O. T. Hawk (ST)

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The Characters

Old 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 shotos' Shoryuken and an 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.

Old Hawk is the version from SSF2: he has no super nor he can soften throws. On the other hand, he has better normals across the board.

Picking Old T.Hawk

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

Normal Secondary
Thawk-old1.gif Thawk-old2.gif

--Born2SPD

New & Old Versions Comparison

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 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

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage 4[1] OTHawk stcljab1 stfarjab1.png OTHawk stcljab2 stfarjab2.png OTHawk 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.

Even if you aren't good enough to Sako tick (it's one of the games' hardest techniques) or consistently safe jump, this move acts as an excellent safe meaty against most of the cast since it typically hits mid. Not many characters get one of these so use it to your advantage. Crouching jab (viewed below) can also act as a safe meaty but you get a few more pixels of length on the standing jab. -x64

  • Crouching Jab:
Damage 4[1] OTHawk crjab1 crstrng1.png OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crjab3.png OTHawk 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: (Base max activation range: 48)
Damage 24[1] OTHawk stclstrng1.png OTHawk stclstrng2.png OTHawk stclstrng3.png OTHawk 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] OTHawk stfarstrng1.png OTHawk stfarstrng2&4.png OTHawk stfarstrng3.png OTHawk 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] OTHawk crjab1 crstrng1.png OTHawk crstrng2.png OTHawk 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: (Base max activation range: 40)
Damage 20[2] + 20[2] OTHawk stclfrc1.png OTHawk stclfrc2.png OTHawk stclfrc3.png OTHawk stclfrc4.png OTHawk 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 30[2] OTHawk stfarfrc1.png OTHawk stfarfrc2.png OTHawk stfarfrc3.png OTHawk stfarfrc4.png OTHawk stfarfrc5.png OTHawk 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[2] + 20[2] OTHawk crfrc1.png OTHawk crfrc2.png OTHawk crfrc3.png OTHawk crfrc4.png OTHawk crfrc5.png OTHawk 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: (Base max activation range: 40)
Damage 18[1] OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk stclshrt2.png OTHawk 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. The O.Hawk version will never whiff on grounded opponents while the N.Hawk version whiffs because of the nerfed range on the hitbox.

  • Far Standing Short:
Damage 18[1] OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk stfarshrt2&4 stclrh6.png OTHawk stfarshrt3.png OTHawk stfarshrt2&4 stclrh6.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes*
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.

  • Crouching Short:
Damage 4[1] OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crshrt2&4.png OTHawk crshrt3.png OTHawk 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. This has good priority, but short range. It is an OK move to beat some low moves specially if you can position yourself out of reach. It is also a viable option to tick into Typhoon if Jabs are too fast for you.

  • Close Standing Forward: (Base max activation range: 40)
Damage 24[1] OTHawk stclfrwrd1&3.png OTHawk stclfrwrd2.png OTHawk 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, but you should avoid using it since it's very easy to reverse it.

  • Far Standing Forward:
Damage 24[1] OTHawk stfarfrwrd1.png OTHawk stfarfrwrd2.png OTHawk stfarfrwrd3.png OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk 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. The O.Hawk version has a bigger active hitbox upwards, which makes it a better anti-air, but that is not the purpose of this move. Hits mid against most of the cast. Comes out quicker than a RH kick and has longer range than a neutral standing jab so it has its uses in keeping someone grounded off a knockdown.

  • Crouching Forward:
Damage 24[1] OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crfrwrd2.png OTHawk crfrwrd3.png OTHawk 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 very good range. Kinda like Shoto Cr.Forward. It helps against Guile. Nevertheless one of his better pokes. Great normal to tick throw with as a meaty.

