Ultra Street Fighter IV/T. Hawk: Difference between revisions

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{{USFIVCharacterHeader|T. Hawk|THawk|
{{USFIVCharacterHeader|T. Hawk|THawk|
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.
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 ever brainwashing another person ever again.
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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.}}
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.}}

Revision as of 01:02, 18 November 2013

Ultra Street Fighter IVUSFIV-Header.png

T. Hawk

SSFIV-THawk Face.jpg

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 ever 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.


Ultra SFIV Changes

TBW


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex version can be canceled into ex Condor Dive if connected; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex version: Press all Kicks {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png armorbreak only during ex ; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Cannot hit grounded opponents {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

  • Vs. Abel

TBW


  • Vs. Adon

TBW


  • Vs. Akuma

TBW


  • Vs. Balrog

TBW


  • Vs. Blanka

TBW


  • Vs. C. Viper

TBW


  • Vs. Cammy

TBW


  • Vs. Chun Li

TBW


  • Vs. Cody

TBW


  • Vs. Dan

TBW


  • Vs. Dee Jay

TBW


  • Vs. Dhalsim

TBW


  • Vs. Dudley

TBW


  • Vs. E. Honda

TBW


  • Vs. Elena

TBW


  • Vs. El Fuerte

TBW


  • Vs. Evil Ryu

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

TBW


  • Vs. Guile

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Hugo

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. Makoto

TBW


  • Vs. M. Bison

TBW


  • Vs. Oni

TBW


  • Vs. Poison

TBW


  • Vs. Rolento

TBW


  • Vs. Rose

TBW


  • Vs. Rufus

TBW


  • Vs. Ryu

TBW


  • Vs. Sagat

TBW


  • Vs. Sakura

TBW


  • Vs. Seth

TBW


  • Vs. T. Hawk

TBW


  • Vs. Vega

TBW


  • Vs. Yang

TBW


  • Vs. Yun

TBW


  • Vs. Zangief

TBW

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 40 50 20 ch/sp/su 3 2 6 +3 +7
Close Strong.gif HL 70 100 40 sp/su 5 4 10 0 +6 Forces stand
Close Fierce.gif HL 130 200 60 - 8 3 14 +1 +6 +5 Hit advantage on crouching opponents
Close Short.gif HL 30 50 20 sp/su 3 3 10 -2 +1
Close Forward.gif HL 90 100 40 sp/su 6 3 12 -1 +2
Close Roundhouse.gif HL 140 200 60 - 7 3 14 0 - [Hit] limited juggle knockdown
Far Jab.gif HL 40 50 20 sp/su 4 2 7 +3 +6
Far Strong.gif HL 90 100 40 - 6 3 12 -1 +2
Far Fierce.gif HL 120 200 60 - 8 2 21 -5 -1
Far Short.gif HL 30 50 20 sp/su 4 4 9 -2 +1
Far Forward.gif HL 70 100 40 - 6 3 11 0 +3
Far Roundhouse.gif HL 120 200 60 - 10 5 22 -7 -3
crouch Jab.gif HL 30 50 20 ch/sp/su 4 3 8 0 +3
crouch Strong.gif HL 80 100 40 - 6 3 13 -2 +1
crouch Fierce.gif HL 90*50 100*100 60*20 - 8 2*3 20 -5 -1
crouch Short.gif L 40 50 20 sp/su 4 3 8 0 +3
crouch Forward.gif L 70 100 40 - 6 4 12 -2 +1
crouch Roundhouse.gif L 120*50 100*100 30*30 - 11 2(9)2 20 -7 - Hard knockdown
Jump up Jab.gif H 60 50 20 sp 4 4 - - - Legs immune to projectiles until end of active frames
Jump up Strong.gif H 90 100 40 - 6 5 - - - Legs immune to projectiles until end of active frames
Jump up Fierce.gif H 140 200 60 - 10 4 - - - Legs immune to projectiles until end of active frames
Jump up Short.gif H 50 50 20 - 4 3 - - - Legs immune to projectiles until end of active frames
Jump up Forward.gif H 90 100 40 - 7 3 - - - Legs immune to projectiles until end of active frames
Jump up Roundhouse.gif H 120 200 60 - 10 4 - - - Legs immune to projectiles until end of startup frames
Jump forward Jab.gif H 60 50 20 sp 4 6 - - - Legs immune to projectiles until end of active frames
Jump forward Strong.gif H 90 100 40 - 6 4 - - - Legs immune to projectiles until end of active frames
Jump forward Fierce.gif H 120 200 60 - 10 3 - - - Legs immune to projectiles until end of active frames
Jump forward Short.gif H 50 50 20 - 4 8 - - - Legs immune to projectiles until end of startup frames
Jump forward Forward.gif H 90 100 40 - 7 6 - - - Legs immune to projectiles until end of startup frames
Jump forward Roundhouse.gif H 120 200 60 - 10 5 - - - Legs immune to projectiles until end of startup frames
Heavy Body Press (Down.gif+Fierce.gif air) H 110 150 60 - 6 9 - - - Legs immune to projectiles until end of active frames
Heavy Shoulder (Down.gif+Strong.gif air) - 80 90 40 - 7 10 - - - Legs immune to projectiles until end of active frames, cannot hit grounded opponents
Thrust Peak (Downright.gif+Jab.gif) HL 40 50 20 sp/su 3 7 12 -7 -4
Focus Attack LVL1 HL 90 100 20 - 10+13 5 32 -21 -21
Focus Attack LVL2 HL 120 150 40 - 18+15 5 32 -15 -
Focus Attack LVL3 - 170 200 60 - 65 5 32 - -
Forward Throw 0.9 130 140 40 - 3 2 20 - - Hard knockdown
Back Throw 0.9 160 140 40 - 3 2 20 - - Hard knockdown
Mexican Typhoon Jab.gif 1.50 150 200 40/100 - 2 2 52 - - Hard knockdown
Mexican Typhoon Strong.gif 1.45 200 200 40/100 - 2 2 50 - - Hard knockdown
Mexican Typhoon Fierce.gif 1.40 230 200 40/100 - 2 2 48 - - Hard knockdown
Mexican Typhoon EX.gif 1.49 200 150 -250/0 - 4 2 47 - - 1~5f strike and projectile invincible, hard knockdown
Tomahawk Buster Jab.gif HL 130 200 30/40 - 5 4*7 17 + After landing 11 -14 - 5f~ airborne, limited juggle knockdown
Tomahawk Buster Strong.gif HL 150 200 30/40 - 6 4*7 21 + After landing 11 -18 - 1~5f upper body strike and projectile invincibility, 1~5f unthrowable, 6f~ airborne, limited juggle knockdown
Tomahawk Buster Fierce.gif HL 160 200 30/40 - 8 4*7 26 + After landing 11 -23 - 1~7f upper body strike and projectile invincibility, 8~11f strike and projectile invincible, 8f~ airborne, limited juggle knockdown
Tomahawk Buster EX.gif HL 80*50 150*150 -250/0 - 5 4*7 29 + After landing 11 -26 - 1~7f Invincible, 5f~ airborne, limited juggle knockdown
Condor Dive HL 120 100 20/30 - 11 until ground 22 - - limited juggle knockdown, armor break
Condor Dive EX.gif H 100[150] 50[100] -250/0 - 11 until ground 22 - - limited juggle knockdown, [hit] projectile invincible through recovery, armor break, pursuit property, [] refers to jump version, immune to projectiles until landing
Condor Spire Jab.gif HL 120 200 30/30 - 20 9 4 + After landing 7 -7 -5 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown
Condor Spire Strong.gif HL 120 200 30/30 - 20 10 4 + After landing 7 -8 -6 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown
Condor Spire Fierce.gif HL 120 200 30/30 - 20 11 5 + After landing 7 -10 -8 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] limited juggle knockdown
Condor Spire EX.gif HL 150 150 -250/0 - 15 9 4 + After landing 7 -3 - 6~14f strike invincible, 1~27f projectile invincible (24f onwards legs only) , 6f~ airborne, [air hit] limited juggle knockdown
Super Combo 1.53 430 0 -1000/0 - 1+0 2 41 - - 2f Invincible, hard knockdown
Ultra Combo 1 1.46 510 0 0/0 - 1+0 2 41 - - 1f Invincible, hard knockdown
Ultra Combo 2 1.63 450 0 0/0 - 0+3 6 18 + After landing 26 - - 1~8f Invincible, 1f~ airborne, hard knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: