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

Can hawk short jump like gief?

this is a gimmick that is, currently, passed its prime. With that said, in certain, specific matchups it can be useful. you can sometimes shoot under or even over akuma’s air fireballs and land and punish and sagat’s aa RH will actually go over t.hawk as long as you land on the ground right before he does the kick, allowing you to recover first. Generally, don’t condor dive to get closer unless it’s after an hp typhoon or something and you have the correct height down so you’ll be safe.

if the question you REALLY wanted to ask was “how do i get closer with hawk?” then the general answer is walk forward and beat the crap out of anything your opponent attempts to do with normals or focus dash to spd, etc.

I do not believe he can.

How far can I get turtling, not approaching but enticing the opponent to come to me?

Is T-Hawk’s sweep safe or can you get ultra’d between hits like Guile’s?

t hawk’s sweep is much safer than guile’s, but still not completely safe by any means. i’ve seen him get dp’d in between in the hits before, so i’m going to assume that some ultras will also work. when you’re sweeping, a good thing to keep in mind is to try to do it at max range, or so that the first hit whiffs and only the second hit connects. most importantly, pay attention to your opponent. if they have no idea how to play against t hawk, then sweep as much as you like. my way of thinking is, every move is safe until your opponent leans how to punish.

against some characters, you win the match just by turtling, and you should never advance. characters like balrog, juri, dudley, fei long, basically anyone who doesn’t have a fireball and doesn’t do crazy stuff (i don’t turtle against el fuerte) you can just turtle. as long as you have the life lead, start walking back, and punish their forward walking with standing roundhouse. against characters with a fireball, it’s still way better to get them to come to you, but most of the time they won’t be stupid enough to do so, and you have to find a way in to do any damage. juri is the exception, because her fireball can’t reach full screen. and sakura too, for that matter

Can this thread be stickied??? I had to search Google to find it :stuck_out_tongue:

I’m wondering, when you get a knock down is it a good idea to go Cross-Up-Splash --> (On hit) --> Sweep into another knock down.

Of course adding in mix-ups with non-cross up splashes, SPD, U2.

I used to go Splash --> combo --> whatever, but now I’m thinking it’d be a better idea just to get the knock down and stay on them, any ideas?

It can work, especially when players begin to expect the BnB Splash -> Cl.MP -> Tomahawk or SPD shenanigans. I tend to throw it out a couple of times a game but it can a bit risky due to the nature of T.Hawk’s sweep.
It can be helpful on characters that like to run away as it gives you more time in their face.

so what’s the deal…

light spd…

If NOT A CROSS UP… hawk can do : St.lp St.mp xx Dp
IF A CROSS UP!!! : st. lp … Far medium punch???

I tried doing a double lp… seeing if the far one could cancel into a dp… no Cigar…

Cross up specific combos worth while?

Splash has enough hitstun that it allows you to walk forward abit, so the st.lp st.mp combo works either way, on most characters (whiffs on sakura, juri and some others if i remember correctly). I prefer to finish with ex spire though since it leads to another mixup against characters with bad wakeups.

Can you use U2 to catch backdashers?

Yes.

Ive been picking up Hawk recently to step my game up. I really wanted a bad character to learn footsies with, also to learn tick throws in general. and I have a few questions:

  1. What in the world is the point of d+MP that shit looks like dudley’s but it doesn’t hit ever!?

  2. Other than finishing a round is there a point to HP spd? MP spd does only 30 less damage and you can spire back in for the splash mix up. HP you’re so far away…

  3. jump lp into dive… why?

  4. does cl.mp into dp have that property where you can only cancel the early frames? i miss this randomly and it confuses me

  5. neutral jump HP has an amazing hit box for crazy angles, can you combo into anything?

  6. in ae do you still have to stand lp to link into stand MP?

oh also cl.mp is there a specifc DP i should be going for to land a mix up after? i just do MP because that’s the button i hit last lol

I tried on makoto many times on practice mode and it failed. Can you tell me a character in which this works?

no one wants to answer my Q’s??? :frowning:

ive been top 100 hawks for weeks now i and i still dont know

Other people my chime in as well, this isn’t an exhaustive answer to your questions…but here goes:

  1. It has a decent hitbox, but it ONLY hits people if they’re airborne. A decent shenanigan to use (but very sparingly) is to do it on someone’s wakeup and then immediately throw as soon you land. The elbow drop can look like an attack so the opponent may block, but since it doesn’t actually touch them there will be no hit/block stun and you can throw immediately. It also causes the opponent to actually go into block stance if they’re holding back, even though it won’t actually hit them. This is all assuming they don’t jump of course. Of course, this can also be done NOT on an opponent’s wakeup. Just jump forward, elbow drop, let the attack freeze them on place while theyre holding back, land, BOOM, SPD.

  2. 30 damage can be a lot, especially on low life characters. Also, some characters you kinda want to be far away from anyway (Zangief), or some characters can always escape with a teleport on their wakeup so it may be best to go for big damage when you actually DO get in (Akuma), or they have to come to you to do damage anyway so getting close again isn’t as much of a problem (Cammy). Not saying that HP SPD is always better on these characters, but it’s something to think about.

  3. Why not? It’s another shenanigan to use spaingly. You can j.lp->dive on a jumping opponent to hit the ground at about the same time as them and SPD them as soon as you land. It can catch people off gaurd, but it’s not to be used too often. I’ve also seen Hawks hit the tip of Dhalsim’s standing MK or HK then immediately dive in to get close. It also works on a jump back, assuming the LP hits the opponent, while a normal dive can’t be done a jump back (I’ve never personally found this useful, but it’s something to know). Can also be used for a chip win in some situations.

  4. You have to cancel the cl.mp with the DP. This means you’re actually cancelling the recovery frames of the cl.mp so that the DP can actually combo. Just do it faster, it’s honestly difficult to do it TOO fast. Like hold forward during the cl.mp and let that be the forward in the “forward, down, down-forward” for the DP.

  5. I suppose. If you’re still in range when you land.

  6. I always do st.lp before I do st.mp. Not sure if you HAVE to though. But as far as I know, none of his frame data for the relevant moves changed in AE.

I think this actually has more utility than you state. The elbow comes out relatively fast in the air, so it’s good for keeping opponents grounded, and if they don’t jump and you whiff, you’re in perfect position for an spd. This is especially useful on a crossup jump on wakeup, because if you’ve trained them to block crossup splashes, it becomes very easy to set up ultra1. I really like the elbow drop. Elbow drop/jump mk/splash are an excellent set of moves for jumping attacks (jump mk can hit from far away and is probably his best anti-crossup move when jumping back).

As a note, which may or may not be useful, I believe the lp DP (and only the lp version) can link, rather than cancel. So you have more frames to get out the dp motion.

the elbow drop is a awesome mindfucker, i use a lot, is a great air to air move also