ok, I’ve been wondering this for a while, because I haven’t seen this posted in the lab thread. what are the inputs for Hawk’s option selects? I’m relatively new to option selects; though I know what they are, I don’t know how to perform them, so I have no Idea how to do the stuff tanma posts in the lab.
Last night I ended a match with a Vega when he tried to do that air claw thing (it’s a special whose name escapes me, it can lead to an izuna drop) with a well timed cr.mp. I don’t know exactly how it works but it did! I’ll look into it when I get home from work.
If this is well known, my bad, but I was surprised since I actually meant to focus and messed it up (playing at late hours is always fun).
Ok, I am doing better against Vega. Now I have a bigger problem.
Ryu, Ken, and Blanka.
Ryu and Ken play basically the same. I can’t dive, can’t get close enough to grab, and I can’t sit back at the risk of fireball chipping. I don’t know what to do here.
As for Blanka, I can’t seem to punish any of his moves, all of his ball moves bounce him back to his side of the screen, even if I block. I go up for a dive and he uses the anti air ball, I sit back and he can just launch himself at me and I can’t punish.
Walk them to the corner with smart st.mk/mp/fp. Neutral jump fireballs, make them scared to throw FB’s. Ryu will zone you all day and a good ken will mix you up on wake up so that your ex dp will whiff or be safe jumped. I feel ryu is easier than ken just because there is so much less guessing going on on wake up. Occasionally guess jump incase they fireball. Dont be afraid to throw out a dive or two smartly to show them you arent afraid and will take the risk. Ken can ex hurricane but timing is tricky so the most he gets is step kick. Ryu can hurricane kick everytime. Ryu can u1 it and ken can u2 it (with timing) so dont do it when they have ultra. If you can predict a step kick against ken, you can instant jump dive them for a knockdown.
Blanka just play a different character. Ive picked up blanka and seth for honda/blanka/guile/sim matchups. Hawk really cant do anything against them and its sad. He needs some changes to deal with them. I’m never one to blame the character but really you cant do much against them. Even if you get a life lead and sit on it, hawk has trouble against jab elec/jab hands pressure. Guile is a bit easier if you somehow get a lead as is sim if you can block tele mixups.
Against Blanka.
It’s a tough match for T.Hawk and this match up is to Blanka’s favor.
Don’t be afraid of Blanka’s horizontal rolling attack since you can stop them with crouching light punch.
try to close the gap with very short spires or better walking and crouching to stop again with crouching light punch some horizontal rollings which eventually may come.
Becarefull with EX block them.
T.Hawk can punish hard Blanka’s backstep rollings if you block them right with an SPD.
Electricity is a pain in the *** so if you try to have a close distance don’t hesitate do an SPD.
Also you must becarefull Blanka’s wake up game.Since most of the players are using Vertical roll to hit or escape.So you must try to bait them.
When you are at the corner and you have more health try to sit there safe.
If Blanka player tries a horizontal rolling attack you can do a backward empty jump and then comes many choices to punish him.
Like U1/Super/SPD/Combo.
The most hard part of Blanka’s gameplay against T.Hawk is his moving.
While he will try to confuse you with moves like surprise forward and back and after that comes a lot of choices like throw/electricity/vertical roll etc.
Generally keep patience to this match since Blanka has more tolls to confuse and punish T.Hawk.
Good luck…
the only thing that effectly catches jump backs at relativly close range seems to be HP condor spire. been getting outzoned really hard recently, just thought that tip might help.
I’ve been practicing tick throws a lot and I’ve had some success with them, but the timing still seems strange to me. Is the the throw input like a cancel or slower like a link? Also is there a way to know you did it right and not too slow? I’m just doing it against an all block computer so I can’t tell if I would be getting DPd or whatever.
Also does hawk have a go to Bnb? J.Splash, MpxxDP seems cool but anything I don’t have to jump in for?
I prefer any combo finishing with Spire cause if you whiff you can do a SPD/U1 if your opponent doesnt jump, and if you do EX spire you can combo it with EXTB-EXCD.
So my option is splash>cl.mp>and then lpSpire>SPD/U1 or EXspire>EXTB>EXCD
And my other choice is simple: cr.lp>cr.lp>s.lp>s.mp, simple,cheap damage:tup:
you want link timing. if you cancel a jab into spd (sometimes this happens to me if i get a negative edge input) you’ll ALWAYS whiff the spd unless they focused your jab because they are in hit/block stun and can’t be grabbed. the opponent has to exit hit/block stun before you can grab them.
Like we said at the first place.
T.Hawk’s and generally grabbers in SFIV and SSFIV doesn’t posses the ability for a tick command throw like in Turbo.Also sometimes in Turbo when you do very fast an spd can probably whiff.In SFIV/SSFIV whiff is more often with a very quick input.
So everything is in timing and ofcourse with a mix up.
So to try an effective SPD after a poke you have to confuse your opponent with your pokes.
For example the first time go for 2 jabs and SPD if your opponent scared that then the next time he will escape from the 2 jabs.
So you have to do more or less and then an SPD.
It’s a classic method that always works to grabbers in all Street titles.Like empty jumps and other stuff.
Thanks this has been very helpful, I’ve had the most success with cr.Mk for ticking but I’ll start trying to mix it up with Cr.lp. And what’s T.Hawk’s best mix up anyway?
And sort of unrelated but is St.mkxxEx.CS really fucking hard or is the timing just different than a normal cancel?
Been using U2 alot lately, at first I was just using it for fun, then I actually got the hang of it and now I use it more than U1… I hear bad things all the time about the ultra, but it is waaaay easier to land on a guy who likes to jump around alot than U1. Used to, I would have alot of trouble with Kens/Ryus crossing me up into a DP, but now I have them staying on the ground in fear of me landing my ultra, the smart ones anyway.
The only problem is that once I get up to fighting really good people, I might not be able to land it. Ever.
I was wondering if it was smart to keep practicing with this ultra or just stick with reliable U1?
as far as Ultra selection goes, I follow Gridman’s opinion that it is character specific. he posted a list in a thread on the topic, and since I don’t care to go find the post to quote it, I’ll just paste he posted outright.
*It greatly depends on the match up and how their characters jump arc is with player influence being part of which ultra I choose. For example i never choose u2 against abel or gen but always pick u2 against ryu, ken, ibuki.
Quick list off the top of my head
U1
Dudely
Seth
Gen
Dan
Hakan
Cody
Dictator
Balrog
Abel
Sim
Blanka
Claw
Rufus
Makoto
Fei [being able to punish f.mk on block or hit IS GREATTTTTTTTTTTT]
Juri
Gouken
Adon
Rose
I can only answer the first question thanks to my limited match-up knowledge.
his best bet with reversal Dp that is not EX is to use NONE OF THEM and block. don’t bother, they are all equally bad for various reasons, chief among them is that they are just too slow. if you must, risk it with lp; but that doesn’t work for me.