  • Close Standing Roundhouse: (Base max activation range: 72)
Damage 32[2] OTHawk stclrh1.png OTHawk stclrh2.png OTHawk stclrh3.png OTHawk stclrh4.png OTHawk stclrh5.png OTHawk stfarshrt2&4 stclrh6.png OTHawk 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. It will hit all crouching characters except Blanka and Cammy. O.THawk's version does more damage and has a lot better hitbox than N.Hawk's, which makes it a great anti-air if you have the balls to use it. Specifically stuffs Shoto's jumping HK, which not many things do. -x64

  • Far Standing Roundhouse:
Damage 32[2] OTHawk stfarfrwrd5 stfarrh1.png OTHawk stfarrh2&7.png OTHawk stfarrh3.png OTHawk stfarrh4.png OTHawk stfarrh5.png OTHawk stfarrh6.png OTHawk 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. It can be used to punish moves from a distance, trade with fireballs and when predicting jumps, if in range. O.T.Hawk's version has a bit less range, but does more damage. It will hit all crouching characters except Blanka, Cammy and M.Bison (Dictator). One of the best pokes in the game since it hits mid against most of the cast. You can use it as a battering ram against fireball chuckers. Even if it trades you usually come out ahead. As a bonus, even if you mistime the kick (because someone jumped at you for instance) and you get a close HK, you still win because it becomes a giant red hitbox that will beat out nearly every jumpin in the game.

  • Crouching Roundhouse:
Damage 30[2] / 28[2] OTHawk crrh1.png OTHawk crrh2.png OTHawk crrh3.png OTHawk crrh4.png OTHawk crrh5.png OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel No
Frame Advantage -12 / +1
Frame Count 6 7 6 8 6 7
Simplified 1 + 6 7 6 8 13

Two sweep kicks in a row. It is one of the best sweeps in the game: it has good priority and the second active part has awesome reach, but it has the downside of having a long recovery in terms of being able to block again. It is very dangerous to spam this move if the enemy has an horizontal super move ready, and it can also be punished if it misses. O.T.Hawk version of this move does more damage.

Aerial Normals

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



Frame Count 3


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



Frame Count 3

Your main jumpin. If you hit this button early enough, not many things will beat it outright. Be careful about using it on Bison, as he can duck this move and combo you for your trouble. -x64


  • Neutral/Diagonal Jumping Strong:
Damage 24[1] OTHawk njjab1 djjab1 njstrng1&3 djstrng1&3.png OTHawk njstrng2 djstrng2.png OTHawk 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 32[2] OTHawk njfrc1&4.png OTHawk njfrc2.png OTHawk njfrc3.png OTHawk njfrc1&4.png OTHawk 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. Works great as a bait for advance moves like Bison and Honda torpedo. This move will hit them out of their torpedo if landed on.

  • Diagonal Jumping Fierce:
Damage 32[2] OTHawk djfrc1.png OTHawk djfrc2.png OTHawk djfrc3.png OTHawk 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

A lot better than the N. version. The first active animation has a good air to air hitbox while the N.T.Hawks version got completely nerfed. But the most important part is in the second active part: it can crossup and hits very low, which allows you to beat Dhalsim's slide (as well as Vega, Deejay, and Blankas' slide), which most characters can not. O.T.Hawk's version of this move does more damage.

  • Neutral Jumping Short:
Damage 20[0] OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel No



Frame Count 2 3
Simplified 5


  • Diagonal Jumping Short:
Damage 20[0] OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel Yes*



Frame Count 2 2
Simplified 4


  • Neutral Jumping Forward:
Damage 24[1] OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk 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] OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk djfrwrd3.png OTHawk djfrwrd4 djrh4.png OTHawk 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

Can cross up, but you're likely using the fierce crossup for the damage. Special note about this move, using it for a jump in and adding a crouching jab after puts you out of the throw range of most of the cast but still in range for your SPD.

  • Neutral Jumping Roundhouse:
Damage 32[2] OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njrh2&4.png OTHawk njrh3.png OTHawk njrh2&4.png OTHawk 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 32[2] OTHawk djrh1.png OTHawk djrh2.png OTHawk djrh3.png OTHawk djfrwrd4 djrh4.png OTHawk 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. He can also crossup with it.

