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== AE Changes == | == AE Changes == | ||
* Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit. | |||
* Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish. | |||
* Neutral Jumping Hard Kick has slightly more active frames. | |||
* EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end. | |||
* Light Punch Condor Spire's hitbox was extended forward. | |||
* Condor Spire's meter gain upon activation was increased. | |||
* Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5. | |||
* Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack. | |||
Revision as of 22:05, 2 June 2011


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 every brainwashing another person ever again.
In a nutshell
Grapplers have always been on one extreme of the Fighting Game spectrum: slow, large, and tough to get in on the opponent. But T.Hawk may be the extreme of extremes: moreso than any other Grappler in the game, T.Hawk requires a ton of work to break the defense of the opponent. His Normal Moves aren't as effective as other Grapplers, so it's harder to play footsies with him. However, once he gets in, he becomes extremely dangerous, especially thanks to the Light Punch Mexican Typhoon, which leaves him in prime position to continue the offense.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE Changes
- Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit.
- Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish.
- Neutral Jumping Hard Kick has slightly more active frames.
- EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end.
- Light Punch Condor Spire's hitbox was extended forward.
- Condor Spire's meter gain upon activation was increased.
- Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.
- Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.
The Basics
Combos
Strategy
Matchups
Frame Data