So much keep away and chip damage going on it’s almost sad, Seriously with missiles flying around and my triple arrows flying around or scatter shot people can’t really do much but stand there and take the chip damage. If I wan’t to rush in then I can just call dark hole and keep people locked down in the corner or anywhere and they have to deal with a mix-up or just me escaping and shooting more things at them. If for some reason Hawkeye gets taken out then I just super jump with doom and shoot some air photon shots until I get 2 meters and DHC into Dorm stalker flare then I just call purification towers while calling more missiles. Dorm has the best keep away in the game IMO and with missiles its stupid how I can wreck teams with it.
Enough about my team though, I have trouble against Dorm since I see the match up as 7-3 in Dorms favor hell it might even be better for dorm. All Dorm has to do is save up 3 destruction spells and Hawkeye can’t zone anymore for fear of getting instantly punished from full screen away. Dorm has better mix up options and can move around more freely than Hawkeye and pretty much kill him in one combo, not to mention that Stalker flare eats through gimlet. I have no real answer against Dorm other than to hope he screws up.
I must talk about my new favorite team, Hawkeye/Spencer/Akuma. With slant shot assist hawkeye can do a slide into poison arrow and if it hits, slant shot into free full combo. On top of that it boosts his left right mix up on incoming and airborn characters. Tatsu is also nice for left right mix ups on the ground along with decent get off me ability. You can also DHC into spencer for over a million damage if you have 3 bars.
Spencer and Hawkeye are interchangeable, but I prefer Hawkeye first since Tatsu does so much for Spencer already.
I need some guidance. I’m using Nemesis/Ghost Rider/Hawkeye, but nemesis is not cutting it. I want a good rush down point character. I’m thinking Zero, Nova, or Spencer.
I don’t want to use:
Wesker, Dontae, Virgil, sentinel, Dr doom, hulk.
I shall be using wesker,hawkeye,& doom i believe that team is pretty good wesker & doom work pretty good together & hawkeye because he’s beast i mean i think he’s a pretty solid character whom will work well with doom as well as wesker
Anybody play or have experience playing Hawkeye with Cold Star? I know it’s not the most natural pairing, but it’s a combination of wanting to play Firebrand with Cold Star, and liking Hawkeye enough to include him regardless of what the others are doing. I’ve been messing with it and it doesn’t seem too bad, since its a great character and great assist. Just wondered if any established tricks or strategies actually exist for it. Thanks!
Good for keeping shitty block confirms safe. Hawkeye’s normals have immense recovery, so throwing an assist in there that allows you to combo on hit and be safe on block is always awesome. I know it’ll keep you safe on block, but I don’t think that it’ll allow you to combo very well.
How do y’all feel about hawkeyes other assist, the kamikaze? On paper it seems like a decent enough keep away assist, like a ghetto version of hidden missile where hawkeye doesn’t stay out for a few hours begging to get shot. But Im under the impression if doesn’t track like hidden missiles, needless to say if this is true, it could be a bit of a problem. So has anyone tried out the assist yet? It really seems like a decent enough anti-air assist, plus I heard the arrows cause a soft knockdown, not sure how true this statement is but that would be pretty cool if true.
Kamikaze, to me, feels like it belongs more in combos because of the soft knockdown you mentioned. It also does a lot of damage if they get hit with most or all of the arrows. I don’t see it being useful for neutral games because if the opponent is anything closer than full screen it sails over their head, and if they’re in the corner, it will never hit them.
Greyhound is definitely one of the best projectile assists in the game and will probably prove to be Clint’s only truly useful assist.
sigh, oh well thanks for the feedback, kinda disappointing to see hawkeye going from potentially having 3 really useful assists, to only really having one. But what can u do I guess.
Hi guys. I’m new to SRK but I’ve been playing this game since vanilla. My current team is Deadpool(Katana-Rama)/Dormammu(Dark Hole)/Hawkey(Greyhound).
