Ultra Street Fighter IV/T. Hawk/Omega: Difference between revisions

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* Super/Ultra Changes:
* Super/Ultra Changes:
** Super does more damage
** Super does more damage
* Moves with ending Frame Buffer:
**


== Character Specific Data ==
== Character Specific Data ==

Revision as of 02:19, 23 September 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

T. Hawk

SSFIV-THawk Face.jpg


In a nutshell


T. Hawk is much less of a grappler in Omega with the loss of hard knockdown oki and a slower Mexican Typhoon. Instead, he gets much better conversions from his neutral buttons with easy combos into Condor Spire. His improved Condor Dive gives him a way to approach at different angles, leading to tricky crossups or whiffed dive into command grab (at the cost of losing its armor-break property). Earth Rage allows him to both zone and counter-zone effectively, which can force opponents to play at a close-mid range where T. Hawk is most effective. While most Omega characters require 3 bars to use a safe reversal option, T. Hawk kept his EX Tomahawk into EX Condor Dive, giving him a safe 2-bar escape.


Click for USF4 version


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range
  • Movement Changes:
    • Walk speed: slightly slower (Forward: 0.0341 > 0.031)
    • Forward Dash: 5f faster (23f > 18f)
    • Back Dash: slightly longer distance
  • Normal Move Changes:
    • cl.5HP hits twice; has juggle potential and causes air knockdown
    • cl.5MK hits twice
    • cl.5HK hits twice, launches opponent into a juggle state
    • 2MP has less range, but is now cancellable
    • 2MK no longer cancellable
    • 2HK both hits now connect instead of only one (also grants better knockdown advantage)
    • j.MK is now a crossup; has 2 separate hitboxes making it very easy to land
  • Command Normal Changes:
    • Hunting Hawk (6HP) - New attack, 2-hit airborne overhead
  • Special Move Changes:
    • Condor Dive (air 236P) - new input and radically different effects
      • Different angles: LP version goes almost straight down, MP/EX at 45 degree angle, HP straight forward
      • No longer bounce off on block, making them safer
      • No longer break armor
    • Condor Rise (3K) - new move, command jump that flies straight up (can also preemptively anti-air)
      • Can kara cancel prejump frames, or use air normals/Condor Dive
    • Condor Spire (236K) - much faster, meterless versions are mutli-hit, knock down, and are more combo-friendly
      • EX version launches for a juggle anywhere on the screen
    • Earth Rage (214P) - new move, similar to C. Viper's Seismic Hammer
      • Strength controls distance of ground pound, and EX version covers wide area
    • Mexican Typhoon (360P) - all versions slowed down to 4f startup; more damage to compensate for loss of oki
    • Thunder Bird (360PP) - costs 2 bars, has armor, does significantly more damage/stun
  • Super/Ultra Changes:
    • Super does more damage
  • Moves with ending Frame Buffer:

Character Specific Data

T. Hawk

VITALS
Health: 1100 Stun: 1100
WALKING
Forward Walk Speed: 0.031 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: Forward: 6+40+4
Back/Neut: 6+40+5
Jump Distance: Regular: 1.76 Forward, 1.81 Back
*Short hop: 1.75 Forward, 1.56 Back
DASHING
Forward Dash Frames: 18 Forward Dash Distance: 0.95 [1.11]*
Back Dash Frames: 26 Back Dash Distance: 0.84
FA + Forward Dash Frames: 22 FA + Back Dash Frames: 21
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-19 FA + Back Dash Airborne: 6-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -7 Lv1 FA + Back Dash (Block): -6
Lv2 FA + Forward Dash (Block): -1 Lv2 FA + Back Dash (Block): 0

*[Refers to dash distance when holding a direction or inputting a button at the end of the animation]
*Short Hop is input by neutral jumping, then transitioning to a forward/back jump during pre-jump frames

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 6 3 7 40 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 4 10 0 6 70 100 M Sp Su -
5HP (Close) cl. Hp.png 7 4 14 1 5 70*50 100x2 M - -
5LK (Close) cl. Lk.png 3 3 10 -2 1 30 50 M Sp Su -
5MK (Close) cl. Mk.png 4 2*3 11 0 3 80*50 100x2 M Sp Su / - 2 hits, only 1st is cancellable
5HK (Close) cl. Hk.png 7 1*3 14 -2 KD 70*50 100x2 M - Can juggle afterwards; KD Adv: +52
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 2 7 3 6 40 50 M Sp Su -
5MP (Far) far. Mp.png 6 3 12 -1 2 90 100 M - -
5HP (Far) far. Hp.png 8 2 21 -5 -1 120 200 M - -
5LK (Far) far. Lk.png 4 4 9 -2 1 30 50 M Sp Su -
5MK (Far) far. Mk.png 6 3 11 0 3 70 100 M - -
5HK (Far) far. Hk.png 10 5 22 -7 -3 120 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 3 8 0 3 30 50 M Ch Sp Su -
2MP Down.gifMp.png 6 8 8 -3 1 80 100 M Sp Su -
2HP Down.gifHp.png 8 2*3 20 -5 -1 90*50 100x2 M - -
2LK Down.gifLk.png 4 3 8 -1 3 40 50 L Sp Su Frame buffer does not apply afterward, making it a 1f link into cl.5LP
2MK Down.gifMk.png 6 2 14 -2 1 70 100 L - -
2HK Down.gifHk.png 11 2(9)2 20 -8 KD 80*50 150*100 L*L - If the 1st hit connects, the 2nd hit also combos; KD Adv: +20
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Thrust Peak Downright.gifLp.png 3 7 11 -7(-6) -3(-2) 40 50 M Sp Su 1st active frame only connects vs. standing opponents at close range; effective as an anti-air
Hunting Hawk
(Overhead)
Right.gifHp.png 23 2*2 11 -2 2 70*50 100x2 H - 5-26f airborne
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 6 - - - 60 50 H - -
j.MP (angled) Upright.gifMp.png 6 4 - - - 90 100 H - -
j.HP (angled) Upright.gifHp.png 11 6 - - - 120 200 H - -
j.LK (angled) Upright.gifLk.png 4 8 - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png 7 6 - - - 90 100 H - Crossup (has 2 separate hitboxes)
j.HK (angled) Upright.gifHk.png 10 5 - - - 120 200 H - -
j.LP (neutral) Up.gifLp.png 4 7 - - - 60 50 H - -
j.MP (neutral) Up.gifMp.png 6 5 - - - 90 100 H - -
j.HP (neutral) Up.gifHp.png 10 4 - - - 140 200 H - -
j.LK (neutral) Up.gifLk.png 4 6 - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png 7 3 - - - 90 100 H - -
j.HK (neutral) Up.gifHk.png 10 9 - - - 120 200 H - -
Heavy Shoulder Air Down.gifMp.png 7 10 - - - 80 90 - - Only hits airborne opponents; retracts hurtbox upward to avoid some anti-airs
Heavy Body Press Air Down.gifHp.png 6 9 - - - 110 150 H - Crossup
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+13 5 32 -21 KD 120 150 M Dash KD Adv: +11; +25 after Forward Dash, +26 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+15 5 32 -16 crumple 120 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 5 32 crumple crumple 170 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Neck Hanging Tree
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +8
Mexican Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +12
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Condor Spire Qcf.pngLk.png
236+LK
3 2(6)8 4+17 land -8(-1) KD 60x2 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +23
MK Condor Spire Qcf.pngMk.png
236+MK
4 2(9)8 4+18 land -9(-2) KD 60*70 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +22
HK Condor Spire Qcf.pngHk.png
236+HK
6 2(10)8 4+19 land -10(-3) KD 60*80 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +21
Ex.png Condor Spire Qcf.png2k.png
236+KK
9 17 6+15 land -12(-1) KD 130 150 M - Allows for followup juggle; KD Adv: +45
LP Tomahawk
(Uppercut)
Dp.pngLp.png
623+LP
5(9) 2(2)7 17+11 land -14 KD 160 200 M Su* No invuln; (AA hitbox appears); Su/FA cancel on hit only; only 1 hit despite 2 sets of active frames; allows followup juggle after high AA connect; KD Adv: +30
MP Tomahawk
(Uppercut)
Dp.pngMp.png
623+MP
7(10) 3*8 21+11 land -18 KD 100*80 100x2 M Su* 1-9f invuln; (AA hitbox appears); Su/FA cancel on hit only; allows followup juggle after high AA connect; KD Adv: +33
HP Tomahawk
(Uppercut)
Dp.pngHp.png
623+HP
10(12) 2*9 26+11 land -27 KD 200 200 M Su* 1-12f invuln; (AA hitbox appears); Su/FA cancel on hit only; only 1 hit despite 2 sets of active frames; allows followup juggle after high AA connect; KD Adv: +21
Ex.png Tomahawk
(Uppercut)
Dp.png2p.png
623+PP
5 3(1)7 29+11 land -26 KD 120*80 150*100 M Sp FA 1-7f invuln; follow up with EX Dive (PPP or 236PP input), approx. -1 on block; 1st hit can FADC (on block: -6 forward, -5 back); followup juggle is possible after high-connect anti-air; KD Adv: +24
Earth Rage
(Ground Pound)
Qcb.pngP.png
214+P
19 7 17 -7 KD 100 100 M Su* Strength determines distance; only cancellable if it connects; KD Adv: +45
Ex.png Earth Rage
(Ground Pound)
Qcb.png2p.png
214+PP
14 7*7*9 2 14
[4/6]
KD 50x2*80 50x2*100 M FA* FA cancel only possible if 1st hit connects; Block Adv: +14 if 3 hits connect, +4 if only 3rd hit whiffs, +6 if only 1st hit whiffs; KD Adv: +62
LP Mexican Typhoon 360.pngLp.png
360+LP
4 2 52 - KD 200 250 T - KD Adv: +23
MP Mexican Typhoon 360.pngMp.png
360+MP
4 2 50 - KD 230 200 T - KD Adv: +23
HP Mexican Typhoon 360.pngHp.png
360+HP
4 2 48 - KD 250 200 T - KD Adv: +19
Ex.pngEx.png Thunder Bird 360.png2p.png
360+PP
4 2 47 - KD 350 300 T - Costs 2 bars, has armor; KD Adv: +16
LP Condor Dive Air Qcf.pngLp.png
Air 236+LP
19 until land 12 -5(1) KD 120 200 M - Forward/neutral jump only; steepest angle; not an armor breaker; KD Adv. varies based on angle
MP Condor Dive Air Qcf.pngMp.png
Air 236+MP
19 until land 12 -9(1) KD 120 200 M - Forward/neutral jump only; ~45 degree angle similar to USF4 version; not an armor breaker; KD Adv. varies based on angle
HP Condor Dive Air Qcf.pngHp.png
Air 236+HP
17 12 4 - KD 100 200 M - Forward/neutral jump only; flies straight forward; after recovery, can use neutral jump normals or EX Condor Dive; KD Adv. varies based on height
Ex.png Condor Dive Air Qcf.png2p.png
Air 236+PP
11 until land 12 -6(4) KD 150
(120)
200
(150)
M - (Refers to version cancelled from EX Tomahawk); works from any jump or after HP Condor Dive; not an armor breaker; KD Adv. varies based on angle
Condor Rise
(Command Jump)
3k.png 16 5 5 land - KD 100 150 M Kara Only hits directly above T.Hawk; as a special move, this can be cancelled into, then kara cancelled during prejump frames into focus, specials, super, or ultra; KD Adv: +29~41
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Double Typhoon
(Super)
360.png360.pngP.png
236236+K
1+0 2 41 - KD 470 - T - 1-3f full invuln; opponent can't jump out post-freeze; KD Adv: +50
Raging Typhoon
(Ultra 1)
360.png360.png3p.png
236236+K
1+0 2 41 - KD 510 - T - 1f full invuln; opponent can't jump out post-freeze; KD Adv: +8
Raging Slash
(Ultra 2)
Hcb.pngHcb.png3k.png
236236+K
0+3 6 18+26 land - KD 450 - T - 1-8f full invuln; hits airborne opponents only; KD Adv: +39
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 252/330 -- 2LK, cl.5LP, far.5LP, 2MP xx HK Condor Spire
  • 314/443 -- cl.5LP, cl.5HP, far.5LP xx LP Tomahawk
  • 262/360 -- cl.5MP, 2MP xx HK Condor Spire
  • 278/340 -- cl.5MP, 2MP xx LP Tomahawk
  • 310/390 -- cl.5MP, 2MP xx EX Condor Spire, MP Tomahawk

