Super Street Fighter IV AE/T. Hawk

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


T. Hawk

SSFIV-THawk Face.jpg

T. Hawk's entire tribe and village has been left in ruins by the hands of M. Bison and the Shadaloo organization. Having his tribe driven from their home land, his father murdered by Bison, and his true love Julia brainwashed into becoming a member of Bison's "Dolls" project, T. Hawk wants nothing more than to take down M. Bison. Learning about the Dolls program and the Living Incubator program, T. Hawk has vowed to free Julia and prevent M. Bison from ever brainwashing another person ever again.


In a nutshell

Being a grappler, T. Hawk is very slow but hits like a truck. Unlike his counterpart Zangief, who can get by using head games and various tools that don't involve rotating the joystick, T. Hawk's game is all about getting in your opponents face, throwing them, and not letting them escape. He is the most extreme of grapplers, considering he has a limited number of tools to get in. The key to playing T. Hawk is patience, patience, patience. Wait for your opponent to make a mistake and condition them with fake-outs and pokes to divert their attention as you go in for a command grab.


Moves

Unique Attacks

Name
Command
Notes
Heavy Body Press
(during angled jump) D.png + Hp.png
High.png
Heavy Shoulder
(during angled jump) D.png + Mp.png
High.png
Thrust Peak
Df.png + Lp.png

Throws

Name
Command
Notes
Neck Hanging Tree
F.png or N.png + Lp.png + Lk.png
Throw.png
Mexican Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Mexican Typhoon
360.png + P.png
Ex.png
Tomahawk Buster
Dp.png + P.png
Ex.png version can be canceled into Ex.png Condor Dive if connected; Ex.png
Condor Dive
(during vertical or forward jump) 3p.png
Ex.png version: Press all Kicks
Condor Spire
Rdp.png + P.png
Armorbreak.png only during Ex.png ; Ex.png

Super Combo

Name
Command
Notes
Double Typhoon
360.png 360.png + P.png
Throw.png

Ultra Combos

Name
Command
Notes
Raging Typhoon
360.png 360.png + 3p.png
Throw.png
Raging Slash
Hcb.png Hcb.png + 3p.png
Cannot hit grounded opponents


AE ver. 2012 Changes

Crouching Heavy Kick

Adjusted block stun to be 2F longer when first hit is blocked. Made hurtbox (only) near head invincible to projectiles during the move. As a result, Sagat’s High Tiger Shot and similar moves can now be avoided.


Medium Tomahawk Buster

Made throw-invincible from the start of the move until airborne.


Heavy Body Press

Allowed activation from vertical jump.


Heavy Shoulder

Allowed activation from vertical jump.


Thrust Peak

Increased hit stun by 1F, leaving attacker with a -4F (dis)advantage on a hit.


EX Condor Dive

Made projectile invincibility last until the end of the move on a hit. As before on a block.


Close Standing Heavy Kick

Changed startup from 8F to 7F, making the move’s total frame count 1F shorter at 23F. Changed to inflict knockdown damage on a hit, and made EX Tomahawk Buster the only move that can hit the knocked down opponent in that case.


Raging Slash

Made easy command mode input the same as SSF4.


