A. C. Glass (talk | contribs) No edit summary |
m (fix motion tags) |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{SSFIVAEHeader}} | {{SSFIVAEHeader}} | ||
{{SSFIVCharacterHeader|T. Hawk|THawk| | {{SSFIVCharacterHeader|T. Hawk|THawk| | ||
T. Hawk's entire tribe and village has been left in ruins by the hands of M. Bison and the Shadaloo organization. Having his tribe driven from their home land, his father murdered by Bison, and his true love Julia brainwashed into becoming a member of Bison's "Dolls" project, T. Hawk wants nothing more than to take down M. Bison. Learning about the Dolls program and the Living Incubator program, T. Hawk has vowed to free Julia and prevent M. Bison from | T. Hawk's entire tribe and village has been left in ruins by the hands of M. Bison and the Shadaloo organization. Having his tribe driven from their home land, his father murdered by Bison, and his true love Julia brainwashed into becoming a member of Bison's "Dolls" project, T. Hawk wants nothing more than to take down M. Bison. Learning about the Dolls program and the Living Incubator program, T. Hawk has vowed to free Julia and prevent M. Bison from ever brainwashing another person ever again. | ||
| | | | ||
Being a grappler, T. Hawk is very slow but hits like a truck. Unlike his counterpart Zangief, who can get by using head games and various tools that don't involve rotating the joystick, T. Hawk's game is all about getting in your opponents face, throwing them, and not letting them escape. He is the most extreme of grapplers, considering he has a limited number of tools to get in. The key to playing T. Hawk is patience, patience, patience. Wait for your opponent to make a mistake and condition them with fake-outs and pokes to divert their attention as you go in for a command grab.}} | Being a grappler, T. Hawk is very slow but hits like a truck. Unlike his counterpart Zangief, who can get by using head games and various tools that don't involve rotating the joystick, T. Hawk's game is all about getting in your opponents face, throwing them, and not letting them escape. He is the most extreme of grapplers, considering he has a limited number of tools to get in. The key to playing T. Hawk is patience, patience, patience. Wait for your opponent to make a mistake and condition them with fake-outs and pokes to divert their attention as you go in for a command grab.}} | ||
Line 11: | Line 11: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Heavy Body Press | (during angled jump) d + hp | high }} | {{SSFIVMoveListRow | Heavy Body Press | (during angled jump) {{d}} + {{hp}} | {{high}} }} | ||
{{SSFIVMoveListRow | Heavy Shoulder | (during angled jump) d + mp | high }} | {{SSFIVMoveListRow | Heavy Shoulder | (during angled jump) {{d}} + {{mp}} | {{high}} }} | ||
{{SSFIVMoveListRow | Thrust Peak | df + lp | }} | {{SSFIVMoveListRow | Thrust Peak | {{df}} + {{lp}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 19: | Line 19: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Neck Hanging Tree | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Neck Hanging Tree | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Mexican Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Mexican Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 26: | Line 26: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Mexican Typhoon | 360 + p | ex }} | {{SSFIVMoveListRow | Mexican Typhoon | {{360}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Tomahawk Buster | dp + p | ex version can be canceled into ex Condor Dive if connected; ex }} | {{SSFIVMoveListRow | Tomahawk Buster | {{dp}} + {{p}} | {{ex}} version can be canceled into {{ex}} Condor Dive if connected; {{ex}} }} | ||
{{SSFIVMoveListRow | Condor Dive | (during vertical or forward jump) 3p | ex version: Press all Kicks }} | {{SSFIVMoveListRow | Condor Dive | (during vertical or forward jump) {{3p}} | {{ex}} version: Press all Kicks }} | ||
{{SSFIVMoveListRow | Condor Spire | rdp + p | armorbreak only during ex ; ex }} | {{SSFIVMoveListRow | Condor Spire | {{rdp}} + {{p}} | {{armorbreak}} only during {{ex}} ; {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Double Typhoon | 360 360 + p | throw }} | {{SSFIVMoveListRow | Double Typhoon | {{360}} 360 + {{p}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Raging Typhoon | 360 360 + 3p | throw }} | {{SSFIVMoveListRow | Raging Typhoon | {{360}} 360 + {{3p}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Raging Slash | hcb hcb + 3p | Cannot hit grounded opponents }} | {{SSFIVMoveListRow | Raging Slash | {{hcb}} hcb + {{3p}} | Cannot hit grounded opponents }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 100: | Line 100: | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 216: | Line 216: | ||
| align="center" |60 | | align="center" |60 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |- | ||
| align="center" | | | align="center" |[Hit] limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
Line 308: | Line 308: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30 | | align="center" |30 | ||
Line 322: | Line 322: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 336: | Line 336: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90*50 | | align="center" |90*50 | ||
Line 350: | Line 350: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Short.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |40 | | align="center" |40 | ||
Line 364: | Line 364: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Forward.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |70 | | align="center" |70 | ||
Line 378: | Line 378: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Roundhouse.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |120*50 | | align="center" |120*50 | ||
Line 389: | Line 389: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |60 | | align="center" |60 | ||
Line 406: | Line 406: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
Line 420: | Line 420: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |140 | | align="center" |140 | ||
Line 434: | Line 434: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 448: | Line 448: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
Line 462: | Line 462: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |120 | | align="center" |120 | ||
Line 476: | Line 476: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |60 | | align="center" |60 | ||
Line 490: | Line 490: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
Line 496: | Line 496: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |6 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |- | | align="center" |- | ||
Line 504: | Line 504: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |120 | | align="center" |120 | ||
Line 518: | Line 518: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 532: | Line 532: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
Line 546: | Line 546: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |120 | | align="center" |120 | ||
Line 560: | Line 560: | ||
| | | | | | ||
|- | |- | ||
| |Heavy Body Press | | |Heavy Body Press [[File:Down.gif]]+[[File:Fierce.gif]] (air) | ||
| align="center" |H | | align="center" |H | ||
| align="center" |110 | | align="center" |110 | ||
Line 574: | Line 574: | ||
| | | | | | ||
|- | |- | ||
| |Heavy Shoulder | | |Heavy Shoulder [[File:Down.gif]]+[[File:Strong.gif]] (air) | ||
| align="center" |- | | align="center" |- | ||
| align="center" |80 | | align="center" |80 | ||
Line 585: | Line 585: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |Legs immune to projectiles until end of active frames, cannot hit | | align="center" |Legs immune to projectiles until end of active frames, cannot hit grounded opponents | ||
| | | | | | ||
|- | |- | ||
| |Thrust Peak | | |Thrust Peak [[File:Downright.gif]]+[[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |40 | | align="center" |40 | ||
Line 597: | Line 597: | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |- | | align="center" |-7 | ||
| align="center" |- | | align="center" |-4 | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
|- | |- | ||
| |Focus Attack | | |Focus Attack LVL 1 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 608: | Line 608: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+13 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |32 | | align="center" |32 | ||
Line 616: | Line 616: | ||
| | | | | | ||
|- | |- | ||
| |Focus Attack | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |120 | | align="center" |120 | ||
Line 622: | Line 622: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+15 | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |32 | | align="center" |32 | ||
Line 630: | Line 630: | ||
| | | | | | ||
|- | |- | ||
| |Focus Attack | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |170 | | align="center" |170 | ||
Line 655: | Line 655: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 669: | Line 669: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 683: | Line 683: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 697: | Line 697: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 711: | Line 711: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Mexican Typhoon [[File:EX.gif]] | | |Mexican Typhoon [[File:EX.gif]] | ||
| align="center" |1. | | align="center" |1.49 | ||
| align="center" |200 | | align="center" |200 | ||
| align="center" |150 | | align="center" |150 | ||
Line 725: | Line 725: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~5f strike and projectile invincible, | | align="center" |1~5f strike and projectile invincible, hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 736: | Line 736: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |4*7 | | align="center" |4*7 | ||
| align="center" |17+11 | | align="center" |17 + After landing 11 | ||
| align="center" |-14 | | align="center" |-14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |5f~ airborne, knockdown | | align="center" |5f~ airborne, limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
Line 750: | Line 750: | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |4*7 | | align="center" |4*7 | ||
| align="center" |21+11 | | align="center" |21 + After landing 11 | ||
| align="center" |-18 | | align="center" |-18 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~5f upper body strike and projectile invincibility, 6f~ airborne, knockdown | | align="center" |1~5f upper body strike and projectile invincibility, 1~5f unthrowable, 6f~ airborne, limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
Line 764: | Line 764: | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |4*7 | | align="center" |4*7 | ||
| align="center" |26+11 | | align="center" |26 + After landing 11 | ||
| align="center" |-23 | | align="center" |-23 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~7f upper body strike and projectile invincibility, 8~11f strike and projectile invincible, 8f~ airborne, knockdown | | align="center" |1~7f upper body strike and projectile invincibility, 8~11f strike and projectile invincible, 8f~ airborne, limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
Line 778: | Line 778: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |4*7 | | align="center" |4*7 | ||
| align="center" |29+11 | | align="center" |29 + After landing 11 | ||
| align="center" |-26 | | align="center" |-26 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~7f Invincible, 5f~ airborne, knockdown | | align="center" |1~7f Invincible, 5f~ airborne, limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
Line 795: | Line 795: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |limited juggle knockdown, armor break | ||
| | | | | | ||
|- | |- | ||
Line 809: | Line 809: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |limited juggle knockdown, [hit] projectile invincible through recovery, armor break, pursuit property, [] refers to jump version, immune to projectiles until landing | ||
| | | | | | ||
|- | |- | ||
Line 820: | Line 820: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |4+7 | | align="center" |4 + After landing 7<br />[4 + After landing 17] | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown | | align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown, [] refers to on hit/block | ||
| | | | | | ||
|- | |- | ||
Line 834: | Line 834: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |4+7 | | align="center" |4 + After landing 7<br />[4 + After landing 17] | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown | | align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown, [] refers to on hit/block | ||
| | | | | | ||
|- | |- | ||
Line 848: | Line 848: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |5+7 | | align="center" |5 + After landing 7<br />[5 + After landing 17] | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown | | align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown, [] refers to on hit/block | ||
| | | | | | ||
|- | |- | ||
Line 862: | Line 862: | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |4+7 | | align="center" |4 + After landing 7<br />[4 + After landing 11] | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |6~14f strike invincible, 1~27f projectile invincible (24f legs only | | align="center" |6~14f strike invincible, 1~27f projectile invincible (24f onwards legs only) , 6f~ airborne, [air hit] limited juggle knockdown, [] refers to on hit/block | ||
| | | | | | ||
|- | |- | ||
Line 879: | Line 879: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |2f Invincible, | | align="center" |2f Invincible, hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 893: | Line 893: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1f Invincible, | | align="center" |1f Invincible, hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 904: | Line 904: | ||
| align="center" |0+3 | | align="center" |0+3 | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |18+26 | | align="center" |18 + After landing 26 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~8f Invincible, 1f~ airborne, | | align="center" |1~8f Invincible, 1f~ airborne, hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 939: | Line 939: | ||
=====Notes | =====Notes===== | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:25, 9 December 2020


T. Hawk
T. Hawk's entire tribe and village has been left in ruins by the hands of M. Bison and the Shadaloo organization. Having his tribe driven from their home land, his father murdered by Bison, and his true love Julia brainwashed into becoming a member of Bison's "Dolls" project, T. Hawk wants nothing more than to take down M. Bison. Learning about the Dolls program and the Living Incubator program, T. Hawk has vowed to free Julia and prevent M. Bison from ever brainwashing another person ever again.
In a nutshell
Being a grappler, T. Hawk is very slow but hits like a truck. Unlike his counterpart Zangief, who can get by using head games and various tools that don't involve rotating the joystick, T. Hawk's game is all about getting in your opponents face, throwing them, and not letting them escape. He is the most extreme of grapplers, considering he has a limited number of tools to get in. The key to playing T. Hawk is patience, patience, patience. Wait for your opponent to make a mistake and condition them with fake-outs and pokes to divert their attention as you go in for a command grab.
Moves
Unique Attacks








Throws









Special Moves















Super Combo



Ultra Combos





AE ver. 2012 Changes
Crouching Heavy Kick
Adjusted block stun to be 2F longer when first hit is blocked. Made hurtbox (only) near head invincible to projectiles during the move. As a result, Sagat’s High Tiger Shot and similar moves can now be avoided.
Medium Tomahawk Buster
Made throw-invincible from the start of the move until airborne.
Heavy Body Press
Allowed activation from vertical jump.
Heavy Shoulder
Allowed activation from vertical jump.
Thrust Peak
Increased hit stun by 1F, leaving attacker with a -4F (dis)advantage on a hit.
EX Condor Dive
Made projectile invincibility last until the end of the move on a hit. As before on a block.
Close Standing Heavy Kick
Changed startup from 8F to 7F, making the move’s total frame count 1F shorter at 23F. Changed to inflict knockdown damage on a hit, and made EX Tomahawk Buster the only move that can hit the knocked down opponent in that case.
Raging Slash
Made easy command mode input the same as SSF4.
AE Changes
- Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit.
- Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish.
- Neutral Jumping Hard Kick has slightly more active frames.
- EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end.
- Light Punch Condor Spire's hitbox was extended forward.
- Condor Spire's meter gain upon activation was increased.
- Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.
- Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.
The Basics
Combos
Strategy
Matchups
Frame Data