T Hawk Super Guide: Prototype Version

We should also find a way to sticky this; I added a bunh of stuff. I wrote a little in each matchup and wrote some stuff up top in option select for some things you may, or may not know.

Just copy it normally, then Ctrl+V it onto the doc. That ought to work.

EVERYONE WHO HAS WRITTEN IN THE DOCUMENT PLEASE READ THIS\

At the very bottom of the document I but this:

“The following people have contributed to this article”

If you at any point added something on the document put your name down. I did this so that everyone gets credit for doing this; It IS a group effort

Joe, if you have facebook or AIM, please contact me so we can talk about the future of the guide. My contact info can be found in my profile. Same goes with any of you other guys if you want to talk Hawk or have any questions or, better yet, suggestions.

TenorMadnezz

I added frame data as an appendix of sorts. Got it off EventHubs.

Made a header image to make the page look sexier. If it sucks you guys can remove it hehe.

Not sure how dependable Eventhubs is, but I know the frame data on the SRK wiki has never steered me wrong. Just checked out the header; I dig it. I also like how no one has edited out me calling the guide “sexy;” that means that you guys are a good group. hahaha

Did a random sample check on the frame data. Seems to be same for me.

Not sure if this helps but i wanted to add

LP SPD grab leads to great pressure you can safe jump every character in the game except BLANKA it makes your opponent RESPECT YOUR JUMP INS after LP SPD there is no reversal they can do that can beat your jump in. Once they respect LP SPD safe jumps this leads to more MIX UPS and make them fear you that much more.

Also: anyone have frame data on counter hit cl mp, cl,fierce, and condor spire (all strengths)

am i supposed to ask here before i add something, just to prevent false info?

wanted to add that nj.Hp beats (if timed right) or trades with chun’s EX spinning bird kick

Hey this looks great. Nice job to everyone who contributed (even myself XP). I added a couple of info in the match-up parts of the guide and fixed some errors for better reading. But it looks awesome.

How is this not on the front page of SRK yet =/

Hey. the guide recommends that you use U2 on Cody, but I think that’s a horrible suggestion. I have played a decent amount of this match-up and I know that Cody does not not need to jump against T.hawk if he doesn’t want to. I also don’t think his neutral jump is a legitimate answer to Hawk’s lp, because that normal’s recovery is WAY too fast to be punished with a jump.

ultra 2 for juri is horrible from my experience. her jump arch is strange, and thus it is unusually difficult to catch her with it for some reason, I’ve had much better luck with Ultra 1. ex pinwheel often pushes t.hawk out of spd range on block from my experience, so it should be that all her pinwheels are punishable on block rather then spd on block. her j.mp (?) is a strange jumping normal where she goes upside down and hits you with her hand, can be canceled into her ex dive kicks. She can use it in situations where you predict a N. jump or jump away and thanks to its strange hitbox, it will beat out jumping after her on prediction, and trade with dp’s. its really annoying to deal with if the juri player knows about this, but you can counter it on prediction with a cr.hp. I’ve played this match-up to death with a decent Juri.

I personally prefer U2 on Gen because his U2 in crane stance is serious BS and I believe it counters that BS.

why U2 for makoto and Bison?

uh, any counter arguments? I’ve been slacking recently and I’m not entirely sure if I have any business editing this thing. added how hp is a good anti air tool for gief, more so than hk.

Hmmmm you bring up a good idea;

I think I (or someone else who beats me to it) could explain how each ultra could function for each matchup rather than recommending a number and just assuming you know why.

Ill do that now actually… Im doing nothing hah

I added some basic combos and frame traps. The tick setup section seems redundant to me as ticking isn’t exactly rocket science.

I was thinking that a brief write up on the 50/50 game and wakeup splash scenario would be good for newer players but I’ll leave it to someone else as I’m garbage at write ups.

Yeah I’d recommend U1 for Cody now that I’ve played the matchup more; I just put U2 for all the characters that I didn’t feel had a compelling reason to pick U1 against.

Feel free to edit, if you’re experienced on that matchup then you are in the informed minority and I’d appreciate your revisions.

I still believe that either ultra is valid, but I personally pick U2.

I choose it against Makoto because I feel like it eliminates her escape options where as Ultra 1 is just a big punish. It helps me against her jump back fierce and her axe kicks. That’s just my opinion. If you want the huge damage then Ultra 1 is the better choice, but I’d prefer utility.

For Bison, I can’t ever seen myself landing Ultra 1 unless they seriously fuck up. Again, I’d at least rather deter him from taking to the air.

Any additions are welcome; though I respectfully disagree about the roundhouse, it has served me very well. However, I am always open to new ideas. Glad to have you on board.

Touche, though there are some obscure setups. I suppose that they can be classified as gimmicks though, so that’ll work.

I completely revised the ultra recommendations and but an advisory

So I formatted a lot of the guide and added a section for his special moves, which I believe is necessary to explain the different and application of each move and its particular merits depending on which strength is used. Plus I REALLY wanted to fuck with those icons on Google docs… they kind of suck so they may be removed at a later date. There is also a lot more information regarding combos, blockstrings, and option selects coming from me as soon as I have the time. (EDIT: Also added bonus, harsh truth at the bottom of the guide.)

Please, please take note of the entire section Joe Lewis added before the matchups section. I believe our idea bears repeating, so I will post it here:

…any ultra that is not generally agreed upon by the community WILL NOT be posted here; instead, post one or more applications of your ultra of choice in the given matchup.

Joe and I both agreed that this would be better than arguing which ultra is best; if you like a certain ultra in a given matchup, please explain to everyone why. This allows all current and prospective Hawk’s to read both sides and choose accordingly, plus it allows strategies for both ultras to be developed instead of neglecting one or the other.

P. S. Ultra 2 rules, Ultra 1 drools.

I’m pretty sure that s.mp s.mp lp buster is char specific and will whiff vs much of the cast. That’s why I listed ex spire instead.

Yeah I mean a lot of crap is character specific which is a hair silly.