T. Hawk (ST)

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The Characters

T. Hawk's portrait in Super Turbo

Introduction

T. Hawk is a grappler character added in Super Street Fighter II: The New Challengers (SSF2), and returns in Super Street Fighter II Turbo. The differences from CPS-2 Zangief are that his special throw, the typhoon, does not have a whiff animation or a grab window; he was given a special anti-air move that is similar to the shoto's Shoryuken and and air dash attack like E. Honda's headbutt or Blanka's rolling attack. Also, his arsenal of normal moves is different from Zangief's, making both very different characters which are often weak where the other is strong. Say, Zangief has no dash-like special and his sweep is fast but does not reach very far; T. Hawk has a dash-like attack and his sweep is very slow, but with long reach. The most important difference in high-level play, however, is the lack of a whiff animation. While it is harder to do a tight tick into special throw with T. Hawk, they can be made safe with the use of negative-edge.

Competitive Overview

Players to watch, if you want to see practical T.Hawk play:

Mayakon - N.Hawk

Toutanki / Toutanboy - N.Hawk and O.Hawk

K - N.Hawk and O.Hawk

Inomata - N.Hawk

VIPER - N.Hawk utilizes st.jab from max range -> negative edge Typhoon. Definitely unique.

Search for these guys on YouTube.

Strengths & Weaknesses

New & Old Versions Comparison

To select O.T.Hawk, choose T.Hawk and then press → → ← ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: O.T.Hawk can not tech throws and does not have a Super;
  • O.T.Hawk has a slightly smaller and thinner body hitbox than N.T.Hawk, it's unknown if it has any relevance. N.T.Hawk's hitbox goes from his feet to his nose, O.T.Hawk's goes from the feet but only to his jaw. Also note that this affects most standing normals as well so it will not be listed on the normal moves differences list;
  • O.T.Hawk has almost every normal with something better. Here is a list with differences worth mentioning:
    • Crouching Jab has a much fatter and slightly longer hitbox;
    • Far Standing Strong has the active hitbox a bit larger upwards and downwards;
    • Crouching Strong does not has the stray hurtbox during the recovery frames;
    • Close Standing Fierce does more damage on both hits;
    • Far Standing Fierce has better priority and range by some pixels and does more damage;
    • Crouching Fierce has the second active hitbox a lot taller than N.T.Hawk's version, but it has less horizontal range and does more damage on both hits but doesn't have to be crouch blocked;
    • Close Standing Short has a bigger hitbox;
    • Far Standing Short has a bigger hitbox downwards and can be special canceled;
    • Far Standing Forward has a bigger active hitbox upwards;
    • Crouching Forward has a larger hitbox, it has more priority and reach;
    • Close Standing Roundhouse does more damage and has a fatter hitbox, it doesn't misses crouching Blanka and Cammy;
    • Far Standing Roundhouse has less range, but it will not miss crouching Blanka, Cammy and M.Bison(Dictator) and does more damage;
    • Crouching Roundhouse is faster and does more damage;
    • Both Jumping Strongs have much bigger hitbox;
    • Neutral Jumping Fierce has a larger hitbox and does more damage;
    • Diagonal Jumping Fierce has a much bigger hitbox on both active parts and does more damage;
    • Neutral Jumping Short and Forward both have larger hitbox, exactly like Diagonal Jumping Short;
    • Diagonal Jumping Short can be special canceled;
    • Neutral Jumping Roundhouse has a bigger hitbox and does more damage;
    • Diagonal Jumping Roundhouse has a bigger hitbox and does more damage;
  • His aerial command normals are also different:
    • O.T.Hawk's Elbow Drop has a fatter hitbox and hits lower;
    • O.T.Hawk's Body Slam can crossup against all characters and does more damage;
  • O.T.Hawk's Strong Tomahawk Buster second active part do more damage, Fierce version do less damage on the first active part and more damage on the second active part and both versions have better invincibility just like the Jab version;

O.T.Hawk is straight better. Why bother learning the complicated N.T.Hawk's tick into super setups if you'll not be able to land then enough because of the poor normals N.T.Hawk has? Most T.Hawk players usually learn both versions though.

--Born2SPD

Color Options

Jab Strong Fierce Start Old
Thawk-lp.gif Thawk-mp.gif Thawk-hp.gif Thawk-start.gif Thawk-old1.gif
Thawk-lk.gif Thawk-mk.gif Thawk-hk.gif Thawk-hold.gif Thawk-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage 4[1] THawk stcljab1 stfarjab1.png THawk stcljab2 stfarjab2.png THawk stcljab3 stfarjab3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 3 4 4
Simplified 1 + 3 4 4

A short stab which is the same for any distance. It does low damage, but has good priority and recovery. It's a very important ticking move since it's indispensable for the sako tick technique, which is key to stand a chance with T.Hawk on high level play. It's also useful on hit-confirm combos: if the opponent is blocking the combo then go for a sako tick, else cancel it into Tomahawk Buster.

  • Crouching Jab:
Damage 4[1] THawk crjab1 crstrng1.png THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png THawk crjab3.png THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 2 1 4 4
Simplified 1 + 3 4 4

A low stab with chain cancel properties, so it can be used as a rapid fire move. It does the same low damage as the standing version and also has very good priority and recovery. This is T.Hawk's most important ticking move: you can do 1 or 2 jabs and then go for the Typhoon or you can do 1, 2 or 3 jabs and then a standing jab and go for a Typhoon, using the sako tick technique. Because it can be used as a rapid fire move and has very good horizontal priority, it can also be used to beat torpedo like moves like E.Honda's Headbutt or Blanka's Beast Rolls. N.T.Hawk's version of this move received some considerable nerfs: the hitbox was nerfed vertically by 7px (both upwards and downwards) and horizontally by 5px. The horizontal priority difference doesn't mean much, it just means that with N.T.Hawk this move has less range so you'll have to mash a little faster when using it as a rapid fire move. The vertical priority difference is a bigger loss, but that depends on the matchup. For example, N.T.Hawk's version doesn't hit shoto's Tatsumakis while they're spinning since the hitbox was nerfed a few pixels upwards. Also, it's not possible to beat Blanka's slide by mashing this move because the hitbox was also nerfed a few pixels downwards, missing the slide entirelly.

  • Close Standing Strong:
Damage 24[1] THawk stclstrng1.png THawk stclstrng2.png THawk stclstrng3.png THawk stclstrng4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes / No
Frame Advantage +4 / +7
Frame Count 3 3 6 5
Simplified 1 + 3 9 5

A quick hook punch. The main purpose of this move is to serve as a close anti-air if the opponent is too high on the air, since a Tomahawk Buster may be beat or simply whiff on that kind of situation. For example, that move can prevent shotos from escaping the corner with aerial Tatsumakis, or can hit characters with floaty jumps out of the air, back to the corner, where you want them. This move can be considered good, since it does its job quite well on these very specific situations, but is by no means considered an universal anti-air, for most of your anti-air needs you're better with your Tomahawk Buster. The first active part has special cancel properties, so it can be used to combo into a Tomahawk Buster, but it doesn't has much range and also whiff's against crouching Blanka and Cammy, so this is not a suitable move for combos.

  • Far Standing Strong:
Damage 24[1] THawk stfarstrng1.png THawk stfarstrng2&4.png THawk stfarstrng3.png THawk stfarstrng2&4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +4
Frame Count 3 2 7 7
Simplified 1 + 5 7 7

A two-handed stab. This move is a little underused but it has its value as a poke. It actually works well as an antecipation move against shoto's hadoukens, for example. Also note that N.T.Hawk's version has its hitbox nerfed vertically, upwards and downwards. Only the downward priority nerf is a real loss though, because of it this move whiffs against all crouching characters, while with O.T.Hawk it only whiffs against Blanka, Cammy, Dictator, Chun Li and Guile. With O.T.Hawk this also works well against Boxer's Ground Rushes, somewhat like Zangief's Standing Jab, with no rapid fire ability but with more damage potential and a little longer range.

  • Crouching Strong:
Damage 24[1] THawk crjab1 crstrng1.png THawk crstrng2.png THawk crstrng3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 6 8 7
Simplified 1 + 6 8 7

T.Hawk brings out both hands. As can be seen, the hitbox only exists on one side. It works decently as an anti-air and can be used to beat random stuff like shoto's Tatsumakis or E.Honda's Headbutt, for example. From point-blank it works really well as a tick into Typhoon, since it will leave T.Hawk inside the Typhoon range, but outside most characters grab range. The only exceptions to this are Zangief and another T.Hawk(of course). The Typhoon attempt may miss against E.Honda though, but after a crossup this basically will not happen, leaving E.Honda with no option other than eating your Typhoon, since he won't have enough charge to escape. With N.T.Hawk this is also a excellent move to use as a tick into Super, since it stays active for a long time, so it's very confortable to buffer the 720 while the move is active. Due to a weird bug, with N.T.Hawk the move has a stray vulnerable hitbox during its recovery, which allows it to be punished from far away, basically nullifying any use this move could have as a poke.

  • Close Standing Fierce:
Damage 20[1] + 20[1] THawk stclfrc1.png THawk stclfrc2.png THawk stclfrc3.png THawk stclfrc4.png THawk stclfrc5.png
Stun 1~7 + 1~7
Stun Timer 70 + 70
Chain Cancel No
Special Cancel No
Frame Advantage +1 / +7(+6)
Frame Count 4 4 6 6 9
Simplified 1 + 8 6 6 9

A two handed chop. The move comboes into itself, for decent damage if up close, but does mediocre dizzy for a Fierce move. Against certain characters it's simply impossible for the 2 hits to connect, depending if the opponent is standing or crouching, even if on point-blank. By the way this move is straight out prioritized by Crouching Fierce since that move can always hit twice as long that T.Hawk is close enough, does more damage and dizzy and with N.T.Hawk the second hit actually has to be blocked low. Anyway, for most punishment situations you are better suited by using a cancelable close attack into Tomahawk Buster, or simply using the Typhoon. With O.T.Hawk this move has a little more random damage potential, but the difference is basically unnoticeable. This move is seen most often on messed up walk in Typhoon attempts, from up close, which only shows how bad this move actually is.

  • Far Standing Fierce:
Damage 28[1] THawk stfarfrc1.png THawk stfarfrc2.png THawk stfarfrc3.png THawk stfarfrc4.png THawk stfarfrc5.png THawk stfarfrc6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +1
Frame Count 5 5 8 4 4 5
Simplified 1 + 10 8 13

A far knife-hand strike. It has OK reach, but both start-up and recovery are long. Though not that long for a Fierce attack, the recovery is vulnerable to sweeps from mid and close range. O.T.Hawk's version is a bit better: does more damage and the size of the active hitbox is the same, but it's positioned some pixels forward, giving it better priority and range. It can hit certain characters even if they're crouching, so this can be used as a poke of sorts, if you know that the opponent is 1 heavy hit away from falling dizzy then this may actually work. The characters that can be hit from this move even while crouching are Boxer, Dee Jay, Dhalsim, O.Fei Long, Sagat, another T.Hawk and Zangief. If you're using O.T.Hawk then you're better suited by using Far Standing Roundhouse though, it's a little slower but has more range and misses against fewer crouching characters. This move is most seen on out of range or messed up walk in Typhoon attempts though.

  • Crouching Fierce:
Damage 30[1] + 20[1] THawk crfrc1.png THawk crfrc2.png THawk crfrc3.png THawk crfrc4.png THawk crfrc5.png THawk crfrc6.png
Stun 10~16 + 2~8
Stun Timer 80 + 90
Chain Cancel No
Special Cancel No
Frame Advantage -3 / +4(+3)
Frame Count 4 4 6 8 3 7
Simplified 1 + 8 6 8 10

A strong chop. Hits twice, has good reach and fine close-to-the-ground priority but is an overall slow normal. It can combo after an aerial cross up for a 3 hit combo, but the timing is quite strict. The first active part makes this move T.Hawk's best anti-air normal, it can beat most aerial attacks from the game as long that T.Hawk is right under the opponent. It also works well against certain cross up attempts like ambiguous Tatsumakis or just low priority normals like N.Cammy's Diagonal Jumping Short. The second active part can beat slides cleanly (with some luck) and can be decent on footsies but it is not quite reliable due to the start-up and recovery of the move and the previous active part that does not cover that area. Also, O.T.Hawk and N.T.Hawk have different hitboxes on the second part: O.T.Hawk's has less horizontal range but has more vertical range, leaving O.T.Hawk less vulnerable than N.T.Hawk to medium level normals while using this move. On the other hand, with N.T.Hawk the additional horizontal range makes it more reliable on beating slides and low normals in general, since it has good range and excellent priority. As a plus, with N.T.Hawk the second active part hits low against everyone but Boxer, while with O.T.Hawk it only hit as a low normal against Dee Jay, Dhalsim, Guile, another T.Hawk and Zangief only. If spaced far enough so that only the tip of hitbox touches the opponnents foot hurtbox but not his body hurtbox then it can be made as a low hitting normal as well against Boxer, Cammy, Chun Li, Claw, Dictator, E.Honda, Fei Long and Sagat. This also works with N.T.Hawk to make it hit low against Boxer. Depending on the mathcup, N.T.Hawk's version of this normal is actually better than O.T.Hawk's. O.T.Hawk does more random damage with this move, but this difference is basically unnoticeable.

  • Close Standing Short:
Damage 18[1] THawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png THawk stclshrt2.png THawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 3 4 4
Simplified 1 + 3 4 4

A short knee. OK as tick. Was nerfed a bit, but it was not that important in the first place anyway.

  • Far Standing Short:
Damage 18[1] THawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png THawk stfarshrt2&4 stclrh6.png THawk stfarshrt3.png THawk stfarshrt2&4 stclrh6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +4
Frame Count 2 2 5 4
Simplified 1 + 4 5 4

A ranged kick. Does not has any use i can think about. Another move that was nerfed for N.Hawk.

  • Crouching Short:
Damage 4[1] THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png THawk crshrt2&4.png THawk crshrt3.png THawk crshrt2&4.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +4
Frame Count 2 1 4 5
Simplified 1 + 3 4 5

A low kick. OK to beat some low moves, a viable option to tick into Typhoon/Super if jabs are too fast for you.

  • Close Standing Forward:
Damage 24[1] THawk stclfrwrd1&3.png THawk stclfrwrd2.png THawk stclfrwrd1&3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +3
Frame Count 3 8 7
Simplified 1 + 3 8 7

A foot stab. A valuable move for combos since it can be canceled into Tomahawk Buster. It is also the easiest way to tick into Typhoon/Super, but you should avoid using it since it's very easy to reverse it.

  • Far Standing Forward:
Damage 24[1] THawk stfarfrwrd1.png THawk stfarfrwrd2.png THawk stfarfrwrd3.png THawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png THawk stfarfrwrd5 stfarrh1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +7
Frame Count 4 4 4 3 4
Simplified 1 + 8 4 7

A far kick. OK as a poke.

  • Crouching Forward:
Damage 24[1] THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png THawk crfrwrd2.png THawk crfrwrd3.png THawk crfrwrd4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +7
Frame Count 3 3 6 5
Simplified 1 + 6 6 5

A floor kick that has good range. Kinda like Shoto Cr.Forward, but not as good. Helps against Guile. Nevertheless one of his better pokes.

  • Close Standing Roundhouse:
Damage 28[1] THawk stclrh1.png THawk stclrh2.png THawk stclrh3.png THawk stclrh4.png THawk stclrh5.png THawk stfarshrt2&4 stclrh6.png THawk stclrh7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 2 2 2 2 8 5 6
Simplified 1 + 8 8 11

A backwards kick. Not important for anything really. O.T.Hawk version of this move does more damage.

  • Far Standing Roundhouse:
Damage 28[1] THawk stfarfrwrd5 stfarrh1.png THawk stfarrh2&7.png THawk stfarrh3.png THawk stfarrh4.png THawk stfarrh5.png THawk stfarrh6.png THawk stfarrh2&7.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -3
Frame Count 3 3 5 8 4 6 7
Simplified 1 + 11 8 17

A backwards high kick. Very good reach and damage, can be used to punish stuff, trade with fireballs and when predicting jumps, if in range. O.T.Hawk version of this move does more damage.

  • Crouching Roundhouse:
Damage 28[1] / 26[1] THawk crrh1.png THawk crrh2.png THawk crrh3.png THawk crrh4.png THawk crrh5.png THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -21 / -7
Frame Count 7 7 7 8 10 11
Simplified 1 + 7 7 7 8 21

Two sweep kicks in a row. Just OK for a sweep, it used to be very good for O.Hawk, but for N.Hawk the speed was nerfed so its not that good. O.T.Hawk version of this move does more damage.

Aerial Normals

  • Neutral Jumping Jab:
Damage 20[0] THawk njjab1 djjab1 njstrng1&3 djstrng1&3.png THawk njjab2.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel Yes



Frame Count 3


  • Diagonal Jumping Jab:
Damage 20[0] THawk njjab1 djjab1 njstrng1&3 djstrng1&3.png THawk djjab2.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel Yes



Frame Count 3

Always jump in with this. Has priority up the ass, we're talking beating shoryus except from O. Ken, it stays out until you land, and can easily tick into Mexican Typhoon. It's that stupid.

  • Neutral/Diagonal Jumping Strong:
Damage 24[1] THawk njjab1 djjab1 njstrng1&3 djstrng1&3.png THawk njstrng2 djstrng2.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Stun 5~11
Stun Timer 50(+10)
Special Cancel No



Frame Count 5 14


  • Neutral Jumping Fierce:
Damage 28[1] THawk njfrc1&4.png THawk njfrc2.png THawk njfrc3.png THawk njfrc1&4.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel No



Frame Count 2 5 12 5
Simplified 7 12

O.T.Hawk's version of this move does more damage.

  • Diagonal Jumping Fierce:
Damage 28[1] THawk djfrc1.png THawk djfrc2.png THawk djfrc3.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel No



Frame Count 5 2 11
Simplified 5 13

O.T.Hawk's version of this move does more damage.

  • Neutral Jumping Short:
Damage 20[0] THawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png THawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png THawk njshrt3 njfrwrd3.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel No



Frame Count 2 3
Simplified 5


  • Diagonal Jumping Short:
Damage 20[0] THawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png THawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png THawk djshrt3.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel No



Frame Count 2 2
Simplified 4


  • Neutral Jumping Forward:
Damage 24[1] THawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png THawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png THawk njshrt3 njfrwrd3.png THawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Stun 5~11
Stun Timer 50(+10)
Special Cancel No



Frame Count 2 3 13 3
Simplified 5 13


  • Diagonal Jumping Forward:
Damage 24[1] THawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png THawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png THawk djfrwrd3.png THawk djfrwrd4 djrh4.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Stun 5~11
Stun Timer 50(+10)
Special Cancel No



Frame Count 3 2 16 6
Simplified 5 16


  • Neutral Jumping Roundhouse:
Damage 28[1] THawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png THawk njrh2&4.png THawk njrh3.png THawk njrh2&4.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel No



Frame Count 2 5 12 4
Simplified 7 12

O.T.Hawk's version of this move does more damage.

  • Diagonal Jumping Roundhouse:
Damage 28[1] THawk djrh1.png THawk djrh2.png THawk djrh3.png THawk djfrwrd4 djrh4.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel No



Frame Count 2 4 8 6
Simplified 6 8

O.T.Hawk's version of this move does more damage.

Command Normals

  • Downward Jab: (On ground, ←/→ + Jab)
Damage 4[1] THawk cjab1.png THawk cjab2.png THawk cjab3.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 3 4 4
Simplified 1 + 3 4 4

Lower hitting jab, but since Hawk's normal jab hits all crouchers anyway it is only useful for ticking into Mexican Typhoon. It can chain into itself as a link, but not mashable.

  • Elbow Drop: (Jump diagonally, ↙/↓/↘ + Strong)
Damage 24[1] THawk elbow1&3.png THawk elbow2.png THawk elbow1&3.png THawk elbow4.png
Stun 5~11
Stun Timer 50(+10)
Special Cancel No



Frame Count 5 30 4
Simplified 5 30

This move stays out for quite some time. He has better jump-ins therefore you don't see this often. The Japanese player Inomata uses this move often in safe-jumps.

  • Body Slam: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage 30[1] THawk splash1.png THawk splash2.png THawk splash3.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel No



Frame Count 3 4
Simplified 7

This attack stays active until Hawk lands. It does not cross up like O.Hawk's version, so it is not that effective. This is one of the main reasons why O.Hawk is better.

--Born2SPD

Normal Throws

T.Hawk can throw with Strong, Fierce and Roundhouse. A important thing to note is that while he has the second biggest throw range in the game with his Command Grab, all his normal throws have a very short range, beating only Fei Long's normal throws, so keep in mind that you will always be vulnerable to be counter thrown when choosing to use the normal throws.

  • Normal Grabs Throwboxes:
Throws Holds THawk throwb.png THawk throw.png THawk throwf.png
Damage 32 Damage 26 + 4*n
Stun 7~13 Set amount of hits 4 / 3
Stun Timer 100 Holds do no stun

Range (from axis) 48 (from throwable box) 13
  • Mexican Throw: (←/→ + Strong)

Strong throw is a one handed toss. Not great to use as it puts opponents further away than optimal, but if you're in the corner and you want the opponent cornered then there you go.

  • Neck Hanging Tree: (←/→ + Fierce)

Fierce is a two-handed neck choke. Worse T.Hawk normal throw, it does one more hit than the Rh hold but when released the opponent is at a worst position.

  • Elbow Stomping: (←/→ + Roundhouse)

Roundhouse throw is an elbow bash. This is T. Hawk's best throw, hands down. It is a hold for multiple hits and drops the player right next to you, allowing you mix up, cross over, tick throw again, etc. This is one of T. Hawk's most important moves as it can help set up many other traps and keeps people close where you want them.

NOTE:

This throw is somehow made for fighting Shotos (Ryu, Ken and even Akuma), since it's possible to cross them up afterwards, with j.Forward. If you're a real monster you can hit-confirm the cross-up and then follow up with cr.Jab -> cr.Jab -> st.Jab -> Rising Hawk Jab or Strong version. If the opponent blocks the cross-up just do cr.Jab -> cr.Jab -> negative edge Typhoon or SUPER.

Walk-under meaty cr.Strong -> negative edge Typhoon or SUPER is also a good tactic versus everyone in the cast, except Zangief and T.Hawk since they're both capable of doing a reversal command throw after or before the cr.Strong.

Mayakon does j.Forward -> cr.Strong -> negative edge Typhoon or SUPER. Requires strict timing.

Specifically versus Guile, Chun Li, Sagat, Fei Long, Claw, Dhalsim (substitute j.Jab with j.Forward) you can follow up with j.Jab -> cr.Jab -> negative edge Typhoon or SUPER afterwards.

--Born2SPD, Decca and Jedi

Special Moves

  • Mexican Typhoon: (360 + P)

Detailed Input: (→ [0~6f] ↓ [0~6f] ← [0~6f] ↑ [0~12/9/7/2f] Jab/Strong/Fierce/any P if you are at a jumpable state and the last direction was ↑. The first direction and the side you spin is not fixed. You just need to input the 4 main directions in order)

Jab Strong Fierce THawk typhoon.png THawk typhooncr.png
Damage 38 42 46
Stun 7~13
Stun Timer 100
Super Meter 20
Range (from axis) 83
(from throwable box) 48

T.Hawk's long range, bread and butter command throw. Hawk grabs the enemy by the face, jumps while spinning him, then smashes his head on the ground for high damage. This is T.Hawk's main attack tool and can be used with a multitude of ticks with Jab being his best. It has better range than any other throw but Zangief's Spinning Pile Driver and can be made safe with the use of negative edge. Like his super, it doesn't have a whiff animation, therefore you will obtain a normal if the enemy is not throwable and you press a punch button, but nothing if you use negative-edge.

  • Tomahawk Buster a.k.a. Rising Hawk: (→↓↘ + P)

Detailed Input: (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Jab/Strong/Fierce)

  • Startup + Active:
  • Jab Version:
Damage 32[2] / 22[2] THawk tb1.png THawk tb2.png THawk tb3jab.png THawk tb4jab.png THawk tb5anm.png
Stun 9~15
Stun Timer 100
Super Meter 6



Frame Count 4 5 5 5 15
Simplified 4 30
  • Strong/Fierce Version:
Strong Fierce THawk tb1.png THawk tb2.png THawk tb3.png THawk tb4.png THawk tb5anm.png
Damage 32[2] / 12[2] 32[2] + 14[2]
Stun 9~15 2~8 + 9~15
Stun Timer 100 90 + 100
Super Meter 6

Frame Count (Strong) 4 5 5 5 16
Simplified (Strong) 4 31
Frame Count (Fierce) 4 5 5 5 18
Simplified (Fierce) 4 5 28
  • Recovery:
THawk tb6.png THawk tb7.png THawk tb8.png THawk tb9.png THawk tb10.png THawk tb11.png
Frame Count (Jab) 2 4 3 4 7 4
Simplified (Jab) 24
Frame Count (Strong) 2 4 3 4 10 4
Simplified (Strong) 27
Frame Count (Fierce) 2 4 3 4 13 4
Simplified (Fierce) 30

Hawk becomes invulnerable for a split second, crouches, then rises diagonally to the air while hitting the enemy. After that, he falls defenseless to the ground. The Jab and Strong versions hit only once and cause a full knockdown, while the Fierce one hits twice, being that the second active part causes a full knock down. If done with Jab, can go through projectiles if timed late enough. All versions have the first active part, when T.Hawk is still invulnerable, doing more damage. If it hits late, the Jab version will do more damage than the others. As it has less recovery, never use any other version unless you really need a reversal and you want to use pianoing. This is T.Hawk's best anti-air move (Jab version).

  • Condor Dive: (In Air, Jab + Strong + Fierce)

Detailed Input: (Can be done from the 6th till the 25th jumping frame, all buttons must be pressed on the same frame)

Damage 32[2] THawk dive1.png THawk dive2.png THawk dive3anm.png THawk dive4.png THawk dive5.png THawk dive6.png THawk dive7.png
Stun 9~15
Stun Timer 100
Super Meter 8



Frame Count 10 7 2 9 10 6
Simplified 17 27
  • Bounce:
THawk diveb1.png THawk diveb2.png THawk diveb3.png THawk diveb4.png THawk diveb5.png THawk diveb6.png
Frame Count 8 4 4 4 6
Simplified 6

T.Hawk dives diagonally from where the move was started towards the ground. This move can only be performed on a neutral or diagonal jump on the way up. Once T.Hawk reaches his apex and starts coming down from his jump, the move cannot be performed. Extremely good move for punishing fireballs. Can be done close to the ground for shenanigans and dodging and punishing slow recovering lows like Guile's sweep. Good for closing distance after a mid screen Typhoon. This move does not have great priority and can be punished by some characters.

  • Characters not to hit with Condor dives unless your sure they will not be able to block: Dhalsim, Ryu, Ken, Sagat, Guile.

Dhalsim the most as he can punish easily with multiple normals. Sagat can punish with fireballs. Also be careful as Ryu and Ken can jump immediately after blocking and j.RH if blocked high on their hitbox. If they do it too late and miss it can leave them in a horrible position(good for T.Hawk). Remember also that Guile is extremely hard to punish for Sonic Booms as he recovers very quick compared to Sagat, Ryu and Ken.

  • Characters not to hit with Condor dives unless your sure they will not be able to block or you know they do not have charge: Balrog(Boxer), Blanka, Dhalsim, E. Honda and M.Bison(Dictator).

All four can punish with charge back->forward + Fierce.

  • Characters that cannot punish after blocking a Condor dive: Chun Li, Cammy, Dee Jay, Fei Long, T.Hawk, Vega(Claw), Zangief.

It can be extremely useful but can get a lot of inexperienced players in loads of trouble if used too much/incorrectly. It covers a lot of ground very fast. You can use it to punish fireballs by jumping and Dive over them. Remember though that if you don't connect, or it's blocked, you hit the ground and "slide" a bit. Now you can be punished by sweeps and/or certain combos at this point. But, this can also be a useful tool against a scared/slow opponent. In your slide you can Tomahawk Buster(DP) or Typhoon while sliding at the end. You can deceive a player thinking your going to connect and bounce back and if they don not react to you hitting the ground you can punish. Again be careful with this move. Can be a big help or a big hindrance.

--Born2SPD, Decca and Jedi

Super Move

  • Double Typhoon: (720 + P)

Detailed Input: (→ [0~14f] ↓ [0~14f] ← [0~14f] ↑ [0~14f] → [0~14f] ↓ [0~14f] ← [0~14f] ↑ [0~15f] P. The first direction and the side you spin is not fixed. You just need to input the 4 main directions in order and twice)

Damage 46 + 38[1] THawk super.png THawk supercr.png
Stun 7~13
Stun Timer 100

Range (from axis) 83
(from throwable box) 48

T.Hawks super move hits like a freight train. Can be used after ticks, on wake-up and CANNOT be wasted. If you see T.Hawk start the Super Animation that means it going to hit for sure. Also can be negative edged on wake up and after tick for safe attempts. Extremely hard to do after most ticks though as Hawk gets off the ground fairly fast.

The easiest way to do this move consistently, is by starting from d/b with cr.Jab then b, u/b, u, u/f, f, d/f, d, d/b, Jab press and hold Fierce~Strong, b, u/b, u, u/f, f, d/f, d, d/b + release Fierce~Strong. From my experience it's the easiest way to avoid jumping when you attempt it. You can setup his SUPER this way by cross-up j.Forward, cr.Jab x 2 SUPER as mentioned above. Furthermore after a Roundhouse throw, you can either walk under the opponent or cross-up j.Forward and use above mentioned technique for a safe SUPER attempt.

If you hit your opponent with a Typhoon and your SUPER meter is nearly full, jump and do Condor Dive mid-air, upon landing press d/b, b, u/b, u, u/f, f, d/f, d, d/b cr.Short~Fierce~Strong, b, u/b, u, u/f, f, d/f, d, d/b + release Fierce~Strong. You can substitute the cr.Short with cr.Jab, however I find using cr.Short much more consistent, since you won't accidentally attempt a Typhoon.

You can use the above-mentioned method as well when safe-jump. Jumping Short, j.Jab or j.D+Strong upon connection press d/b, b, u/b, u, u/f, f, d/f, d, d/b cr.Short~Fierce~Strong, b, u/b, u, u/f, f, d/f, d, d/b + release Fierce~Strong. Cr.short makes it a lot easier from my experience.

There's yet another option. If you walk up to your knocked down opponent and perform a meaty cr.Strong ~ press Fierce and hold both Strong and Fierce then buffer 720 starting at d/b and ending at d/b + release Strong~Fierce.

--Born2SPD, Decca and Jedi

The Basics

Get close. This is a lot easier said than done but T.Hawk has some tricks. Once you're in, Hawk has a ton of mix-ups/tricks to stay and punish with Typhoons.

General strategy is to pick your spots and inch forward. This may take some time or a mistake by your opponent but you'll get there. If you don't, your most likely going to lose in a slow agonizing fashion. Don't get greedy though and go for it wildly. Most characters, if not all, have some way to punish T.Hawk for jumping in late, too soon etc.

Your main goal should be to get in and stay in at all costs. Use whatever you can to get there. Sometimes a sweep knock down is all you need to turn a almost perfect loss into a win. Never give up with Hawk, be patient, you'll get in and when you do...punish.

T.Hawk has some good normals:

  • st.Rh reaches far and can trade with fireballs favorably;
  • st.Frwrd has decent range but in close it's used for a tick and to combo into T.Hawks DP, Jab is T.Hawks most important normal;
  • cr.Jab which is used for ticks into Typhoon a lot, also stops E.Honda's headbutt, Blanka's roll, Balrog's(Boxer) dash punch(careful with his low hitting one) and M.Bison's(Dictator) Psycho Crusher if timed correctly. These can also trade unfavorably;
  • cr.Frc can be used for anti air, but its not great.
  • j.Jab is your friend. Probably T.Hawks best friend as it has insane priority above an opponent and great priority almost all the time. Great for stuffing most characters normals and good for tick setups used with a safe jump on down opponents. Can cause some serious frustration in the mind games department, which, is about all the advantage you have playing T.Hawk most of the time.

T.hawks main game is the tick setups for Typhoons. Once your in on an opponent you can get to business. j.Jab->cr.Jab->Typhoon is the main setup(can use cr.jabx2 if close enough to mix up), cr.Jab->Typhoon is a simple yet Hawks most powerful tick throw. Use it whenever the opportunity presents itself. Coupled with other mixups, cr.Strong->Typhoon, st.Forward->Typhoon, cr.Jabx2->Typhoon, you can be devastating and end matches in seconds. Remember though opponents CAN reversal these ticks on wake up, in between some ticks and right before the Typhoon if they are quick/skilled enough. So be careful and mix up your timing as much as needed/necessary.

This is where T.Hawks equalizer in close comes into play: T.Hawk has an amazing negative edge tick that is completely safe to reversals if done correctly.

Crouching Negative Edge Typhoons

Negative edge means doing a move by releasing a button instead of pressing them. Unlike Zangief, T.Hawk does not has a whiff animation on his command grab, so if you do them by releasing a button it will be completely safe: if they reverses nothing will come out and you will just block (except if they use a reversal grab/throw, hard for them since you can usually jab again if needed and if you space yourself correctly it will make it double hard), if they do not react in time then T.Hawk will grab them.

The motion is this: tick at down back, hold all punch buttons(top hawks only use Fierce, requires a lot of practice to perform consistently) do a 360 motion ending at down back (left side: ↙←↖↑↗→↘↓↙ for right side just flip it) while the normal is out and release the punch buttons piano style (one-by-one) by the time you think the enemy recovers from block or hitstun. At this point you get 1 of 2 things if done correctly:

1: Typhoon grabs the opponent and spikes him.

2: Nothing comes out and you are blocking in case of a reversal.

Safe. An opponent, say Ryu, either gets thrown after the tick OR you miss and he gets his Shoryuken reversal out but you block since you never actually hit a punch button, just released them. This, coupled with mixups, is how T.Hawk can win matches even though he is usually outmatched on paper.

T.Hawk's great Typhoon should be attempted as much as possible as long as you do it the safe way. If you whiff a Tomahawk Buster or land a little too close with Condor Dive, always attempt some negative edge Typhoons. There is literally no harm in trying, so go for it whenever possible.

--Born2SPD
--Decca

Standing Negative Edge Typhoons / Walking Negative Edge Typhoons / Sako Special

This is called the Sako special by the japanese T-Hawk players.

Do a standing jab, and piano strong, fierce, holding all 3 punches.

Wait until the jab recovery frame is almost gone, do ↑←↓→, while holding →, hawk will step forward for a little bit.

Release fierce/strong/jab when opponent is out of block string.

Move joystick back to ↙ to block, in case opponent reversal.

The most important part in this trick is to do the ↑ as late as possible while you're still in jab recovery frame (so you dont jump). If you do it too early, you cannot walk because you have to complete the 360 + punch release in 8~15 frames (varies).

Begin practicing without walking, gradually adjust your timing to spin as late as possible while keeping your execution clean.

For characters that don't have a good reversal (like chunli, dictator, sim), you dont have to tick him from max range of the standing jab to be safe, thus you dont have to walk.

But for shoto, their jab shoryuken will beat t-hawk's standing jab if you are too close. Thus you have to tick from max range of st. jab and use walking 360 to get close and lift him up in the air.

--papasi

Mixups

Advanced Strategy

Walk-in Super

Unlike Zangief, even if you use macros to do a perfect timed super, T.Hawk will jump out of it. This happens because T.Hawk has less pre-jump frames, meaning he jumps earlier. It's still possible to do the super without ticking or jumping by buffering part of the motion in a normal move and i'll explain here how to do it.

First you must know how the 360 motion works in this game, as i've explained in the Zangief article, the SPD (or in this case, Typhoon) motion isn't a 360, nor a 270 but the four main directions (→,↓,←,↑) in a row, meaning that the diagonals aren't actually needed. With this in mind you can understand why you can do a super with 4 main directions in a row twice (which results in a 630-degree motion).

The exact motion I use for this is (left side, for right side just flip it): →↘↓↙← Jab ↖↑ (walk a bit if necessary) →↘↓↙←↖↑ + punch. That's not the only way to do it though.

Now the explanation: First, i do a normal walk-in typhoon command with pressing jab earlier, i do this to prevent T.Hawk from Jumping. Note that the ↗ isn't needed here as i explained above. At this point you can walk a bit to get closer if needed. The window is very small though so you must continue the motion (with a normal walk-in Typhoon) or the first part of the rotation will vanish from the motion buffer.

--Born2SPD


Combos

O.Hawk

Cross Up j.D+FP->st.Forward->Tomahawk Buster

Universal

Cross Up forward -> st.forward -> Rising Hawk (jab or strong) Note: Versus T.Hawk, Fei Long, Boxer, Sagat, Zangief, Dhalsim and Cammy use the fierce Rising Hawk.

Cross Up forward -> cr.jab -> cr.jab -> Typhoon attempt if the jab's were blocked / st.jab -> Rising Hawk (jab or strong)

Match-ups

Matchups classified with this diagram in mind. Note that all these factors are for N.Hawk, not O.Hawk. For the old characters i guessed the positions.

--Born2SPD

Serious Advantage Match-ups

None!

Advantage Match-ups

Vs. O. Balrog (boxer):

Vs. O. Zangief:

Fair Match-ups

Vs. Balrog (boxer):

  • 4.5 - 5.5

Your going to have a lot of trouble here if you cannot standing SPD or negative edge on wakeup. Once you have him down though Balrog is very easy to pressure with safe jumps as hit Buffalo headbutt takes 13frames (this may be incorrect checking) to hit. This allows you to jump in on wake up fairly easily. Once the tick is out if you can negative edge 360's your almost completely safe from counters in between ticks.

This by large is not a good matchup though for Hawk as it is very hard to get on top of a good Boxer with Hawk.

j.Jab works very well. cr.Jab to stop some rush punches (not very safe) cr.Forward to stop some rush punches (fairly safe) cr.RH is very good at dominating the ground against Boxer. Hits twice, has huge range and is out for a long time (which can be good and bad, if he guesses right or is out of block range your gonna eat a jump in).

--Jedi.10 06:36, 30 August 2007 (UTC)

Vs. Chun-Li:

  • 4.5 - 5.5

Vs. O. Dee Jay:

Vs. Ken:

  • 4.5 - 5.5

Vs. O. M. Bison (dictator):

Vs. T. Hawk (self):

Vs. O. T. Hawk:

Vs. Zangief:

  • 4.5 - 5.5

Vs. O. Vega (claw):

Disadvantage Match-ups

Vs. O. Chun-Li:

Vs. Dhalsim:

  • 3.5 - 6.5

Dhalsim has an incredible throw range which can be annoying, however if you're using the correct ticks he can't throw you even when he doesn't block to intentionally throw afterwards. J.forward -> cr.jab is something I've been using instead of j.jab. Make it hit late for the correct spacing.

--Jedi.10 06:36, 30 August 2007 (UTC)

Vs. O. Dhalsim:

Vs. E. Honda:

  • 3.5 - 6.5

Main Strategy

I rate this as the single hardest match in the entire game excluding Akuma matches. There is no tick setup I know that would reliably get you out of Oicho range, but inside the Mexican Typhoon one. The best method is the Sako tick. The way the Sako tick command is entered, it gives your opponent less time to react and reverse.