Command Normals

  • Downward Jab: (On ground, ←/→ + Jab)
Damage 4[1] OTHawk cjab1.png OTHawk cjab2.png OTHawk 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. Usually the move you get when messing up trying to stand neutral jab.

  • Elbow Drop: (Jump diagonally, ↙/↓/↘ + Strong)
Damage 24[1] OTHawk elbow1&3.png OTHawk elbow2.png OTHawk elbow1&3.png OTHawk 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[2] OTHawk splash1.png OTHawk splash2.png OTHawk splash3.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel No



Frame Count 3 4
Simplified 7

Stays out until Hawk lands. Unlike N.Hawk's version, this one can crossup, leaving opponents in line for some great dizzy/damage combos. 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 OTHawk throwb.png OTHawk throw.png OTHawk 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 normal throw, hands down. It does one less hit than Fierce hold, but unlike Fierce, the follow up game here is excellent: T. Hawk drops the opponent right next him, allowing you to 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.

This throw is extremelly good because it sets a "built-in" safejump (holding up-forward for Hawk to jump diagonally on the first possible frame will be a safe jump) against almost all the cast. It will be safe even against characters that it's generally advisable to avoid safe jumping, like Sagat's Tiger Uppercuts (3f startup), Chun's Rh UpKicks (2f startup) and even O.Ken's Fierce/All of Akuma's Shoryukens (1f startup). The only characters that can counter it with a reversal are N.Ken, with his Fierce Shoryuken (0f startup - yeah, it's different from O.Ken's, and that tiny difference happens to be just enough for it to not work on N.Ken) and Blanka with his Vertical Beast Rolls (0f startup - results in a trade). Agaisnt Shotos (Ryu, Ken and Akuma) this will be a crossup so jump with Jumping Forward kick (or with Jumping Down+Fierce, if using O.Hawk). Against everyone else it will not crossup so just go for Jumping Jab, or Jumping Forward if you want the medium block stun. If you're a real monster you can hit-confirm the jump in if you follow up with cr.Jab(up to 2 times) -> st.Jab xx Tomahawk Buster. If the opponent blocks the cross-up just do cr.Jab(up to 2 times) -> st.Jab (Sako tick) -> Typhoon or if you can't do that then go for cr.Jab(up to 2 times) -> negative edge Typhoon (or Super, if using N.Hawk).

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

To avoid being too predictable, you can also try to walk-under meaty cr.Strong -> negative edge Typhoon (or Super), but understand that this is not as safe. Also, don't attempt it against Zangief or T.Hawk (and sometimes E.Honda) since they're capable of doing a reversal command throw after or before the cr.Strong.

--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 OTHawk typhoon.png OTHawk typhooncr.png
Damage 38 42 46
Stun 7~13
Stun Timer 100
Range (from axis) 83
(from throwable box) 48

T.Hawk's long range, bread and buter command throw. Grabs the enemy by the face, jumps while spinning them, then smashes their 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. This is to say, as it does not have a whiff animation, 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 Strong Fierce OTHawk tb1.png OTHawk tb2.png OTHawk tb3.png OTHawk tb4.png OTHawk tb5anm.gif
Damage 32[2] / 22[2] 12[2] + 32[2]
Stun 9~15 2~8 + 9~15
Stun Timer 100 90 + 100


Frame Count (Jab) 4 5 5 5 15
Simplified (Jab) 4 30
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:
OTHawk tb6.png OTHawk tb7.png OTHawk tb8.png OTHawk tb9.png OTHawk tb10.png OTHawk 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. Unlike N.T.Hawk's, all versions can pass though projectiles, if timed really close to them. The Jab and Strong versions have the first active part, when T.Hawk is still invulnerable, doing more damage (20%). If it hits late, the Jab and Strong versions will do just 14% damage. The Fierce version, on the other hand, only does 9% damage if it hits up close, but it comboes into the last active part of the move, which does 20% damage. As it has less recovery, only use the Jab version, unless you have confirmed a combo. If you hit late, it will do less damage than the Fierce version, but you will not be wide open for punishment as you would with the Fierce one otherwise. This is T.Hawk's best anti-air move.

