Difference between revisions of "T. Hawk (ST)"

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Thunder Hawk, Zangief's Mexican lower-tier cousin. This article focuses on N.Hawk, who is the arguably crappier version of T.Hawk in ST. For O.Hawk, see [http://wiki.shoryuken.com/O._T._Hawk_(ST) here].
 
Thunder Hawk, Zangief's Mexican lower-tier cousin. This article focuses on N.Hawk, who is the arguably crappier version of T.Hawk in ST. For O.Hawk, see [http://wiki.shoryuken.com/O._T._Hawk_(ST) here].
  
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+
===Competitive Overview===
  
 
Players to watch, if you want to see practical T.Hawk play:
 
Players to watch, if you want to see practical T.Hawk play:
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Search for these guys on '''YouTube'''.
 
Search for these guys on '''YouTube'''.
 
===Competitive Overview===
 
  
 
===Strengths & Weaknesses===
 
===Strengths & Weaknesses===

Revision as of 03:12, 13 April 2011

T.Hawk's portrait in Super Turbo

Introduction

Thunder Hawk, Zangief's Mexican lower-tier cousin. This article focuses on N.Hawk, who is the arguably crappier version of T.Hawk in ST. For O.Hawk, see here.

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't tech throws, and doesn't has a Super;
  • O.Hawk's Tomahawk Buster(DP) has more invincibility and can go through fireballs;
  • O.Hawk has almost every normal with something better. If you want to see by yourself how drastic the changes were take a look at this site, I'll just list the main ones here:
    • cr. Jab has a much fatter and a slightly longer hitbox than N.Hawk's.
    • cr. Forward has a slighty farther hitbox than N.Hawk's.
    • cr. Strong doesn't have a stray hitbox like N.Hawk's.
    • cr. Roundhouse is faster than N.Hawk's.
    • cr. Fierce has a much bigger hitbox than N.Hawk's.
    • st. Short (close) has a larger hotbox than N.Hawk's.
    • st. Strong (far) won't miss crouching: Blanka, Guile, Chun Li, Cammy and Dictator.
    • st. Roundhouse (far) won't miss crouching Blanka, Cammy and Dictator.
    • st. Roundhouse (close) won't miss crouching Blanka and Cammy.
    • j. Strong has a larger hitbox than N.Hawk's.
    • j. Roundhouse has a larger hitbox than N.Hawk's and can cross-up.
    • j. Fierce has a larger hitbox than N.Hawk's.
  • O.Hawk's j. ↓ + Fierce crosses up leaving opponents in line for some great dizzy/damage combos;
  • O.Hawk has a slightly smaller and thinner body hitbox than N.Hawk, it's unknown if it has any relevance. N.Hawks hitbox goes from his feet to his nose, O.Hawk's goes from the feet but only to his jaw;

Basically, N.T.Hawk is only a viable option if you can tick into super with ease and can do walking super as well, otherwise O.T.Hawk will be better choice overall, the inability to teach throws isn't big deal since you're T.Hawk, and about the super, it's something to be feared though if you pick N.T.Hawk instead of O.T.Hawk but the normal Typhoon already does great damage. For the old version specific information please check the O.T.Hawk section.

--Decca
--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

Move Analysis

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage 3 THawk stjab1.png THawk stjab2.png THawk stjab3.png
Chain Cancel No
Special Cancel Yes
Super Cancel No
Frame Count 3 4 4

A short stab that's same for any distance. It does low damage, but has good priority and recovery. One of Hawk's best tick moves.


  • Crouching Jab:
Damage 3 THawk crjab1 crstrng1.png THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png THawk crjab3.png THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Chain Cancel Yes
Special Cancel Yes
Super Cancel No
Frame Count 2 1 4 4
Simplified 3 4 4

A low stab that can rapid fire. It does the same low damage as the standing version, but has good priority and recovery. This is Hawk's main tick.


  • Close Standing Strong:
Damage 15 THawk stclstrng1.png THawk stclstrng2.png THawk stclstrng3.png THawk stclstrng4.png
Chain Cancel No
Special Cancel Yes
Super Cancel No
Frame Count 3 3 6 5
Simplified 3 9 5

A quick hook punch. This Hawk's anti-cross-up move or close anti-air, if a Tomahawk Buster is risky. It cancels into special moves if it hits early.


