaty attacks, attacks with less frames, throws, and jumps. If two grapplers perform SPDs at the same time frame, then both will whiff.
Ex-SPD has 4 start-up frames but is invincible. (TBD: ex-SPD Range?) This can be used against meaty attacks.
Tick throws are a combination of a quick attack followed by a throw. Keep in mind that if the opponent is in block stun, your throw will whiff when activated. So in some cases, you’ll have to wait a little before activating your throw.
Condor Spire (CS) - :l::d::db: + :p:
Condor Spire is a Ted’s horizontal attack. He semi-flies towards the opponent but only horizontally. Opponents will most likely whiff if they are doing a sweep attack. The range and frame animation of CS depends on the strength of the punch choice. All normal CS are unsafe if performed too near the opponent. Judge your distance carefully. Also, all normal CS will not knock down your opponent. Only ex-CS will knock down your opponent on hit. Ex-CS also has projectile invincibility and is safe on block. CS is a good mix-up tool, since the opponent cannot tell which strength and range since all start-up animation are the same. The main problem with CS is the reverse DP motion. There is no reverse short-cut DP to perform so you have to execute this perfectly.
CS can be used as wake-up defense against meaty projectiles and specials/ultras that are considered projectiles. Ryu’s super/U1 and Guiles U2 are examples.
Double Typhoon (Super) - 540 Stick Rotation + :p:
Raging Typhoon (Ultra 1/U1) - 540 Stick Rotation + :3p:
Ted’s super can only be performed when all meters are stocked. Of course, you already knew that.
Ted’s U1 is similar to his super and Gief’s U1 but needs revenge meter.
Both are basically command grabs similar to SPD but you need to perform at least 540 degree rotation of your controller. Super/U1 does good damage and has 1 frame start-up. Refer to SPD for strategy. The range is less than lp.SPD.
The 540 motion makes it hard to perform a grounded throw. Beginner’s will most likely have to finish their motion after a jump. You can buffer your rotation with the following: normals, whiffed throws, taunt, or dash. This means you can perform the rotation when you’re in the frame animation of another move. There is a shortcut for true standing 540 but this is for the advanced so I won’t go into details.
You can fake/whiff a meaty attack on opponent’s wake-up into super/ultra. The motion is:
:r::df::d:+lk/lp:db::l::ub::u::uf::r::df::d::db::l: + :p:/:3p:
Raging Slash (Ultra 2/U2) - :hcb:x2 + :3p:
Raging Slash is Ted’s AA Ultra. Ted thrusts into the air much like his hp.DP’s angle and range. The hit box is not too forgiving and will need some precision to connect. Grounded opponents will not get hit. In all respects, this is like a DP but the motion is very unforgiving. I personally rate this more for the intermediate and advanced players. It is difficult to successfully pull-off due to the unintuitive motion. Some match-ups are better for U2 due to lofty jumps and wall dives/jumps. A tip to better react is by buffering the first :hcb: into your current move’s animation. U2 is invincible up until after it’s active frames. It is also projectile invincible for Akuma/Ibuki air fireball.