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{{USFIV | {{Character Top USFIV | chara={{SUBPAGENAME}} }} | ||
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== Frame Data (At A Glance) == | == Frame Data (At A Glance) == |
Latest revision as of 14:04, 28 June 2025
Introduction
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.
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.
Pick if you like: | Avoid if you dislike: |
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Players to Watch
Koji KOG (JP), Native Impact (US)
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
|
Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
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T. Hawk | |
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Vitals | |
HP | 1100 |
Stun | 1100 |
W-Ultra Scaling | 60% |
Ground Movement | |
Forward Walk Speed | 0.0341 |
Backward Walk Speed | 0.03 |
Forward Dash Speed | 23 |
Back Dash Speed | 26 |
Forward Dash Distance | 1.10* |
Back Dash Distance | 0.80 |
Back Dash Invuln | 8 |
Back Dash Airborne | 11 |
Back Dash Ground Recovery | 7 |
Jumping | |
Jump Speed | 6+40* |
Jump Apex | 1.9 |
Forward Jump Distance | 1.75(1.76) |
Backward Jump Distance | 1.56(1.81) |
Throws | |
Forward Throw Range | 0.913 |
Back Throw Range | 0.913 |
Wake-up Timing | |
Face Up | 31 |
Face Down | 21 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
40 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 3 | 7 |
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 4 | 10 | 0 | 6 |
Close HP | Close ![]() |
130 | 200 | 60 | HL | - | 8 | 3 | 14 | 1 | 6[5] |
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 2 | 3 | 10 | -2 | 1 |
Close MK | Close ![]() |
90 | 100 | 40 | HL | sp/su | 6 | 3 | 12 | -1 | 2 |
Close HK | Close ![]() |
140 | 200 | 60 | HL | - | 7 | 3 | 14 | 0 | - |
Far LP | Far ![]() |
40 | 50 | 20 | HL | sp/su | 4 | 2 | 7 | 3 | 6 |
Far MP | Far ![]() |
90 | 100 | 40 | HL | - | 6 | 3 | 12 | -1 | 2 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 2 | 21 | -5 | -1 |
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 4 | 9 | -2 | 1 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 6 | 3 | 11 | 0 | 3 |
Far HK | Far ![]() |
120 | 200 | 60 | HL | - | 10 | 5 | 22 | -5 | -3 |
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 8 | 0 | 3 |
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | - | 6 | 3 | 13 | -2 | 1 |
Crouch HP | Crouch ![]() |
90*50 | 100*100 | 60*20 | HL | - | 8 | 2*3 | 20 | -5 | -1 |
Crouch LK | Crouch ![]() |
40 | 50 | 20 | L | sp/su | 4 | 3 | 8 | 0 | 3 |
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 4 | 12 | -2 | 1 |
Crouch HK | Crouch ![]() |
120*50 | 100*100 | 30*30 | L | - | 11 | 2(9)2 | 20 | -7 | - |
Thrust Peak | ![]() ![]() |
40 | 50 | 20 | HL | sp/su | 3 | 7 | 12 | -7 | -4 |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
60 | 50 | 20 | H | sp | 4 | 4 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 6 | 5 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
140 | 200 | 60 | H | - | 10 | 4 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 3 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 7 | 3 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
120 | 200 | 60 | H | - | 10 | 4 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
60 | 50 | 20 | H | sp | 4 | 6 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
90 | 100 | 40 | H | - | 6 | 4 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
120 | 200 | 60 | H | - | 10 | 3 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
90 | 100 | 40 | H | - | 7 | 6 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
120 | 200 | 60 | H | - | 10 | 5 | - | - | - |
Heavy Shoulder | Air ![]() ![]() |
80 | 90 | 40 | - | - | 7 | 10 | - | - | - |
Heavy Body Press | Air ![]() ![]() |
110 | 150 | 60 | H | - | 6 | 9 | - | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Focus Attack (Level 1) | Level 1 Focus | 90 | 100 | 20 | HL | - | 10+13 | 5 | 32 | -21 | -21 |
Focus Attack (Level 2) | Level 2 Focus | 120 | 150 | 40 | HL | - | 18+15 | 5 | 32 | -15 | - |
Focus Attack (Level 3) | Level 3 Focus | 170 | 200 | 60 | - | - | 65 | 5 | 32 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 120 | 100 | 20 | HL | - | 10+13 | 5 | 32 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 180 | 150 | 40 | HL | - | 18+15 | 5 | 32 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 255 | 200 | 60 | - | - | 65 | 5 | 32 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 120 | 100 | 20 | HL | - | 10+13 | 5 | 32 | -15 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neck Hanging Tree | Forward Throw | 130 | 140 | 40 | 0.913 | - | 3 | 2 | 20 | - | - |
