Yeah, when I first started doing that, it was pretty fucking intense, but now its like second nature. I need to record my hands to show you guys how silly it looks just to get a simple safe jump, tick spd. There is so much shit going on, it’s like borderline cartoonish.
No need, I do the same thing. I was actually just making fun of number notations.
I know man, I know. That’s why I called them number notations. I’m not *that *stupid.
lol. Yeah, the numbers are like directions, on the keypad. sorry, forgot to mention that.
Ok, here’s something slightly worrying about our feathered friend:
I had the stupid idea of trying to create a walking 360/DP option select, by walking forward, then hitting back, db, d, df, f, uf, u + P.
Now in theory this should work, and it seemed to. I couldn’t get it to work a 100% of the time, but at first I just thought it was an execution barrier.
I did a little tool assisted testing and found that even when you’re standing right next to your opponent, this particular input FAVORS the DP, rather than the 360.
I will do some further testing to see if a true 360/DP OS is even at all possible, but yeah, you know how sometimes you get a DP for no reason when you really wanted a 360? I guess this might be why.
EDIT: Also tried it by letting the opponent hit Hawk, then doing the input as a reversal and actually completing an entire 360 motion, so Hawk doesn’t jump and he doesn’t have to wait for the opponent to come out of hit/blockstun. Same result.
Strangely, performing the 360/DP OS like df, f, uf, u, ub, b, db, d, df + P DOES work as expected. From up close you get a 360, further away you get a DP.
Also checked this with the hitbox viewer.
Doing :df::f::uf::u::ub::d::df:+P gives you two or three throw attempts. After that, Hawk goes into his DP.
:f::db::d::df::f::uf::u:+P the throw box doesn’t even come out, just the Rising Hawk.
Nice tests. Very interesting… But did you feel the first option could be viable in a match, that is, is it feasble?
My theory about the second option is
:f::db::d::df::f::uf::u: -> :f:
(:db:):d:(:df:):f:(:uf:)**:u: -> :f:
:d::f::u: -> :f:(timer starts)
:d::f::u: which gets you less time to complete the motion.
I am already using the first option in matches. Specifically the Zangief match. Use this to fuck him over big time. Jump in with down+Strong, so he can’t do jabs on wakeup to beat your jump in, then do that input. The motion itself isn’t really the problem, it’s really all in how fast you spin and timing the button presses just right.
If you pull it off, if Gief reversal throws, he eats a DP. Otherwise, he eats a Typhoon.
I’m not sure what you mean with the second part of your post. I mean, even if you do complete the entire motion, I even did a test where I input a full 360 motion after the forward input, still only a DP would come out. Maybe you can explain a bit more what you mean? Maybe I’m just full of shit.
Hey guys, there’s something that’s bugging me about the Sako loop. Basically, when you do your neutral jab on a shoto’s wakeup, they can reversal through it with a Fierce DP and hit you, even when you’re at max distance.
Now I’m not gonna whine saying that’s unfair or something, but you hear a lot of people saying Hawk’s loop is airtight, when I’m not sure it is entirely. Am I doing something wrong here, or am I right in saying that this is one of the few risks that’s still involved in doing the loop?
Wait what? Ryu’s fierce DP should not hit you if you do it right, and Ken’s fierce DP will hit you, but it’s useless considering it won’t knock down at that range.
Ok, I literally just fired up ST, found the very farthest range from which you can hit Ryu and Ken and tried to hit them with a neutral jab while having them perform a fierce dp.
Both hit Hawk from that distance and Ken definitely knocks down, because it’s the last hit of his dp. What did I do wrong here? I don’t get it…
Your spin is wrong
[media=youtube]8s2epnrXNos[/media]
this is exactly what I was talking about when I mentioned the correct way of doing Sakos. Please post a video of your self showing Ryu hitting you with Fierce DP.
That’s hard to watch. Damn T.Hawk.
Could you direct me to your post where you talk about the correct way etc? I do it just like in those vids you posted a long time ago, by Neoray.
Also just to be clear: I’m not talking about them doing a fierce dp after the tick, I mean a fierce dp at the moment they wake up, when you’re trying to tick them. In the video you posted Ken does no fierce dp at any point.
At 0:19 he does block after Ken does a strong dp through his tick attempt. Does this just happen automatically, because he’s in the back portion of the spin? Because if that’s the case, of course that should take care of fierce dps as well and I probably fucked it up.
thats exactly what I was trying to show.
This part of the teq is thee single hardest part to learn. First you have to learn the easy part ( easy lol ) and that’s how to get a 360 out from MAX range ( 0:15 ). Second, you have to learn how to stay grounded when they reversal dp ( 0:38 ) Lastly you have to learn the timing of your spin to be at the back position part of the spin when they reversal so that a block is built into the teq.
Also, Hawk neutral jab can STUFF Kens Reversal wake up Fierce DP clean.
edit:
BTW I need to talk to you on Skype about something
Oooooook, now I understand. Well, I still have two steps to go then, great.
I just found out Ryu’s Fierce DP can get stuffed too.
Thanks for clearing that up.
Is the way to stay grounded to react to your tick whiffing, or has it to do with the timing and/or speed of your spin?
It’s the speed of your spin. If you can though, put up a video of the shotos hitting you with DP. I’m guessing that you are standing to close but if this isn’t the case, you’re probably spinning to fast and you’re ending up walking at the Reversal portion of the sequence. You’re about to get into the depths of dificulty with this lol. I wish my Big Homie would put up a video tutorial on the spin.
No, I just tested it tool assisted, so I put Hawk at the exact edge from where he could still hit them and the DP was able to reach Hawk. I’ll try to make a quick vid when I’ve got time.
By spinning too fast, you mean too early, or too fast like velocity? I usually have the most success by spinning at a quite leisurely speed.Too bad I can’t have my own arcade cabinet to practice on. I’ve actually found that New Challengers emulated is way closer in terms of speed to arcade ST than emulated ST is. When I was still on GGPO, I’d go to the arcade and I’d be unable to do anything, whereas I’ve been practicing my execution in NC and last weekend I played a ton of arcade matches and had no problem pulling anything off. (Apart from anti Fierce DP Sako’s of course. :P)
You’re supposed to walk forward a little bit though, right? Otherwise they’d be out of range. “Just” have to make sure you block when the reversal frame comes up.
I’ll hit you up on Skype later tonight.
My spin is slow. Much slower then a fireball motion. The slowest you can do and still activate the SPD. That’s how you stay on the floor and walk forward for the SPD.
At least that’s what I think I’m doing. I’m still waiting for Moocus to have time to help me make a video of my hands. But I don’t think my vid would be any different than neorays video. So I think thats a good place to start. He actually spins pretty slow too.
It should be fast enough that while your jab is stuck out, you get past :u::ub: once you get to , you’re cool.
And at max range, stand jab stuffs ryu and kens hp dp, even the old shotos. Calculating the distance is super tough, so unless you are on your triple A+ game, I would just try to bait something out to punish.
Ok, awesome. I’ve just added practicing Sako’s without actually hitting anything first to my training regime. It seems like I was kind of doing it alright. I was trying my normal speed when not hitting the tick. Sometimes I’d jump, sometimes I wouldn’t, so now I’m gonna practice it like whiffing the jab, going as slow as possible, without jumping. I’ve actually found that if I spin faster, I tend to not get the throw somehow.
I recently actually though you may have to wait really long before spinning and then do a fast spin, but it just feels uncomfortable. If slow is the way you do it, then I’d say that’s a pretty good indication that that’s the right way, because I can’t remember you ever missing one of these, unless the opponent reversalled.
Thanks.
I wanted to make a whole series of videos explaining Hawk stuff and showcasing shit that Papercut and I had to figure out for ourselves, but I sort of just forgot about it. Everyone was too busy complaining about Hawk being cheap for a while so I never bothered. I’ll try to get back on that soon since there’s actually people (or one other guy, at least) interested in this stuff now besides me/papercut/frijoles.