I know buttslams are spd’able.

Guide says:

You didn’t even look, right?

Dude, what are you trying to say? Do you even play T.Hawk? Just cause it says on the document that headbutts can be blocked and SPD does not make it true. You cannot block and SPD a headbutt (exception, honda against the wall).

You try doing cl.mp to EX headbutt (an invincible reversal) **and see how that works out for you. Show me a video of cl.mp beating EX Headbutt from point blank.

Honda can never be dash SPD’d after headbutt, tons of Hondas will headbutt -> headbutt to catch stuff like this and the headbutt will actually just hit you out of your dash usually. Or he could just cr.lp safely and see if you dash into it and get a hands combo.

You accused me of misreading, I told you what was written in it because you were too lazy to look it up. Fine, it is false information and needs to be changed if this guide gets another update at all, but it’s what it said as I was searching for answers on headbutt. I didn’t say it works, I said the guide says it does. That is all. Do you even play T. Hawk? Don’t give me that bullshit boy, if you come at me with that attitude you can sorta kiss my ass really.

I was just trying to help by posting stuff from the community guide.

@Kikuichimonji: Where did I say it works? I told you about the guide that states it is an option to beat headbutts. Also, we didn’t talk about point blank nor did we talk about just EX headbutts in the first place.

What I am saying is use Thrust Peak. Thrust Peak is EASY to use against headbutts and beats any version free at all ranges. Hands down BEST method if you dont want to risk a jump.

some one needs a chill pill… yikes…

2 questions:

  1. How much invincibility does mp / hp / ex DP have ?
  2. what are the properties of the different condor spires ? at optimal range, what frame advantage am I at ? can I after it if I meaty it somehow ? does EX have invincibility (aside from projectile )

thanks yall

5 and 7, why don’t you just check his framedata at http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/T._Hawk

you will never be at a frame advantage when using spire afaik, in fact you will find yourself at a frame DISADVANTAGE on HIT most of the time. spire goes over low attacks, since you are considered airborne and all versions have invincibility for his lower body part. ex spire has additional strike invincibility. normal versions of spire can be focused and you can be thrown out of it because you are not considered airborne from the very beginning of the move. there are frame traps involving ex spire, find them here:

you will want to space spire in a way that makes you land in front of your enemy to surprise them with SPDs or barely touch them so you aren’t wide open for punishment.

ex spire is the only version you can combo into (of a cl mp for example) and it is relatively good pressure when going into it from your strings (c lp c lp lk ex spire for example).

According to the link you sent, wouldn’t H Dp be technically invincible from frames 1-11 total? But that doesn’t sound right…

Also, since he only has upper body strike invincibility, does that mean certain moves with very low hit boxes (juri cr.mk for example) can stuff a dp attempt ? Just curious

To answer your first question, It is…but it isn’t. I know that sounds weird but in the first 7 Frames of Fierce DP T.hawk’s hurt box shrinks down a little bit to make him avoid attacks that hit him in his upper body. After that point (frames 8-11) his hurt box is removed granting complete immunity.

To answer your second question, yes low attacks beat out his Fierce DP but only if they hit you within the first 7 frames.

If you really want to look at the specifics, Hoblino’s hitbox thread is amazing.

T.Hawk Hitbox (Post #32: Condor Dive)

Also note that you can be thrown out of all versions before Hawk goes airborne, since they all lack throw invincibility unlike Ryus DP for example.

Now, theres another thing. projectile invincibility, in theory it is there, but the actual window for it to go through is so damn tight and the hitboxes are so meh that you might aswell say it isn’t. Don’t try it.

Thanks y’all, appreciate the responses

T hawk can be up to +1 on block on LP/MP Condor spire, up to +0 on HP condor spire, and up to +5 on EX Condor spire, if the spire hits perfectly meaty.

Do we have a compiled list anywhere of what characters j.hp, s.hp, lp.dp works on?

On that note, on Hakan you can do EX DP instead of LP DP.

MP DP has grab invincibility, those hitboxes are just out of date.

Yup, I forgot about that.

hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s t. hawk’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.

Can THawk SPD grab limbs?

Does anyone know what frame advantage Hawk is at after his various spds?
Also, the frame duration of his forward and neutral jumps?
I’m guessing that, like general wake up times, it varies for most of the cast…

FYI!
I’m nooby, so this is all theoretical. I apologize if I’ve made a mistake.
Please correct me if I have.

**** I’m curious about finding meaty setups for his cl.strong.****
While he ain’t Makoto, his cl.strong has a 5frame start-up, 4 active frames, and is 0/+6 on block/hit.
A perfectly meaty cl.strong would end up at +3/+9(!!!).
(Would that make a counter-hit meaty cl.strong +12?)

The thought of being +3 on block at close range is pretty appealing. That’d be a 2-frame gap into another cl.strong, trapping all normals/throw attempts/pre-jump frames.
It’d also be a nasty tick into U1 or any spd.
Hell, you could probably tick into an OS ex.SPD + throw (360 + lk+lp+mp) for an option that beats blocking and mashing normals/throw.
You could also end your 720/360 motion in a block and delay the punch input to allow you to grab blocks and block reversals.

Either way, point-blank cl.strong usually leaves Hawk in range for another cl. normal.
This would make for an easy as hell link/confirm for cl.strong, cl.strong xx ex.spire.
It might also allow for cl.strong, cl.fierce, st.strong/cr.forward for some big meter-free damage.

Last but not least, could you also option select a forward dash into the hit-stop of the meaty cl.strong?
Makoto has a strong/dash/strong option select that will either start a combo/pressure string on hit/block and will chase down a wake-up backdash that avoids the meaty.
Do you think hawk could make use of the same OS?
Yes, his dash is significantly slower at 23 frames to her 16 (and he also has 3 more frames of recovery on his cl.strong), but he also has a 0-frame ultra and 2-frame SPD.
I think that considering most people’s lack of match-up knowledge vs Hawk, this could be a useful option to have in the bag.

What do you guys think?

TLDR:
Let’s find a way to set up hawk’s meaty cl.strong!
Meaties beat wake-up normals/throws/jumps!
A very strong option if your opponent wont/can’t invincible reversal or backdash.
Meaties also provide additional frame advantage (especially when counter-hitting normals/throws) that can yield unconventional links!

Hey there, If i remember correctly all of t.hawk’s SPDs end with him at 55 or 56 frames advantage. I don’t know the exact number because I’m too lazy to get my notebook from my car but i’ll follow up with you tomorrow on that. On the note of meaty Cl.strong. I’ve tried myself and haven’t really had too much success with landing meaty cl.strong setups because although cl.strong has a bunch of active frames, the last few active frames only hit higher up since it’s what makes it such a good anti-air. In most instances when your opponent wakes up crouching, the last few active frames on it whiff on them and you’re left free. If you can somehow get people to stand up on wake up, it would be possible.

Close MP -

[details=Spoiler]Active Frame 1 -

[/details]

[details=Spoiler]Active Frame 2 -

[/details]

[details=Spoiler]Active Frame 3 -

[/details]

[details=Spoiler]Active Frame 4 -

[/details]

Courtesy of Hoblino’s hitbox thread**




With the whole OS dash thing, yes it has it’s uses but in reality, in order to OS a dash you’re going to have to go through the recovery of whatever normal it was that you used to buffer the OS dash off of. Let’s say best case scenario that you used cl.jab which recovers in 6 frames. Since the Jab needs to whiff in order for the OS to go off you have to wait 6 frames and then the dash comes out in 23. By the time the whole thing is finished it’s taken 29 frames and only then can you attack. The worst backdashes in the game are: Dhalsim/Sagat 29f, Ibuki/Hawk 28f, Viper/DeeJay/Honda/Gen/Hakan/Juri/Ken/Rufus/Ryu 27f. So it wouldn’t punish anybody (not even with u1 sadly) but you could definitely catch someone off guard with it.

Yeah…
I tried it later that day. A true meaty cl.strong whiffs on crouch. :frowning:
It’s still great for catching people trying to jump away, but not versatile enough to warrant frame-specific setups, I don’t think.

As for the OS dash… It’s free to input if you’re already going for the cl.strong pressure.
Like you said, Hawk will be at frame disadvantage after the dash. It’s about as useful as a raw dash-up. You can force a mix-up and probably catch most people blocking after a backdash, but I don’t know how much mileage you can get out of it after that.

Cl.fierce has great frame advantage as a meaty, but the push back is too far.
Cl.jab only has two active frames.
Is there no more tech to be found for Hawk?

Thanks for the fast response, Onions.

p.s.

Do you guys jump-cancel your spds instead of OS’ing throw tech to get an option that will always beat throws instead of sometimes teching them?
i.e. jump-cancel ex.spd to beat all normals, throws, blocks?

I know Mak can JC her ex.oroshi and ex.karakusa to give her options that beat meaty normals/grabs.