T.Hawk Q&A: Ask simple questions here!

Practice doing condor spire in block and hit strings, condor spire block and hit strings are not true strings and are one frame links however, they help you see the spacing of spire and are actually very useful and have applications.

Basic frame data says the farther the move hits, the (relatively) safer it is on block.

The safest condor spires are the ones that thawk does not hit inward

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Been noticing a lot of hatemail on PSN lately about me mashing SPD… I (keep crossing up) and early whiffing splash (into SPD) for their information.
Even upper level people sometimes say it. Cracks me up. :smiley:

What is shortest shortcut possible now for Ultra 2?

Should be f,df,d,db x2.

EDIT: Starting at df going to b is better, I guess.

Is it just me or is Hawk after ex CD safe now? Also it seems like he can land close to me and far away from me. Also what’s the rough frame advantage of both. Does his srk have any invincibility frames?

Yes, MP, HP and EX DP do have invincibility and no, Dive is not safe.

Check the framedata: http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/T._Hawk

I’m thinking of picking up T-Hawk. I’m having a hard time adjusting to SF4’s style with Gief, and I’ve never used T Hawk before. This thread rocks for information for a newcomer though.

haha thats a good trick! I will have to keep that one in mind.

Can you U2 someone that is trying to chip you for the round with an srk? I’m curious if it’s similar to gens U2. I catch people all the time trying to chip me.

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Only airborne frames get caught.

ive been researching hawks frame data recently and according to shoryuken frame data page i shouldnt be able to combo far medium kick into crouch medium lick But i can, whats up is the page wrong where can i get the most up to date frame data? would much appreciate anyones knowledge on this

Counter-hit nets you extra hitstun, 1f for light attacks, 3f for medium and hard attacks, which essentially turns the far mk into cr mk into a 1f link.

Thanks for the response mate makes sense.
i got another question for your t-hawk brain, how does option select jab/block work. i think it is an option select but it doesnt seem to work, ive got a sick set up from heavy grab if i could do it.

No problemos! Someone else will have to answer your option select questions though, I don’t use it that much.

I have another question for you. up close heavy punch on block is +1 , so to my understanding i can immediately do spd and it should connect on the first active frame but it doesnt it whiffs. makes me think i dont actually understand block stun.
could someone explain whats going on?

Can’t be grabbed during blockstun.

But since you’ve mentioned cl. FP, if you get the timing down you can combo LP tomahawk but only on certain characters like Ryu for example.

but how does blockstun work? cuz i thought after close heavy punch on block they would be in blockstun for 1 frame so if i started my spd straight away they should be out of blockstun on the 2nd frame of my spd and thus connect. But its not so…so whats going on? how does blockstun work?

After an attack whether on block on hit, there are a couple of more frames that you cannot “throw” the opponent, I think its 2 frames or 3 I am not sure, so if you have an attack that is +1 on block you cannot grab or command grab your opponent until you are @ -2 or -1. unless throws would be broken

Also, you can combo two FPs on counter hit, first one close FP, then far standing.

This information is incorrect. To put simply: You cannot grab if the opponent is in blockstun or hitstun (among other things like in the air or frames with no grab box). There aren’t any “couple of more frames that you cannot “throw” the opponent,”. The frame data for T Hawk’s close hard punch says that it is 1 frame advantage on block. So if you do a Mexican Typhoon (which is 2 frame startup) right away, it should grab on the very first frame the opponent is out of blockstun. They can escape by jumping away, backdashing or doing a special invincible move. It is not “broken” as you put it.

My explanations for why it is not working for koko_pops are:
-Are you on AE:2012? This move was +2 on Super so it would whiff if you’re not running AE:2012.
-Close Hard Punch is putting THawk too far from the opponent for the grab to connect (are you trying hard or light SPD?)
-Is the Close Hard Punch hitting or being blocked?
-Are you hitting the Hard Punch “meaty” during the opponent’s wakeup? If so it would give you extra frames advantage on block, and make the command grab whiff.
-Frame data for this move could be wrong.

I haven’t tested this yet, this is all conjecture based on available frame data. I’ll try it out later today when I get home.