  • 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] OTHawk dive1.png OTHawk dive2.png OTHawk dive3anm.gif OTHawk dive4.png OTHawk dive5.png OTHawk dive6.png OTHawk dive7.png
Stun 9~15
Stun Timer 100



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

T.Hawk hovers in the air for a small period of time, then 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, Sagat, Guile (any versions).

Dhalsim the most as he can punish easily with multiple normals. Sagat can punish with fireballs, and Guile can either hit Hawk out of the move with a Flash Kick, or block it and then punish with aerial Roundhouse. 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 spam Condor dives against: Ryu, Ken, Cammy, Fei Long, T.Hawk (any versions).

These characters can react with SRK-like special moves or simply normals. Also be careful as if Ryu and Ken manage to block the move as it is about to cross them up, they can jump immediately after blocking and punish with j.RH. Ryu can also use a Fierce Hadouken, of even a Super, if he has bar. If they do it too late and miss it can leave them in a horrible position(good for T.Hawk).

  • 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, E. Honda and M.Bison(Dictator) (any versions).

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

The Basics

O.Hawk has significantly better normals than N.Hawk. This allows him to use more of his normals in footsies, creating more openings for either punishing with normals or walking in for the Typhoon. After Hawk uses a Typhoon, he can close the gap with a Condor Dive relatively close to the ground. After a knockdown, Hawk usually wants to apply great pressure on the enemy's wake-up with either a jumping Forward or Fierce aerial cross-up, safe jump then tick into Typhoons or a ground normal as a tick move. Other than O.Hawks ground game, he can use jumping Jab, as it has very good priority; diagonal jumping Fierce, which hits very low and does high stun, beating moves most characters can not; and Condor Dive, which punishes anti-air sweep attempts and long recovery moves in general, such as a Hadouken.

Advanced Strategy

Option-Select ticks

T. Hawk's main weapon is his Mexican Typhoon throw. Most other tools O.T. Hawk has often find use due to the enemy's (justified) fear of the Mexican Typhoon. Anyway, his strongest strategy is related to the Mexican Typhoon itself, using negative edge so as to avoid whiffed normals.

Say you tick your opponent with any attack, then input a 360 motion and press a punch button for the Typhoon at the exact time he recovers from blockstun. This is a strong strategy, as it forces the enemy to use a reversal attack to avoid the throw. Not any reversal attack, in fact: it must be either a reversal throw, a reversal invulnerable special move or a reversal instantly-airbone move. With the exception of Zangief's Spinning Pile Driver, reversal throws can be dealt with by ticking so as to be outside their throw range. However, if the enemy reversals with an invulnerable move that also attacks, such as a Shoryuken or a Flash Kick, a punch will come out and Hawk will be hit while performing it. If the enemy becomes airbone, he will surely evade the throw and may also evade or even hit Hawk as he punches. Fortunately for T. Hawk, he has a way of not whiffing normals when attempting Typhoons, causing reversal special to whiff or get blocked. As a number of such attacks are unsafe on block, Hawk can throw them afterward and reset the situation.

Negative-edge typhoon

Hawk's most simple option select consists of using a cr.Jab as a tick attack, then quickly pressing the other punch buttons and buffering a 360 motion, ending in defensive crouch. As the enemy recovers from the Jab, release the buttons one-by-one in a quick succession, giving you three chances of obtaining a Typhoon. As you are releasing buttons, no attacks will come out, and eventual reversal attacks will either whiff or get blocked. For instance, Flash Kicks and Shoryukens are unsafe on block, and you can simply do a typhoon or Tomahawk Buster as they recover. Coupling this strategy with safe jumps, it may be very hard or impossible to avoid taking damage for most characters. Even though this is very hard to apply consistently, that's what makes T. Hawk a viable character in high level play.

