Super Street Fighter 2 Turbo/O. T. Hawk: Difference between revisions

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===Special Moves===
===Special Moves===
*<b>Mexican Typhoon:</b> (360 + P)
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage (Jab) || align="center" | 27
|-
| align="center" | Damage (Strng) || align="center" | 30
|-
| align="center" | Damage (Frc) || align="center" | 32
|}
The same as N.T.Hawk's.
*<b>Tomahawk Buster a.k.a. Rising Hawk:</b> (→↓↘ + P)
*<b>Tomahawk Buster a.k.a. Rising Hawk:</b> (→↓↘ + P)
*<b>Jab/Strong Version:</b>
*<b>Jab/Strong Version:</b>
Line 550: Line 560:
| align="center" | Simplified (Frc) || align="center" colspan="6" | ?
| align="center" | Simplified (Frc) || align="center" colspan="6" | ?
|}
|}
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 through projectiles if timed late enough, and is Hawk's best anti-air move.
Unlike N.T.Hawk's, all versions can pass though projectiles.


*<b>Condor Dive:</b> (In Air, Jab + Strong + Fierce)
*<b>Condor Dive:</b> (In Air, Jab + Strong + Fierce)
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| align="center" | Simplified || align="center" colspan="5" | ∞ || align="center" | ?
| align="center" | Simplified || align="center" colspan="5" | ∞ || align="center" | ?
|}
|}
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.
The same as N.T.Hawk's.


*<b>Mexican Typhoon:</b> (360 + P)
--[[User:Born2SPD|Born2SPD]]
{| border="1em" cellspacing="0"  style="border: 1px solid #999;"
| align="center" | Damage (Jab) || align="center" | 27
|-
| align="center" | Damage (Strng) || align="center" | 30
|-
| align="center" | Damage (Frc) || align="center" | 32
|}
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==
==The Basics==

Revision as of 15:41, 23 April 2011

Old T. Hawk's portrait in Super Turbo

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
Thawk-old1.gif Thawk-old2.gif

--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.

Move Analysis

Only the differences from the N. version will be commented, for info about them check the N.T.Hawk page. Note that at most standing moves, N.T.Hawk's middle vulnerable body hitbox is a bit bigger, this probably is a consequence of the new standing hitbox that CAPCOM put in N.Hawk, but that does not seen to affect the efficiency of these moves at all.

Normal Moves

Ground Normals

  • Close/Far Standing Jab:
Damage 3 File:OTHawk stjab1.png File:OTHawk stjab2.png File:OTHawk stjab3.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 4 4

Has the vulnerable part in the back a bit smaller than the N.T.Hawk version.

  • Crouching Jab:
Damage 3 OTHawk crjab1 crstrng1.png OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crjab3.png OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Chain Cancel Yes
Special Cancel Yes
Frame Count 2 1 4 4
Simplified 3 4 4

The hitbox is much fatter and slightly longer which makes it a better anti aerial and allows it to beat some low normals which N.T.Hawk's cr.Jab can not.

  • Close Standing Strong:
Damage 15 OTHawk stclstrng1.png OTHawk stclstrng2.png OTHawk stclstrng3.png OTHawk stclstrng4.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 3 6 5
Simplified 3 9 5

The hitbox in the back is a bit bigger, like some other standing normals, but thats meaningless.

  • Far Standing Strong:
Damage 15 OTHawk stfarstrng1.png OTHawk stfarstrng2&4.png OTHawk stfarstrng3.png OTHawk stfarstrng2&4.png
Chain Cancel No
Special Cancel No
Frame Count 3 2 7 7
Simplified 5 7 7

The active hitbox is a bit bigger upwards and downwards, the last is the most important; it will not miss crouching Blanka, Guile, Chun Li, Cammy and M.Bison(Dictator).

  • Crouching Strong:
Damage 15 OTHawk crjab1 crstrng1.png OTHawk crstrng2.png OTHawk crstrng3.png
Chain Cancel No
Special Cancel No
Frame Count 6 8 7

Does not has the stray hitbox in the recovery animation, which makes this move a lot better.

  • Close Standing Fierce:
Damage 12+12 OTHawk stclfrc1.png OTHawk stclfrc2.png OTHawk stclfrc3.png OTHawk stclfrc4.png OTHawk stclfrc5.png
Chain Cancel No
Special Cancel No
Frame Count 4 4 6 6 9
Simplified 8 6 6 9

Exactly the same as the N.T.Hawk version of this move.

  • Far Standing Fierce:
Damage 17 OTHawk stfarfrc1.png OTHawk stfarfrc2.png OTHawk stfarfrc3.png OTHawk stfarfrc4.png OTHawk stfarfrc5.png OTHawk stfarfrc6.png
Chain Cancel No
Special Cancel No
Frame Count 5 5 8 4 4 5
Simplified 10 8 13

The size of the active hitbox is the same, but its positioned some pixels forward, giving it better priority and range. The vulnerable hitbox is a bit bigger in the back, like some other normals, but it will hardly affect anything.

  • Crouching Fierce:
Damage 18+12 OTHawk crfrc1.png OTHawk crfrc2.png OTHawk crfrc3.png OTHawk crfrc4.png OTHawk crfrc5.png OTHawk crfrc6.png
Chain Cancel No
Special Cancel No
Frame Count 4 4 6 8 3 7
Simplified 8 6 8 10

The second active hitbox is a lot more bigger than the N.T.Hawk's version, but it has less horizontal range. Probably the only normal that N. version has better.

  • Close Standing Short:
Damage 11 OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk stclshrt2.png OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 4 4

The active hitbox is bigger and the vulnerable hitbox is bigger in the back, changes that don't affect the usage of this move at all.

  • Far Standing Short:
Damage 11 OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk stfarshrt2&4 stclrh6.png OTHawk stfarshrt3.png OTHawk stfarshrt2&4 stclrh6.png
Chain Cancel No
Special Cancel No
Frame Count 2 2 5 4
Simplified 4 5 4

The active hitbox is a bit bigger downwards, but its no big deal.

  • Crouching Short:
Damage 3 OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crshrt2&4.png OTHawk crshrt3.png OTHawk crshrt2&4.png
Chain Cancel No
Special Cancel Yes
Frame Count 2 1 4 5
Simplified 3 4 5

Exactly the same as the N.T.Hawk version of this move.

  • Close Standing Forward:
Damage 15 OTHawk stclfrwrd1&3.png OTHawk stclfrwrd2.png OTHawk stclfrwrd1&3.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 8 7

Again, just bigger vulnerable hitbox.

  • Far Standing Forward:
Damage 15 OTHawk stfarfrwrd1.png OTHawk stfarfrwrd2.png OTHawk stfarfrwrd3.png OTHawk stclshrt1&3 stfarshrt1 stfarfrwrd4.png OTHawk stfarfrwrd5 stfarrh1.png
Chain Cancel No
Special Cancel No
Frame Count 4 4 4 3 4
Simplified 8 4 7

Smaller middle body vulnerable hitbox and bigger active hitbox to upwards, which makes it a better anti aerial, but thats not the purpose of this move.

  • Crouching Forward:
Damage 15 OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png OTHawk crfrwrd2.png OTHawk crfrwrd3.png OTHawk crfrwrd4.png
Chain Cancel No
Special Cancel No
Frame Count 3 3 6 5
Simplified 6 6 5

Bigger active hitbox which gives this moves a lot better priority and range. Helps against Guile.

  • Close Standing Roundhouse:
Damage 17 OTHawk stclrh1.png OTHawk stclrh2.png OTHawk stclrh3.png OTHawk stclrh4.png OTHawk stclrh5.png OTHawk stfarshrt2&4 stclrh6.png OTHawk stclrh7.png
Chain Cancel No
Special Cancel No
Frame Count 2 2 2 2 8 5 6
Simplified 8 8 11

Smaller middle body hitbox in some animation frames and fatter active hitbox: it will not miss crouching Blanka and Cammy.

  • Far Standing Roundhouse:
Damage 17 OTHawk stfarfrwrd5 stfarrh1.png OTHawk stfarrh2&7.png OTHawk stfarrh3.png OTHawk stfarrh4.png OTHawk stfarrh5.png OTHawk stfarrh6.png OTHawk stfarrh2&7.png
Chain Cancel No
Special Cancel No
Frame Count 3 3 5 8 4 6 7
Simplified 11 8 17

O.T.Hawk's version has a bit less range, but it will not miss crouching Blanka, Cammy and M.Bison(Dictator), which do helps in these matches (all hard ones).

  • Crouching Roundhouse:
Damage 17/12 OTHawk crrh1.png OTHawk crrh2.png OTHawk crrh3.png OTHawk crrh4.png OTHawk crrh5.png OTHawk crjab2&4 crshrt1 crfrwrd1 crrh6.png
Chain Cancel No
Special Cancel No
Frame Count 6 7 6 8 6 7
Simplified 6 7 6 8 13

The only normal which different frame count. It is a lot more faster than N.T.Hawk's version.

Aerial Normals

  • Neutral Jumping Jab:
Damage 12 OTHawk njjab1 djjab1 njstrng1&3 djstrng1&3.png OTHawk njjab2.png
Chain Cancel No
Special Cancel Yes
Frame Count 3

Unchanged in the N. version.

  • Diagonal Jumping Jab:
Damage 12 OTHawk njjab1 djjab1 njstrng1&3 djstrng1&3.png OTHawk djjab2.png
Chain Cancel No
Special Cancel Yes
Frame Count 3

The same.

