A. C. Glass (talk | contribs) No edit summary |
(→Frame Data: Updated to 2012 and notes) |
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| align="center" |60 | | align="center" |60 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |- | ||
| align="center" | | | align="center" |[Hit] limited juggle knockdown | ||
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|- | |- | ||
Line 389: | Line 389: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 496: | Line 496: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |6 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |- | | align="center" |- | ||
Line 585: | Line 585: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |Legs immune to projectiles until end of active frames, cannot hit | | align="center" |Legs immune to projectiles until end of active frames, cannot hit grounded opponents | ||
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|- | |- | ||
Line 597: | Line 597: | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |- | | align="center" |-7 | ||
| align="center" |- | | align="center" |-4 | ||
| align="center" | | | align="center" | | ||
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Line 655: | Line 655: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 669: | Line 669: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 683: | Line 683: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 697: | Line 697: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 711: | Line 711: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
| |Mexican Typhoon [[File:EX.gif]] | | |Mexican Typhoon [[File:EX.gif]] | ||
| align="center" |1. | | align="center" |1.49 | ||
| align="center" |200 | | align="center" |200 | ||
| align="center" |150 | | align="center" |150 | ||
Line 725: | Line 725: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~5f strike and projectile invincible, | | align="center" |1~5f strike and projectile invincible, hard knockdown | ||
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|- | |- | ||
Line 736: | Line 736: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |4*7 | | align="center" |4*7 | ||
| align="center" |17+11 | | align="center" |17 + After landing 11 | ||
| align="center" |-14 | | align="center" |-14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |5f~ airborne, knockdown | | align="center" |5f~ airborne, limited juggle knockdown | ||
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|- | |- | ||
Line 750: | Line 750: | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |4*7 | | align="center" |4*7 | ||
| align="center" |21+11 | | align="center" |21 + After landing 11 | ||
| align="center" |-18 | | align="center" |-18 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~5f upper body strike and projectile invincibility, 6f~ airborne, knockdown | | align="center" |1~5f upper body strike and projectile invincibility, 1~5f unthrowable, 6f~ airborne, limited juggle knockdown | ||
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|- | |- | ||
Line 764: | Line 764: | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |4*7 | | align="center" |4*7 | ||
| align="center" |26+11 | | align="center" |26 + After landing 11 | ||
| align="center" |-23 | | align="center" |-23 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~7f upper body strike and projectile invincibility, 8~11f strike and projectile invincible, 8f~ airborne, knockdown | | align="center" |1~7f upper body strike and projectile invincibility, 8~11f strike and projectile invincible, 8f~ airborne, limited juggle knockdown | ||
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|- | |- | ||
Line 778: | Line 778: | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |4*7 | | align="center" |4*7 | ||
| align="center" |29+11 | | align="center" |29 + After landing 11 | ||
| align="center" |-26 | | align="center" |-26 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~7f Invincible, 5f~ airborne, knockdown | | align="center" |1~7f Invincible, 5f~ airborne, limited juggle knockdown | ||
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|- | |- | ||
Line 795: | Line 795: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |limited juggle knockdown, armor break | ||
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|- | |- | ||
Line 809: | Line 809: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |limited juggle knockdown, [hit] projectile invincible through recovery, armor break, pursuit property, [] refers to jump version, immune to projectiles until landing | ||
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|- | |- | ||
Line 820: | Line 820: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |4+7 | | align="center" |4 + After landing 7 | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown | | align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown | ||
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|- | |- | ||
Line 834: | Line 834: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |4+7 | | align="center" |4 + After landing 7 | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown | | align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown | ||
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|- | |- | ||
Line 848: | Line 848: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |5+7 | | align="center" |5 + After landing 7 | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown | | align="center" |6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown | ||
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|- | |- | ||
Line 862: | Line 862: | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |4+7 | | align="center" |4 + After landing 7 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |6~14f strike invincible, 1~27f projectile invincible (24f legs only | | align="center" |6~14f strike invincible, 1~27f projectile invincible (24f onwards legs only) , 6f~ airborne, [air hit] limited juggle knockdown | ||
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|- | |- | ||
Line 879: | Line 879: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |2f Invincible, | | align="center" |2f Invincible, hard knockdown | ||
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|- | |- | ||
Line 893: | Line 893: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1f Invincible, | | align="center" |1f Invincible, hard knockdown | ||
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|- | |- | ||
Line 904: | Line 904: | ||
| align="center" |0+3 | | align="center" |0+3 | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |18+26 | | align="center" |18 + After landing 26 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |1~8f Invincible, 1f~ airborne, | | align="center" |1~8f Invincible, 1f~ airborne, hard knockdown | ||
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|- | |- |
Revision as of 08:09, 14 November 2012


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