T. Hawk Thread.

I’ve played some hawks with dj and they do a lot of crouching short to tick. Dj has no reverse for light crouching kick. Machine gun hits too high. Still it’s tuff match for hawk. I think gief is better for dj.

Once you get in it should be a win for hawk. If they machine gun reverse try crouching light kick to safe SPD. His only chance to escape is super/upkick but they will whiff if it’s safe 360

I feel like this match is in DJ’s favor as well. All of DJ’s normals account for T. Hawk’s methods of getting in, so DJ doesn’t have to take any risks at all. However, if Hawk does get in, his safe jump Jab, DP install will stop all of DJ’s counter tactics. Fudd and I were victims of this at the hands of Damdai at the last EVO :frowning:

Wouldn’t machine gun upper beat out the safe jump jab OS corner lock? Even Deejay’ super would be a good option on wakeup if hawk safe jumps, it’s safe on block at point blank.

It doesn’t. MGU loses to all DP-like moves. Cammy can stuff it with cr.Jabs, even.

Bump

There is VIPER vs EcoDJ here, at 12:40. He beats a Honda (Chika) before! He also won a very tight match against a Dictator, who did not react to the dive (st.Jab) FTL.

Just as I suspected. There is only one solid way to get in on DJ. Besides THAT technique, the only other way is to hope that the DJ player messes up.

[media=youtube]bf_2AX4nWGc[/media]
frijoles hawk verse dj

So I guess the throw loop is impossible to escape for Guile unless Hawk screws up. What would most likely be screwed up, and how would a Guile player exploit it? I need some Hawk players to let me know if my assumptions are right or wrong. Playing the scenario out in my head, flash kick is useless, unless Hawk screws up big time. Even if Hawk is to screw up, it seems like the least safe way to exploit any possible mistake.

Maybe after the 1st tick (safe j. lp) and 2nd tick (cr. lp), reversal throw > jump (ie, b+hp ~ b+mp ~ ub+lp) is the safest option. Then just hold jump for the 3rd and 4th ticks just in case Hawk waits too long between tick and throw, since jump animation is unthrowable and Guile’s neutral jump punches have good priority. What do you think?

There is no escape.

:frowning:

Pray to God that hawk fucks up the timing and spacing of either his tick throws, or his st.jab. OIther than that, there’s no escape. You can either try for a desperate flash kick, or a reversal throw if he’s close to you. Your only hope is to keep him zoned out and stop Hawk from landing a knockdown or doing a j.jab on you.

it’s only inescapable if guile is in the corner getting safe jumped to death. wake-up ground ticks can be hit with reversal

That is good to know, thanks.

Is there a faithful console port for Super Turbo? I want to play that rather than HD Remix.

Classic mode in HDR is probably the easiest, and most accessible option that you have. It’s based on the dreamcast port, which as far as I know, is the best console port ever made of ST.

That being said, nothing comes close to the arcade experience.

I salute the 4 or 5 people who still play t hawk in 4. Of course he was a native american god in ST.

I guess I should consider getting myself an arcade cabinet of Super Turbo.

Very good posting @nohoho’s blog about the hajiki screw for Hawk. It even has a video demonstrating it.


It’s no surprise for me though that Pony doesn’t use it. Atleast against Ryu’s rh it’s fairly easy to react with a normal walk in SPD which you will be able to control the direction, which is important for gief. But I guess against low forwards its still usefull for gief. As for hawk its obviously the best way to do the walk in Typhoons.
One of the best recent posts from nohoho. I dont know but everytime I read anything about Pony or Gunze the post becomes a lot more interesting to me haha