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== Color Selection == | == Color Selection == | ||
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| align="center" | Normal || align="center" | Alternative | |||
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| align="center" | [[File:Thawk-old1.gif]] || align="center" | [[File:Thawk-old2.gif]] | |||
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--[[User:Born2SPD|Born2SPD]]<br> | |||
To select Old T. Hawk, place the cursor over T.Hawk, press any button, then input "right, right, left, left." Press Jab to use the original color from SSF2 and either Jab + Short or Fierce + Short to use an alternate color. | To select Old T. Hawk, place the cursor over T.Hawk, press any button, then input "right, right, left, left." Press Jab to use the original color from SSF2 and either Jab + Short or Fierce + Short to use an alternate color. | ||
Revision as of 18:00, 30 March 2011
Introduction
T. Hawk is a grappler character added in Super Street Fighter II: They New Challengers (SSF2), and returns in Super Street Fighter II Turbo. The differences from CPS-2 Zangief are that his special throw, the typhoon, does not have a whiff animation or a grab window; he was given a special anti-air move that is similar to the shotos' Shoryuken and and air dash attack like E. Honda's headbutt or Blanka's rolling attack. Also, his arsenal of normal moves is different from Zangief's, making both very different characters which are often weak where the other is strong. Say, Zangief has no dash-like special and his sweep is fast but does not reach very far; T. Hawk has a dash-like attack and his sweep is very slow, but with long reach. The most important difference in high-level play, however, is the lack of a whiff animation. While it is harder to do a tight tick into special throw with T. Hawk, they can be made safe with the use of negative-edge.
Old Hawk is the version from SSF2: he has no super nor he can soften throws. On the other hand, he has better normals across the board.
Color Selection
Normal | Alternative |
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--Born2SPD
To select Old T. Hawk, place the cursor over T.Hawk, press any button, then input "right, right, left, left." Press Jab to use the original color from SSF2 and either Jab + Short or Fierce + Short to use an alternate color.
Moves List
Normal Moves
Special Moves
→↓↘ + P: Tomahawk Buster, also known as Rising Hawk. Hawk becomes invulnerable for a split second, crouches, then rises diagonally to the air while hitting the enemy. After that, he falls defenseless to the ground. The Jab and Strong versions hit only once and cause a full knockdown, while the Fierce one hits twice, being that the second active part causes a full knock down. This can go throw projectiles if timed late enough, and is Hawk's best anti-air move.
PPP (air): Condor Dive. If you press all punch buttons while ascending or just before the peak a jump, Hawk will hover in the air for a brief moment, then dive diagonally towards your enemy. This move causes a full knock down if it hits, but has long recovery and push back. It is a good move to punish projectiles and other long recovery moves. It can also be used as a dash, after knocking the enemy down or using a typhoon, to close the gap and pressure him on wake-up.
→↓←↑ (any order) + P: Mexican Typhoon. T.Hawk grabs the enemy by the face, jumps while flipping them, then smashes their head on the ground for high damage. The Jab version does the least damage and recovers the fastest while the Fierce one does more damage but takes slightly more time to recover. This is Hawk's main attack tool. It has better range than any other throw but Zangief's Spinning Pile Driver and can be made safe with the use of negative edge. After attacking the enemy, press all punch buttons, move the joystick in a 360% motion and simply release the buttons one-by-one by the time you think the enemy recovers from block or hitstun. If in range, he will get thrown, otherwise, you will not whiff any moves, being ready to block or act any way you want.
The Basics
O.Hawk has significantly better normals than N.Hawk. This allows him to use more of his normals in footsies, creating more openings for either punishing with normals or walking in for the Typhoon. After Hawk uses a Typhoon, he can close the gap with a Condor Dive relatively close to the ground. After a knockdown, Hawk usually wants to apply great pressure on the enemy's wake-up with wither a jumping Forward or Fierce aerial cross-up, safe jump then tick into Typhoons or a ground normal as a tick move. Other than O.Hawks ground game, he can use jumping Jab, as it has very good priority; diagonal jumping Fierce, which hits very low, beating moves most characters can't; and Condor Dive, which punishes anti-air sweep attempts and long recovery moves in general, such as a Hadouken.