T.HAWK @ SSFIV Arcade Version

Is thawk and gief lp SPD the same range?

gief’s light spd is currently 1.65, hawk’s is 1.5. Gief is also getting his lp spd damage and range buffed.

…capcom!!! Ono!!!

awesome! thanks for the insight!

Just got home and got a chance to review the changes further and I’m even more disappointed. Looking at the buffs given to Adon and DeeJay (and then looking at their placement on the tier charts) makes me rage. I know tier charts aren’t gospel, but they’re usually good indication of the general consensus of character’s “goodness.” And I don’t think that anyone would argue that Hawk is a better character than those two. But hell, even if those 3 were considered equal, T. Hawk still got fewer and worse buffs than them.

Adon got buffs to his st.lp, st.mp, cl.mp, cr.lp, cr.hp, and cr.mp. T. Hawk got buffs to different flavors of HK that no one really uses anyway except for st.hk. Ack! Maybe I’m just a little salty because when Super first came out I toyed around with Adon but pretty much dropped him because I didn’t really like him as much as I did in Alpha…and now I’m wishing I would have stuck with him.

I (and others) think Adon looks to be a front runner for top tier. He’s probably the best character that actually got some decent buffs. I (and others) also think Fei Long will be top tier material, as he’s probably the best character that recieved no real nerfs.

First my dissapointments - capcom have not done enough in relation to other low tiers. The 2 biggest changes they missed were spire input and not increasing the range and damage of lp typhoon. T hawk is pure grappler and yet gief has more range and damage, plus more mix up to land them…just seems a little odd outside of claiming they have favourites!? As people have said, it’s annoying to see changes to Adon, dee Jay, fei, cammy…etc who were all higher anyway.

Anyway enough bitching and on to my thoughts.

Lp spire buff - great in my opinion. More meter is good, forward hotbox is good. The post above highlights it’s potential at stuffing moves that it traded or lost too. I think the dev team want people to use it like an advancing brick wall which makes it scarier. The meter gain means we should get that super faster too, it will improve pressure from lp, lk strings and will be a better tool just outside your opponents footsy range. I am hoping this now means sims limbs amongst other stuff gets beaten more too. I like this change.

U2 and Super - I put these together as it seems capcom want us to use this ultra and get super so we have 2 ways to hurt people for big damage. Faster start up and better grab box plus invincibility are good. Range increase on super is good. I like these thanes too as it creates a double threat.

Ex dive - I think people underestimate it’s potential. This together with improved U2 will help hawk loads in one of his worst matches in Akuma. Akuma cannot spam air fireball when you have meter and you would burn a bar but would be sat waiting as he lands for a big fat grab or combo. It won’t hurt vs juri and gouken either! Lastly jump back ex dive to bait out dragons and reversals won’t exactly hurt hawk.

Hk changes - far version changes are welcome but not a game changer. Close hk is lost on me. He is already at + 4 on hit with that move???

Overall I think these changes with the nerds to some of his bad matches moves him up to around mid at the best. Like issue above, capcom seem to want hawk to be setup with U2 and use the added meter from spire for more ex or for super. I still think they missed a trick and I still see guile, chun, sim and dee Jay as problems for starters.

I’m sticking with him though as the changes are all improvements and I want explore the new ultra properties. Added to the fact these are not every change as they keep saying. As an example they keep saying back dashes are airbourne. Are we going to get OS U2…probably not.

Deleted Double Post.

I was just coming here to mention that. According to every source I can find, his cl.hk is already +4 on hit. Maybe it’s +4 on block now, which would make it around +8 hit, which may open up some more combos that are worth using.

And I agree that not changing Spire’s input was a big fumble. That change is wanted and needed, it would’ve been fair and easy to implement, and it would’ve a big “quality of life” improvement. Big, big failure for not doing it.

LP Spire extended hitbox is actually a big nerf.
No more Close HP/HK, S.LP xx whiffed LP Spire -> Grab.
Now it will just get blocked and get your -5 ass raped.

The devs are effing douchebags that don’t know their own characters.

get outta here man, that mix-up leaves you at like -5 or something ridiculous like that and no good player will fall for it. In fact you’ll eat a free ultra for it.

I dunno where you get your stuff from but option selects are the way to go right now.

It may be shenanigans territory, but they could have buffed MP/HP Spire instead and gotten more out of it, and not taking something away by doing so.

What, you guys can’t do a shoryuken? The input was fine. You aren’t Hakan, your inputs don’t overlap. You aren’t Fei Long, your inputs aren’t abnormally difficult. It is a shoryuken. If you can’t do a shoryuken, you are playing the wrong game.

Anemone- it’s a reverse shoryuken. This makes it hard to move forward as a grappler.

You are missing the point. The motion is counter intuitive to what you want to achieve. Hawk is about closing space and when you are moving forward to then have to do the motion the opposite way it is that fraction of a second that can cost you especially when it comes to ex spire and fireballs. The other annoying aspect is it’s the only shoryuken motion you cannot shortcut in the game so it’s okay for fei long or adon to to down back and use shortcuts but not hawk. People are not saying they can’t do condor spire, it’s just that the change made plenty of sense to be a forward motion with kick.

I’m in the uk so won’t get to play the game for a bit, but people really need to wait and see how it pans out. I remember the blogs on super and Dudley was broken and guilds sonic hurricane was crap, while Cody was going to be some top tier animal…we all experienced what actually happened. I have no doubt that hawks changes with other character nerds make him more viable without being some god tier change. I’m looking forward to footage from the arcades next to see what comes out in the washing.

Of all the changes I’m calling out cammy, fei, one of the twins, ken, adon and maloti being the strongest. Other notable mentions will be hakan, dee Jay with a bunch of usual suspects like ryu, sim, guile, chun, boxer, dictator…etc. The tiers will be more compressed again with this update IMO.

I just found this - and noticed that they don’t show the command input for CS. They don’t show all of the character’s moves for the entire cast, but I was hoping to see CS on there. Can anyone translate the text just to make sure?

CAPCOM?FSUPER STREET FIGHTER IV ??T?C?g?bARCADE EDITION

Yeah my friend translated–
High pride fighter
Thunder Hawk

Mexican Typhoon
Tamahawk Buster
Condor Dive Vertical or forward while jumping, weak, middle, strong

Spire is the same input =/

The LP Spire got nerfed. . . .that shit is so negative on block. They just made it easily more punishable. so the input is less anbigious.

Spire motion is still there. Thanks for making sense, Capcom.

Yeah I’m not sure about spire…someone said it was a good thing and others have said it’s worse. hmm. It seems to me that you’ll need to use it as a far poke, trying to space as to hit with the very edge.

lp spire whiff into ultra is, currently, pretty decent as long as you space it correctly and haven’t used lp spire at all in the match previously (and really, why would you otherwise?). i’ll side with the camp that is somewhat worried about the extended hitbox especially since splash, lp, lp, lp, lk xx lp spire will probably now hit the opponent (this can currently be effective after a few lk xx ex spires that catch them jumping). I’m hopeful for the slowly advancing wall tactic but I think it may be most beneficial as a mid-to-far mid-range AA. You know, right in the distance where st.hk can get beaten, the timing for cr.hp is way late, and st.mp can beat because they aren’t close enough to get cl.st.mp out. big like on the meter gain part though.

close hk? seriously? the only time i’ve hit someone with it is when I thought they were going to jump back and they neutral jumped so the cl.hk knocked them out of the air. it whiffs on most of the cast after a jumpin anyway.

ex dive… I do see this as being beneficial. as others have said, it should make gouken, juri, and akuma easier. I’m hoping ex dive can be done as low or lower than normal condor dive to increase its effectiveness. I’m a big fan of short dives to punish low pokes or hop over plasma and punish with spd/super/ultra. sometimes i run into an ex fireball that gets in my way though, so the projectile invuln should be somewhat useful, but not game changing, in other matchups.

as far as the big bad matchups go I guess we can umm… what? trick guile into trying to air throw us and ex dive through the boom he’s following below him and land a lp spd? probably won’t have to worry about sim doing AA Super/Ultra now either, though I’m sure hawk will land on the ultra after the hit. Or the rare sakura/gouken (he can shoot that upward right?) ultra II.