Mexican Throw | Back Throw | 160 | 140 | 40 | 0.913 | - | 3 | 2 | 20 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Mexican Typhoon | Mexican Typhoon ![]() |
150 | 200 | 40/100 | 1.544 | - | 2 | 2 | 52 | - | - |
Mexican Typhoon ![]() |
200 | 200 | 40/100 | 1.454 | - | 2 | 2 | 50 | - | - | |
Mexican Typhoon ![]() |
230 | 200 | 40/100 | 1.404 | - | 2 | 2 | 48 | - | - | |
EX Mexican Typhoon | Mexican Typhoon ![]() |
200 | 150 | -250/0 | 1.494 | - | 4 | 2 | 47 | - | - |
Tomahawk Buster | Tomahawk Buster ![]() |
130 | 200 | 30/40 | HL | - | 4 | 4*7 | 17 + After landing 10 | -14 | - |
Tomahawk Buster ![]() |
90*60 | 150*50 | 30/30*10 | HL | su*- | 6 | 4*7 | 21 + After landing 11 | -18 | - | |
Tomahawk Buster ![]() |
160 | 200 | 30/40 | HL | - | 8 | 4*7 | 26 + After landing 11 | -23 | - | |
EX Tomahawk Buster | Tomahawk Buster ![]() |
80*50 | 150*150 | -250/0 | HL | su*- | 5 | 4*7 | 29 + After landing 11 | -26 | - |
Condor Dive | Condor Dive | 120 | 100 | 20/30 | HL | - | 11 | until ground | 22 | -26 | - |
EX Condor Dive | EX Condor Dive | 100[150] | 50[100] | -250/0 | H | - | 11 | until ground | 22 | -25 | - |
Condor Spire | Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 15 | 9 | 4 + After landing 7 [4 + After landing 17] | -7 | -2 |
Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 17 | 10 | 4 + After landing 7 [4 + After landing 17] | -8 | -6 | |
Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 20 | 11 | 4 + After landing 7 [4 + After landing 17] | -10 | -8 | |
EX Condor Spire | Condor Spire ![]() |
120 | 150 | -250/0 | HL | - | 15 | 9 | 4 + After landing 7 [4 + After landing 11] | -3 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Double Typhoon | Super Combo | 430 | 0 | -1000/0 | 1.506 | - | 1+0 | 2 | 41 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Raging Typhoon | Ultra Combo 1 | 510 | 0 | 0/0 | 1.466 | - | 1+0 | 2 | 41 | - | - |
Raging Slash | Ultra Combo 2 | 450 | 0 | 0/0 | 1.63 | - | 0+3 | 6 | 18 + After landing 26 | - | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close ![]() |
|
~~ Uses and Strategies ~~ 3f normal, your fastest option besides command grab and Thrust Peak. Chainable into lights and great tick throw point. | ||||
File:No image.png |
Close MP |
Close Strong | Close ![]() |
|
~~ Uses and Strategies ~~ Solid close range anti air and your main normal to cancel with. On some characters Close | ||||
File:No image.png |
Close HP |
Close Fierce | Close ![]() |
|
~~ Uses and Strategies ~~ This normal deals a lot of stun and leaves T.Hawk at +6 on hit. Links into normals are posible, but usually outdamaged by Cancelling your mediums into specials. However, on wide characters like Hakan or Rufus, it is possible to link | ||||
File:No image.png |
Close LK |
Close Short | Close ![]() |
|
~~ Uses and Strategies ~~ Another 3f normal, but deals less damage than Close | ||||
File:No image.png |
Close MK |
Close Forward | Close ![]() |
|
~~ Uses and Strategies ~~ Your strongest cancel but tends to whiff into any of the Tomahawk specials, unless the target is wide like Zangief or Hakan. | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close ![]() |
|
~~ Uses and Strategies ~~ Weird normal. It launchs the opponent but you can only combo either |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | ![]() |
|
~~ Uses and Strategies ~~ Solid move hitbox-wise, good frame data on top. | ||||
File:No image.png |
Far MP |
Far Strong | ![]() |
|
~~ Uses and Strategies ~~ Good poke. Hurtbox lingers for a while so can be whiff punished. | ||||
File:No image.png |
Far HP |
Far Fierce | ![]() |
|
~~ Uses and Strategies ~~ Pretty solid counterpoke, the priority on this is quite nice. | ||||
File:No image.png |
Far LK |
Far Short | ![]() |
|
~~ Uses and Strategies ~~ VERY far reaching light, and cancellable. A bit of an overlap with Crouch | ||||
File:No image.png |
Far MK |
Far Forward | ![]() |
|
~~ Uses and Strategies ~~ Solid option against lows. | ||||
File:No image.png |
Far HK |
Far Roundhouse | ![]() |
|
~~ Uses and Strategies ~~ Your longest reaching button. Often misses on crouching opponents, but not against taller characters. Pretty good anti-air against long range jumps trying to bait your DP, too. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ Chainable crouch jab. The hitbox on this normal is quite good and can be rapid-fired so it's your go-to option against moves like Blanka Ball on neutral | ||||
File:No image.png |
Crouch MP |
Crouch Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ Doesn't actually have a hitbox behind T.Hawk unlike what the animation would suggest. This remains as a fairly good poke still. | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ The cross-up killer. Be careful with using this as a regular anti-air since the most vertical hitbox is only behind T.Hawk. | ||||
File:No image.png |
Crouch LK |
Crouch Short | ![]() ![]() |
|
~~ Uses and Strategies ~~ Links into Close | ||||
File:No image.png |
Crouch MK |
Crouch Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~ Able to be canceled into Specials in Ultra, and by far T.Hawk's farthest reaching special cancellable medium normal. Can be canceled into Condor Spire specials at range to either be plus or whiff it and go for a grab set-up. The range can be very ambiguous | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ Multi-hit sweep. Can't be linked into unlike other characters but it can serve as a nice Focus punish button. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | ![]() ![]() |
|
~~ Uses and Strategies ~~ Fast air-to-air option on scrambles when both you and your opponent jumped in the air at the same time. | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | ![]() ![]() |
|
~~ Uses and Strategies ~~ Hits above T.Hawk midsection, making it alright to use it as an air-to-air from the ground against some long range jump-ins. | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | ![]() ![]() |
|
~~ Uses and Strategies ~~ The money-maker. 140 normal that hits below you, very slow to come out however. If you jump a command grab or stun the opponent, this is your go to for most scenarios. | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | ![]() ![]() |
|
~~ Uses and Strategies ~~ Fastest down-reaching normal from a neutral jump. | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | ![]() ![]() |
|
~~ Uses and Strategies ~~ Hits quite high, good for air-to airs in some scenarios. | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | ![]() ![]() |
|
~~ Uses and Strategies ~~ Slow, no good damage like |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Bizarrely special cancellable into Condor Dive. Death on block however, but on some characters, jump-in, | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Basically | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Prime jump-in option from close range, the hitbox is quite degenerate. Opponents can try to go under you however, use | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Looks like a cross-up but it isn't. Basically it's | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Very far reaching jump-in option. You can actually hit this pretty close to the ground unlike | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Basically a riskier version of |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Thrust Peak |
Thrust Peak | ![]() ![]() |
|
~~ Uses and Strategies ~~ Fastest anti-air, but absolutely horrid frame data, be sure to cancel this. This is a 3f normal that doesnt care about range, also, so in places where a link is possible, Thrust Peak acts as a reliable, but less damaging option. | ||||
File:No image.png |
Heavy Shoulder |
Shoulder Drop | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ Quite peculiar normal. It is coded to never hit a grounded opponent, but the hitbox itself is quite nice as an air-to-air and to punish certain moves reliably like Blanka Ball. Because of the first attribute, this normal is also used to make the opponent enter Proximity block animation so that they stay in place before you throw them. | ||||
File:No image.png |
Heavy Body Press |
Body Splash | (in air) ![]() ![]() |
|
~~ Uses and Strategies ~~ Grappler body splash, Crucial for T.Hawk because how close his command grab leaves him to the opponent. The priority is god awful however, basically any anti air and air-to-air beats it cleanly. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Neck Hanging Tree |
Forward Throw | ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Mexican Throw |
Back Throw | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Mexican Typhoon |
Spinning Pile Driver | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~
| ||||
File:No image.png |
Tomahawk Buster |
Uppercut | ![]() ![]() ![]() |
![]() ![]() ![]() |
~~ Uses and Strategies ~~
| ||||
File:No image.png |
Condor Dive |
Condor Dive | (in air) ![]() ![]() |
![]() ![]() |
~~ Uses and Strategies ~~
| ||||
File:No image.png |
Condor Spire |
Condor Spire | ![]() ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ All versions of Spire evade low attacks during travel.
|
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Double Typhoon |
Super Combo | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Typical grappler 720, instant startup and cannot be jumped after the superflash. However, T.Hawk has both very good uses of meter elsewhere, and difficulty to build it in the first place, so having it in the backpocket is quite uncommon. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Raging Typhoon |
Ultra Combo I | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Your actual 720 you will be able to use in most matches. Having it on stock will make players hesitant to end pressure close to you, and it acts as a superb punish for moves that, while normally safe, are minus on block. Decent oki as well, so dont be afraid to use even if it wont end the round afterwards. | ||||
File:No image.png |
Raging Slash |
Ultra Combo II | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Anti air Ultra. Improves your strike part of your strike/throw mixup by a lot. The motion plus the fact that it tends to whiff if opponents are already directly above T.Hawk make it unreliable at closer ranges. Can also be used to option select against short backdashes from a jump-in. If the opponent doesn't have important moves to punish, U2 will he generally more useful than U1. |
Frame Data
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close LP | Close ![]() |
40 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 10 | 3 | 7 | 11 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 5 | 4 | 10 | 18 | 0 | 6 | 14 | 20 | Distance restriction: 1.35 | Forces stand | Forces stand | Reset | Reset | - | - | - | - | - | - | - | |||
Close HP | Close ![]() |
130 | 200 | 60 | HL | - | 8 | 3 | 14 | 24 | 1 | 6[5] | 18 | 23[22] | [] refers to vs crouching | Reset | Reset | - | - | - | - | - | - | - | |||||
Close LK | Close ![]() |
30 | 50 | 20 | HL | sp/su | 3 | 3 | 10 | 15 | -2 | 1 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
90 | 100 | 40 | HL | sp/su | 6 | 3 | 12 | 20 | -1 | 2 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
140 | 200 | 60 | HL | - | 7 | 3 | 14 | 23 | 0 | - | 17 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Far LP | Far ![]() |
40 | 50 | 20 | HL | sp/su | 4 | 2 | 7 | 12 | 3 | 6 | 12 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
90 | 100 | 40 | HL | - | 6 | 3 | 12 | 20 | -1 | 2 | 14 | 17 | Distance restriction: 1.35 | Reset | Reset | - | - | - | - | - | - | - | |||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 2 | 21 | 30 | -5 | -1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
30 | 50 | 20 | HL | sp/su | 4 | 4 | 9 | 16 | -2 | 1 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 6 | 3 | 11 | 19 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
120 | 200 | 60 | HL | - | 10 | 5 | 22 | 36 | -5 | -3 | 22 | 24 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 8 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
80 | 100 | 40 | HL | - | 6 | 3 | 13 | 21 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
90*50 | 100*100 | 60*20 | HL | - | 8 | 2*3 | 20 | 32 | -5 | -1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LK | Crouch ![]() |
40 | 50 | 20 | L | sp/su | 4 | 3 | 8 | 14 | 0 | 3 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | sp/su | 6 | 4 | 12 | 21 | -2 | 1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
120*50 | 100*100 | 30*30 | L | - | 11 | 2(9)2 | 20 | 43 | -7 | - | 15 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Thrust Peak | ![]() ![]() |
40 | 50 | 20 | HL | sp/su | 3 | 7 | 12 | 21 | -7 | -4 | 12 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neutral Jump LP | Neutral Jump ![]() |
60 | 50 | 20 | H | sp | 4 | 4 | - | 7 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 6 | 5 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~11F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
140 | 200 | 60 | H | - | 10 | 4 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~13F | - | - | - | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 3 | - | 6 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
90 | 100 | 40 | H | - | 7 | 3 | - | 9 | - | - | Reset | Reset | - | - | - | Llower body: 1~9F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
120 | 200 | 60 | H | - | 10 | 4 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
60 | 50 | 20 | H | sp | 4 | 6 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
90 | 100 | 40 | H | - | 6 | 4 | - | 9 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
120 | 200 | 60 | H | - | 10 | 3 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~12F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
90 | 100 | 40 | H | - | 7 | 6 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
120 | 200 | 60 | H | - | 10 | 5 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~9F | - | - | - | ||||||||
Heavy Shoulder | Air ![]() ![]() |
80 | 90 | 40 | - | - | 7 | 10 | - | 16 | - | - | Cannot hit grounded | - | - | Reset | Reset | - | - | - | Lower body: 1~16F | - | - | - | |||||
Heavy Body Press | Air ![]() ![]() |
110 | 150 | 60 | H | - | 6 | 9 | - | 14 | - | - | Reset | Reset | - | - | - | Lower body: 1~15F | - | - | - | ||||||||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Focus Attack (Level 1) | Level 1 Focus | 90 | 100 | 20 | HL | - | 10+13 | 5 | 32 | 59 | -21 | -21 | 16 | 16 | Range: 2.154 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 120 | 150 | 40 | HL | - | 18+15 | 5 | 32 | 69 | -15 | - | 22 | - | Range: 2.154 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 170 | 200 | 60 | - | - | 65 | 5 | 32 | 101 | - | - | - | - | Range: 2.154, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~64F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 120 | 100 | 20 | HL | - | 10+13 | 5 | 32 | 59 | -21 | -21 | 16 | 16 | Range: 2.154, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 180 | 150 | 40 | HL | - | 18+15 | 5 | 32 | 69 | -15 | - | 22 | - | Range: 2.154, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 255 | 200 | 60 | - | - | 65 | 5 | 32 | 101 | - | - | - | - | Range: 2.154, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~65F | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 120 | 100 | 20 | HL | - | 10+13 | 5 | 32 | 59 | -15 | - | 22 | - | Range: 2.154, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Neck Hanging Tree | Forward Throw | 130 | 140 | 40 | 0.913 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Mexican Throw | Back Throw | 160 | 140 | 40 | 0.913 | - | 3 | 2 | 20 | 24 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Mexican Typhoon | Mexican Typhoon ![]() |
150 | 200 | 40/100 | 1.544 | - | 2 | 2 | 52 | 55 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | |||
Mexican Typhoon ![]() |
200 | 200 | 40/100 | 1.454 | - | 2 | 2 | 50 | 53 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||||
Mexican Typhoon ![]() |
230 | 200 | 40/100 | 1.404 | - | 2 | 2 | 48 | 51 | - | - | - | - | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||||
EX Mexican Typhoon | Mexican Typhoon ![]() |
200 | 150 | -250/0 | 1.494 | - | 4 | 2 | 47 | 52 | - | - | - | - | Opponent gains 50 meter on hit | X | Hard Knockdown | - | - | - | - | - | All: 1~5F | All: 1~5F | - | - | - | ||
Tomahawk Buster | Tomahawk Buster ![]() |
130 | 200 | 30/40 | HL | - | 4 | 4*7 | 17 + After landing 10 | 41 | -14 | - | 20 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 5F~ | - | ||||
Tomahawk Buster ![]() |
90*60 | 150*50 | 30/30*10 | HL | su*- | 6 | 4*7 | 21 + After landing 11 | 48 | -18 | - | 21 | - | [1st Hit]: Forces Stand, [2nd Hit]: Soft Knockdown | [1st Hit]: Forces Stand, [2nd Hit]: Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Upper body: 1~5F | Upper body: 1~5F | 1~5F | 6F~ | JP: 0*1 | |||||
Tomahawk Buster ![]() |
160 | 200 | 30/40 | HL | - | 8 | 4*7 | 26 + After landing 11 | 55 | -23 | - | 21 | - | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Upper body: 1~7F, All: 8~11F | Upper body: 1~7F, All: 8~11F | - | 8F~ | - | |||||
EX Tomahawk Buster | Tomahawk Buster ![]() |
80*50 | 150*150 | -250/0 | HL | su*- | 5 | 4*7 | 29 + After landing 11 | 55 | -26 | - | 21 | - | Opponent gains 20x2 meter on hit, 2nd hit floats higher on counterhit | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~7f | - | - | - | 5F~ | JP: 0*1 | |||
Condor Dive | Condor Dive | 120 | 100 | 20/30 | HL | - | 11 | until ground | 22 | - | -26 | - | - | - | If it hits as low as possible it does not cause recoil animation, builds 20 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||
EX Condor Dive | EX Condor Dive | 100[150] | 50[100] | -250/0 | H | - | 11 | until ground | 22 | - | -25 | - | - | - | [] refers to jump version, if it hits as low as possible does not perform recoil animation, opponent gains 15 meter on hit, 10 on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | 1F~ until landing, if hit connects also invincible through recovery | - | - | JP: 2 | ||
Condor Spire | Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 15 | 9 | 4 + After landing 7 [4 + After landing 17] | 34[44] | -7 | -2 | 23 | 28 | [] refers to on hit/block, builds 20 meter on block | Soft Knockdown | Soft Knockdown | - | - | Lower body: 6~19F | Lower body: 6~19F | - | 8F~ | - | |||||
Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 17 | 10 | 4 + After landing 7 [4 + After landing 17] | 37[47] | -8 | -6 | 23 | 28 | [] refers to on hit/block, builds 20 meter on block | Soft Knockdown | Soft Knockdown | - | - | Lower body: 6~19F | Lower body: 6~19F | - | 8F~ | - | ||||||
Condor Spire ![]() |
120 | 200 | 30/30 | HL | - | 20 | 11 | 4 + After landing 7 [4 + After landing 17] | 42[52] | -10 | -8 | 23 | 28 | [] refers to on hit/block, builds 20 meter on block | Soft Knockdown | Soft Knockdown | - | - | Lower body: 6~19F | Lower body: 6~19F | - | 8F~ | - | ||||||
EX Condor Spire | Condor Spire ![]() |
120 | 150 | -250/0 | HL | - | 15 | 9 | 4 + After landing 7 [4 + After landing 11] | 34[38] | -3 | - | 21 | - | [] refers to on hit/block, opponent gains 15 meter on hit, 10 on block | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | All: 6~14F | All: 1~23F, Legs: 24~27F | - | 6F~ | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Double Typhoon | Super Combo | 430 | 0 | -1000/0 | 1.506 | - | 1+0 | 2 | 41 | 43 | - | - | - | - | Opponent gains 20*180 meter on hit | X | Hard Knockdown | - | - | - | - | All: 2f | - | - | - | - | - | ||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |
Raging Typhoon | Ultra Combo 1 | 510 | 0 | 0/0 | 1.466 | - | 1+0 | 2 | 41 | 43 | - | - | - | - | Opponent gains 20*40 meter on hit | X | - | All: 1f | - | - | - | - | - | ||||||
Raging Slash | Ultra Combo 2 | 450 | 0 | 0/0 | 1.63 | - | 0+3 | 6 | 18 + After landing 26 | 52 | - | - | - | - | Cannot hit grounded, opponent gains 20x5*40 meter on hit | - | - | Hard Knockdown | Hard Knockdown | - | All: 1~8f | - | - | - | 1F~ | - | |||
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Total Frames |
Block Adv |
Hit Adv |
Block Stun |
Hit Stun |
Extra Details |
Armor Break |
Proj | Throw | On Hit Ground |
Counter Hit Ground |
On Hit Air |
Counter Hit Air |
Armor | Full Invincible |
Strike Invincible |
Projectile Invincible |
Throw Invincible |
Airborne | Juggle Info |