drunken words of encouragement.
Im sorry Cut.
Ok here is some tips for you and everyone else:
First and foremost, since this Typhoon method involves the least amount of inputs, by logic, you cant miss one single input so you have to absolutly make sure you hit every diagnol. How can you make sure? By using the very same exact movement every single fucking time. No sloppy luck shit. This involves manymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymanymany repetitions. There is no way around it.
But, fortunatly for you, I already made all the mistakes I shouldn’t have that are required to learn and now I can tell you what not to do because I literaly did training mode hardcore for something like 5 months everyday untill my wrist hurt and index finger was sore from hitting jab.
Ok so when you start your training the first thing you want to avoid is trying it all sorts of diferent ways. Don’t try it from jumping jab to cr jab to st jab then sako. Don’t try jp jab st jab sako. Don’t try cr jab, st jab sako. Don’t try way up close st jab then sako and then right after try a far as possible jab to sako.
All this shit is just gonna take up more training time unnecesarily. Load up FBA and pick hawk vs a shoto. Move them both kinda close but not all the way to the corner of whatever side you feel you have the most trouble on and place the shoto right up against hawk. Make a save state here. This is what you are gonna train over and over: Do a cr jab and the a regular negative edge 360. Next walk up to them and stop at hawks MAX jab range. This is super important. There is no point in learning an up close tick. Its dumb.
Stop at max range and try a sako. This 1000 x over and over.
This right here is what is gonna win you matches so of course it’s what you should concentrate on. If you land the sako walk up again and try it again. Do it untill he bumps into the corner. For now, dont even try to do it once they hit the corner. Just practice the mid screen part. Once they reach the corner reset your save state.
Now for the execution tips:
First of all this isn’t a muscle memory tec. It’s a visual tec. You’re gonna have to adapt on the fly almost every time depending on the char you’re playing against and how the jab conects. try your hardest to make it conect the same every single time. It can be at the end of the active frames of jab or the begining or the middle but pick one way. later when you get good you can mix between these for timing diferences of counter reversals. Depending on how the jab conects affects how much you have to walk forward.
Next thing I did wrong at first was to start spinning as soon as I hit jab. What you have to do is delay the start of the spin for a moment. Try this. Start your piano from jab then hit strong and finally fierce. Don’t start the spin until you have fierce pushed down.
For the spin you can try this:
Be ready first of all. Have your thumb directly beneath the stick ready to push straight up. Push up and imediatly arch your wrist up and start to bring it back down while at the same time going into the upback part of the spin. For me this gives kind of a snap that helps me execute a smooth spin. The wrist movement makes you “pull” with your thumb so the upback part registers and the same for the back part. For the down back part I “pull” with my index finger but thats the only function that uses my index finger so its quick. From down back, helped by my wrist coming back down from the arch, I go into a “push” with the part of my hand where my index finger meets with my palm for the down, down forward and forward part of the spin.
Now as for the button realase section, This is where it gets more visual. You want to realease when you see block/ hit stun is about to end. Realease them from fierce strong to jab then really fast go to down back.
Ok so you can also experiment a little here to and see which way suits you better. You can realease on the way to down back or you can realease at forward and then go to down back.
Also, at first, just so you get a feel of the correct spin and realease timing, you can add an extra input and start from up forward. This indirectly cause a little more of a delay of timing and kinda helps to learn but its not the correct way to do a sako. Its just to learn for now.
Lastly, stop doing stupid shit. Stop doing jump in 720s, flick typhoons, fake sakos. You’re gonna train one thing and one thing only over and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and overover and over
anyways good luck and if you see me on ggpo ( or anyone else that wants help ) hit me up and ill help you train with skype on and my bad again for last nights dumb post.
In terms of timing, I think it’s actualy a pretty good idea to start the spin when you see the hitflash appear. This means you have to be super concentrated every time you attempt the tick, but it will keep you from jumping straight up when the opponent reversals out of the standing jab.
When you’re used to the jab method, do it off of a crossup Splash, close standing Roundhouse for style points.
Actually, I think this one might be legit as well, since most players probably don’t know the timing for reversalling out of that one. O.Hawk’s close Roundhouse also hits crouchers, so it works pretty well. It works off of both hit and block.
N.Hawk can also use it to tick into super, but it’s riskier of course. Start spinning right after hitting the kick button.




http://www.gifsforum.com/images/gif/did%20not%20read/grand/didnt_read_12374.gif
http://ballhair.net/wp-content/uploads/2012/04/haters-gonna-hate-didnt-read-lol1.gif

LOL, I read the whole thing. Will take all that into consideration. Thanks beans & bob sagat Born 2 SPD.
I laughed harder at that Will Smith and Flynt Flossy gif than I should have.
[media=youtube]kVwtaP6FkB0[/media]
18:58 MAGGGICCKAAAA
Man, that walking super is cool and all, and it’s nice to have it as an ace in the hole, but really, how many times do you land that thing?
I actually went back to O.Hawk, because I remembered that one of the reasons I didn’t start out playing N. was that the super was such a big distraction. You really wanna land it and why? Most of the time, it’s for showing off. It’s not even a cool super. I might be the laziest one in the game. A Typhoon followed by a half assed, one spin Typhoon. At least Gief’s 720 looks awesome. Hawk’s is entirely about the inputs and setups.
I will say that I think the super can help in the matchups where you can’t loop the opponent, to get a whole bunch of damage at once.
Overall, I like having a Roundhouse that hits crouching characters, a better DP and not having to worry about throwing out cr.Strong every now and then.
And when you practicing sako ticks, don’t worry about the down back position to block. That part is easy and mostly basic blocking reactions. Keep focusing on the throw. Make sure you get the spd every single time. Then, you can start worrying about the down back block position at the end.
Also, the difference in timing from arcade ST to emulated ST is brutally obvious once you start trying to sako tick. Before I started playing arcade ST, I was already doing 100% sako ticks at home on ggpo. Once I got on the arcade, my success rate dropped down to 20%. I had to re-learn the timing all over again. This was confirmation that the hardest part about this motion is the timing of when you release the buttons. The motion itself is easy. If you think about it, its just pushing up, then throwing a fireball, touching all the edges along the way. The trick really is when you release the buttons.
Senor Frijoles already mentioned this above but its important, so I’ll say it again. The order of what buttons should be pushed when go like this.
- stand jab
- delay half sec, then mp and hp at the same time
- up, up back, back, down back, down, down forward, forward (from 1 player side)
- delay half sec negative edge release from hp, mp, lp.
Don’t be afraid to let hawk take step forward, he’s supposed to do that. While you are taking that step, your opponent is still in block stun.
Hawk’s sako tick is like Ryu’s fireball. Without using it, you can still be really really good, but you will hit a ceiling as to how high you can take that characters max potential. Hawk’s sako tick adds the much needed range in hawks SPD. The extra range means you can play around with how many ticks you want to do before going into SPD. This is especially important against charge characters. Charge characters only get 1 shot to reversal ticks, if they release charge at the wrong time, its time to go up for a spin. Anyways, I could go on for hours about the benifits. Basically, if you’re playing hawk without sako ticks, its like playing ryu without using fireballs ever. It’s important, and you should learn it.
Is there any trick to this? P1 corner has some weird things, so I wonder if this doesn’t demand some shit like ←()↓:arrow_lower_right: or →↓:arrow_lower_right: for that installed Rising Hawk.
wut lol
T Hawk can’t do Linux networking. He lives on a reservation, Bison took all the computers. If T Hawk had computers, he wouldn’t have to travel the world fighting for revenge against Bison. He could simply organize online an “Occupy The Shadoloo”.
Next time think before you post BR.
Rising Hawk can’t be installed if Linux already is.
I’m going to take a wild guess and say you’re probably trying to link to an accidental corner crossup where Hawk immediately went into a DP when he was going for a 360?
You can actually do both a 360 and a DP motion at the same time.
On the left side: :df: :f:(1st DP input) :uf: :u: :ub: :db: :d:(2nd DP input) :df:(3rd DP input)
In this case I don’t use negative edge, because I absolutely want something to come out. This trick is great against Gief, because if you do it right, he can’t reversal throw you. You have to be pretty damn precise and spin real fast.
I also came up with something that could possibly break the Honda matchup, if you have godlike execution, but even Beans didn’t wanna touch this one.
You do a jump in jab, OS DP, then immediately do the 360/DP spin. If he tries to headbutt the jumpin, he eats a DP, if he tries to headbutt(or do something equaly un-throwable) after the tick he eats a DP and in any other case he eats a 360, after which you can repeat the process.
I’ve landed this a couple of times, but the timing is extremely strict. I don’t think I’m gonna give up on this idea just yet. Don’t try on GGPO, the speed difference is just too much.
The only problem with that one against honda is, ochio beats the spd. the reason is, its stored, so honda just has to mash.
Well, if he mashes, he theoretically eats a DP, 'cause a punch’ll come out. But yeah, if he negative edges it he’ll beat it. Curse you Honda! Thwarted again!
its automatic. normal instal
Thats just how we roll. regular dp install.
hawk players have to do ridiculous shit just to keep up. The other day someone told me that I can only get wins because I play cheesy hawk with his “stored” throw.
I was hitting him so good with the sako ticks that he thought they was like hondas stored ochio.
That shit felt pretty good. lolz. Some one told me that I execute on the level that made it look like cheating.
Every I jump in, its like safe jump jab 623 jab, cr jab 2147896323 jab. Every time I jump in, I’m risking the chance of physically breaking my joystick, and people tell me my shit is cheap.
what every, haters gon hate.
That buttslam trades with dp install sometimes, so there’s that to worry about too. Honda is such a nightmare.
That’s way too many jabs man. How fast can you press the buttons to do that many on one jumpin?
Sure, but I think he’s talking about the side switch, if you’d have to reverse the input when jumping over. I’m actually not sure about that.
In a way I don’t feel like Honda is the biggest nightmare anymore. Maybe it’s because I’ve been in France too long. Everyone here plays Honda. Not that the match is getting much easier, it’s just that I’m used to seeing him so much.
But yeah, when things are going your way, Hawk can be pretty terrifying. I don’t agree with the people who are saying that he’s now one of the top characters though. He’s got some great matchups, but he’s also got a fuckton of horrible, nigh-unwinnable matchups to deal with.
EDIT: Haha, holy shit. I never knew this before. You can actually do a Sako tick with far st. Strong. If you do the Strong from the closest you can get without getting the close Strong, you can actually land a jab Typhoon by doing the Sako motion.
I’ve only been able to do it twice, but I guess if you wanna get risky and add some style to your game, you can go for it. (Also works with far Forward.)
Doing Sako tick from close Roundhouse is totally legit though.
spacing and fierce DP are you’re friende my leather wearing cell mate