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{{SSFIVMoveListRow | Raging Slash | hcb hcb + 3p | Cannot hit grounded opponents }} | {{SSFIVMoveListRow | Raging Slash | hcb hcb + 3p | Cannot hit grounded opponents }} | ||
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== AE ver. 2012 Changes == | |||
''Crouching Heavy Kick'' | |||
Adjusted block stun to be 2F longer when first hit is blocked. | |||
Made hurtbox (only) near head invincible to projectiles during the move. As a result, Sagat’s High Tiger Shot and similar moves can now be avoided. | |||
''Medium Tomahawk Buster'' | |||
Made throw-invincible from the start of the move until airborne. | |||
''Heavy Body Press'' | |||
Allowed activation from vertical jump. | |||
''Heavy Shoulder'' | |||
Allowed activation from vertical jump. | |||
''Thrust Peak'' | |||
Increased hit stun by 1F, leaving attacker with a -4F (dis)advantage on a hit. | |||
''EX Condor Dive'' | |||
Made projectile invincibility last until the end of the move on a hit. As before on a block. | |||
''Close Standing Heavy Kick'' | |||
Changed startup from 8F to 7F, making the move’s total frame count 1F shorter at 23F. | |||
Changed to inflict knockdown damage on a hit, and made EX Tomahawk Buster the only move that can hit the knocked down opponent in that case. | |||
''Raging Slash'' | |||
Made easy command mode input the same as SSF4. | |||
Revision as of 21:18, 15 December 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
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.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE ver. 2012 Changes
Crouching Heavy Kick
Adjusted block stun to be 2F longer when first hit is blocked. Made hurtbox (only) near head invincible to projectiles during the move. As a result, Sagat’s High Tiger Shot and similar moves can now be avoided.
Medium Tomahawk Buster
Made throw-invincible from the start of the move until airborne.
Heavy Body Press
Allowed activation from vertical jump.
Heavy Shoulder
Allowed activation from vertical jump.
Thrust Peak
Increased hit stun by 1F, leaving attacker with a -4F (dis)advantage on a hit.
EX Condor Dive
Made projectile invincibility last until the end of the move on a hit. As before on a block.
Close Standing Heavy Kick
Changed startup from 8F to 7F, making the move’s total frame count 1F shorter at 23F. Changed to inflict knockdown damage on a hit, and made EX Tomahawk Buster the only move that can hit the knocked down opponent in that case.
Raging Slash
Made easy command mode input the same as SSF4.
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