Which Ultra Is Looking Better?

Did you even read my post before you tried misquoting it for comedic effect?
My whole point is that if your playing that poorly because my u1 is charged, then I dont need to hit you with it to win. You aren’t running your argument on facts anymore just trash talk. If you dont have anything useful to contribute wth are you doing here?

The thing is you leaving your ultra charge is a nono.:nono:
The worst thing hawk have to deal with is his lack of mobility.:wasted:
And you really think are those are my tactics?
:tup:
Majority of the tactic is actually fact. If you understand Alpha Guy at all.:razzy:
Buttons to throw out high priority poke and fast start up, mashing run to bait out tomahawk or to reversal condor spire, command izuna will catch anything T hawk attempt in the air, and command elbow will almost meat everything except ex tomahawk.:razz:

And once your corner me, seriously… What are you option vs me will you keep me there? Tomahawk?
It be back to square one again for Hawk to run across full screen to catch up.
Instead of relying a Ultra for huge dmg that require a specific mix up which you need to get in and guess, you could use a reliable ultra to cover most of your options and restrict theirs. You restrict them “Jumping” from neutral to toward. Hell, you just remove “Jumping” from their retreat option at the start of the game. And T hawk poke are meaty. Great Option select and crossup. Definitely better then gief. The thing gief got that hawk doesn’t is green hand which is get him in. Condor spire barely count as a approach because it can be punish and moves him o so far.

Take my advice if you want. :wink:
And if you h8ing because I’m trolling well you can talk to my “I don’t give a fuck” agency.:arazz:

1.This isnt alpha guy. This is ssf4 guy the diferences are signifigant.
2.Leaving your ultra charged isnt a “nono”. depending on the circumstances it can be a VERY solid tactic. especially when you have a life lead and the clock is ticking down.
3.Command elbow does not “meat everything” you can be typhooned out of command elbow, it forecasts for days, and it can be blocked.
4.Mashing run doesnt bait shit. Not against an even remotely competent player.
5.Command izuna does not beat all of t-hawks air game. Not even close.
6.Who said anything about cornering you? I said if you played as described I would win by timeout.

I dont think you play T-Hawk very much.

  1. This is definitely still alpha guy except the juggle system being remove. Zone game in Alpha= Same here except removal of mk anti air.
  2. I doubt you will get a life advantage vs a Guy player. One poke and the tide is turned.
  3. You mistaken for Bushin elbow drop to command elbow.
  4. Mashing run does bait Mr… u throw out a poke u can slide and another walk trip.
  5. Lol tk izuna beats almost majority in the air. EX tk izuna will meat anything.
  6. I’ll let you sit there while I have the life lead.

I don’t need to play T hawk much to know how it rolls. :cybot:

He doesn’t need to, he can just go on srk to theory fight and make shitty troll posts with way too many smilies in them!

:3 yah Like Dullyanna said :D.

I figured that.

Ultra 1 it is!

Guy is competely different between Alpha and Super. The engines are so radically different between the games there is no way in hell you could consider him the same. I adored Guy in the Alpha series and tried as I best I could to enjoy him in Super but it’s just not there.

And really, Guy’s run won’t bait shit. Stopping the run early won’t do a thing because both options he has to attack out of the run are easy to deal with (Overhead has way too long of a startup, so can just block low to begin with and react to the overhead and change to a standing block). And either the slide or overhead on block = Typhoon. Guy will beat out T Hawk in the air but T hawk has really no reason at all to leave the ground when he can outrange Guy’s footsies with ease and easily stuff any attempts to close the distance with a long range flip with his standing HK.

On topic though, I mostly took a break from Dictator over the weekend and just stuck with T Hawk, and used U2 almost exclusively, and it easily wins out over U1. U1 is simply too easy to dodge, everyone is looking for it and will be jumping everytime T Hawk gets close. Since the motion can be read as a 540, it’s very very easy to manage your inputs with that motion. If they stay grounded, hit a single punch button and toss them. If they leave the ground, 3p and go to town.

It also gives T Hawk some sorely needed crossup defense in matchups like Gief, Abel, or anyone with a Vortex.

i can fix that for ya :slight_smile:

Based on my experience, Ultra 2’s pretty unreliable against crossups.

Have you forgotten his sudden stop :amazed:

Guy’s Sudden Stop isn’t so “Sudden,” as I’ve landed Typhoon against plenty of Guy players who think Sudden Stop is really going to allow them to bait/punish a 2-Frame command throw. If it were as fast as Fuerte’s Stop, then I could see it being a valid tactic.

And why will I run in front of Hawk and sudden stop >.>.

Because stopping from half screen away isn’t going to bait anything from players who aren’t retarded or drunk?

O really…

Yes really.

Getting back on track: As far as “shutting opponent’s options down” goes for U1, it’s mostly good for punishing DP FADC forward imho. Dunno if it can catch Sagat FADCing backwards (If not then that kinda sucks since he can still combo into ultra). Otherwise U2 carries more of a tangible threat imho, since empty jump into U1 is almost always a risky proposition. If you corner them and they’re aware of how U2 works, it’s should keep them grounded. Just making it appear as if you’re mashing d/b also helps if you have meter for EX CS, so characters with fireballs might be more hesitant to throw one out as well (Depending on the player, of course). If you happen to have a life lead this is the best time to sit on it, and if not you can take advantage of a hesitant opponent.

The problems with both ultras have more to do with Ted’s overall problems than anything else. U1 seems great until you realize that it’s not that much more damage compared to whatever he can already do if he gets in range to use it. U2 then seems superior as both some small crossup defense and AA damage until you realize that Ted already has df.lp and cr.hp.

As far as i’m concerned, it depends on how deficient the other char is. If it’s a char that can zone really well – meaning pretty much just having a decent projectile – both options sort of suck because there’s neither a reason for them to get close enough for U1, few ways for you to get close enough to force the issue, and no reason for them to jump at you for U2. It depends far more on whether or not the other person is stupid enough to put himself in a position where you can peg him, in whichcase you can already peg him with all non-ultra options.

If they’re pure melee or have a crappy projectile like Ibuki, then they have to jump in a bit more and more often than not U2 is superior because it takes their chance of successful jumpins from “screwed” to “don’t even bother”. It’s their own deficiencies that force them to then deal with Ted’s normals, which own pretty hard when someone actually IS forced to deal with them. And in those cases, most of the time i’m more apt to just go for the lp->st.mp string since it does great damage if it hits and breaking off into SPD or spire if it’s blocked.

If you think it’s impossible to ever get close enough to a good shoto for them to even theoretically be in range to use DP FADC then you should probably stop using Hawk, lol. I’m not saying it’s easy for Hawk to do so, but rather that there should be a personal point where you stop punishing yourself by sticking with a character you feel is SOL against a large chunk of the cast.

Anyway, even a “measly” 380-400 damage from either ultra as guaranteed punishment is still a good enough chunk of health to influence even half-decent players. I can definitely agree that they don’t fill a hole in Hawk’s game like some other character’s other ultras do, but I feel that the added incentive is a plus since more caution = less random bullshit that can turn the tide (i.e. random Ken jumping your poke and landing a combo into ultra). Him having something like Rufus’ U2 would be absolutely idiotic… Not that Rufus’ U2 isn’t an idiotic move itself lol.

It greatly depends on the match up and how their characters jump arc is with player influence being part of which ultra I choose. For example i never choose u2 against abel or gen but always pick u2 against ryu, ken, ibuki.

Quick list off the top of my head

U1
Dudely
Seth
Gen
Dan
Hakan
Cody
Dictator
Balrog
Abel
Sim
Blanka
Claw
Rufus
Makoto
Fei [being able to punish f.mk on block or hit IS GREATTTTTTTTTTTT]
Juri
Gouken

U2
Ryu
Ken
Honda
Ibuki
Akuma
Guy
Viper
Chun
Adon
Rose

Either or
Sagat
DJ
Guile
Gief
fuerte

Yarly. Guy’s run poses absolutely 0 threat to any grappler, or really any character where you won’t be using an EX run to get thru a fireball barrage. If a Guy player really wants to Sudden Stop right in front of T Hawk, more power to him, just hope he enjoys getting Typhooned. Same shit with either attack option, Block low by default, if you see the startup on his overhead, block high and throw.

And Gridman, I find U2 is very very helpful to stuff Abel’s crossup attempts with j MK. To me really the best part of U2 is limiting people’s options for getting back on T Hawk on wakeup if you’re playing against a heavily offensive minded character, since a well timed U2 can stuff alot of situations where he’d otherwise be boned, since it seems to autocorrect much then an EX DP. Alot of safe jump situations can be stuffed with an EX 360 due to it’s extra 2 frames of startup, which combined with U2 makes almost any jump based option on wakeup against T Hawk a rough situation.