N.Hawk has a slightly harder time in this painful match-up do to his worse cr.Jab hitbox. All you can do is piano cr.Jab and wait for Honda to come at you. If you can take tiny steps forward and cr.Jab, hopefully you can somehow push him into the corner. While your spamming cr.Jab, honda can not hit you with anything other then stand Roundhouse. Spam cr.Jab as fast as you can, as soon as you see Honda get up from down back position you can immediately jump and use Condor Dive at him for some chip damage or try to jump at him with jab and land into negative-edge Typhoon. The later option will probably get you ochioed. If you get tired of jabbing, you can do the suicide attempt. Walk straight at Honda and hopefully you can land a psychic DP to hit Honda trying to head butt you. If you manage to get a knock down, all you have to do next is safe jump with jab with a DP install, cr.Jab, st.Jab, into Sako 360. After you get the Typhoon, Honda bounces then hits an invisible wall and lands closer to you so you can repeat the safe jump again. However, since Honda is hard to tick due the the range problem I mentioned in the beginning of my post, the chances of you landing the Typhoon are pretty slim. These are the only strategy I can think of that is kind of but not really safe against Honda. You just need to get some damage and run away. Force honda to come to you. You can bait a head butt by walking forward and jumping back to stuff the head butt with jump back Fierce. This is probably the safest way to get decent damage against Honda.

In summary, get life lead and turtle till time runs out. I need help myself with this match. I asked Neoray about this match and his response was "In this match, we do not try to win. We must get first hit and then run away until time runs out."


--DNGR S PAPERCUT

Vs. O. E. Honda:

Vs. Guile:

  • 3.5 - 6.5

Vs. O. Guile:

Vs. O. Fei Long:

Vs. O. Ken:

Vs. Ryu:

  • 4 - 6

Vs. O. Ryu:

Vs. Sagat:

  • 3.5 - 6.5

Serious Disadvantage Match-ups

Vs. Blanka:

  • 3 - 7

Vs. O. Blanka:

Vs. Cammy:

  • 1.5 - 8.5

Vs. O. Cammy:

Vs. Dee Jay:

  • 3 - 7

Vs. Fei Long:

  • 3 - 7

Vs. M. Bison (dictator):

  • 3 - 7

Vs. O. Sagat:

Vs. Vega (claw):

  • 3 - 7

The Claw match is pretty hard but its not unwinnable. The best thing that could happen for the Hawk player is if Claw starts hoping off the walls. If that happens you can jump forward with Jab to knock Claw off the air and land close enough to pressure him with Sako ticks, or if you can not do that yet, just stand Jab and run up to grab him with Hawk's best normal throw, the RH elbow bash. After the bash, immediately jump at Claw as he flips away with jump Jab into cr.Jab into negative-edge Typhoon. Against Claw after the elbow bash when you jump at him you will always land in front of him. Different characters will make you land in different positions, sometimes behind, sometimes in front. You should always know which way you are going to land because the elbow bash can lead to big damage. Anywhere from half life up to 70 percent. The elbow bash should always be a top priority of things to go for because this will help you win matches fast.

A good Claw player that knows this match is going to sit in down back position and turtle, poking with cr.Strong and cr.Forward. In this situation you can stand right outside of the poke range and jump straight up and push Jab or Fierce to try to bait Claw into doing the flip kick. If he whiffs the flip kick you run in to elbow bash into the jump Jab cr.Jab Typhoon. If you can Sako tick, anytime you get a knock down you should be able to end the game by doing safe Sako ticks meaty from max distance into negative-edge Typhoon. If you can not Sako tick the only way to guarantee winning with a knock down is if you get the knock down at the corner with Claw's back up against the wall. If you are not near the corner, after you do the Typhoon walk up next to Claw and crouch. Claw might freak out and flip kick right after getting up and you can repeat the elbow bash routine. If he doesn’t flip, hit him with cr.Jab into Typhoon. This time around you should be close enough to the corner to end it with safe-jump loops. If you get a knock down in the corner, you can safe-jump and repeat the tick into negative-edge Typhoon. There is no need to DP install here because if Claw reverses with the flip kick, you can just run up to elbow bash him. If you get an elbow bash in the corner do not jump at him after Claw shakes out, just walk up and cr.Jab into negative-edge Typhoon instead. This is because after shaking out of the elbow bash, Claw will hit the corner and land later then normal. This is the same with all characters so keep that in mind if you ever get an elbow bash in the corner.

If the Claw player never flip kicks, then your only option is to sit there and wait and watch his poke pattern. Study this for a while and try to guess when he will poke with cr.Strong. When you are sure walk up and DP for the knock down and start doing the safe-jump ticks I mentioned above. If he stops poking with cr.Strong, then the only thing he has to poke you back is cr.Forward or cr.RH. Crouching Roundhouse is bad for you because if you block it, it pushes you back to the corner. This means if you do get a knock down, you probably won’t be able to finish the round with safe-jump loops. But if you have been jumping straight up, you can hit Claw with Fierce or Roundhouse on your way down. This is a way of holding your ground and forcing Claw to jump back away from you, going closer to his corner. If he pokes with Forward, you have to jump and do a really quick dive to knock him down. The dive against Claw is safe on block so you can spam the dive. Spam dives early in the match while you still have lots of life to train Claw to flip kick. As long as you still have 4 slivers of life, once you get that elbow bash, you can safe-jump Typhoon loop 3 or 4 times straight in the corner for the win. When you play hawk, sometimes you have to give away some life to train your opponent to respond a certain way.

PS. During the safe-jump loops Claw is going to try to back flip out, look out for that, when you see it get up and walk towards him. Hawk is fast enough that he can walk up and catch Claw at the end of the flip with a elbow bash throw.

--DNGR S PAPERCUT