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

From SuperCombo Wiki
 
(9 intermediate revisions by the same user not shown)
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{{USFIVMoveListRow|THawk|CloseLP|
{{USFIVMoveListRow|THawk|CloseLP|
Close LP|Close Jab|Close {{lp}}||
Close LP|Close Jab|Close {{lp}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/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 {{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}}||
(No uses/strategies)
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 uses/strategies)
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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{{USFIVMoveListRow|THawk|FarLP|
{{USFIVMoveListRow|THawk|FarLP|
Far LP|Far Jab|{{lp}}||
Far LP|Far Jab|{{lp}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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, too.
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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{{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|
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{{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|
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{{USFIVMoveListRow|THawk|NeutralLP|
{{USFIVMoveListRow|THawk|NeutralLP|
Neutral Jump LP|Neutral Jump Jab|{{u}} + {{lp}}||
Neutral Jump LP|Neutral Jump Jab|{{u}} + {{lp}}||
(No uses/strategies)
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}}||
(No uses/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.
}}
}}
{{USFIVMoveListRow|THawk|NeutralHP|
{{USFIVMoveListRow|THawk|NeutralHP|
Neutral Jump HP|Neutral Jump Fierce|{{u}} + {{hp}}||
Neutral Jump HP|Neutral Jump Fierce|{{u}} + {{hp}}||
(No uses/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.
}}
}}
{{USFIVMoveListRow|THawk|NeutralLK|
{{USFIVMoveListRow|THawk|NeutralLK|
Neutral Jump LK|Neutral Jump Short|{{u}} + {{lk}}||
Neutral Jump LK|Neutral Jump Short|{{u}} + {{lk}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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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{{USFIVMoveListRow|THawk|DiagonalLP|
{{USFIVMoveListRow|THawk|DiagonalLP|
Diagonal Jump LP|Diagonal Jump Jab|{{ub}} / {{uf}} + {{lp}}||
Diagonal Jump LP|Diagonal Jump Jab|{{ub}} / {{uf}} + {{lp}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/strategies)
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}}||
(No uses/strategies)
Basically a riskier version of {{ub}} / {{uf}} + {{mk}} that deals more damage.
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


=== Unique Attacks ===
=== Unique Attacks ===
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{{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.
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}}||
Your normal used to make the opponent enter Proximity block animation so that they stay in place before you throw them.
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.
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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*{{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.
*{{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: Massive range but poor oki, still good to punish certain moves.
*{{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]
*[https://www.youtube.com/watch?v=D5j-SWCQO9c L Typhoon vs M Typhoon]
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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 do not combo if cancelled into no matter what normal is used, and do not knockdown aside from EX. They also all evade low attacks during travel.
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 {{d}}{{mk}} to get back to the opponent.
*{{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 {{mk}} Spire since it's very hard to be made plus on block unlike {{mk}} Spire.
*{{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.
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3 Bar combo. Pretty good damage for resources spent. [https://youtube.com/watch?v=IrpNC3YmVh4?si=3bxtkxuapsmqNVLg&t=14 video]
3 Bar combo. Pretty good damage for resources spent. [https://youtube.com/watch?v=IrpNC3YmVh4?si=3bxtkxuapsmqNVLg&t=14 video]


*(Jump-in), Close {{mp}} xx {{dp}}{{mp}} xx RFA, dash, {{hcb}}{{hcb}}{{3k}}/{{360}}{{360}}{{3p}}  
*(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]
Combo that goes into either Ultra. [https://youtube.com/watch?v=IrpNC3YmVh4?si=3bxtkxuapsmqNVLg&t=20 video]

Latest revision as of 18:50, 18 November 2024

Ultra Street Fighter IVUSFIV-Header.png

T. Hawk

SSFIV-THawk Face.jpg

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)

Click for Omega SF4 version

Ultra SFIV Changes

T. Hawk SF4 Changelist

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 Lp.png 40 50 20 HL ch/sp/su 3 2 6 3 7
Close MP Close Mp.png 70 100 40 HL sp/su 5 4 10 0 6
Close HP Close Hp.png 130 200 60 HL - 8 3 14 1 6[5]
Close LK Close Lk.png 30 50 20 HL sp/su 2 3 10 -2 1
Close MK Close Mk.png 90 100 40 HL sp/su 6 3 12 -1 2
Close HK Close Hk.png 140 200 60 HL - 7 3 14 0 -
Far LP Far Lp.png 40 50 20 HL sp/su 4 2 7 3 6
Far MP Far Mp.png 90 100 40 HL - 6 3 12 -1 2
Far HP Far Hp.png 120 200 60 HL - 8 2 21 -5 -1
Far LK Far Lk.png 30 50 20 HL sp/su 4 4 9 -2 1
Far MK Far Mk.png 70 100 40 HL - 6 3 11 0 3
Far HK Far Hk.png 120 200 60 HL - 10 5 22 -5 -3
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 3 8 0 3
Crouch MP Crouch Mp.png 80 100 40 HL - 6 3 13 -2 1
Crouch HP Crouch Hp.png 90*50 100*100 60*20 HL - 8 2*3 20 -5 -1
Crouch LK Crouch Lk.png 40 50 20 L sp/su 4 3 8 0 3
Crouch MK Crouch Mk.png 70 100 40 L sp/su 6 4 12 -2 1
Crouch HK Crouch Hk.png 120*50 100*100 30*30 L - 11 2(9)2 20 -7 -
Thrust Peak Downright.gif+Lp.png 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 Lp.png 60 50 20 H sp 4 4 - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 6 5 - - -
Neutral Jump HP Neutral Jump Hp.png 140 200 60 H - 10 4 - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 4 3 - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 7 3 - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 10 4 - - -
Angled Jump LP Angled Jump Lp.png 60 50 20 H sp 4 6 - - -
Angled Jump MP Angled Jump Mp.png 90 100 40 H - 6 4 - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 10 3 - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 4 8 - - -
Angled Jump MK Angled Jump Mk.png 90 100 40 H - 7 6 - - -
Angled Jump HK Angled Jump Hk.png 120 200 60 H - 10 5 - - -
Heavy Shoulder Air Down.gif+Mp.png 80 90 40 - - 7 10 - - -
Heavy Body Press Air Down.gif+Hp.png 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 Lp.png 150 200 40/100 1.544 - 2 2 52 - -
Mexican Typhoon Mp.png 200 200 40/100 1.454 - 2 2 50 - -
Mexican Typhoon Hp.png 230 200 40/100 1.404 - 2 2 48 - -
EX Mexican Typhoon Mexican Typhoon Ex.png 200 150 -250/0 1.494 - 4 2 47 - -
Tomahawk Buster Tomahawk Buster Lp.png 130 200 30/40 HL - 4 4*7 17 + After landing 10 -14 -
Tomahawk Buster Mp.png 90*60 150*50 30/30*10 HL su*- 6 4*7 21 + After landing 11 -18 -
Tomahawk Buster Hp.png 160 200 30/40 HL - 8 4*7 26 + After landing 11 -23 -
EX Tomahawk Buster Tomahawk Buster Ex.png 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 Lk.png 120 200 30/30 HL - 15 9 4 + After landing 7 [4 + After landing 17] -7 -2
Condor Spire Mk.png 120 200 30/30 HL - 17 10 4 + After landing 7 [4 + After landing 17] -8 -6
Condor Spire Hk.png 120 200 30/30 HL - 20 11 4 + After landing 7 [4 + After landing 17] -10 -8
EX Condor Spire Condor Spire Ex.png 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 Lp.png

~~ 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 Mp.png

~~ Uses and Strategies ~~

Solid close range anti air and your main normal to cancel with. On some characters Close Mp.png, Close Mp.png is a reliably link to increase the damage.

File:No image.png

Close HP

Close Fierce Close Hp.png

~~ 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 Dp.pngLp.png, doing increased damage and a lot of stun.

video

File:No image.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

Another 3f normal, but deals less damage than Close Lp.png and has worse frame data. Not used much.

File:No image.png

Close MK

Close Forward Close Mk.png

~~ 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 Hk.png

~~ Uses and Strategies ~~

Weird normal. It launchs the opponent but you can only combo either Dp.pngMp.png or Ex.pngDp.png 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.pngMp.png/Dp.pngHp.png 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.

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

Solid move hitbox-wise, good frame data on top.

File:No image.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

Good poke. Hurtbox lingers for a while so can be whiff punished.

File:No image.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

Pretty solid counterpoke, the priority on this is quite nice.

File:No image.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

VERY far reaching light, and cancellable. A bit of an overlap with Crouch Lp.png however.

File:No image.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

Solid option against lows.