Since this is the Hawkeye team building thread I’ll put my questions for my other two mains in their respective threads. My problem with Hawkeye is basically which assist to use (Right now I’m sold on the arrows for the teleport mixups but I’ve also been theorycrafting about using his OTG poison arrow since Deadpool’s sometimes whiffs for me and it allows me to use Quickwork for some unblockable setups) and in what slot I put him (I use him as an anchor for his retarded chip game with XF3 but having played Dorm as anchor back in vanilla makes me think about going back to that too).
On your team I would prob use Dorm as anchor as Dorm is ridiculous as anchor,but I can see why you would have him second as Hawkeye doesn’t DHC well with gimlet and you can use his tripple shot assists with Dorms teleport mixups. You can just leave your order as is and just snap Hawkeye in early to leave Dorm as anchor for a better matchup if need be.Also Hawkeye’s poison arrow assist comes out way to slow to be an effective OTG assist,his tripple shot assist is fast, far superior IMO and is a great tool for teleport mixups. Now thinking of it why not put Dorm on point, Deadpool second,and Hawkeye anchor?This way you have Dorm with Deadpools OTG assist and hawkeyes tripple shot backing him up?
I have a hard time agreeing with anchor Hawkeye. I feel like smart opponents will just save their x-factor to negate his and, should they be playing a teleport character (and everyone loves trenchcoats) then he is pretty fudged.
For that team, I might actually do Dorm, Hawkeye, Deadpool or Deadpool, Hawkeye, Dorm. Deadpool gets stupid quick work loops in XF3 and Dorm is just unspeakably good in XF3. Running Deadpool in the back also lets you use Quick Work assist to great effect.
I’ve been trying out things at the local arcade today and I found a way to have the unblockable setup Quickwork gives AS WELL as retain the ability to extend combos. I won’t be posting the details to that here in the Hawkeye thread though.
You have a point. A very good one at that. My reason for using anchor Hawkeye is just as Epoch said. Hawkeye doesn’t DHC well with my team and his assist is just godly. For some reason, its either I get bodied so bad that XF3 Hawkeye won’t be enough to make a come back or I win without using XF at all. Also a weird thing I noticed at the local arcade here is that there are only about 4-5 people that use trenchcoats/teleporters. 90% of the time I get to go at it with a Trish/Viper player. Hawkeye has the Trish matchup in the bag and with Viper I try to kill her the moment I touch her with my Dorm.
I dunno having Hawk as anchor works well for me, by the time he comes out I usually have tons of meter and if I do have XF available and my opponent turtles up I just chip the crap out of them until they abandon there strategy and make a stupid move. I usually pop xf with my second character anyway and have Hawkeye just mop up the rest.If need be I can always tag in Hawkeye and use Sentinel for last,but DHC gimlet does shit damage and kiss of death has to be in good position to have all of the arrows hit to get good damage.Very rarely am I in a position where I have to use XF3 as a last ditch effort.Also uing plasma storm and dhcing into hawekeyes lvl 3 works nicely(although it dhcs nicely with mostly everything)
I run Task (horizontal)/Hawk (scatter)/Arthur (daggers) and I’ll tell you why I pick scatter shot assist.
I already have two horizontal projectile assists on my team (and daggers are better than triple arrow: no character can duck them, they stay on the screen longer, and you have the option for gold daggers which win virtually all projectile wars and pierce through assists, to boot).
With a zoning character that has horizontal space control, scatter shot assist occupies the key range that opponents have to travel through to approach via super jump. The soft knockdown allows you to hit confirm into super if they run into it. Plus, with characters that like to shoot stuff down from the top opposite corner (e.g. Trish, Wesker, Chris, Deadpool, Doom), if you advance to roughly half-screen range, their zoning game gets shut down.
Scatter shot ignores projectile reflect (Ammy, Hsien-Ko) and can be used to pseudo-frame trap them.
Scatter shot hits opponents out of beam supers at about 75% screen away.
Its funny, I was actually just coming back here to say Im going to try out scatter shot and give y’all the verdict in a few weeks, but it seems spider dan beat me to it. This gives me faith that at the very least Im not wasting my limited practice time to using an assist that ain’t gonna bring me no dividends.