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* Movement Changes: | * Movement Changes: | ||
** '''Walk speed''': slightly slower (Forward: 0.0341 > 0.031) | ** '''Walk speed''': slightly slower (Forward: 0.0341 > 0.031) - reverted buff from USF4 | ||
** '''Forward Dash''': 5f faster (23f > 18f) | ** '''Forward Dash''': 5f faster (23f > 18f) | ||
** '''Back Dash''': slightly longer distance | ** '''Back Dash''': slightly longer distance | ||
*Normal Move Changes: | *Normal Move Changes: | ||
** '''cl.5HP''' hits twice; has juggle potential and causes air knockdown | ** '''cl.5HP''' is 1f faster (7f),hits twice; has juggle potential and causes air knockdown | ||
** '''cl.5MK''' hits twice | ** '''cl.5MK''' is 2f faster (4f), hits twice; 1st hit maintains air juggle state for extra corner damage | ||
** '''cl.5HK''' hits twice, launches opponent into a juggle state | ** '''cl.5HK''' hits twice, launches opponent into a juggle state; 2f worse on block (-2) | ||
** '''far.5HK''' is 2f worse on block (-7) | |||
** '''2MP''' has less range, but is now cancellable | ** '''2MP''' has less range, but is now cancellable | ||
** '''2MK''' no longer cancellable | ** '''2MK''' is no longer cancellable | ||
** '''2HK''' both hits | ** '''2HK''' 1st hit doesn't knock down, so both hits will connect for more damage; also applies to free juggle situations | ||
** '''j.MK''' is now a crossup; has 2 separate hitboxes making it very easy to land | ** '''j.MK''' is now a crossup; has 2 separate hitboxes making it very easy to land | ||
* Command Normal Changes: | * Command Normal Changes: | ||
** '''Hunting Hawk''' (6HP) - New attack, 2-hit airborne overhead | ** '''Hunting Hawk''' (6HP) - New attack, 2-hit airborne overhead; safe, but can't combo afterward | ||
* Special Move Changes: | * Special Move Changes: | ||
** '''Condor Dive''' (air 236P) - new input and radically different effects | ** '''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 but no invincibility; does significantly more damage/stun | |||
** '''Condor Dive''' (air 236P) - new input and radically different effects; no longer breaks armor | |||
*** Different angles: LP version goes almost straight down, MP/EX at 45 degree angle, HP straight forward | *** 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 bounce off on block, making them safer | ||
** '''Condor Spire''' (236K) - much faster startup; meterless versions are multi-hit, knock down, and are more useful in combos and juggles | |||
*** EX version launches for a juggle anywhere on the screen; much more unsafe at close range (-12) but more active frames to make it easier to space safely | |||
*** All versions have much more whiff recovery, making it harder to do Spire into Mexican Typhoon | |||
** '''Condor Spire''' (236K) - much faster | ** '''Tomahawk''' (623P) - meterless versions are slightly slower; MP and HP versions have true invincibility; all versions do more damage | ||
*** EX version launches for a juggle anywhere on the screen | ** '''Earth Rage''' (214P) - new move, similar to C. Viper's Seismic Hammer; attack has a strike hitbox, so projectile invuln moves cannot beat it | ||
** '''Earth Rage''' (214P) - new move, similar to C. Viper's Seismic Hammer | *** Meterless version combos from cl.5MP, and puts opponent into free juggle state | ||
*** | *** Button strength determines the distance of ground pound, and EX version covers wide area with a high vertical hitbox | ||
** ''' | ** '''Condor Rise''' (KKK) - new move, command jump that flies straight up; can also preemptively anti-air | ||
** | *** Can kara cancel prejump frames, or use air normals/Condor Dive | ||
* Super/Ultra Changes: | * Super/Ultra Changes: | ||
** Super does 470 damage (was 430) | ** '''Super''' - does 470 damage (was 430) | ||
** '''Ultra 2''' - new input (63214,63214+PPP) | |||
* Moves with ending Frame Buffer: | * Moves with ending Frame Buffer: | ||
** cl.5LP, cl.5MP, cl.5HP, cl.5MK, cl.5HK, far.5LP, 2MP, 6HP | ** cl.5LP, cl.5MP, cl.5HP, cl.5MK, cl.5HK, far.5LP, 2MP, 6HP | ||
** Condor Spire | ** Condor Spire, Earth Rage, Focus Attack + Forward Dash | ||
== Character Specific Data == | == Character Specific Data == |
Revision as of 10:38, 1 November 2022

T. Hawk
In a nutshell
T. Hawk has been radically redesigned in Omega. By removing hard knockdowns and slowing down his Mexican Typhoon to 4 frames, Capcom has made the character less of a grappler. Instead, he gets much better conversions from his neutral buttons with easy combos into Condor Spire. Hawk had very few ways to end combos in USF4, so patching this hole in his gameplan instantly makes the character more viable. He has a much easier time starting and converting juggles, which leads to above average damage and great corner carry. His dash is 5f faster, and his new 6HP overhead helps chip away at passive opponents.
T. Hawk's improved Condor Dive gives him multiple approach angles from the air, leading to tricky crossups or whiffed dives into Mexican Typhoon; they are also much safer on block, acting more like a traditional divekick. He can even use HP Dive to fly straight forward in the air, then fall with air normals or EX Dive. In exchange for these buffs, Condor Dive now loses to Focus Attack, so T. Hawk still has to mix up his jump options to avoid being punished with a full combo. Earth Rage is a new ground-pound special move that lets Hawk zone effectively while also countering the opponent's projectile game, forcing long-range characters to play outside their comfort zone. MP and HP Tomahawk have been buffed to have full invincibility, which helps make up for the loss of his fully invincible EX Mexican Typhoon. And while most Omega characters require 3 bars to make their reversal safe, T. Hawk kept his EX Tomahawk into EX Condor Dive, giving him a (mostly) safe 2-bar escape.
In USF4, T. Hawk was considered a low tier character who had to take risks to achieve any results, and relied on running a vortex once he finally secured a knockdown. He has become a very solid character in Omega with the potential to use many different playstyles, making him a contender for the most improved character.
Notable Changes from USF4 to Omega
Bafcord Omega Doc - T. Hawk
Detailed Frame Data with USF4 Comparisons - T. Hawk
- Throw: slightly shorter range
- Movement Changes:
- Walk speed: slightly slower (Forward: 0.0341 > 0.031) - reverted buff from USF4
- Forward Dash: 5f faster (23f > 18f)
- Back Dash: slightly longer distance
- Normal Move Changes:
- cl.5HP is 1f faster (7f),hits twice; has juggle potential and causes air knockdown
- cl.5MK is 2f faster (4f), hits twice; 1st hit maintains air juggle state for extra corner damage
- cl.5HK hits twice, launches opponent into a juggle state; 2f worse on block (-2)
- far.5HK is 2f worse on block (-7)
- 2MP has less range, but is now cancellable
- 2MK is no longer cancellable
- 2HK 1st hit doesn't knock down, so both hits will connect for more damage; also applies to free juggle situations
- 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; safe, but can't combo afterward
- Special Move Changes:
- 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 but no invincibility; does significantly more damage/stun
- Condor Dive (air 236P) - new input and radically different effects; no longer breaks armor
- 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
- Condor Spire (236K) - much faster startup; meterless versions are multi-hit, knock down, and are more useful in combos and juggles
- EX version launches for a juggle anywhere on the screen; much more unsafe at close range (-12) but more active frames to make it easier to space safely
- All versions have much more whiff recovery, making it harder to do Spire into Mexican Typhoon
- Tomahawk (623P) - meterless versions are slightly slower; MP and HP versions have true invincibility; all versions do more damage
- Earth Rage (214P) - new move, similar to C. Viper's Seismic Hammer; attack has a strike hitbox, so projectile invuln moves cannot beat it
- Meterless version combos from cl.5MP, and puts opponent into free juggle state
- Button strength determines the distance of ground pound, and EX version covers wide area with a high vertical hitbox
- Condor Rise (KKK) - new move, command jump that flies straight up; can also preemptively anti-air
- Can kara cancel prejump frames, or use air normals/Condor Dive
- Super/Ultra Changes:
- Super - does 470 damage (was 430)
- Ultra 2 - new input (63214,63214+PPP)
- Moves with ending Frame Buffer:
- cl.5LP, cl.5MP, cl.5HP, cl.5MK, cl.5HK, far.5LP, 2MP, 6HP
- Condor Spire, Earth Rage, Focus Attack + Forward Dash
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. ![]() |
3 | 2 | 6 | 3 | 7 | 40 | 50 | M | Ch Sp Su | - |
5MP (Close) | cl. ![]() |
5 | 4 | 10 | 0 | 6 | 70 | 100 | M | Sp Su | - |
5HP (Close) | cl. ![]() |
7 | 4 | 14 | 1 | 5 | 70*50 | 100x2 | M | - | - |
5LK (Close) | cl. ![]() |
3 | 3 | 10 | -2 | 1 | 30 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
4 | 2*3 | 11 | 0 | 3 | 80*50 | 100x2 | M | Sp Su / - | 2 hits, only 1st is cancellable |
5HK (Close) | cl. ![]() |
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. ![]() |
4 | 2 | 7 | 3 | 6 | 40 | 50 | M | Sp Su | - |
5MP (Far) | far. ![]() |
6 | 3 | 12 | -1 | 2 | 90 | 100 | M | - | - |
5HP (Far) | far. ![]() |
8 | 2 | 21 | -5 | -1 | 120 | 200 | M | - | - |
5LK (Far) | far. ![]() |
4 | 4 | 9 | -2 | 1 | 30 | 50 | M | Sp Su | - |
5MK (Far) | far. ![]() |
6 | 3 | 11 | 0 | 3 | 70 | 100 | M | - | - |
5HK (Far) | far. ![]() |
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 | ![]() ![]() |
4 | 3 | 8 | 0 | 3 | 30 | 50 | M | Ch Sp Su | - |
2MP | ![]() ![]() |
6 | 8 | 8 | -3 | 1 | 80 | 100 | M | Sp Su | - |
2HP | ![]() ![]() |
8 | 2*3 | 20 | -5 | -1 | 90*50 | 100x2 | M | - | - |
2LK | ![]() ![]() |
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 | ![]() ![]() |
6 | 2 | 14 | -2 | 1 | 70 | 100 | L | - | - |
2HK | ![]() ![]() |
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 | ![]() ![]() |
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) |
![]() ![]() |
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) | ![]() ![]() |
4 | 6 | - | - | - | 60 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
6 | 4 | - | - | - | 90 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
11 | 6 | - | - | - | 120 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
4 | 8 | - | - | - | 50 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
7 | 6 | - | - | - | 90 | 100 | H | - | Crossup (has 2 separate hitboxes) |
j.HK (angled) | ![]() ![]() |
10 | 5 | - | - | - | 120 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
4 | 7 | - | - | - | 60 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
6 | 5 | - | - | - | 90 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
10 | 4 | - | - | - | 140 | 200 | H | - | - |
j.LK (neutral) | ![]() ![]() |
4 | 6 | - | - | - | 50 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
7 | 3 | - | - | - | 90 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
10 | 9 | - | - | - | 120 | 200 | H | - | - |
Heavy Shoulder | Air ![]() ![]() |
7 | 10 | - | - | - | 80 | 90 | - | - | Only hits airborne opponents; retracts hurtbox upward to avoid some anti-airs |
Heavy Body Press | Air ![]() ![]() |
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 | ![]() ![]() |
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 | ![]() ![]() |
18+15 | 5 | 32 | -16 | crumple | 120 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
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) |
![]() ![]() |
3 | 2 | 24 | - | KD | 190 | 200 | T | - | KD Adv: +8 |
Mexican Throw (Back Throw) |
![]() ![]() ![]() |
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 | ![]() ![]() 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 | ![]() ![]() 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 | ![]() ![]() 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 |
![]() |
![]() ![]() 236+KK |
9 | 17 | 6+15 land | -12(-1) | KD | 130 | 150 | M | - | Allows for followup juggle; KD Adv: +45 |
LP Tomahawk (Uppercut) |
![]() ![]() 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) |
![]() ![]() 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) |
![]() ![]() 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 |
![]() (Uppercut) |
![]() ![]() 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) |
![]() ![]() 214+P |
19 | 7 | 17 | -7 | KD | 100 | 100 | M | Su* | Strike hitbox; strength determines distance; only cancellable if it connects; KD Adv: +45 |
![]() (Ground Pound) |
![]() ![]() 214+PP |
14 | 7*7*9 | 2 | 14 [4/6] |
KD | 50x2*80 | 50x2*100 | M | FA* | Strike hitbox; 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+LP |
4 | 2 | 52 | - | KD | 200 | 250 | T | - | KD Adv: +23 |
MP Mexican Typhoon | ![]() ![]() 360+MP |
4 | 2 | 50 | - | KD | 230 | 200 | T | - | KD Adv: +23 |
HP Mexican Typhoon | ![]() ![]() 360+HP |
4 | 2 | 48 | - | KD | 250 | 200 | T | - | KD Adv: +19 |
![]() ![]() |
![]() ![]() 360+PP |
4 | 2 | 47 | - | KD | 350 | 300 | T | - | Costs 2 bars, has armor; KD Adv: +16 |
LP Condor Dive | Air ![]() ![]() 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 ![]() ![]() 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 ![]() ![]() 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 |
![]() |
Air ![]() ![]() 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) |
![]() |
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) |
![]() ![]() ![]() 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) |
![]() ![]() ![]() 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) |
![]() ![]() ![]() 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, 0 bar -- 2LK, cl.5LP, far.5LP, 2MP xx HK Condor Spire
- 314/443, 0 bar -- cl.5LP, cl.5HP, far.5LP xx LP Tomahawk
- 262/360, 0 bar -- cl.5MP, 2MP xx HK Condor Spire
- 278/340, 0 bar -- cl.5MP, 2MP xx LP Tomahawk
- 310/390, 1 bar -- cl.5MP, 2MP xx EX Condor Spire, MP Tomahawk
Punishes:
- 304/430, 0 bar -- cl.5LP, cl.5HP, far.5LP xx LP Tomahawk
- 363/495, 1 bar -- cl.5HP, far.5LP, 2MP xx EX Condor Spire, MP Tomahawk
- 410/550, 2 bar -- cl.5HK, EX Condor Spire, EX Tomahawk
- 198/260, 0 bar -- far.5LP, 5LK xx LP Tomahawk (works at max range where 2MP whiffs)
- 220/300, 0 bar -- 2MP xx HK Condor Spire - ranged punish (far.5LK also works, faster but less damage)
Counterhit Confirms:
- CH 2MK: far.5LP
Ultra Setups:
- Focus Crumple - only way to combo into Ultra 1 / Ultra 2
- Ultra 2 must be delayed until crumpled opponent drops to their knees
- HK Condor Spire (1st hit) xx Lv. 2 Focus can cause crumple, but is heavily scaled
Useful Info
Reversals:
- Tomahawk (
/ 623+P) - EX version can be safely cancelled into EX Condor Dive, while MP/HP versions can work meterless
- Thunder Bird (
/ 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 (
/ 720+P) - Invincible, inescapable after flash
- Ultra 1 (
/ 720+PPP) - Invincible, inescapable after flash
Anti-Airs:
- Tomahawk (
/ 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 (
/ 3LP) - Weak but consistent AA jab, can work even against crossups
- Ultra 2 (
/ 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 (
/ 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 (
/ 236+K) - Fast armor breaker
- EX Earth Rage (
/ 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 (
xx
) - Cancelling into a command grab works from fairly long range
Anti-Projectile:
- Condor Dive (Air
/ Air 236+P) - Can use on reaction if a projectile is thrown while neutral jumping
- Earth Rage (
/ 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