File:No image.png

Far HK

Far Roundhouse Hk.png

~~ 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 D.png + Lp.png

~~ 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 D.png + Mp.png

~~ 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 D.png + Hp.png

~~ 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 D.png + Lk.png

~~ Uses and Strategies ~~

Links into Close Lp.png for combos, and the opponent has plenty of reasons to jump during T.Hawk pressure, so using this is important to catch people upbacking.

File:No image.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ 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 D.png + Hk.png

~~ 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 U.png + Lp.png

~~ 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 U.png + Mp.png

~~ 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 U.png + Hp.png

~~ 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 U.png + Lk.png

~~ Uses and Strategies ~~

Fastest down-reaching normal from a neutral jump.

File:No image.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

Hits quite high, good for air-to airs in some scenarios.

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

Slow, no good damage like U.pngHp.png, non-existent priority, a pretty middle of the pack normal, you usually have better options than this when you decide to neutral jump

Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

Bizarrely special cancellable into Condor Dive. Death on block however, but on some characters, jump-in, Ub.pngLp.png xx 3p.png 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.

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

Basically Ub.png / Uf.pngLp.png but stronger at the cost of speed, no cross-up potential, and no cancel options.

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

Prime jump-in option from close range, the hitbox is quite degenerate. Opponents can try to go under you however, use Ub.png / Uf.pngLp.png if that's the case

File:No image.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

Looks like a cross-up but it isn't. Basically it's U.pngLp.png 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.

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

Very far reaching jump-in option. You can actually hit this pretty close to the ground unlike Ub.png / Uf.pngHk.png.

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

Basically a riskier version of Ub.png / Uf.png + Mk.png that deals more damage.

Unique Attacks

  Name Nickname Command Notes
File:No image.png

Thrust Peak

Thrust Peak Df.png + Lp.png

~~ 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) D.png + Mp.png

~~ 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) D.png + Hp.png

~~ 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 Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Throws

  Name Nickname Command Notes
File:No image.png

Neck Hanging Tree

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Mexican Throw

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Special Moves

  Name Nickname Command Notes
File:No image.png

Mexican Typhoon

Spinning Pile Driver 360.png+P.png (Ex.png)

~~ Uses and Strategies ~~

  • Lp.png 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.png 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.png Typhoon actually gives better oki than Lp.png Typhoon because you do not move away from the opponent unlike in Midscreen. This basically gives you a more damaging version of Lp.png Typhoon while doing crossup set-ups in or by using it as a reversal during defense in the corner.
  • Hp.png Typhoon: The round ender. 230 Damage command grab, but has the worst range and oki.
  • Ex.png Typhoon: Poor range and poor oki, but has invulnerability on startup, allowing you to punish safejumps and other attacks.
File:No image.png

Tomahawk Buster

Uppercut Dp.png+P.png (Ex.png) Ex.png version can be canceled into Ex.png Condor Dive by pressing 3p.png

~~ Uses and Strategies ~~

  • Lp.png Tomahawk: Fastest to come out and go into the air, the version you want to use for anti-airs.
  • Mp.png 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.
  • Hp.png Tomahawk: Invul on active frames so a good reversal option. A bit slow at 7f of startup and cannot be FADC so be careful with using it. Also the version of Tomahawk that is used in combos.
  • Ex.png Tomahawk: Is both fast and invulnerable. Can also cancel into EX Condor Dive for a solid 2 Bar combo. Can also be FADC to make it safe if used as a reversal.
File:No image.png

Condor Dive

Condor Dive (in air) 3p.png Armorbreak.png Ex.png version performed by pressing 3k.png

~~ Uses and Strategies ~~

  • 3p.png: VERY poor hitbox, very easy to anti-air, death on block, still crucial in T-Hawk's gameplan, as it knockdowns on hit, making it very useful to counter zoning
  • Ex.png: Does more damage but most importantly, is invulnerable, great to call out anti airs.
File:No image.png

Condor Spire

Condor Spire Dp.png+K.png (Ex.png) ( Ex.png version Armorbreak.png )

~~ Uses and Strategies ~~

All versions of Spire evade low attacks during travel.

  • Lk.png 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.png Spire: Useful for far cancels from D.pngMk.png to get back to the opponent.
  • Hk.png Spire: Hard callout option for neutral due to evading lows, but not used in pressure over Mk.png Spire since it's very hard to be made plus on block unlike Mk.png Spire.
  • Ex.png Spire: Invincible, and it knocks down. Your best armor break when you have the bar. Always combos into Dp.pngMp.png.

Super Combo

  Name Nickname Command Notes
File:No image.png

Double Typhoon

Super Combo 360.png360.png + P.png

~~ 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 360.png360.png + 3p.png

~~ 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 Hcb.pngHcb.png + 3k.png

~~ 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

  • D.pngLk.png, Close Lp.png, Far Lp.png, Far Mp.png

Combo from a low. The close Lp.png 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.png for a D.pngMk.png to threaten a Condor Spire afterwards, but it can be mashed out if they expect it. video

  • (Jump-in), Close Mp.png xx Dp.pngHp.png

Solid damage. You will mostly use jumping D.pngHp.png as your jump-in of choice. Any combo using Close Mp.png can be substituted by Close Mk.png on wide characters for more damage. video

  • (Jump-in), Close Mp.png xx Dp.pngEx.png xx 3p.png.

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 Mp.png xx Dp.pngMp.png xx RFA, dash, Close Mp.png xx Dp.pngHp.png

3 Bar combo. Pretty good damage for resources spent. video

  • (Jump-in), Close Mk.png xx Dp.pngMp.png xx RFA, dash, Close Hp.png, Dp.pngLp.png

Big character only combo. The stun and damage this sequence does is quite absurd so it's quite rewarding. video

  • (Jump-in), Close Mp.png xx Dp.pngMp.png xx RFA, dash, 360.png360.png3p.png/Hcb.pngHcb.png3k.png

Combo that goes into either Ultra. video

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk (Mirror)
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief
SSFIV-Zangief Face.jpg
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 Lp.png 40 50 20 HL ch/sp/su 3 2 6 10 3 7 11 15 Reset Reset - - - - - - -
Close MP Close Mp.png 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 Hp.png 130 200 60 HL - 8 3 14 24 1 6[5] 18 23[22] [] refers to vs crouching Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL sp/su 3 3 10 15 -2 1 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 90 100 40 HL sp/su 6 3 12 20 -1 2 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 140 200 60 HL - 7 3 14 23 0 - 17 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Far LP Far Lp.png 40 50 20 HL sp/su 4 2 7 12 3 6 12 15 Reset Reset - - - - - - -
Far MP Far Mp.png 90 100 40 HL - 6 3 12 20 -1 2 14 17 Distance restriction: 1.35 Reset Reset - - - - - - -
Far HP Far Hp.png 120 200 60 HL - 8 2 21 30 -5 -1 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL sp/su 4 4 9 16 -2 1 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL - 6 3 11 19 0 3 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 120 200 60 HL - 10 5 22 36 -5 -3 22 24 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 3 8 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 80 100 40 HL - 6 3 13 21 -2 1 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 90*50 100*100 60*20 HL - 8 2*3 20 32 -5 -1 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 40 50 20 L sp/su 4 3 8 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L sp/su 6 4 12 21 -2 1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 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 Downright.gif+Lp.png 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 Lp.png 60 50 20 H sp 4 4 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump HP Neutral Jump Hp.png 140 200 60 H - 10 4 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 4 3 - 6 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 7 3 - 9 - - Reset Reset - - - Llower body: 1~9F - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 10 4 - 13 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump LP Angled Jump Lp.png 60 50 20 H sp 4 6 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump MP Angled Jump Mp.png 90 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 10 3 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Mk.png 90 100 40 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump HK Angled Jump Hk.png 120 200 60 H - 10 5 - 14 - - Reset Reset - - - Lower body: 1~9F - - -
Heavy Shoulder Air Down.gif+Mp.png 80 90 40 - - 7 10 - 16 - - Cannot hit grounded - - Reset Reset - - - Lower body: 1~16F - - -
Heavy Body Press Air Down.gif+Hp.png 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 Lp.png 150 200 40/100 1.544 - 2 2 52 55 - - - - X Hard Knockdown - - - - - - - - - -
Mexican Typhoon Mp.png 200 200 40/100 1.454 - 2 2 50 53 - - - - X Hard Knockdown - - - - - - - - - -
Mexican Typhoon Hp.png 230 200 40/100 1.404 - 2 2 48 51 - - - - X Hard Knockdown - - - - - - - - - -
EX Mexican Typhoon Mexican Typhoon Ex.png 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 Lp.png 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 Mp.png 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 Hp.png 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 Ex.png 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 Lk.png 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 Mk.png 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 Hk.png 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 Ex.png 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


Notes

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