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

Yeah, they all suck but lp seems to be a little better as a reversal than the others so far.

They all have shitty startup and you can be thrown out of them lol. For beating limbs, i would definitely use lp. Anti air, FP or MP. They both hurt and have to be done when the opp is at the peak of their jump but my god does it hurt to get hit by one of those

Also - thinking about it now, I dont know if I’d use U2 against Adon. Im not sure about his frame data on his moves (All i know is Jag Tooth is safe and no one uses it anyways cause its ass) but I have a hunch there has to be a move thats -2 and can be U1’d on block. Also U2 against gief makes that matchup pretty free. Just dont get knocked down (which shouldnt happen really unless he random EX GH’s you). St.fp/st.mp/st.forward/low.forward all kill gief.

I was checking out the hit boxes for Hawk’s forward j. normals and I noticed that his punches seem much safer than his kicks in the air. his vulnerable hit box for his punches seem tucked away behind his attack hitbox for his punches, while there’s nothing of the sort going on for his kick (hell, his vulnerable hit boxes seem MASSIVE when performing a kick normal in the air) is there any significance in this? going by the hitbox data alone, it seems like the Kick normals’ only advantages are that they have longer range.

any thoughts on this?

With regards to Ultras, here’s how I see it:

If the character likes staying on the ground (Abel, Makoto, Dudley, etc.), pick U1.
If the character likes staying in the air (Ibuki, etc.), has an easily punishable anti-air (Shotos, etc.) or absolutely must get in the air if they want to get to Hawk (Zangief), take U2.

Can U2 auto-correct? Cos I’ve got this friend that claims he saw it auto-correcting to hit a crossup but it never happened to me once in all the time I’ve been playing as T.Hawk.

yeah, U2 can auto-correct, its tricky though.

Its not reliable as an auto correct considering how bad that crossup would have to be for it to hit.

Also, jump strong is an insane air to air and jump in attack. Ive been preaching about that for a while but whatever. Jab is okay sometimes. If your going to the air and not crossing up with splash, jump strong if you’re close and j.rh to tag fireballers/make them block.

Indeed, jump strong is awesome. I’ve been using it TONS lately. Beats nearly everything in air to airs.

sweet, will start using those more often.

Just found something out yesterday: Jump in j.strong > Bison’s s.rh. :smiley:

What’s the point of Thrust Peak and (The name escapes me atm) his jumping down-mp. I think it has the name shoulder in it.

Thrust peak is ass, but it’s an okay anti-air for neutral jumps, the jumping shoulder though is a very good air to air move. It even beats early shoryus, plus it looks like a splash so if you jump over someone and press down+mp instead of hp, they might be fooled into trying to block, therefore staying put and allowing you to 360 them.

Ahh nice, I’ll have to try using it more often. Also, I’ve been using Thrust Peak during Block Strings and it’s been working incredible. That’s the only use I’ve found for it though.

T.Hawk’s ground normals are great but in the air he’s got nothing… I play a friend who uses Ken and his jumping HK comes out so quick and has so much priority, I think I’ve used every single move T.Hawk has in the air and they all lose.

Agh, what do I do?

j.mp

ok i swear on this…

I did cr.lp x2 (blocked) and did a lp Mexican Typhoon, and the mexican typhoon wiffed. So I did the same, except I did a hp mexican typhoon, and it worked. So basically hp typhoon is better for tick throws.

My 2 cents

sorry, but that doesn’t make sense, both versions of the move have the same speed (2 frames) and lp version has superior range; in other words, if the guy is in a state that allows him to be thrown, lp is actually more reliable thanks to its longer range ( you can tick throw them from a further distance). dunno the circumstances that caused the wiff, but HP isn’t any better for ticking then lp, aside from higher damage output.

Also for Hawk’s j. d. mp elbow, he can’t hit anything that’s not in the air, so you can do it right on the standing opponent without fear of a block, which will mess with them quite a bit when they are conditioned to block jump-ins. you don’t suffer from landing recovery by whiffing it right over the ground too. really awesome move.

You’re wrong.

I want to start using jab, jab, strong, uppercut (I forgot the name of it) but I’m having a lot of trouble getting the uppercut move out. I guess this really doesn’t have much to do with T Hawk as it does with canceling moves with any character, but I figured someone here might have some advice.

Edit- Never mind, I am stupid. I just realized you cant cancel Hawks far mp. Sorry.

Does anyone else have problems landing jab after a focus attack? It’s actually really hard. The opponent falls before my jab comes out. I’ve only landed it a few times.