  • Neutral/Diagonal Jumping Strong:
Damage 15 OTHawk njjab1 djjab1 njstrng1&3 djstrng1&3.png OTHawk njstrng2 djstrng2.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 5 14

The N. Version of this move was completely nerfed. Fortunately, this was not very used in the first place.

  • Neutral Jumping Fierce:
Damage 17 OTHawk njfrc1&4.png OTHawk njfrc2.png OTHawk njfrc3.png OTHawk njfrc1&4.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 2 5 12 5
Simplified 7 12

The hitbox in bigger, which do makes it a bit better, but the vertical priority is the same.

  • Diagonal Jumping Fierce:
Damage 17 OTHawk djfrc1.png OTHawk djfrc2.png OTHawk djfrc3.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 5 2 11
Simplified 5 13

A lot better than the N. version. The first active animation has a godo air to air hotbo while the N.T.Hawks version got completely nerfed. But the most important part is in the second active part: it can crossup and htis very low, which allows you to beat Dhalsim's slide, which most characters can not.

  • Neutral Jumping Short:
Damage 12 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png
Chain Cancel No
Special Cancel No
Frame Count 2 3
Simplified 5

The active hitbox is considerably bigger upwards, but this move does not has much use.

  • Diagonal Jumping Short:
Damage 12 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png
Chain Cancel No
Special Cancel No
Frame Count 2 2
Simplified 4

Exactly the same.

  • Neutral Jumping Forward:
Damage 15 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njshrt3 djshrt3 njfrwrd3.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 2 3 13 3
Simplified 5 13

Liek the Short version, the hitbox is smaller, but that move is not used much in the first place.

  • Diagonal Jumping Forward:
Damage 15 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njshrt2 djshrt2 njfrwrd2&4 djfrwrd2.png OTHawk djfrwrd3.png OTHawk djfrwrd4 djrh4.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 3 2 16 6
Simplified 5 16

The same.

  • Neutral Jumping Roundhouse:
Damage 17 OTHawk njshrt1 djshrt1 njfrwrd1 djfrwrd1 njrh1.png OTHawk njrh2&4.png OTHawk njrh3.png OTHawk njrh2&4.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 2 5 12 4
Simplified 7 12

Bigger hitbox which covers T.Hawk's entire legs that do makes it better, but that normal is not used much.

  • Diagonal Jumping Roundhouse:
Damage 17 OTHawk djrh1.png OTHawk djrh2.png OTHawk djrh3.png OTHawk djfrwrd4 djrh4.png OTHawk njstrng4 djstrng4 njfrc5 djfrc4 njfrwrd5 djfrwrd5 njrh5 djrh5.png
Chain Cancel No
Special Cancel No
Frame Count 2 4 8 6
Simplified 6 8

The hitbox is considerably bigger: allows T.Hawk's to crossup with it. It also has better priority by 1 or 2 pixels.

--Born2SPD

Command Normals

  • Downward Jab: (On ground, ←/→ + Jab)
Damage 3 OTHawk cjab1.png OTHawk cjab2.png OTHawk cjab3.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 4 4

Yet again, just smaller vulnerable hitboxes in the back.

  • Elbow Drop: (Jump diagonally, ↙/↓/↘ + Strong)
Damage 15 OTHawk elbow1&3.png OTHawk elbow2.png OTHawk elbow1&3.png OTHawk elbow4.png
Chain Cancel No
Special Cancel No
Frame Count 5 30 4
Simplified 5 30

The active hitbox is fatter, but its not used much in the first place.

  • Body Slam: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage 18 OTHawk splash1.png OTHawk splash2.png OTHawk splash3.png
Chain Cancel No
Special Cancel No
Frame Count 3 4
Simplified 7

Stays out until Hawk lands. Unlike N.Hawk's version, this one can crossup, leaving opponents in line for some great dizzy/damage combos. One of the main reasons why O.Hawk is better.

--Born2SPD

Special Moves

  • Mexican Typhoon: (360 + P)
Damage (Jab) 27
Damage (Strng) 30
Damage (Frc) 32

The same as N.T.Hawk's.

  • Tomahawk Buster a.k.a. Rising Hawk: (→↓↘ + P)
  • Jab/Strong Version:
Damage 20 OTHawk tb1.png OTHawk tb2.png OTHawk tb3.png OTHawk tb4.png
Frame Count (Jab) ? ? ? ?
Simplified (Jab) ? ?
Frame Count (Strng) ? ? ? ?
Simplified (Strng) ? ?
  • Fierce Version:
Damage 20+9 OTHawk tb1.png OTHawk tb2.png OTHawk tb3.png OTHawk tb4.png
Frame Count ? ? ? ?
Simplified ? ? ?
  • Recovery:
File:OTHawk tb5.png OTHawk tb6.png OTHawk tb7.png OTHawk tb8.png OTHawk tb9.png OTHawk tb10.png
Frame Count (Jab) ? ? ? ? ? ?
Simplified (Jab) ?
Frame Count (Strng) ? ? ? ? ? ?
Simplified (Strng) ?
Frame Count (Frc) ? ? ? ? ? ?
Simplified (Frc) ?