  • Far Standing Strong:
Damage 15 THawk stfarstrng1.png THawk stfarstrng2&4.png THawk stfarstrng3.png THawk stfarstrng2&4.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 3 2 7 7
Simplified 5 7 7

A two-handed stab.


  • Crouching Strong:
Damage 15 THawk crjab1 crstrng1.png THawk crstrng2.png THawk crstrng3.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 6 8 7

T.Hawk brings out both hands. As can be seen, the hitbox only exists on one side. Due to a weird bug, the move has a stray vulnerable hitbox during its recovery.


  • Close Standing Fierce:
Damage 12+12 THawk stclfrc1.png THawk stclfrc2.png THawk stclfrc3.png THawk stclfrc4.png THawk stclfrc5.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 4 4 6 6 9
Simplified 8 6 6 9

A two handed chop. The move comboes into itself, for good damage if up close. However, for most punishment situations, you are better suited by using a cancelable close attack into Tomahawk Buster, or simply using the Typhoon.


  • Far Standing Fierce:
Damage 17 THawk stfarfrc1.png THawk stfarfrc2.png THawk stfarfrc3.png THawk stfarfrc4.png THawk stfarfrc5.png THawk stfarfrc6.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 5 5 8 4 4 5
Simplified 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.


  • Crouching Fierce:
Damage 18+12 THawk crfrc1.png THawk crfrc2.png THawk crfrc3.png THawk crfrc4.png THawk crfrc5.png THawk crfrc6.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 4 4 6 8 3 7
Simplified 8 6 8 10

A strong chop. Hits twice, has good reach and fine close-to-the-ground priority. With some luck, it will beat slides cleanly, bit 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.


  • Close Standing Short:
Damage 11 THawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png THawk stclshrt2.png THawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png
Chain Cancel No
Special Cancel Yes
Super Cancel No
Frame Count 3 4 4

A short knee.


  • Far Standing Short:
Damage 11 THawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png THawk stfarshrt2&4 stclrh6.png THawk stfarshrt3.png THawk stfarshrt2&4 stclrh6.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 2 2 5 4
Simplified 4 5 4

A ranged kick.


  • Crouching Short:
Damage 3 THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png THawk crshrt2&4.png THawk crshrt3.png THawk crshrt2&4.png
Chain Cancel No
Special Cancel Yes
Super Cancel No
Frame Count 2 1 4 5
Simplified 3 4 5

A low kick.


  • Close Standing Forward:
Damage 15 THawk stclfrwrd1&3.png THawk stclfrwrd2.png THawk stclfrwrd1&3.png
Chain Cancel No
Special Cancel Yes
Super Cancel No
Frame Count 3 8 7

A foot stab.


  • Far Standing Forward:
Damage 15 THawk stfarfrwrd1.png THawk stfarfrwrd2.png THawk stfarfrwrd3.png THawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png THawk stfarfrwrd5 stfarrh1.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 4 4 4 3 4
Simplified 8 4 7

A far kick.


  • Crouching Forward:
Damage 15 THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png THawk crfrwrd2.png THawk crfrwrd3.png THawk crfrwrd4.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 3 3 6 5
Simplified 6 6 5

A floor kick that has good range.


  • Close Standing Roundhouse:
Damage 17 THawk stclrh1.png THawk stclrh2.png THawk stclrh3.png THawk stclrh4.png THawk stclrh5.png THawk stfarshrt2&4 stclrh6.png THawk stclrh7.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 2 2 2 2 8 5 6
Simplified 8 8 11

A backwards kick.


  • Far Standing Roundhouse:
Damage 17 THawk stfarfrwrd5 stfarrh1.png THawk stfarrh2&7.png THawk stfarrh3.png THawk stfarrh4.png THawk stfarrh5.png THawk stfarrh6.png THawk stfarrh2&7.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 3 3 5 8 4 6 7
Simplified 11 8 17

A backwards high kick.


  • Crouching Roundhouse:
Damage 17/12 THawk crrh1.png THawk crrh2.png THawk crrh3.png THawk crrh4.png THawk crrh5.png THawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 7 7 7 8 10 11
Simplified 7 7 7 8 21

Two sweep kicks in a row. One of the best sweeps in the game.

Aerial Normals

  • Neutral Jumping Jab:
Damage 12 THawk njjab1 djjab1 njstrng1&3 djstrng1&3.png THawk njjab2.png
Chain Cancel No
Special Cancel Yes
Super Cancel No
Frame Count  ?


  • Diagonal Jumping Jab:
Damage 12 THawk njjab1 djjab1 njstrng1&3 djstrng1&3.png THawk djjab2.png
Chain Cancel No
Special Cancel Yes
Super Cancel No
Frame Count  ?

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 15 THawk njjab1 djjab1 njstrng1&3 djstrng1&3.png THawk njstrng2 djstrng2.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?


  • Neutral Jumping Fierce:
Damage 17 THawk njfrc1&4.png THawk njfrc2.png THawk njfrc3.png THawk njfrc1&4.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?  ?  ?
Simplified  ?  ?


  • Diagonal Jumping Fierce:
Damage 17 THawk djfrc1.png THawk djfrc2.png THawk djfrc3.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?  ?
Simplified  ?  ?


  • Neutral Jumping Short:
Damage 12 THawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png THawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png THawk njshrt3 njfrwrd3.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?
Simplified  ?


  • Diagonal Jumping Short:
Damage 12 THawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png THawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png THawk djshrt3.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?
Simplified  ?


  • Neutral Jumping Forward:
Damage 15 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
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?  ?  ?
Simplified  ?  ?


  • Diagonal Jumping Forward:
Damage 15 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
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?  ?  ?
Simplified  ?  ?


  • Neutral Jumping Roundhouse:
Damage 17 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
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?  ?  ?
Simplified  ?  ?


  • Diagonal Jumping Roundhouse:
Damage 17 THawk djrh1.png THawk djrh2.png THawk djrh3.png THawk djfrwrd4 djrh4.png THawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?  ?  ?
Simplified  ?  ?

Command Normals

  • Downward Jab: (On ground, ←/→ + Jab)
Damage 3 THawk cjab1.png THawk cjab2.png THawk cjab3.png
Chain Cancel No
Special Cancel Yes
Super Cancel No
Frame Count 3 4 4

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


  • Elbow Drop: (Jump diagonally, ↙/↓/↘ + Strong)
Damage 15 THawk elbow1&3.png THawk elbow2.png THawk elbow1&3.png THawk elbow4.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?  ?
Simplified  ?  ?

Stays out untill Hawk lands. He has better jumpins therefore you don't see this often.


  • Body Slam: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage 18 THawk splash1.png THawk splash2.png THawk splash3.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count  ?  ?
Simplified  ?

Doesn't cross up like O.Hawk's version, so it's kinda garbage. One of the main reasons why O.Hawk is better.

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.

  • ←/→ + 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 this can be useful.

  • ←/→ + Fierce:

Fierce is a two-handed neck choke. Not as bad as the Strong throw for distance and holds for multiple hits. But lets the opponents recover quickly for a reversal if you follow up.

  • ←/→ + 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 or j.↓+Fierce the last one only works for O.Hawk. 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.

--Decca
--Born2SPD
--Jedi.10 07:25, 24 July 2007 (UTC)

Special Moves

  • Mexican Typhoon: (360 + punch)

T.Hawk's bullshit bread and butter command throw. Picks the opponent up and jumps in to the air spinning them to the ground headfirst. This can be used with a multitude of ticks, Jab, Strong and Forward being his best. Like his super, it doesn't have a whiff animation, therefore you can't mess up the throw like Gief. This is great move as it can be used with T.Hawk's negative edge 360 for safe Cyclone attempts. Prove to be able to land it at a moments notice and it will stop a lot of people from trying to hard to get close and crossup/wakeup game on Hawk. Again this can also be negative edged while getting up to be safe. That's what makes it so dangerous if done correctly getting up: while down, hold all three punch buttons, start at downback, while getting up do a 720 ending at downback and release all 3 punch buttons piano. Either Super to the face or blocked wakeup move. This can also be done from back on the stick to back to stop Ryu's and other overheads.

  • Tomahawk Buster: (→↓↘ + punch)

AKA Rising Hawk. Acts similar to a Dragon Punch but does not go straight up. It moves diagonal up from the jumping point. Can go through fireballs if time correctly and the Fierce version has a long range. Jab version works well for AA if done late. Fierce hits two times up close for larger damage.

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

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.Hawks reaches his apex and starts coming down from his jump, the move cannot be performed. Extremely good move for punishing fireballs. Good for closing distance after a mid screen Cyclone. This move does not have great priority and can be punished easily if blocked by Honda, Boxer, Dic, Blanka and Dhalsim. Also be careful as Ryu and Ken can jump immediately after blocking and j.RH if blocked high on their hitbox. Can be done close to the ground for shenanigans and dodging and punishing slow recovering lows like Guile's sweep.

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 Condor 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't react to you hitting the ground you can punish. Again be careful with this move. Can be a big help or a big hindrance.

    • 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. Now Ryu, Ken and Guile are safer as they have to time an immediate jump after the block and RH. 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: Dictator, Boxer, Blanka, E.Honda. All four can punish with charge back->forward + Fierce.
    • Characters that cannot punish after blocking a Condor dive: Chun Li, Gief, Cammy, Dee Jay, Fei Long, Hawk, Claw.

--Decca
--Jedi.10 07:40, 24 July 2007 (UTC)

Super Move

  • Double Typhoon: (720 + punch)

T.Hawks super arts hits like a freight train. Can be used after ticks, on wakeup 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-jumping. j.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.

--Decca
--Jedi.10 07:46, 24 July 2007 (UTC)

The Basics

Get close. This is a lot easier said than done but T.Hawk has some tricks. Once your 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.

Hawk has some good range normals: st.RH reaches far and can trade with fireballs favorably. st.Forward has decent range but in close it's used for a tick and to combo T.Hawks DP. Jab is T.Hawks most important normal. Whether it is cr.Jab. Which is used for ticks into Typhoon a lot. Also stops, Hondas headbutt, Blankas ball roll, Boxers dash punch(careful with his low hitting one) and Bisons Psycho Crusher if timed correctly. These can also trade unfavorably. j.Jab(See Below). cr.Fierce can be used for anti air, but its not great.

Jumping 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.

j.Jab->cr.Jab->Typhoon is the main setup.(can use cr.jabx2 if close enough to mix up)

T.hawks main game is the tick setups for Typhoons. Once your in on an opponent you can get to business. 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.(except an opponent throwing you when you miss) Hard for them since you can usually jab again if needed and if you space yourself correctly it will make it double hard. The motion is this: start at downback->tick(jab, strong etc.)->now hold down all 3 Punch buttons as the tick goes out and do a 360 motion ending back at downback, and release the punch buttons piano style. 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 DP 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 Rising Hawk 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.

--Decca

Zoning

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

The Loop

First of all ill just note that i can't do this thing. I'm just explaining the concept, this thing is hard as hell and i'm sure that you can count in one hand the number of players from all the world (japan) who can do this thing consistently. It works like a win algorithm, combining safe jumping and negative edge Typhoons, once you put them in the corner and starts safe jumping theres nothing they can do to save themselves (minus Zangief, T.Hawk and maybe Honda, because they all have Command Grabs which can grab you instantly when used as reversals, and also Ken and Blanka cuz they both have reversals that attack on the very first frame, negating the safe jumping), you can Typhoon them to death with no risk, their only hope is that you mess something or the round will end right there. Basically works wonders against characters with no reliable reversals, like Dic, who can only escape the loop with his super.

So let's say that you've knocked anyone who doesnt has a command grab/instant reversal in the corner and then you safe jumps successfully. At this points theres 2 possible scenarios:

  • He actually reverses and then you land safely since you safe jumped, and just punish afterwards with a Typhoon, knocking them down in the corner again and so allowing you to do the same pattern again.
  • He doesn't reverses or fails at it. If they block the safe jump or not it doesn't matter, you can link a Jab there to add a bit of distance to escape to be throwed and then negative edge Typhoon. Since you're linking normals they can only reverse between your last normal and the Typhoon attempt. At this point theres another 2 possible scenarios:
    • He succesfully reverses but since you did the typhoon with a negative edge pattern you will just block the reversal, allowing you to punish with a typhoon when he lands, knoking him in the corner and so allowing you to do the same pattern again.
    • He fails at reversing your tick throw so you Typhoon him, knocking him the corner again and allowing you to repeat the pattern.

This is hard as hell. First, being consistent with safe jumping isn't simple, second, you must be able to hit confirm the safe jump, and you doesn't has so much time to do it. Other thing is that the negative edge typhoons are harder to do than normal button press typhoons, you have to train this a lot or nothing will come out/T.Hawk will just jump out of it, you must be able to buffer the typhoon motion while doing the normal, since you're just releasing buttons here not pressing, this means no kara Typhoons to help your life, so the rotation must be fast enough and the button release very precise.

I think this is the most hard thing to learn in all ST, but also one of the most rewarding.

--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

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