Walk-up button-release typhoon

Whiff a normal just outside your enemy poke range, and buffer ↑←↓→ (hold) + punches (hold). Continue to hold → and release the punch buttons one by one in a quick succession as you enter the Typhoon range. This allows you to obtain a Typhoon quicker while advancing. Would one try a normal walk-up Typhoon, you could get hit before completing the motion.

Buster-Typhoon option select

Do a negative edge Typhoon, but after reaching down back, move the stick to down towards, and release the buttons. If done right, you will either obtain a Typhoon or a Tomahawk Buster. This is good when dealing with safe-on-block reversal attacks, such as Cammy's Cannon Spike, and moves that may allow the enemy to escape from a corner, such as Ryu's tatsus.

Hit-Confirm cross-up

If T. Hawk scores a knockdown at mid-screen and stays close to his opponent, he has a chance of ending the round right there. In order to do that, he use jumping Forward of Fierce splash to hit the enemy as a cross-up. After that, he can use cr.Jab into st.Jab, which give enough time to check if the combo was blocked or not. If the combo is not blocked, Hawk can cancel the st.Jab into the Tomahawk Buster, for another knockdown and, possibly, a dizzy, leading to another damaging combo. Else, he can use the option-select Typhoon.

Match-ups

Serious Advantage Match-ups

Haha none.

Advantage Match-ups

LOL none.

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)

You basically lose until you get a clean knockdown. Crouching MP, Crouching MK, standing MP, and standing HP are good pokes against Rog. Mainly you're just hoping your opponent messes up and you connect a SRK or hawk dive to start your SPD negative edge loop. Balrog's headbutt is very very easy to safejump and his super isn't super difficult to safejump ether. Watch out for Rog's standing HP, it will hit you mid so it's a great damaging poke against you crouching or standing. -x64

Vs. Chun-Li:

  • 4.5 - 5.5

Your main objective here is to get Chun in a corner and harass her constantly with pressure pokes (standing far HK, meaty standing LP on wakeup, crouching MK, and jumping HK spam) and the threat of SPD. Your jumping LP will usually trade against Chun's jumping LK/MK but will lose against her jumping punches. Some Chuns get cocky and try to walk under your jumping LPs to throw you so watch out for that (nothing stops this like mixing jumping LP and jumping HK). If you can't react to Chun's jumpin LK with a SRK, a crouching HP will beat it clean if she's on top of you (not out in front of you). Chun's super has quite a bit of startup and upkicks wiff so your standing LP is usually a free meaty. -x64

Vs. Ken:

  • 4.5 - 5.5

The main reason this is a slightly better matchup than Ryu is that Ken's fireballs have more delay, which makes them easier to hawk dive. On the flip side, Ken cannot be safejumped and your usually awesome standing neutral LP cannot be used as a safe meaty (will likely get hit with HP SRK, but might not knock down). Very good Kens will also not let you cross them up (their SRKs start up too quick). Standing HK is a very good poke against shotos (remember: hits crouching or standing). You can almost always punish a wiffed sweep with one. It hits so hard trades are almost always in your favor. Your close standing HK will also beat his jumping HK. Jumping MP has better startup than your standing HK and is good for fishing fireball trades. Ken's usual kneebash shenanigans don't usually apply here due to the threat of negative edge SPD. Ken's jumping MK crossup is difficult for Hawk to deal with (can be very ambiguous) and will likely lead to a crouching LK x2 into super so watch out for it. -x64

Vs. T. Hawk:

  • 6-4

Just know that he has worse normals than you across the board. Strategy is still the same as against O.Hawk. -x64

Vs. O. T. Hawk:

Vs. Zangief:

  • 4.5 - 5.5

Fairly even match. Nether Hawk or Gief can jump in on each other without easy reprisal so it's mostly a ground game. Gief's standing MK and sweep are difficult for Hawk to deal with. It's also difficult for Hawk to meaty Gief without being in his SPD range (stick to max range sweeps or standing HK). You have specials (SRK) and normals (Standing MP, Standing HK. Both hit mid.) that can keep Gief out of the air and harassed on the ground. Don't ever hawk dive at Gief, it is very easy to tap HK to beat it outright for big damage. Sweep lariats. Sometimes mix up SPD attempts with an srk out of blockstun to catch them churning SPD. -x64

Disadvantage Match-ups

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)

This is one of those "knockdown or die" type matches for Hawk. Sim can keep you out fairly easily so you're likely going to be relying on a ume-shoryu (guess SRK) or hawk dive to get in and start your SPD loops. Crouching MP can sometimes stuff/trade with Sim's limbs. Jumping HP can stuff Sim's slide. They will probably revert to just using crouching LP when you knock them out of slide once or twice. Neutral jumping over fireballs with HP can sometimes trade/beat limbs. Sim's super cannot be done as a reversal, so make absolutely sure you're sticking a meaty limb up his ass every time on wakeup no matter what. Annoying match, but winnable. -x64

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. Guile:

  • 3.5 - 6.5

This is actually kind of a fun match. Neutral jump sonic booms with jumping HP right outside of flash kick range (don't do this from far away or else Guile will just jumping HK you). Grab Guile with your HK throw to set up a free safejump or crossup (random). Your crouching MK will beat or trade with his crouching MK. Since Guiles tend to gravitate towards the nearest corner by default he's usually doing half your job for you. Hawk dives are tough here because his boom recovers so quick and you can be punished on block by his jumping HK. Guile dies the second you get him in a corner and start your safejump negative edge SPD loops but like usual it's pretty difficult to get in position for that. -x64

Vs. O. Ken:

Vs. Ryu:

  • 4 - 6

Not a bad matchup honestly. If you can safejump Ryu with regularity the matchup gets a little lopsided. Like against Ken your standing HK is a great poke. Standing neutral LP is a free meaty against Ryu (SRK will wiff, tatsu is ill-advised, and you will recover and block before a super can hit). The main difference between Ken and Ryu is Ryu's fireballs are a lot more difficult to deal with (faster recovery and that damn red fireball knockdown) and his jumping MP juggle will hit you out of all your jumpins and hurt a lot (especially if juggled into super). Grab wiffed SRKs with HK throw for a free safejump. -x64

Vs. Sagat:

  • 3.5 - 6.5

He is pretty much worse than O.Sagat in nearly every aspect that matters with the exception of his normals having the same hitboxes (meaning his jumping HK and sweep are still a pain to deal with). His slower tiger shots and worse hurtboxes on tiger shots make this match a bit easier but it's still hella tough. -x64

Serious Disadvantage Match-ups

Vs. Blanka:

  • 3 - 7

This one is pretty tough if you can't react to Blanka's jump ins with a SRK. Rapid fire crouching jabs will beat everything Blanka has on the ground (slides, dash, electricity, and ball) besides his standing LK. Jumping HP will hit blanka out of his electricity and horizontal ball. DO NOT jump in on blanka with anything but HP, everything else will wiff if he's crouching. Harass Blanka on the ground with neutral standing LP or crouching LP into negative edge SPD. Don't use hawk dive, you'll ether lose to electricity or get blanka balled on block. -x64

Vs. Cammy:

  • 1.5 - 8.5

This one is pretty bad, probably his second worst matchup. The main problem here is that Cammy can SRK you and be safe on block. This makes it very difficult to approach between that and safe drills as well as her impressive array of normals. Honestly the best bet here like usual is trying for a knockdown and safejump her into SPD oblivion. Cammy's wakeup has odd timing compared to the rest of the cast making this more difficult to do than normal. -x64

Vs. Dee Jay:

  • 3 - 7

One of your better plasma chucker matchups despite how it might look. DeeJay's super has some of the worst startup in the game so it is easily safejumped and baited. Get used to baiting Deejay's super a character's length away from him. Doing so will force the 3rd hit of his super to wiff, giving you plenty of time to SRK and go in for SPD funtime. Deejay will spend the entire round running away chucking fireballs and walking backward. Like usual, you are going to be bulldogging your opponent into the corner. Hawkdives should only be used upclose with a reasonable chance at punishing fireball delay since they can be blocked and punished with a jumping HK or upkicks. DeeJay has absolutely nothing he can do against your crouching LP into negative edge SPD so he has to guess with a LK upkick or LK sobat to get out, both of which are punishable. Grab missed upkicks with his HK throw to give you a random free safe jumpin or crossup (use jumping MK as your jumpin and don't do it in or close to the corner). -x64

Vs. Fei Long:

  • 3 - 7

Tough but do-able. The big problem is that Fei, while lacking a fireball, can be equally offensive and defensive against hawk. He has amazing pokes,fastest walkspeed in the game, an SRK, and really nasty combos. Fei's SRK has a 6 frame startup (the worst startup of any SRK in the game) so you should have no excuse for not safejumping when you have the opportunity. Don't use hawkdive against fei, he'll ether beat it with one of his stupid good normals or block it and chicken-wing juggle your recovery. Neutral jump HP is good here (it will stop his rekkas and usually beat trade against his jump ins or chicken-wing). Standing HK is a good poke like usual. Sweep is ok against rekkas but tough to get out on reaction due to bad startup. DO NOT get caught in the corner against Fei. It's pretty tough to get out of chickenwing mixup hell with hawk. Fei's super is completely invincible until near the end. Hop over it if you can or just block. -x64

Vs. M. Bison (dictator):

  • 3 - 7

Bison is essentially going to run away from you for the entire round, hoping to ether catch you mid jump with his juggling MP to set up an ambiguous crossup situation or whittle you down with pokes and scissor kicks. Mainly like most other losing matchups you're hoping for a knockdown that you can ride SPD loops to a win. Unfortunately Hawk doesn't have many winning tools in this matchup. Jumping LP can be crouched by Bison, causing it to wiff giving him a free combo. Every single jump in you have can be beat by Bison's jumping MP. Hawk dives on block WILL be punished by a fierce psycho crusher. Mainly you're looking at bulldogging your way closer to Bison, hoping he'll do something stupid like jump at you or mis-time a slide or scissor kick. If you get a knockdown in the corner with O.Hawk but don't have time to set up an SPD, just repeatedly jump at him with his HK bodypress. Like with Gief's bodypress lockdown, it's very difficult for Bison to get out of that. Bison's super is easy to safejump, so bait it with impunity. Far standing HK is a good poke (remember it hits crouching or standing!) and close HK will beat or trade against Bison's jumpins. -x64

Vs. O. Sagat:

  • 2-8

Ugh. Another tough one. Why did you pick Hawk to main again? Sagat has many tools in his shed to rip you a new one. Jump ins are met with a damaging SRK or a deceptively good sweep, Hawk dives will be tiger knee'd on block, and he pretty much cannot be safejumped (3-frame SRK). Oh, and you get to navigate the toughest zoner in the game. Crouching MP can stuff or trade with crouching tiger shots. A late hawk dive to where he lands directly on a crouching Sagat's head can sometimes beat out a SRK clean due to how wonky Sagat's early SRK hitboxes are. It's a gamble though. Stick to using a neutral meaty standing LP on sagat's wakeup to set up a mesh point. Hawk's sweep is usually too slow to be useful here against tiger shots. Pressure with Standing HK and Crouching MK when you can. Grab wiffed SRKs with Hawk's HK grab to set up an almost free safejump (he has a 1 frame window to reversal) -x64

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