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

Not worried about when you do the normal, it’s when do you jump. Is it the usual “whiff jab then jump” set-up or something else? The high-low mix-up wouldn’t work unless it looks like the high may hit, in which case you could do something like Elbow Drop and go low.

Whiff a normal too early and the low no longer really matters, since the whiffed normal would be pretty obvious (i.e. no more threat of a high). Then it’s a guess between a hit (like close jab) and command grab, where blocking low/high doesn’t matter. Jump immediately after the jab Typhoon and the high will always whiff since the opponent hasn’t recovered yet. Do the “whiff jab then jump” setup and the low short is no longer meaty. So, when exactly do you jump after the jab Typhoon? =S

you jump immediately

Alright, I’ll look at it.

Is crossup -> s.mp -> s.lk xx lp tomahawk consistent? Does he have any simple consistent hit-confirms that lead to a tomahawk?

This is the basis of his only high low hit confirm combo.
st. jab, cr. lk, lp SRK

only works on most characters from the front , crossup splash into that only works on some characters.
There are a couple that you can use medium SRK on, but to be safe just use lp

Cross up splash - > Mp xx DP = The best… Adding an extra jab or something seems to be character AND side specific… It’s a pain in the ass and I think it’s better to just train to react to the two moves alone…

They have a fair amount of hit stun… I think anybody can learn to be consistent with some practice.

4

what are the go-to meter combos worth doing? anything besides the standard jump in, cl.mp xx ex spire?

and uh…I know there’s a knockdown strategy to lp spd, but I base my game completely on whiffing lp and going from there. I’m wondering if there are other Oki set-ups that I should be aware of. here’s a list of the garbage I try to pull:

whiff lp and attempt a cross up splash.
whiff lp and whiff j.elbow. do stuff when I land (like grab or dp)
whiff lp and do condor dive in an attempt to cross up. I don’t do this often, because it can kill me.
gimmick it up and spire over them, I usually dp them on wake-up.
just stand there and spontaneously do something on their wake up (like grab or dp, or block).

I wish I could set something up with regular forward grab, but alas, I cannot.
any suggestions?

You can pull a safe jump off of normal grab (timing is something like wait 1 second, then jump; can’t really explain it) or just cross-up spire (fierce)/fake cross-up spire (jab). For the safe jump, you can mix up neutral splash, elbow and short (fast tick into grabs/fake out close jab).

Jab Typhoon oki is the usual stuff. You can mix in empty jump lows and jump-in shorts to throw the opponent off. Also, don’t DP on the opponent,s wake-up often (not unless you’re guessing at a specific reversal and trying to beat it). You’re better off guessing with a close strong/close jab hit confirm or a flat out guess close strong xx EX Spire (safer then DP, but use sparingly). Hits > jumps, grabs > block. And for back dashes, you can just hit roundhouse if you’re certain it’s coming and enjoy watching the opponent float to the ground as you dash into his face again.

Only go-to meter combo that I think is worth doing is close jab, close strong xx EX Spire. Just interested in staying close. EX Tomahawk is good sometimes when you’re facing a low stun character and want to push towards stun faster.

Quick simple question:

cl.mp, cl.mp xx lp srk. It is a character specific combo? Any tips to land this consistently?

Yes, character specific. You an increase the chances of it working by walking forward for 1 frame after splash (you get like 1F of time from hitstun or something…not sure exactly)

Thanks for the answer!

This combo works on Juri, and I think Makoto. Not sure about anyone else.

I got it working on e.ryu. Have to be really close for it to work.

Yay :slight_smile:

Hey guys, I have a question about U2 since I just started using it in Ver.2012. What are the rules when it comes to what it hits? Like what opponent special moves are considered “airborne”? and can I Focus Crumple - Dash - U2? I thinking about moves like Honda’s Headbutt, Claw’s Straight Flying Claw, Straight Blanka ball, Dictator’s Psycho Crusher or Knee Press, any shoto’s ground Tatsu, Guile’s upside down kick, Sagat’s Tiger Knee, Viper’s ground Burn Kick or hopping overhead, Rufus’s Messiah Kick/ground snake strike, Fuerte’s Standing Roundhouse, Abel’s overhead Wheel Kick, Fei’s Chicken Wing, Hawk’s Spire, Dudley’s hopping overhead, Adon’s ground Jaguar Kick, Hakan’s Oil Dive, and Juri’s Standing Roundhouse…to name a few. Lastly, what else does the crouching roundhouse buff in 2012 affect besides Sagat’s high tiger shot? Anything? Thanks guys!!!

Probably goes under Akuma’s air projectiles at certain angles and under Juri’s angled projectile; not sure though. Hit training mode if you want to find out easily.

juri’s projectiles are weird. the mid and high fireballs could always be swept under since super, for some strange reason.

Went in training mode real quick and it worked on all characters except Adon, Claw, Rose, and Hawk. Could only do it to Abel, Viper, and Boxer after a focus crumple. I only spent a few seconds with each character so this might not be 100% accurate but hope it helps.

Yeah, that works on most characters. Rog’s hit-box fucks everything up though. =/

You can just exchange jab Tomahawk for ex Spire against the characters the Tomahawk whiffs against.