AE Changes

  • Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit.
  • Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish.
  • Neutral Jumping Hard Kick has slightly more active frames.
  • EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end.
  • Light Punch Condor Spire's hitbox was extended forward.
  • Condor Spire's meter gain upon activation was increased.
  • Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.
  • Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 40 50 20 ch/sp/su 3 2 6 +3 +7
Close Strong.gif HL 70 100 40 sp/su 5 4 10 0 +6 Forces stand
Close Fierce.gif HL 130 200 60 - 8 3 14 +1 +6 +5 Hit advantage on crouching opponents
Close Short.gif HL 30 50 20 sp/su 3 3 10 -2 +1
Close Forward.gif HL 90 100 40 sp/su 6 3 12 -1 +2
Close Roundhouse.gif HL 140 200 60 - 7 3 14 0 - [Hit] limited juggle knockdown
Far Jab.gif HL 40 50 20 sp/su 4 2 7 +3 +6
Far Strong.gif HL 90 100 40 - 6 3 12 -1 +2
Far Fierce.gif HL 120 200 60 - 8 2 21 -5 -1
Far Short.gif HL 30 50 20 sp/su 4 4 9 -2 +1
Far Forward.gif HL 70 100 40 - 6 3 11 0 +3
Far Roundhouse.gif HL 120 200 60 - 10 5 22 -7 -3
Crouch Jab.gif HL 30 50 20 ch/sp/su 4 3 8 0 +3
Crouch Strong.gif HL 80 100 40 - 6 3 13 -2 +1
Crouch Fierce.gif HL 90*50 100*100 60*20 - 8 2*3 20 -5 -1
Crouch Short.gif L 40 50 20 sp/su 4 3 8 0 +3
Crouch Forward.gif L 70 100 40 - 6 4 12 -2 +1
Crouch Roundhouse.gif L 120*50 100*100 30*30 - 11 2(9)2 20 -7 - Hard knockdown
Jump Up Jab.gif H 60 50 20 sp 4 4 - - - Legs immune to projectiles until end of active frames
Jump Up Strong.gif H 90 100 40 - 6 5 - - - Legs immune to projectiles until end of active frames
Jump Up Fierce.gif H 140 200 60 - 10 4 - - - Legs immune to projectiles until end of active frames
Jump Up Short.gif H 50 50 20 - 4 3 - - - Legs immune to projectiles until end of active frames
Jump Up Forward.gif H 90 100 40 - 7 3 - - - Legs immune to projectiles until end of active frames
Jump Up Roundhouse.gif H 120 200 60 - 10 4 - - - Legs immune to projectiles until end of startup frames
Jump Forward Jab.gif H 60 50 20 sp 4 6 - - - Legs immune to projectiles until end of active frames
Jump Forward Strong.gif H 90 100 40 - 6 4 - - - Legs immune to projectiles until end of active frames
Jump Forward Fierce.gif H 120 200 60 - 10 3 - - - Legs immune to projectiles until end of active frames
Jump Forward Short.gif H 50 50 20 - 4 8 - - - Legs immune to projectiles until end of startup frames
Jump Forward Forward.gif H 90 100 40 - 7 6 - - - Legs immune to projectiles until end of startup frames
Jump Forward Roundhouse.gif H 120 200 60 - 10 5 - - - Legs immune to projectiles until end of startup frames
Heavy Body Press Down.gif+Fierce.gif (air) H 110 150 60 - 6 9 - - - Legs immune to projectiles until end of active frames
Heavy Shoulder Down.gif+Strong.gif (air) - 80 90 40 - 7 10 - - - Legs immune to projectiles until end of active frames, cannot hit grounded opponents
Thrust Peak Downright.gif+Jab.gif HL 40 50 20 sp/su 3 7 12 -7 -4
Focus Attack LVL 1 HL 90 100 20 - 10+13 5 32 -21 -21
Focus Attack LVL 2 HL 120 150 40 - 18+15 5 32 -15 -
Focus Attack LVL 3 - 170 200 60 - 65 5 32 - -
Forward Throw 0.9 130 140 40 - 3 2 20 - - Hard knockdown
Back Throw 0.9 160 140 40 - 3 2 20 - - Hard knockdown
Mexican Typhoon Jab.gif 1.50 150 200 40/100 - 2 2 52 - - Hard knockdown
Mexican Typhoon Strong.gif 1.45 200 200 40/100 - 2 2 50 - - Hard knockdown
Mexican Typhoon Fierce.gif 1.40 230 200 40/100 - 2 2 48 - - Hard knockdown
Mexican Typhoon EX.gif 1.49 200 150 -250/0 - 4 2 47 - - 1~5f strike and projectile invincible, hard knockdown
Tomahawk Buster Jab.gif HL 130 200 30/40 - 5 4*7 17 + After landing 11 -14 - 5f~ airborne, limited juggle knockdown
Tomahawk Buster Strong.gif HL 150 200 30/40 - 6 4*7 21 + After landing 11 -18 - 1~5f upper body strike and projectile invincibility, 1~5f unthrowable, 6f~ airborne, limited juggle knockdown
Tomahawk Buster Fierce.gif HL 160 200 30/40 - 8 4*7 26 + After landing 11 -23 - 1~7f upper body strike and projectile invincibility, 8~11f strike and projectile invincible, 8f~ airborne, limited juggle knockdown
Tomahawk Buster EX.gif HL 80*50 150*150 -250/0 - 5 4*7 29 + After landing 11 -26 - 1~7f Invincible, 5f~ airborne, limited juggle knockdown
Condor Dive HL 120 100 20/30 - 11 until ground 22 - - limited juggle knockdown, armor break
Condor Dive EX.gif H 100[150] 50[100] -250/0 - 11 until ground 22 - - limited juggle knockdown, [hit] projectile invincible through recovery, armor break, pursuit property, [] refers to jump version, immune to projectiles until landing
Condor Spire Jab.gif HL 120 200 30/30 - 20 9 4 + After landing 7
[4 + After landing 17]
-7 -5 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown, [] refers to on hit/block
Condor Spire Strong.gif HL 120 200 30/30 - 20 10 4 + After landing 7
[4 + After landing 17]
-8 -6 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown, [] refers to on hit/block
Condor Spire Fierce.gif HL 120 200 30/30 - 20 11 5 + After landing 7
[5 + After landing 17]
-10 -8 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown, [] refers to on hit/block
Condor Spire EX.gif HL 150 150 -250/0 - 15 9 4 + After landing 7
[4 + After landing 11]
-3 - 6~14f strike invincible, 1~27f projectile invincible (24f onwards legs only) , 6f~ airborne, [air hit] limited juggle knockdown, [] refers to on hit/block
Super Combo 1.53 430 0 -1000/0 - 1+0 2 41 - - 2f Invincible, hard knockdown
Ultra Combo 1 1.46 510 0 0/0 - 1+0 2 41 - - 1f Invincible, hard knockdown
Ultra Combo 2 1.63 450 0 0/0 - 0+3 6 18 + After landing 26 - - 1~8f Invincible, 1f~ airborne, hard knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: