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{{USFIVFrameDataGlanceTableHeader}} | {{USFIVFrameDataGlanceTableHeader}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|40|50|20|HL|ch/sp/su| | {{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|40|50|20|HL|ch/sp/su|3|2|6|10|11|15|3|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|70|100|40|HL|sp/su|5|4|10|18|14|20|0|6|Distance restriction: 1.35||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|70|100|40|HL|sp/su|5|4|10|18|14|20|0|6|Distance restriction: 1.35||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|130|200|60|HL|-|8|3|14|24|18|23[22]|1|6[5]|[] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|130|200|60|HL|-|8|3|14|24|18|23[22]|1|6[5]|[] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
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{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|sp/su|6|4|12|21|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|sp/su|6|4|12|21|14|17|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|120*50|100*100|30*30|L|-|11|2(9)2|20|43|15|-|-7|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|120*50|100*100|30*30|L|-|11|2(9)2|20|43|15|-|-7|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Thrust Peak|Thrust Peak|df + lp||{{Downright}}+{{lp}}|40|50|20|HL|sp/su| | {{USFIVFrameDataGlanceRow|Thrust Peak|Thrust Peak|df + lp||{{Downright}}+{{lp}}|40|50|20|HL|sp/su|3|7|12|21|12|15|-7|-4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|60|50|20|H|sp|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | {{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|60|50|20|H|sp|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
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{{USFIVMoveListRow|THawk|CloseLP| | {{USFIVMoveListRow|THawk|CloseLP| | ||
Close LP|Close Jab|Close {{lp}}|| | Close LP|Close Jab|Close {{lp}}|| | ||
3f normal, your fastest option besides command grab and Thrust Peak. Chainable into lights and great tick throw point. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|CloseMP| | {{USFIVMoveListRow|THawk|CloseMP| | ||
Close MP|Close Strong|Close {{mp}}|| | Close MP|Close Strong|Close {{mp}}|| | ||
Solid close range anti air and your main normal to cancel with. On some characters Close {{mp}}, Close {{mp}} is a reliably link to increase the damage. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|CloseHP| | {{USFIVMoveListRow|THawk|CloseHP| | ||
Close HP|Close Fierce|Close {{hp}}|| | Close HP|Close Fierce|Close {{hp}}|| | ||
This normal deals a lot of stun and leaves T.Hawk at +6 on hit. Links into normals are posible, but usually outdamaged by Cancelling your mediums into specials. However, on wide characters like Hakan or Rufus, it is possible to link {{dp}}{{lp}}, doing increased damage and a lot of stun. | |||
}} | }} | ||
[https://www.youtube.com/watch?v=2BCi8ookC7s video] | |||
{{USFIVMoveListRow|THawk|CloseLK| | {{USFIVMoveListRow|THawk|CloseLK| | ||
Close LK|Close Short|Close {{lk}}|| | Close LK|Close Short|Close {{lk}}|| | ||
Another 3f normal, but deals less damage than Close {{lp}} and has worse frame data. Not used much. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|CloseMK| | {{USFIVMoveListRow|THawk|CloseMK| | ||
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{{USFIVMoveListRow|THawk|CloseHK| | {{USFIVMoveListRow|THawk|CloseHK| | ||
Close HK|Close Roundhouse|Close {{hk}}|| | Close HK|Close Roundhouse|Close {{hk}}|| | ||
(No | Weird normal. It launchs the opponent but you can only combo either {{dp}}{{mp}} or {{ex}}{{dp}} afterwards (No Ultra sadly), and only the second hit, not the two hits. Most of the time Combos from your mediums not only start up faster but actually do more damage, so it's a bit of a quirky normal and nothing more. Because of the launch however, on midscreen, you can either do delay {{dp}}{{mp}}/{{dp}}{{hp}} for a same side/cross-up set-up that's tricky to tell apart at a glance. Pretty gimmicky but better than this normal going unused. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|THawk|FarLP| | {{USFIVMoveListRow|THawk|FarLP| | ||
Far LP|Far Jab|lp|| | Far LP|Far Jab|{{lp}}|| | ||
Solid move hitbox-wise, good frame data on top. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|FarMP| | {{USFIVMoveListRow|THawk|FarMP| | ||
Far MP|Far Strong|mp|| | Far MP|Far Strong|{{mp}}|| | ||
Good poke. Hurtbox lingers for a while so can be whiff punished. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|FarHP| | {{USFIVMoveListRow|THawk|FarHP| | ||
Far HP|Far Fierce|hp|| | Far HP|Far Fierce|{{hp}}|| | ||
Pretty solid counterpoke, the priority on this is quite nice. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|FarLK| | {{USFIVMoveListRow|THawk|FarLK| | ||
Far LK|Far Short|lk|| | Far LK|Far Short|{{lk}}|| | ||
VERY far reaching light, and cancellable. A bit of an overlap with Crouch {{lp}} however. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|FarMK| | {{USFIVMoveListRow|THawk|FarMK| | ||
Far MK|Far Forward|mk|| | Far MK|Far Forward|{{mk}}|| | ||
Solid option against lows. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|FarHK| | {{USFIVMoveListRow|THawk|FarHK| | ||
Far HK|Far Roundhouse|hk|| | Far HK|Far Roundhouse|{{hk}}|| | ||
Your longest reaching button. Often misses on crouching opponents, but not against taller characters. Pretty good anti-air against long range jumps trying to bait your DP, too. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Crouching Normals === | === Crouching Normals === | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|THawk|CrouchLP| | {{USFIVMoveListRow|THawk|CrouchLP| | ||