Unlike N.T.Hawk's, all versions can pass though projectiles.

  • Condor Dive: (In Air, Jab + Strong + Fierce)
Damage 20 OTHawk dive1.png OTHawk dive2.png File:OTHawk dive3.png OTHawk dive4.png OTHawk dive5.png OTHawk dive6.png OTHawk dive7.png
Frame Count ? ? ? ? ? ?
Simplified ? ?
  • Bounce:
OTHawk diveb1.png OTHawk diveb2.png OTHawk diveb3.png OTHawk diveb4.png OTHawk diveb5.png OTHawk diveb6.png
Frame Count ? ? ? ? ?
Simplified ?

The same as N.T.Hawk's.

--Born2SPD

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.

Advanced Strategy

Option-Select ticks

T. Hawk's main weapon is his Mexican Typhoon throw. Most other tools O.T. Hawk has often find use due to the enemy's (justified) fear of the Mexican Typhoon. Anyway, his strongest strategy is related to the Mexican Typhoon itself, using negative edge so as to avoid whiffed normals.

Say you tick your opponent with any attack, then input a 360 motion and press a punch button for the Typhoon at the exact time he recovers from blockstun. This is a strong strategy, as it forces the enemy to use a reversal attack to avoid the throw. Not any reversal attack, in fact: it must be either a reversal throw, a reversal invulnerable special move or a reversal instantly-airbone move. With the exception of Zangief's Spinning Pile Driver, reversal throws can be dealt with by ticking so as to be outside their throw range. However, if the enemy reversals with an invulnerable move that also attacks, such as a Shoryuken or a Flash Kick, a punch will come out and Hawk will be hit while performing it. If the enemy becomes airbone, he will surely evade the throw and may also evade or even hit Hawk as he punches. Fortunately for T. Hawk, he has a way of not whiffing normals when attempting Typhoons, causing reversal special to whiff or get blocked. As a number of such attacks are unsafe on block, Hawk can throw them afterward and reset the situation.

Negative-edge typhoon

Hawk's most simple option select consists of using a cr.Jab as a tick attack, then quickly pressing the other punch buttons and buffering a 360 motion, ending in defensive crouch. As the enemy recovers from the Jab, release the buttons one-by-one in a quick succession, giving you three chances of obtaining a Typhoon. As you are releasing buttons, no attacks will come out, and eventual reversal attacks will either whiff or get blocked. For instance, Flash Kicks and Shoryukens are unsafe on block, and you can simply do a typhoon or Tomahawk Buster as they recover. Coupling this strategy with safe jumps, it may be very hard or impossible to avoid taking damage for most characters. Even though this is very hard to apply consistently, that's what makes T. Hawk a viable character in high level play.

Walk-up button-release typhoon

Whiff a normal just outside your enemy poke range, and buffer ↑←↓→ (hold) + punches (hold). Continue to hold → and release the punch buttons one by one in a quick succession as you enter the Typhoon range. This allows you to obtain a Typhoon quicker while advancing. Would one try a normal walk-up Typhoon, you could get hit before completing the motion.

Buster-Typhoon option select

Do a negative edge Typhoon, but after reaching down back, move the stick to down towards, and release the buttons. If done right, you will either obtain a Typhoon or a Tomahawk Buster. This is good when dealing with safe-on-block reversal attacks, such as Cammy's Cannon Spike, and moves that may allow the enemy to escape from a corner, such as Ryu's tatsus.

Hit-Confirm cross-up

If T. Hawk scores a knockdown at mid-screen and stays close to his opponent, he has a chance of ending the round right there. In order to do that, he use jumping Forward of Fierce splash to hit the enemy as a cross-up. After that, he can use cr.Jab into st.Jab, which give enough time to check if the combo was blocked or not. If the combo is not blocked, Hawk can cancel the st.Jab into the Tomahawk Buster, for another knockdown and, possibly, a dizzy, leading to another damaging combo. Else, he can use the option-select Typhoon.

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

Vs. Cammy:

Vs. Chun-Li:

Vs. Dee Jay:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Fei Long:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

Vs. Sagat:

Vs. T. Hawk:

Vs. Vega (claw):

Vs. Zangief:

Vs. O. Ken:

Vs. O. Sagat:

Vs. O. T. Hawk (self):

Template:Super Turbo