I apologise
Crap how do you know if you have the 2012 version should it say somewhere in the game?
yes please report back
im pretty sure i have 2012, just by the fact the changes they mention to t-hawk 2012 i have like body press from vertical jump
No need to apologize, just wanted to make sure people got the correct information.
So I went into training mode and it does work as expected. I am able to do a light SPD right away after a blocked close heavy punch. The top three reasons it may not be working for you are:
1- you do not have the dummy set to "all block"
2-you are doing the heavy punch as the dummy is getting up, hitting him “meaty” and netting you extra advantage frames.
3-you’re not doing the light version which has more range.
It will say what version it is on the first option screen. AE is a gold logo, and Super is silver. The game should update to the newest version anyway if it’s connected to Live or Psn. If you find any text hard to read in SFIV, try running it in HD.
Can you update the link on Hit-Box Data??
i had a question to yee all, have you found a good use for far standing heavy punch, i always go for for heavy kick instead.?
also to back track on an old topic i have to disagree with you tr-void after trying many different things i think there is about a 2 frame buffer on top of the frame data to get an spd
Far Hard Punch works as an anti air in some situations (far and careless jump ins) and it’s 2 frames faster than Far Hard Kick.
its true but do you ever use it for this, i know i dont so i feel its not its not utilising its true potential?
It’s godlike in some situations, can’t remember anything specific though, I lost interest in the game and haven’t played for like a month now. Last time I played I was learning Dee Jay anyway as he seemed to be a much more solid character and thus more fun to use.
Just go into training mode and try stuff out. Generally it is a safer and faster move than Far Hard Kick but doesn’t reach so far. Hitboxes are almost identical, Far Hard Kick hits a little bit higher so if you can see a jump in coming it is still your preferred tool.
As far as I know, there are no extra 2 frames for SPDs otherwise all frame data would be wrong. So unless you have some strong evidence of these 2 extra-frames, we’ll just have to agree to disagree.
I also never used Far Hard Punch for anti-air, but it’s definitely something worth looking into. What I do like against neutral jumpers (who are trying to avoid an SPD or Ultra1) is to use close medium punch… or even Thurst Peak if they are closer to you (df+Light punch).
I have gone through all the moves that you should be able to do spd straight away and it whiffs. my challenge to you is for instance to close medium punch and mash an spd as fast as you can!! do light spd to be sure, i find the block force-field will still be dissipating and the grab will whiff.
yes still looking into heavy punch, i find down heavy punch is a great anit-air, i working on getting more mileage in thrust peak deffinetly a good move
I don’t like Thrust Peak because it is too fast and I can’t really time it because the animation is so quick that I get no feeling for the move and its hitbox. I just don’t feel it.
I don’t like Close Medium because I hate the range at which it becomes your AA normal…I don’t like that mechanic. I’d rather wanted to have a specific input for it, but oh well…I don’t care anymore.
The feeling that theres a buffer of 2 frames might be simple input or screen lag. There’s no extra frames, you do the MP and smoothly (not too fast) roll your stick up back and press Punch again to get the tick throw.
yes that how you get the grab to connect, but we want to test frame data so it should connect with mashing…but i find it doesnt? pour quai.
i agree with both your ideas on the punches, thats why i go for down heavy.at the mo i use thrust to stop them from jumping rather than anti-air
I have a theory on why it’s not connecting for you. I’ll do some research and post later. I’ll also make a video of it working to show you.
I agree t.hawk is in need of some improvement, but we can’t afford not to use whatever tools he has… Thrust Peak comes out fast, so it has its uses… cl.MP is definitely the go to anti-air if they are right above you… if you can’t time it because of the animation… practice it! go to traning mode and record a character jumping in on you and try out all of this normals to see which ones beat it or trade, or whatever… I actually like trading hits …because Hawk can take it and it’s usually in his favor.
I might record some of my matches where I use thrust peak and cl.MP and post here to show their uses…
Hey koko, so I tested this and I have answer for you, which I hope will put this matter to bed:
cl.MP (as well as other normals, such as cl.MK, LP, LK) are special cancelable. SPD being a special, you can cancel all those moves with an SPD (similar to cancelling them with tomahawk). The only time this would be useful is if they are focusing, otherwise all moves will whiff on hit or block. That’s why you can’t mash SPD in order of it to come out as soon as possible, you have to wait for the move to be almost over and do the SPD motion.
That’s it, I hope this finally answers your question.
TRVoid
Hello, I’m ikmal and i’m one of Thawk main character player.
i/d: Sorrowstick
Platform: PC, Ps3 (coming soon)
Area: KL, Malaysia
Main Char: T.Hawk
Alternate: Dee Jay, Cammy, Cody
Simple Question about T.Hawk : So far, I found the closest thing to counter someone who spam Honda’s Torpedo Headbutt is Aerial Bodysplash…I guess. Isn’t it? Or you guys have something else way much better?
What? Block the headbutt? Yes…I did. But my Hawk got pushed back to fairly sweep distance thus prevent my Standing HK from connected.
Please…I need to know the answer before this weekend’s open tournament.
If you jumped up to avoid the headbutt then you have a few options. If you’re going to land on top of him, I guess splash or shoulder, otherwise punish him after landing. Just be patient and wait for Honda to be on the ground before U1.
Shouldn’t you be able to mash c.LP to knock him out of it if you anticipate it? It has a great hitbox.
I think that works, but the risk of trading is pretty high and it wouldn’t be in Hawk’s favor. Up to the player I guess.