Punishes:

  • 304/430 -- cl.5LP, cl.5HP, far.5LP xx LP Tomahawk
  • 363/495 -- cl.5HP, far.5LP, 2MP xx EX Condor Spire, MP Tomahawk
  • 410/550 -- cl.5HK, EX Condor Spire, EX Tomahawk (powerful 2 bar juggle)
  • 198/260 -- far.5LP, 5LK xx LP Tomahawk (works at max range where 2MP whiffs)
  • 220/300 -- 2MP xx HK Condor Spire - ranged punish (far.5LK also works, faster but less damage)

Counterhit Confirms:

  • CH 2MK, far.5LP...

Ultra Setups:

  • Ultra 1 - can only combo from Focus Attack crumple
    • HK Condor Spire xx Lv. 2 Focus can cause crumple, but is heavily scaled
  • Ultra 2 - Can't be juggled into, mostly used for AA or catching backdash

Useful Info

Reversals:

  • Tomahawk (Dp.pngP.png / 623+P) - EX version can be safely cancelled into EX Condor Dive, while MP/HP versions can work meterless
  • Thunder Bird (360.png2p.png / 360+PP) - Armor on startup
    • Meterless versions of Mexican Typhoon can go through gaps in blockstrings, but much less likely to work in Omega due to 4f startup
  • Super (360.png360.pngP.png / 720+P) - Invincible, inescapable after flash
  • Ultra 1 (360.png360.png3p.png / 720+PPP) - Invincible, inescapable after flash

Anti-Airs:

  • Tomahawk (Dp.pngP.png / 623+P) - LP version is fastest but has no invincibility, MP/EX are most reliable, HP is invincible but slow
  • cl.5MP - reaches fairly high for a close range AA
  • Thrust Peak (Downright.gifLp.png / 3LP) - Weak but consistent AA jab, can work even against crossups
  • Ultra 2 (Hcb.pngHcb.png3p.png / 63214,63214+PPP) - Good damage, but has a fairly shallow trajectory that makes it difficult to use against close jumps
  • far.5HK - slow, but works well against long range neutral jumps
  • 2MK - can low profile some jump attacks
  • Condor Rise (3k.png / KKK) - Slow and only hits straight above; allows juggle into Condor Dive or air normals, and can juggle after a trade

Anti-Focus:

  • Condor Spire (Qcf.pngK.png / 236+K) - Fast armor breaker
  • EX Earth Rage (Qcb.png2p.png / 214+PP) - Multiple hits to break armor
  • cl.5MK / cl.5HP / cl.5HK / 2HP / 6HP - all 2-hit normals that can break focus from close range
    • Since Omega characters do not have invincibility on focus backdash, it is unlikely that they can escape between hits
  • 2MP xx Mexican Typhoon (Down.gifMp.pngxx360.pngP.png) - Cancelling into a command grab works from fairly long range

Anti-Projectile:

  • Condor Dive (Air Qcf.pngP.png / Air 236+P) - Can use on reaction if a projectile is thrown while neutral jumping
  • Earth Rage (Qcb.pngP.png / 214+P) - If used preemptively (or on reaction at long range), will trade in T. Hawk's favor

Juggles:

  • EX Condor Spire is a consistent juggle starter
    • Can juggle with another Condor Spire, cl.5HP, MP/EX Tomahawk
  • Tomahawk (high-connect anti-air) allows followup juggles
    • If you juggle EX Condor Spire, it still retains more juggle potential
  • cl.5HK launches for a juggle, useful in punishes
  • Earth Rage (ground pound) can juggle if close enough (far.5HK or LK/EX Condor Spire midscreen, anything in the corner)

Miscellaneous:

  • 2LK does not have the usual buffer afterward, so the link into cl.5LP is a true 1f link
  • cl.5MP > cl.5MP can work on some characters
  • LP Mexican Typhoon can set up a meaty MK Condor Spire (safe on block) or whiffed LK Condor Spire into another command grab


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