T. Hawk (ST)
- 1 Introduction
- 2 Moves Analysis
- 3 The Basics
- 4 Advanced Strategy
- 5 Combos
- 6 Match-ups
- 6.1 Serious Advantage Match-ups
- 6.2 Advantage Match-ups
- 6.3 Fair Match-ups
- 6.4 Disadvantage Match-ups
- 6.5 Serious Disadvantage Match-ups
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.
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.
Disclaimer: To better understand the diagrams, read this.
- Close/Far Standing Jab:
|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 game's 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.
- Crouching Jab:
|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 one of T.Hawk's most important ticking moves: 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)
|Special Cancel||Yes / No|
|Frame Advantage||+4 / +7|
|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:
|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 upwards by 8px and downwards by 4px. 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:
|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 + 20|
|Stun||1~7 + 1~7|
|Stun Timer||70 + 70|
|Frame Advantage||+1 / +7(+6)|
|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 classed 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:
|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 10 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 + 20|
|Stun||10~16 + 2~8|
|Stun Timer||80 + 90|
|Frame Advantage||-3 / +4(+3)|
|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 as a counter to certain cross up attempts like ambiguous Tatsumakis or just low priority normals like N.Cammy's Diagonal Jumping Short. The second active part works differently deppending on which T.Hawk version you're using: 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 (with some luck) and low normals in general, since it has good range and excellent priority. If you're using O.T.Hawk, you should definitelly limit the usage of this move as an anti air; with N.T.Hawk it 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, so keep that in mind.
Another minor distinction is that, 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 opponent's 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)
|Simplified||1 + 3||4||4|
A short knee. Can be used as a tick but T.Hawk's jabs are better suited for that. It can also be used on combos as a substitute to Close Standing Forward when cancelling the normal into Tomahawk Buster. In fact, on some matchups you'll be forced to use Close Standing Short instead, since Close Standing Forward gives too much pushback which results on the Tomahawk Buster to whiff completelly or to only do 1 hit instead of 2, if using the fierce version. O.T.Hawk's version of this move is better because the hitbox is bigger horizontally by 9px, because of that it will never whiff on grounded opponents while the N.T.Hawk version can whiff deppending on the distance it is activated as well as if the opponent is being pushed back from another move. O.T.Hawk's version also has better vertical priority by 14px, but this is meaningless.
- Far Standing Short:
|Simplified||1 + 4||5||4|
A ranged kick. Does not has any use I can think about. The O.T.Hawk version is better because it can be special cancelled and has better priority upwards by 2px as well as downwards by 6px. But these advantages are meaningles because this move is useless.
- Crouching Short:
|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, but its damage potential is very low so on its own it won't achieve much. It is also a viable option to tick into Typhoon, it may even grant T.Hawk a little more damage when going for that since the opponent may stand up when trying to escape the tick with a reversal. It can also be used in combos as a cancel into Tomahawk Buster, specially on matchups in which Close Standing Short/Forward won't work, like vs Chun Li when comboing from the front.
- Close Standing Forward: (Base max activation range: 40)
|Simplified||1 + 3||8||7|
A foot stab. A valuable move for combos since it can be canceled into Tomahawk Buster. 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. It is also the easiest way to tick into Typhoon/Super.
- Far Standing Forward:
|Simplified||1 + 8||4||7|
A far kick. OK as a poke. Comes out quicker than a Standing Roundhouse and has longer range than Neutral Standing Jab so it has its uses in keeping someone grounded off a knockdown. The O.T.Hawk version has a bigger hitbox upwards by 9px as well as downwards by 3px. These priority nerfs doesn't really mean much for N.T.Hawk since the horizontal range is still the same, but it's known that there are some rare situations in which N.T.Hawk's version may whiff completelly, but O.T.Hawk's wouldn't.
- Crouching Forward:
|Simplified||1 + 6||6||5|
A floor kick that has very good range. This is T.Hawk's main poke. Similar to Shoto's Crouching Forward; it helps against Guile when playing footsies. This can also be used in tick throwing if timed as a meaty, specially against DeeJay. O.T.Hawk's version of this move is considerably better, since it has a better priority/range of 10 pixels. Definitelly one of the biggest nerfs N.T.Hawk received.
- Close Standing Roundhouse: (Base max activation range: 72)
|Simplified||1 + 8||8||11|
A roundhouse kick. O.T.Hawk's version does more damage and the hitbox is bigger vertically (17px bigger upwards and 11px bigger downwards), which does make it considerably better, even though it's hardly used on purpose. It often comes out when you try to poke the opponent with a Far Standing Roundhouse but the opponent walks forward or jumps on the last moment for some reason, or, more importantly, when you go for an elbow bash grab but it ends up not connecting and the opponent tries to escape by jumping. It can even be somewhat used on purpose as an anti-air if you have the balls for it. Specifically, it can stuff Shoto's Diagonal Jumping Rh, which not many things do. These are the benefits of the better priority upwards; as for the better priority downwards, it allows it to hit all crouching characters except Blanka and Cammy. All that is for O.T.Hawk only, in the case of N.T.Hawk this move can't really be used as an anti-air nor can it hit any crouching character. The only use I see for this move in N.T.Hawk's case is for buffering a Super when upclose, after a crossup or when the opponent is getting up.
- Far Standing Roundhouse:
|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 horizontal range than N.T.Hawk's (12px to be exact) so there will be some situations in which N.T.Hawk actualy performs a little better, but on most situations O.T.Hawk's version is clearly the superior one, mainly because of the better priority downwards of 12px (but it's also bigger upwards by 6px - this comes less into play but still good to have) that allows O.T.Hawk to hit all crouching characters except Blanka, Cammy and Dictator from a good distance, unlike N.T.Hawk's that whiffs completelly vs crouching opponents. This makes it one of the best pokes in the game since it hits mid against most of the cast while also having a fairly good damage and reach. You can use it as a battering ram against fireball chuckers. Even if it trades you usually come out ahead. O.T.Hawk's version also does more damage than N.T.Hawk's.
- Crouching Roundhouse:
|Damage||28 / 26|
|Frame Advantage||-21 / -7|
|Simplified||1 + 7||7||7||8||21|
Two sweep kicks in a row. There's nothing special on the first active part, but the second active part has good priority and has awesome reach. It's important to note that the move has the downside of having a long recovery in terms of being able to block again, and this is aggravated in N.T.Hawk's case, since it has a worse recovery by 8f. 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. N.T.Hawk's version also has a slightly worse startup time - it takes 2f longer for the second hitting part to get active (which is the one that matters the most). It's fair to say that O.T.Hawk's sweep is one of the best in the game, while N.T.Hawk's is just OK. O.T.Hawk's version of this move also does slightly more damage on both hitting parts.
- Neutral Jumping Jab:
- Diagonal Jumping Jab:
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:
- Neutral Jumping Fierce:
O.T.Hawk's version of this move does more damage.
- Diagonal Jumping Fierce:
O.T.Hawk's version of this move does more damage.
- Neutral Jumping Short:
- Diagonal Jumping Short:
- Neutral Jumping Forward:
- Diagonal Jumping Forward:
- Neutral Jumping Roundhouse:
O.T.Hawk's version of this move does more damage.
- Diagonal Jumping Roundhouse:
O.T.Hawk's version of this move does more damage.
- Downward Jab: (On ground, ←/→ + Jab)
|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)
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)
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 and x64
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:
|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.
- 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)
|(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 / 22|
- Strong/Fierce Version:
|Damage||32 / 12||32 + 14|
|Stun||9~15||2~8 + 9~15|
|Stun Timer||100||90 + 100|
|Frame Count (Strong)||4||5||5||5||16|
|Frame Count (Fierce)||4||5||5||5||18|
|Frame Count (Jab)||2||4||3||4||7||4|
|Frame Count (Strong)||2||4||3||4||10||4|
|Frame Count (Fierce)||2||4||3||4||13||4|
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)
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.
- 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|
|(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.
- Neutral/Back Jump:
|Frame Count (Neutral)||2||1||10||6||16||6||4||1||7*|
|Frame Count (Back)||2||1||10||6||16||6||3||1||7*|
- Forward Jump:
T.Hawk has a considerably fast prejump. On one hand this helps his air game, but on the other hand it makes walk in Typhoons harder to do than Zangief's walk in SPDs. Experienced players do walk in Typhoons either by kara cancelling the Standing Fierce into Typhoon (Fierce is pressed a little before going to ↑ and is released right after it, to activate the move) so the normal move keeps T.Hawk from jumping, or with flick Typhoons (Hajiki Screw).
The landing recovery has a special property which allows it to be "canceled"/skipped depending on what you do. At the first landing frame, it's not possible to jump again (i.e. can't go directly to the prejump animation), to have a move to startup instantly (normal and special moves) or to block (which is why sweeps can be used as anti airs in this game), but you can do all that on the second landing frame. Throws are an exception and can be performed on the first landing frame(not the first ground throwable frame) and this includes command throws too, but since the hitbox-hurtbox interaction have priority over the throwbox-throw vulnerabillity box interaction, this can't be used as a counter to well timed anti air sweeps. You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward.
Things are different on jumps that crosses over the opponent (landing on the other side) though. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangelly, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.
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.
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.
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.
Cross Up j.D+FP->st.Forward->Tomahawk Buster
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)
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.
Serious Advantage Match-ups
Vs. O. Balrog (boxer):
Vs. O. Zangief:
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)
- 4.5 - 5.5
Vs. O. Dee Jay:
- 4.5 - 5.5
Vs. O. M. Bison (dictator):
Vs. T. Hawk (self):
Vs. O. T. Hawk:
- 4.5 - 5.5
Vs. O. Vega (claw):
Vs. O. Chun-Li:
- 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
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."
Vs. O. E. Honda:
- 3.5 - 6.5
Vs. O. Guile:
Vs. O. Fei Long:
Vs. O. Ken:
- 4 - 6
Vs. O. Ryu:
- 3.5 - 6.5
Serious Disadvantage Match-ups
- 3 - 7
Vs. O. Blanka:
- 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.
|General||Notation | Game Mechanics | Tiers | Strategy|
|The Characters||Akuma | Balrog (Boxer) (O. Balrog) | Blanka (O. Blanka) | Cammy (O. Cammy) | Chun-Li (O. Chun-Li) | Dee Jay (O. Dee Jay) | Dhalsim (O. Dhalsim) | E. Honda (O. E. Honda) | Fei Long (O. Fei Long) | Guile (O. Guile) | Ken (O. Ken) | M. Bison (Dictator) (O. M. Bison) | Ryu (O. Ryu) | Sagat (O. Sagat) | T. Hawk (O. T. Hawk) | Vega (Claw) (O. Vega) | Zangief (O. Zangief)|