Crouch LP|Crouch Jab|d + lp|| | Crouch LP|Crouch Jab|{{d}} + {{lp}}|| | ||
Chainable crouch jab. | Chainable crouch jab. The hitbox on this normal is quite good and can be rapid-fired so it's your go-to option against moves like Blanka Ball on neutral | ||
}} | }} | ||
{{USFIVMoveListRow|THawk|CrouchMP| | {{USFIVMoveListRow|THawk|CrouchMP| | ||
Crouch MP|Crouch Strong|d + mp|| | Crouch MP|Crouch Strong|{{d}} + {{mp}}|| | ||
Doesn't actually have a hitbox behind T.Hawk unlike what the animation would suggest. This remains as a fairly good poke still. | Doesn't actually have a hitbox behind T.Hawk unlike what the animation would suggest. This remains as a fairly good poke still. | ||
}} | }} | ||
{{USFIVMoveListRow|THawk|CrouchHP| | {{USFIVMoveListRow|THawk|CrouchHP| | ||
Crouch HP|Crouch Fierce|d + hp|| | Crouch HP|Crouch Fierce|{{d}} + {{hp}}|| | ||
The cross-up killer. Be careful with using this as a regular anti-air since the most vertical hitbox is only behind T.Hawk. | The cross-up killer. Be careful with using this as a regular anti-air since the most vertical hitbox is only behind T.Hawk. | ||
}} | }} | ||
{{USFIVMoveListRow|THawk|CrouchLK| | {{USFIVMoveListRow|THawk|CrouchLK| | ||
Crouch LK|Crouch Short|d + lk|| | Crouch LK|Crouch Short|{{d}} + {{lk}}|| | ||
Links into Close {{lp}} for combos, and the opponent has plenty of reasons to jump during T.Hawk pressure, so using this is important to catch people upbacking. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|CrouchMK| | {{USFIVMoveListRow|THawk|CrouchMK| | ||
Crouch MK|Crouch Forward|d + mk|| | Crouch MK|Crouch Forward|{{d}} + {{mk}}|| | ||
Able to be canceled into Specials in Ultra, and by far T.Hawk's farthest reaching special cancellable normal. Can be canceled into Condor Spire specials at range to either be plus or whiff it and go for a grab set-up. The range can be very ambiguous | Able to be canceled into Specials in Ultra, and by far T.Hawk's farthest reaching special cancellable medium normal. Can be canceled into Condor Spire specials at range to either be plus or whiff it and go for a grab set-up. The range can be very ambiguous | ||
}} | }} | ||
{{USFIVMoveListRow|THawk|CrouchHK| | {{USFIVMoveListRow|THawk|CrouchHK| | ||
Crouch HK|Crouch Roundhouse|d + hk|| | Crouch HK|Crouch Roundhouse|{{d}} + {{hk}}|| | ||
Multi-hit sweep. Can't be linked into unlike other characters but it can serve as a nice Focus punish button. | Multi-hit sweep. Can't be linked into unlike other characters but it can serve as a nice Focus punish button. | ||
}} | }} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|THawk|NeutralLP| | {{USFIVMoveListRow|THawk|NeutralLP| | ||
Neutral Jump LP|Neutral Jump Jab|u + lp|| | Neutral Jump LP|Neutral Jump Jab|{{u}} + {{lp}}|| | ||
Fast air-to-air option on scrambles when both you and your opponent jumped in the air at the same time. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|NeutralMP| | {{USFIVMoveListRow|THawk|NeutralMP| | ||
Neutral Jump MP|Neutral Jump Strong|u + mp|| | Neutral Jump MP|Neutral Jump Strong|{{u}} + {{mp}}|| | ||
Hits above T.Hawk midsection, making it alright to use it as an air-to-air from the ground against some long range jump-ins. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|NeutralHP| | {{USFIVMoveListRow|THawk|NeutralHP| | ||
Neutral Jump HP|Neutral Jump Fierce|u + hp|| | Neutral Jump HP|Neutral Jump Fierce|{{u}} + {{hp}}|| | ||
The money-maker. 140 normal that hits below you, very slow to come out however. If you jump a command grab or stun the opponent, this is your go to for most scenarios. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|NeutralLK| | {{USFIVMoveListRow|THawk|NeutralLK| | ||
Neutral Jump LK|Neutral Jump Short|u + lk|| | Neutral Jump LK|Neutral Jump Short|{{u}} + {{lk}}|| | ||
Fastest down-reaching normal from a neutral jump. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|NeutralMK| | {{USFIVMoveListRow|THawk|NeutralMK| | ||
Neutral Jump MK|Neutral Jump Forward|u + mk|| | Neutral Jump MK|Neutral Jump Forward|{{u}} + {{mk}}|| | ||
Hits quite high, good for air-to airs in some scenarios. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|NeutralHK| | {{USFIVMoveListRow|THawk|NeutralHK| | ||
Neutral Jump HK|Neutral Jump Roundhouse|u + hk|| | Neutral Jump HK|Neutral Jump Roundhouse|{{u}} + {{hk}}|| | ||
Slow, no good damage like {{u}}{{hp}}, non-existent priority, a pretty middle of the pack normal, you usually have better options than this when you decide to neutral jump | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Diagonal Jumping Normals === | === Diagonal Jumping Normals === | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|THawk|DiagonalLP| | {{USFIVMoveListRow|THawk|DiagonalLP| | ||
Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp|| | Diagonal Jump LP|Diagonal Jump Jab|{{ub}} / {{uf}} + {{lp}}|| | ||
Bizarrely special cancellable into Condor Dive. Death on block however, but on some characters, jump-in, {{ub}}{{lp}} xx {{3p}} is a quite good round ender as an instant overhead option. Otherwise, pretty solid jump-in option. Against some characters, this will hit cross-up in the corner, but will make T.Hawk land on the same side. Good for positioning and to catch people off-guard. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|DiagonalMP| | {{USFIVMoveListRow|THawk|DiagonalMP| | ||
Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp|| | Diagonal Jump MP|Diagonal Jump Strong|{{ub}} / {{uf}} + {{mp}}|| | ||
Basically {{ub}} / {{uf}}{{lp}} but stronger at the cost of speed, no cross-up potential, and no cancel options. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|DiagonalHP| | {{USFIVMoveListRow|THawk|DiagonalHP| | ||
Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp|| | Diagonal Jump HP|Diagonal Jump Fierce|{{ub}} / {{uf}} + {{hp}}|| | ||
Prime jump-in option from close range, the hitbox is quite degenerate. Opponents can try to go under you however, use {{ub}} / {{uf}}{{lp}} if that's the case | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|DiagonalLK| | {{USFIVMoveListRow|THawk|DiagonalLK| | ||
Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk|| | Diagonal Jump LK|Diagonal Jump Short|{{ub}} / {{uf}} + {{lk}}|| | ||
Looks like a cross-up but it isn't. Basically it's {{u}}{{lp}} but from diagonal jumps, meaning it has better horizontal range and priority to go against other buttons in the air, as well as fast startup. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|DiagonalMK| | {{USFIVMoveListRow|THawk|DiagonalMK| | ||
Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk|| | Diagonal Jump MK|Diagonal Jump Forward|{{ub}} / {{uf}} + {{mk}}|| | ||
Very far reaching jump-in option. You can actually hit this pretty close to the ground unlike {{ub}} / {{uf}}{{hk}}. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|DiagonalHK| | {{USFIVMoveListRow|THawk|DiagonalHK| | ||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk|| | Diagonal Jump HK|Diagonal Jump Roundhouse|{{ub}} / {{uf}} + {{hk}}|| | ||
Basically a riskier version of {{ub}} / {{uf}} + {{mk}} that deals more damage. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Unique Attacks === | === Unique Attacks === | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|THawk|ThrustPeak| | {{USFIVMoveListRow|THawk|ThrustPeak| | ||
Thrust Peak|Thrust Peak|df + lp|| | Thrust Peak|Thrust Peak|{{df}} + {{lp}}|| | ||
Fastest anti-air, but absolutely horrid frame data, be sure to cancel this. This is a 3f normal that doesnt care about range, also, so in places where a link is possible, Thrust Peak acts as a reliable, but less damaging option. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|HeavyShoulder| | {{USFIVMoveListRow|THawk|HeavyShoulder| | ||
Heavy Shoulder|Shoulder Drop|(in air) {{d}} + mp|| | Heavy Shoulder|Shoulder Drop|(in air) {{d}} + {{mp}}|| | ||
Quite peculiar normal. It is coded to never hit a grounded opponent, but the hitbox itself is quite nice as an air-to-air and to punish certain moves reliably like Blanka Ball. Because of the first attribute, this normal is also used to make the opponent enter Proximity block animation so that they stay in place before you throw them. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|HeavyBodyPress| | {{USFIVMoveListRow|THawk|HeavyBodyPress| | ||
Heavy Body Press|Body Splash|(in air) {{d}} + hp|| | Heavy Body Press|Body Splash|(in air) {{d}} + {{hp}}|| | ||
Grappler body splash, Crucial for T.Hawk because how close his command grab leaves him to the opponent. The priority is god awful however, basically any anti air and air-to-air beats it cleanly. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Focus Attacks === | === Focus Attacks === | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|THawk|MexicanTyphoon| | {{USFIVMoveListRow|THawk|MexicanTyphoon| | ||
Mexican Typhoon|Spinning Pile Driver| | Mexican Typhoon|Spinning Pile Driver|{{360}}+{{p}} ({{ex}})|| | ||
*{{lp}} Typhoon: Vortex enabler. Leaves | *{{lp}} Typhoon: Vortex enabler. Leaves them right next to you with the biggest range of all the Typhoons for you to do cross-ups, fake crossups, whatever you feel like doing. Character defining | ||
*{{mp}} Typhoon: With most command grabs, the Medium version is usually a bit irrelevant since you either want the range, oki, or damage. However, T.Hawk has a very specific use for his Medium command grab. When his back is | *{{mp}} Typhoon: With most command grabs, the Medium version is usually a bit irrelevant since you either want the range, oki, or damage. However, T.Hawk has a very specific use for his Medium command grab. When his back is against the corner, {{mp}} Typhoon actually gives better oki than {{lp}} Typhoon because you do not move away from the opponent unlike in Midscreen. This basically gives you a more damaging version of {{lp}} Typhoon while doing crossup set-ups in or by using it as a reversal during defense in the corner. | ||
*{{hp}} Typhoon: The round ender. 230 Damage command grab, but has the worst range and oki. | *{{hp}} Typhoon: The round ender. 230 Damage command grab, but has the worst range and oki. | ||
*{{ex}} Typhoon: | *{{ex}} Typhoon: Poor range and poor oki, but has invulnerability on startup, allowing you to punish safejumps and other attacks. | ||
}} | }} | ||
*[https://www.youtube.com/watch?v=D5j-SWCQO9c L Typhoon vs M Typhoon] | |||
{{USFIVMoveListRow|THawk|TomahawkBuster| | {{USFIVMoveListRow|THawk|TomahawkBuster| | ||
Tomahawk Buster|Uppercut|dp + {{p}} ex|{{ex}} version can be canceled into {{ex}} Condor Dive by pressing {{3p}}| | Tomahawk Buster|Uppercut|{{dp}}+{{p}} ({{ex}})|{{ex}} version can be canceled into {{ex}} Condor Dive by pressing {{3p}}| | ||
*{{lp}} Tomahawk: Fastest to come out and go into the air, the version you want to use for anti-airs. | *{{lp}} Tomahawk: Fastest to come out and go into the air, the version you want to use for anti-airs. | ||
*{{mp}} Tomahawk: 2-hit, one in the ground, the second in the air. The first one can be cancelled into FA or RFA, thus this is the special to use in combos. | *{{mp}} Tomahawk: 2-hit, one in the ground, the second in the air. The first one can be cancelled into FA or RFA, thus this is the special to use in combos. | ||
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}} | }} | ||
{{USFIVMoveListRow|THawk|CondorSpire| | {{USFIVMoveListRow|THawk|CondorSpire| | ||
Condor Spire|Condor Spire|dp + {{k}} {{ex}} ( {{ex}} version {{armorbreak}} )|| | Condor Spire|Condor Spire|{{dp}}+{{k}} ({{ex}}) ( {{ex}} version {{armorbreak}} )|| | ||
All versions of Spire | All versions of Spire evade low attacks during travel. | ||
*{{lk}} Spire: Shortest reach but best frame data. Easy to space and be plus on block | *{{lk}} Spire: Shortest reach but best frame data. Can be comboed into for some scary mix up close. Easy to space and be plus on block | ||
*{{mk}} Spire: Useful for far cancels from | *{{mk}} Spire: Useful for far cancels from {{d}}{{mk}} to get back to the opponent. | ||
*{{hk}} Spire: Hard callout option for neutral due to evading lows, but not used in pressure over | *{{hk}} Spire: Hard callout option for neutral due to evading lows, but not used in pressure over {{mk}} Spire since it's very hard to be made plus on block unlike {{mk}} Spire. | ||
*{{ex}} Spire: Invincible, and it knocks down. Your best armor break when you have the bar. | *{{ex}} Spire: Invincible, and it knocks down. Your best armor break when you have the bar. Always combos into {{dp}}{{mp}}. | ||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|THawk|DoubleTyphoon| | {{USFIVMoveListRow|THawk|DoubleTyphoon| | ||
Double Typhoon|Super Combo|360 {{360}} + p|| | Double Typhoon|Super Combo|{{360}}{{360}} + {{p}}|| | ||
Typical grappler 720, instant startup and cannot be jumped after the superflash. However, T.Hawk has both very good uses of meter elsewhere, and difficulty to build it in the first place, so having it in the backpocket is quite uncommon. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
=== Ultra Combos === | === Ultra Combos === | ||
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{{USFIVMoveListHeader}} | {{USFIVMoveListHeader}} | ||
{{USFIVMoveListRow|THawk|RagingTyphoon| | {{USFIVMoveListRow|THawk|RagingTyphoon| | ||
Raging Typhoon|Ultra Combo I|360 {{360}} + 3p|| | Raging Typhoon|Ultra Combo I|{{360}}{{360}} + {{3p}}|| | ||
Your actual 720 you will be able to use in most matches. Having it on stock will make players hesitant to end pressure close to you, and it acts as a superb punish for moves that, while normally safe, are minus on block. Decent oki as well, so dont be afraid to use even if it wont end the round afterwards. | |||
}} | }} | ||
{{USFIVMoveListRow|THawk|RagingSlash| | {{USFIVMoveListRow|THawk|RagingSlash| | ||
Raging Slash|Ultra Combo II|hcb {{hcb}} + 3k|| | Raging Slash|Ultra Combo II|{{hcb}}{{hcb}} + {{3k}}|| | ||
Anti air Ultra. Improves your strike part of your strike/throw mixup by a lot. The motion plus the fact that it tends to whiff if opponents are already directly above T.Hawk make it unreliable at closer ranges. Can also be used to option select against short backdashes from a jump-in. If the opponent doesn't have important moves to punish, U2 will he generally more useful than U1. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
*{{d}}{{lk}}, Close {{lp}}, Far {{lp}}, Far {{mp}} | |||
Combo from a low. The close {{lp}} is a 1f link, so it will require some practice. However, if you drop it, you are still in advantegous position, and can threaten a command grab afterwards. You can also swap the Far {{mp}} for a {{d}}{{mk}} to threaten a Condor Spire afterwards, but it can be mashed out if they expect it. [https://www.youtube.com/watch?v=IrpNC3YmVh4 video] | |||
*(Jump-in), Close {{mp}} xx {{dp}}{{hp}} | |||
Solid damage. You will mostly use jumping {{d}}{{hp}} as your jump-in of choice. Any combo using Close {{mp}} can be substituted by Close {{mk}} on wide characters for more damage. [https://youtube.com/watch?v=IrpNC3YmVh4?si=3bxtkxuapsmqNVLg&t=4 video] | |||
*(Jump-in), Close {{mp}} xx {{dp}}{{ex}} xx {{3p}}. | |||
Solid 2.Bar Combo. Avoid using it when not close to the corner or when it's not going to kill, since you the opponent will wake up very far away from T.Hawk, essentially going back to neutral. [https://youtube.com/watch?v=IrpNC3YmVh4?si=3bxtkxuapsmqNVLg&t=8 video] | |||
*(Jump-in), Close {{mp}} xx {{dp}}{{mp}} xx RFA, dash, Close {{mp}} xx {{dp}}{{hp}} | |||
3 Bar combo. Pretty good damage for resources spent. [https://youtube.com/watch?v=IrpNC3YmVh4?si=3bxtkxuapsmqNVLg&t=14 video] | |||
*(Jump-in), Close {{mk}} xx {{dp}}{{mp}} xx RFA, dash, Close {{hp}}, {{dp}}{{lp}} | |||
Big character only combo. The stun and damage this sequence does is quite absurd so it's quite rewarding. [https://www.youtube.com/watch?v=2BCi8ookC7s video] | |||
*(Jump-in), Close {{mp}} xx {{dp}}{{mp}} xx RFA, dash, {{360}}{{360}}{{3p}}/{{hcb}}{{hcb}}{{3k}} | |||
Combo that goes into either Ultra. [https://youtube.com/watch?v=IrpNC3YmVh4?si=3bxtkxuapsmqNVLg&t=20 video] | |||
==Strategy== | ==Strategy== |
Latest revision as of 18:50, 18 November 2024

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.
Players to Watch
Koji KOG (JP), Native Impact (US)
Ultra SFIV Changes
Character Specific Data
T.Hawk
VITALS | |||||
---|---|---|---|---|---|
Health: | 1100 | Stun: | 1100 | W-Ultra Scaling: | 60% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.0341 | Forward Dash Distance: | 0.95 [1.10] [0.81] | ||
Back Walk Speed: | 0.03 | Forward Dash Total Frames: | 23 | ||
JUMPING | Back Dash Distance: | 0.80 | |||
Jump Height Apex: | 1.9 | Back Dash Total Frames: | 26 | ||
Jump Total Frames: | 46 (6+40) [Neutral/Back Jump +1f landing] | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.75 (1.76) | Back Dash Airborne: | 11 | ||
Back Jump Distance | 1.56 (1.81) | Back Dash Recovery: | 7 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.913 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.913 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Heavy Body Press | Hard Knockdowns: | Crouch HK, Mexican Typhoon, EX Mexican Typhoon | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Condor Dive, EX Condor Dive, EX Condor Spire | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 23 | L1 EX Red Focus Attack Combo Lead-Ins: | MP Tomahawk Buster (1st hit) | ||
Level 2 Focus Startup Frames: | 33 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -7 | L2 FA Forward Dash (On Block): | -1 | ||
L1 Focus Attack Back Dash: | -10 | L2 FA Back Dash (On Block): | -4 |
Note: T. Hawk's extra landing recovery frame on Neutral/Back Jump applies regardless of whether he uses an air normal
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
40 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 3 | 7 |
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 4 | 10 | 0 | 6 |
Close HP | Close ![]() |
130 | 200 | 60 | HL | - | 8 | 3 | 14 | 1 | 6[5] |
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 2 | 3 | 10 | -2 | 1 |
Close MK | Close ![]() |
90 | 100 | 40 | HL | sp/su | 6 | 3 | 12 | -1 | 2 |
Close HK | Close ![]() |
140 | 200 | 60 | HL | - | 7 | 3 | 14 | 0 | - |
Far LP | Far ![]() |
40 | 50 | 20 | HL | sp/su | 4 | 2 | 7 | 3 | 6 |
Far MP | Far ![]() |
90 | 100 | 40 | HL | - | 6 | 3 | 12 | -1 | 2 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 2 | 21 | -5 | -1 |
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 4 | 9 | -2 | 1 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 6 | 3 | 11 | 0 | 3 |
Far HK | Far ![]() |
120 | 200 | 60 | HL | - | 10 | 5 | 22 | -5 | -3 |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 8 | 0 | 3 |
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | - | 6 | 3 | 13 | -2 | 1 |
Crouch HP | Crouch ![]() |
90*50 | 100*100 | 60*20 | HL | - | 8 | 2*3 | 20 | -5 | -1 |
Crouch LK | Crouch ![]() |
40 | 50 | 20 | L | sp/su | 4 | 3 | 8 | 0 | 3 |
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 4 | 12 | -2 | 1 |
Crouch HK | Crouch ![]() |
120*50 | 100*100 | 30*30 | L | - | 11 | 2(9)2 | 20 | -7 | - |
Thrust Peak | ![]() ![]() |
40 | 50 | 20 | HL | sp/su | 3 | 7 | 12 | -7 | -4 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
60 | 50 | 20 | H | sp | 4 | 4 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 6 | 5 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
140 | 200 | 60 | H | - | 10 | 4 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 3 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 7 | 3 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
120 | 200 | 60 | H | - | 10 | 4 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
60 | 50 | 20 | H | sp | 4 | 6 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
90 | 100 | 40 | H | - | 6 | 4 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
120 | 200 | 60 | H | - | 10 | 3 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
90 | 100 | 40 | H | - | 7 | 6 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
120 | 200 | 60 | H | - | 10 | 5 | - | - | - |
Heavy Shoulder | Air ![]() ![]() |
80 | 90 | 40 | - | - | 7 | 10 | - | - | - |
Heavy Body Press | Air ![]() ![]() |
110 | 150 | 60 | H | - | 6 | 9 | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 90 | 100 | 20 | HL | - | 10+13 | 5 | 32 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 120 | 150 | 40 | HL | - | 18+15 | 5 | 32 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 170 | 200 | 60 | - | - | 65 | 5 | 32 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 120 | 100 | 20 | HL | - | 10+13 | 5 | 32 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 180 | 150 | 40 | HL | - | 18+15 | 5 | 32 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 255 | 200 | 60 | - | - | 65 | 5 | 32 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 120 | 100 | 20 | HL | - | 10+13 | 5 | 32 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neck Hanging Tree | Forward Throw | 130 | 140 | 40 | 0.913 | - | 3 | 2 | 20 | - | - |
Mexican Throw | Back Throw | 160 | 140 | 40 | 0.913 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Mexican Typhoon | Mexican Typhoon ![]() |
150 | 200 | 40/100 | 1.544 | - | 2 | 2 | 52 | - | - |
Mexican Typhoon ![]() |
200 | 200 | 40/100 | 1.454 | - | 2 | 2 | 50 | - | - | |
Mexican Typhoon ![]() |
230 | 200 | 40/100 | 1.404 | - | 2 | 2 | 48 | - | - | |
EX Mexican Typhoon | Mexican Typhoon ![]() |
200 | 150 | -250/0 | 1.494 | - | 4 | 2 | 47 | - | - |
Tomahawk Buster | Tomahawk Buster ![]() |
130 | 200 | 30/40 | HL | - | 4 | 4*7 | 17 + After landing 10 | -14 | - |
Tomahawk Buster ![]() |
90*60 | 150*50 | 30/30*10 | HL | su*- | 6 | 4*7 | 21 + After landing 11 | -18 | - | |
Tomahawk Buster ![]() |
160 | 200 | 30/40 | HL | - | 8 | 4*7 | 26 + After landing 11 | -23 | - | |
EX Tomahawk Buster | Tomahawk Buster ![]() |
80*50 | 150*150 | -250/0 | HL | su*- | 5 | 4*7 | 29 + After landing 11 | -26 | - |
Condor Dive | Condor Dive | 120 | 100 | 20/30 | HL | - | 11 | until ground | 22 | -26 | - |
EX Condor Dive | EX Condor Dive | 100[150] | 50[100] | -250/0 | H | - | 11 | until ground | 22 | -25 | - |
Condor Spire | Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 15 | 9 | 4 + After landing 7 [4 + After landing 17] | -7 | -2 |
Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 17 | 10 | 4 + After landing 7 [4 + After landing 17] | -8 | -6 | |
Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 20 | 11 | 4 + After landing 7 [4 + After landing 17] | -10 | -8 | |
EX Condor Spire | Condor Spire ![]() |
120 | 150 | -250/0 | HL | - | 15 | 9 | 4 + After landing 7 [4 + After landing 11] | -3 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Double Typhoon | Super Combo | 430 | 0 | -1000/0 | 1.506 | - | 1+0 | 2 | 41 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Raging Typhoon | Ultra Combo 1 | 510 | 0 | 0/0 | 1.466 | - | 1+0 | 2 | 41 | - | - |
Raging Slash | Ultra Combo 2 | 450 | 0 | 0/0 | 1.63 | - | 0+3 | 6 | 18 + After landing 26 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close ![]() |
|
~~ Uses and Strategies ~~ 3f normal, your fastest option besides command grab and Thrust Peak. Chainable into lights and great tick throw point. | ||||
File:No image.png |
Close MP |
Close Strong | Close ![]() |
|
~~ Uses and Strategies ~~ Solid close range anti air and your main normal to cancel with. On some characters Close | ||||
File:No image.png |
Close HP |
Close Fierce | Close ![]() |
|
~~ Uses and Strategies ~~ This normal deals a lot of stun and leaves T.Hawk at +6 on hit. Links into normals are posible, but usually outdamaged by Cancelling your mediums into specials. However, on wide characters like Hakan or Rufus, it is possible to link | ||||
File:No image.png |
Close LK |
Close Short | Close ![]() |
|
~~ Uses and Strategies ~~ Another 3f normal, but deals less damage than Close | ||||
File:No image.png |
Close MK |
Close Forward | Close ![]() |
|
~~ Uses and Strategies ~~ Your strongest cancel but tends to whiff into any of the Tomahawk specials, unless the target is wide like Zangief or Hakan. | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close ![]() |
|
~~ Uses and Strategies ~~ Weird normal. It launchs the opponent but you can only combo either |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | ![]() |
|
~~ Uses and Strategies ~~ Solid move hitbox-wise, good frame data on top. | ||||
File:No image.png |
Far MP |
Far Strong | ![]() |
|
~~ Uses and Strategies ~~ Good poke. Hurtbox lingers for a while so can be whiff punished. | ||||
File:No image.png |
Far HP |
Far Fierce | ![]() |
|
~~ Uses and Strategies ~~ Pretty solid counterpoke, the priority on this is quite nice. | ||||
File:No image.png |
Far LK |
Far Short | ![]() |
|
~~ Uses and Strategies ~~ VERY far reaching light, and cancellable. A bit of an overlap with Crouch | ||||
File:No image.png |
Far MK |
Far Forward | ![]() |
|
~~ Uses and Strategies ~~ Solid option against lows. | ||||
File:No image.png |
Far HK |
Far Roundhouse | ![]() |
|
~~ Uses and Strategies ~~ Your longest reaching button. Often misses on crouching opponents, but not against taller characters. Pretty good anti-air against long range jumps trying to bait your DP, too. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ Chainable crouch jab. The hitbox on this normal is quite good and can be rapid-fired so it's your go-to option against moves like Blanka Ball on neutral | ||||
File:No image.png |
Crouch MP |
Crouch Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ Doesn't actually have a hitbox behind T.Hawk unlike what the animation would suggest. This remains as a fairly good poke still. | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ The cross-up killer. Be careful with using this as a regular anti-air since the most vertical hitbox is only behind T.Hawk. | ||||
File:No image.png |
Crouch LK |
Crouch Short | ![]() ![]() |
|
~~ Uses and Strategies ~~ Links into Close | ||||
File:No image.png |
Crouch MK |
Crouch Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~ Able to be canceled into Specials in Ultra, and by far T.Hawk's farthest reaching special cancellable medium normal. Can be canceled into Condor Spire specials at range to either be plus or whiff it and go for a grab set-up. The range can be very ambiguous | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ Multi-hit sweep. Can't be linked into unlike other characters but it can serve as a nice Focus punish button. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ Fast air-to-air option on scrambles when both you and your opponent jumped in the air at the same time. | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ Hits above T.Hawk midsection, making it alright to use it as an air-to-air from the ground against some long range jump-ins. | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ The money-maker. 140 normal that hits below you, very slow to come out however. If you jump a command grab or stun the opponent, this is your go to for most scenarios. | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | ![]() ![]() |
|
~~ Uses and Strategies ~~ Fastest down-reaching normal from a neutral jump. | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~ Hits quite high, good for air-to airs in some scenarios. | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ Slow, no good damage like |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Bizarrely special cancellable into Condor Dive. Death on block however, but on some characters, jump-in, | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Basically | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Prime jump-in option from close range, the hitbox is quite degenerate. Opponents can try to go under you however, use | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Looks like a cross-up but it isn't. Basically it's | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Very far reaching jump-in option. You can actually hit this pretty close to the ground unlike | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Basically a riskier version of |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Thrust Peak |
Thrust Peak | ![]() ![]() |
|
~~ Uses and Strategies ~~ Fastest anti-air, but absolutely horrid frame data, be sure to cancel this. This is a 3f normal that doesnt care about range, also, so in places where a link is possible, Thrust Peak acts as a reliable, but less damaging option. | ||||
File:No image.png |
Heavy Shoulder |
Shoulder Drop | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ Quite peculiar normal. It is coded to never hit a grounded opponent, but the hitbox itself is quite nice as an air-to-air and to punish certain moves reliably like Blanka Ball. Because of the first attribute, this normal is also used to make the opponent enter Proximity block animation so that they stay in place before you throw them. | ||||
File:No image.png |
Heavy Body Press |
Body Splash | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ Grappler body splash, Crucial for T.Hawk because how close his command grab leaves him to the opponent. The priority is god awful however, basically any anti air and air-to-air beats it cleanly. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Neck Hanging Tree |
Forward Throw | ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Mexican Throw |
Back Throw | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Mexican Typhoon |
Spinning Pile Driver | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~
| ||||
File:No image.png |
Tomahawk Buster |
Uppercut | ![]() ![]() ![]() |
![]() ![]() ![]() |
~~ Uses and Strategies ~~
| ||||
File:No image.png |
Condor Dive |
Condor Dive | (in air) ![]() ![]() |
![]() ![]() |
~~ Uses and Strategies ~~
| ||||
File:No image.png |
Condor Spire |
Condor Spire | ![]() ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ All versions of Spire evade low attacks during travel.
|
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Double Typhoon |
Super Combo | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Typical grappler 720, instant startup and cannot be jumped after the superflash. However, T.Hawk has both very good uses of meter elsewhere, and difficulty to build it in the first place, so having it in the backpocket is quite uncommon. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Raging Typhoon |
Ultra Combo I | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Your actual 720 you will be able to use in most matches. Having it on stock will make players hesitant to end pressure close to you, and it acts as a superb punish for moves that, while normally safe, are minus on block. Decent oki as well, so dont be afraid to use even if it wont end the round afterwards. | ||||
File:No image.png |
Raging Slash |
Ultra Combo II | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Anti air Ultra. Improves your strike part of your strike/throw mixup by a lot. The motion plus the fact that it tends to whiff if opponents are already directly above T.Hawk make it unreliable at closer ranges. Can also be used to option select against short backdashes from a jump-in. If the opponent doesn't have important moves to punish, U2 will he generally more useful than U1. |
The Basics
Combos
, Close
, Far
, Far
Combo from a low. The close is a 1f link, so it will require some practice. However, if you drop it, you are still in advantegous position, and can threaten a command grab afterwards. You can also swap the Far
for a
to threaten a Condor Spire afterwards, but it can be mashed out if they expect it. video
- (Jump-in), Close
xx
Solid damage. You will mostly use jumping as your jump-in of choice. Any combo using Close
can be substituted by Close
on wide characters for more damage. video
- (Jump-in), Close
xx
xx
.
Solid 2.Bar Combo. Avoid using it when not close to the corner or when it's not going to kill, since you the opponent will wake up very far away from T.Hawk, essentially going back to neutral. video
- (Jump-in), Close
xx
xx RFA, dash, Close
xx
3 Bar combo. Pretty good damage for resources spent. video
- (Jump-in), Close
xx
xx RFA, dash, Close
,
Big character only combo. The stun and damage this sequence does is quite absurd so it's quite rewarding. video
- (Jump-in), Close
xx
xx RFA, dash,
/
Combo that goes into either Ultra. video
Strategy
Matchups
Abel
Abel[No Data] [character page] |
---|
Adon
Adon[No Data] [character page] |
---|
Akuma/Gouki
Akuma[No Data] [character page] |
---|
Balrog/Boxer
Balrog[No Data] [character page] |
---|
Blanka
Blanka[No Data] [character page] |
---|
C. Viper
C. Viper[No Data] [character page] |
---|
Cammy
Cammy[No Data] [character page] |
---|
Chun-Li
Chun-Li[No Data] [character page] |
---|
Cody
Cody[No Data] [character page] |
---|
Dan
Dan[No Data] [character page] |
---|
Decapre
Decapre[No Data] [character page] |
---|
Dee Jay
Deejay[No Data] [character page] |
---|
Dhalsim
Dhalsim[No Data] [character page] |
---|
Dudley
Dudley[No Data] [character page] |
---|
E. Honda
E. Honda[No Data] [character page] |
---|
El Fuerte
El Fuerte[No Data] [character page] |
---|
Elena
Elena[No Data] [character page] |
---|
Evil Ryu
Evil Ryu[No Data] [character page] |
---|
Fei Long
Fei Long[No Data] [character page] |
---|
Gen
Gen[No Data] [character page] |
---|
Gouken
Gouken[No Data] [character page] |
---|
Guile
Guile[No Data] [character page] |
---|
Guy
Guy[No Data] [character page] |
---|
Hakan
Hakan[No Data] [character page] |
---|
Hugo
Hugo[No Data] [character page] |
---|
Ibuki
Ibuki[No Data] [character page] |
---|
Juri
Juri[No Data] [character page] |
---|
Ken
Ken[No Data] [character page] |
---|
M. Bison/Dictator
M. Bison[No Data] [character page] |
---|
Makoto
Makoto[No Data] [character page] |
---|
Oni
Oni[No Data] [character page] |
---|
Poison
Poison[No Data] [character page] |
---|
Rolento
Rolento[No Data] [character page] |
---|
Rose
Rose[No Data] [character page] |
---|
Rufus
Rufus[No Data] [character page] |
---|
Ryu
Ryu[No Data] [character page] |
---|
Sagat
Sagat[No Data] [character page] |
---|
Sakura
Sakura[No Data] [character page] |
---|
Seth
Seth[No Data] [character page] |
---|
T. Hawk (Mirror)
T. Hawk[No Data] [character page] |
---|
Vega/Claw
Vega[No Data] [character page] |
---|
Yang
Yang[No Data] [character page] |
---|
Yun
Yun[No Data] [character page] |
---|
Zangief
Zangief[No Data] [character page] |
---|
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
40 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 10 | 3 | 7 | 11 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 4 | 10 | 18 | 0 | 6 | 14 | 20 | Distance restriction: 1.35 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Close HP | Close ![]() |
130 | 200 | 60 | HL | - | 8 | 3 | 14 | 24 | 1 | 6[5] | 18 | 23[22] | [] refers to vs crouching | Reset | Reset | - | - | - | - | - | - | - | |||||
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 3 | 3 | 10 | 15 | -2 | 1 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
90 | 100 | 40 | HL | sp/su | 6 | 3 | 12 | 20 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
140 | 200 | 60 | HL | - | 7 | 3 | 14 | 23 | 0 | - | 17 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Far LP | Far ![]() |
40 | 50 | 20 | HL | sp/su | 4 | 2 | 7 | 12 | 3 | 6 | 12 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
90 | 100 | 40 | HL | - | 6 | 3 | 12 | 20 | -1 | 2 | 14 | 17 | Distance restriction: 1.35 | Reset | Reset | - | - | - | - | - | - | - | |||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 2 | 21 | 30 | -5 | -1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 4 | 9 | 16 | -2 | 1 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 6 | 3 | 11 | 19 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
120 | 200 | 60 | HL | - | 10 | 5 | 22 | 36 | -5 | -3 | 22 | 24 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 8 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | - | 6 | 3 | 13 | 21 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
90*50 | 100*100 | 60*20 | HL | - | 8 | 2*3 | 20 | 32 | -5 | -1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LK | Crouch ![]() |
40 | 50 | 20 | L | sp/su | 4 | 3 | 8 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 4 | 12 | 21 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
120*50 | 100*100 | 30*30 | L | - | 11 | 2(9)2 | 20 | 43 | -7 | - | 15 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Thrust Peak | ![]() ![]() |
40 | 50 | 20 | HL | sp/su | 3 | 7 | 12 | 21 | -7 | -4 | 12 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
60 | 50 | 20 | H | sp | 4 | 4 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
140 | 200 | 60 | H | - | 10 | 4 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 3 | - | 6 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 7 | 3 | - | 9 | - | - | Reset | Reset | - | - | - | Llower body: 1~9F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
120 | 200 | 60 | H | - | 10 | 4 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
60 | 50 | 20 | H | sp | 4 | 6 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
90 | 100 | 40 | H | - | 6 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
120 | 200 | 60 | H | - | 10 | 3 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
90 | 100 | 40 | H | - | 7 | 6 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
120 | 200 | 60 | H | - | 10 | 5 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Heavy Shoulder | Air ![]() ![]() |
80 | 90 | 40 | - | - | 7 | 10 | - | 16 | - | - | Cannot hit grounded | - | - | Reset | Reset | - | - | - | Lower body: 1~16F | - | - | - | |||||
Heavy Body Press | Air ![]() ![]() |
110 | 150 | 60 | H | - | 6 | 9 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 90 | 100 | 20 | HL | - | 10+13 | 5 | 32 | 59 | -21 | -21 | 16 | 16 | Range: 2.154 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 120 | 150 | 40 | HL | - | 18+15 | 5 | 32 | 69 | -15 | - | 22 | - | Range: 2.154 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 170 | 200 | 60 | - | - | 65 | 5 | 32 | 101 | - | - | - | - | Range: 2.154, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~64F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 120 | 100 | 20 | HL | - | 10+13 | 5 | 32 | 59 | -21 | -21 | 16 | 16 | Range: 2.154, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 180 | 150 | 40 | HL | - | 18+15 | 5 | 32 | 69 | -15 | - | 22 | - | Range: 2.154, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 255 | 200 | 60 | - | - | 65 | 5 | 32 | 101 | - | - | - | - | Range: 2.154, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 120 | 100 | 20 | HL | - | 10+13 | 5 | 32 | 59 | -15 | - | 22 | - | Range: 2.154, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neck Hanging Tree | Forward Throw | 130 | 140 | 40 | 0.913 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Mexican Throw | Back Throw | 160 | 140 | 40 | 0.913 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Mexican Typhoon | Mexican Typhoon ![]() |
150 | 200 | 40/100 | 1.544 | - | 2 | 2 | 52 | 55 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Mexican Typhoon ![]() |
200 | 200 | 40/100 | 1.454 | - | 2 | 2 | 50 | 53 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||||
Mexican Typhoon ![]() |
230 | 200 | 40/100 | 1.404 | - | 2 | 2 | 48 | 51 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||||
EX Mexican Typhoon | Mexican Typhoon ![]() |
200 | 150 | -250/0 | 1.494 | - | 4 | 2 | 47 | 52 | - | - | - | - | Opponent gains 50 meter on hit | X | Hard Knockdown | - | - | - | - | - | All: 1~5F | All: 1~5F | - | - | - | ||
Tomahawk Buster | Tomahawk Buster ![]() |
130 | 200 | 30/40 | HL | - | 4 | 4*7 | 17 + After landing 10 | 41 | -14 | - | 20 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 5F~ | - | ||||
Tomahawk Buster ![]() |
90*60 | 150*50 | 30/30*10 | HL | su*- | 6 | 4*7 | 21 + After landing 11 | 48 | -18 | - | 21 | - | [1st Hit]: Forces Stand, [2nd Hit]: Soft Knockdown | [1st Hit]: Forces Stand, [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Upper body: 1~5F | Upper body: 1~5F | 1~5F | 6F~ | JP: 0*1 | |||||
Tomahawk Buster ![]() |
160 | 200 | 30/40 | HL | - | 8 | 4*7 | 26 + After landing 11 | 55 | -23 | - | 21 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Upper body: 1~7F, All: 8~11F | Upper body: 1~7F, All: 8~11F | - | 8F~ | - | |||||
EX Tomahawk Buster | Tomahawk Buster ![]() |
80*50 | 150*150 | -250/0 | HL | su*- | 5 | 4*7 | 29 + After landing 11 | 55 | -26 | - | 21 | - | Opponent gains 20x2 meter on hit, 2nd hit floats higher on counterhit | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~7f | - | - | - | 5F~ | JP: 0*1 | |||
Condor Dive | Condor Dive | 120 | 100 | 20/30 | HL | - | 11 | until ground | 22 | - | -26 | - | - | - | If it hits as low as possible it does not cause recoil animation, builds 20 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||
EX Condor Dive | EX Condor Dive | 100[150] | 50[100] | -250/0 | H | - | 11 | until ground | 22 | - | -25 | - | - | - | [] refers to jump version, if it hits as low as possible does not perform recoil animation, opponent gains 15 meter on hit, 10 on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | 1F~ until landing, if hit connects also invincible through recovery | - | - | JP: 2 | ||
Condor Spire | Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 15 | 9 | 4 + After landing 7 [4 + After landing 17] | 34[44] | -7 | -2 | 23 | 28 | [] refers to on hit/block, builds 20 meter on block | Soft Knockdown | Soft Knockdown | - | - | Lower body: 6~19F | Lower body: 6~19F | - | 8F~ | - | |||||
Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 17 | 10 | 4 + After landing 7 [4 + After landing 17] | 37[47] | -8 | -6 | 23 | 28 | [] refers to on hit/block, builds 20 meter on block | Soft Knockdown | Soft Knockdown | - | - | Lower body: 6~19F | Lower body: 6~19F | - | 8F~ | - | ||||||
Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 20 | 11 | 4 + After landing 7 [4 + After landing 17] | 42[52] | -10 | -8 | 23 | 28 | [] refers to on hit/block, builds 20 meter on block | Soft Knockdown | Soft Knockdown | - | - | Lower body: 6~19F | Lower body: 6~19F | - | 8F~ | - | ||||||
EX Condor Spire | Condor Spire ![]() |
120 | 150 | -250/0 | HL | - | 15 | 9 | 4 + After landing 7 [4 + After landing 11] | 34[38] | -3 | - | 21 | - | [] refers to on hit/block, opponent gains 15 meter on hit, 10 on block | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | All: 6~14F | All: 1~23F, Legs: 24~27F | - | 6F~ | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Double Typhoon | Super Combo | 430 | 0 | -1000/0 | 1.506 | - | 1+0 | 2 | 41 | 43 | - | - | - | - | Opponent gains 20*180 meter on hit | X | Hard Knockdown | - | - | - | - | All: 2f | - | - | - | - | - | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Raging Typhoon | Ultra Combo 1 | 510 | 0 | 0/0 | 1.466 | - | 1+0 | 2 | 41 | 43 | - | - | - | - | Opponent gains 20*40 meter on hit | X | - | All: 1f | - | - | - | - | - | ||||||
Raging Slash | Ultra Combo 2 | 450 | 0 | 0/0 | 1.63 | - | 0+3 | 6 | 18 + After landing 26 | 52 | - | - | - | - | Cannot hit grounded, opponent gains 20x5*40 meter on hit | - | - | Hard Knockdown | Hard Knockdown | - | All: 1~8f | - | - | - | 1F~ | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |