Super Street Fighter 2 Turbo/T. Hawk: Difference between revisions

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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. You have to be careful and once you get in, stay in at all costs.
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. You have to be careful and once you get in, stay in at all costs.


  '''''j.Jab->cr.Jab->Typhoon is the main setup.(can use cr.jabx2 if close enough to mix up)'''''
  T.Hawks Super is something to be feared if you proven to be able to land it at a moments notice. This 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. Thats whats 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 and other overheads etc.
 
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.Hawks Super is something to be feared if you proven to be able to land it at a moments notice. This 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. Thats whats 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 and other overheads etc.


While the Typhoon is your friend, as anything, use it correctly. Trying to 360 every block tick from an opponent can get you a combo in the teeth if your not negative edging correctly.
While the Typhoon is your friend, as anything, use it correctly. Trying to 360 every block tick from an opponent can get you a combo in the teeth if your not negative edging correctly.

Revision as of 01:24, 25 July 2007

Introduction

Color Options

New T.Hawk Colors

New T.Hawk's color options in Super Turbo
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.

--Raisin (April 30, 2007)


Old T.Hawk Colors

Old T.Hawk's color options in Super Turbo
Old T.Hawk's input code is RRLL. Pressing Short simultaneously with Jab or Fierce will give you the alternate color.

--Raisin (April 30, 2007)


Moves List

Normal Moves

Throws

T.Hawk can throw with Strong, Fierce and Roundhouse.

Strong throw is a one handed toss. Not great to use as it puts opponents further away than optimal.

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


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

Command Normals

Target Combos

Special Moves

Tomahawk Buster: DP+P

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.

Condor Dive: In Air + PPP

T.Hawk dives diagonally from where the move was started towards the ground. This move can only be performed on the way UP during a jump. Once T.Hawks reaches his apex 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.

Typhoon, Cyclone: 360+P

T.Hawks bread and butter. 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. This is great move as it can be used with T.Hawk's negative edge 360 for safe Cyclone attempts.

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

Super Art

Double Typhoon: 720+P

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.

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

Move Analysis

Combos

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

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Art

Additional Frame Data

Strategies

Overview

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. You have to be careful and once you get in, stay in at all costs.

T.Hawks Super is something to be feared if you proven to be able to land it at a moments notice. This 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. Thats whats 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 and other overheads etc.

While the Typhoon is your friend, as anything, use it correctly. Trying to 360 every block tick from an opponent can get you a combo in the teeth if your not negative edging correctly.

The condor dive 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.

Your main goal should be to get in and stay in. 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.

--Jedi.10 09:03, 24 July 2007 (UTC)

Basics

Hawk has some good range normals: st.RH reaches far and can trade with fireballs favorably. cr.Jab 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. 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.

Zoning

Mixups

Additional Notes

Match-ups

    • Balrog (Boxer)
    • O. Balrog (Boxer)
    • 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 (Dictator)
    • Ryu
    • O. Ryu
    • Sagat
    • O. Sagat
    • T. Hawk
    • T. Hawk
    • Vega (Claw)
    • O. Vega (Claw)
    • Zangief
    • O. Zangief

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Ken, Chun, Ryu, Gief

Disadvantage Match-ups

Serious Disadvantage Match-ups

E.Honda, Dhalsim