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==Introduction== | ==Introduction== | ||
Thunder Hawk, Zangief's Mexican lower-tier cousin. This article focuses on N.Hawk, who is the arguably crappier version of T.Hawk in ST. | Thunder Hawk, Zangief's Mexican lower-tier cousin. This article focuses on N.Hawk, who is the arguably crappier version of T.Hawk in ST. For O.Hawk, see [http://wiki.shoryuken.com/O._T._Hawk_(ST) here]. | ||
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Players to watch, if you want to see practical T.Hawk play: | Players to watch, if you want to see practical T.Hawk play: |
Revision as of 20:09, 8 April 2011
Introduction
Thunder Hawk, Zangief's Mexican lower-tier cousin. This article focuses on N.Hawk, who is the arguably crappier version of T.Hawk in ST. For O.Hawk, see here.
Players to watch, if you want to see practical T.Hawk play:
Mayakon - N.Hawk
Toutanki / Toutanboy - N.Hawk and O.Hawk
K - N.Hawk and O.Hawk
Inomata - N.Hawk
VIPER - N.Hawk utilizes st.jab from max range -> negative edge Typhoon. Definitely unique.
Search for these guys on YouTube.
Competitive Overview
Strengths & Weaknesses
New & Old Versions Comparison
To select O.T.Hawk, choose T.Hawk and then press → → ← ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- Obvious stuff: O.T.Hawk can't tech throws, and doesn't has a Super;
- O.Hawk's Tomahawk Buster(DP) has more invincibility and can go through fireballs;
- O.Hawk has almost every normal with something better. If you want to see by yourself how drastic the changes were take a look at this site, I'll just list the main ones here:
- cr. Jab has a much fatter and a slightly longer hitbox than N.Hawk's.
- cr. Forward has a slighty farther hitbox than N.Hawk's.
- cr. Strong doesn't have a stray hitbox like N.Hawk's.
- cr. Roundhouse is faster than N.Hawk's.
- cr. Fierce has a much bigger hitbox than N.Hawk's.
- st. Short (close) has a larger hotbox than N.Hawk's.
- st. Strong (far) won't miss crouching: Blanka, Guile, Chun Li, Cammy and Dictator.
- st. Roundhouse (far) won't miss crouching Blanka, Cammy and Dictator.
- st. Roundhouse (close) won't miss crouching Blanka and Cammy.
- j. Strong has a larger hitbox than N.Hawk's.
- j. Roundhouse has a larger hitbox than N.Hawk's and can cross-up.
- j. Fierce has a larger hitbox than N.Hawk's.
- O.Hawk's j. ↓ + Fierce crosses up leaving opponents in line for some great dizzy/damage combos;
- O.Hawk has a slightly smaller and thinner body hitbox than N.Hawk, it's unknown if it has any relevance. N.Hawks hitbox goes from his feet to his nose, O.Hawk's goes from the feet but only to his jaw;
Basically, N.T.Hawk is only a viable option if you can tick into super with ease and can do walking super as well, otherwise O.T.Hawk will be better choice overall, the inability to teach throws isn't big deal since you're T.Hawk, and about the super, it's something to be feared though if you pick N.T.Hawk instead of O.T.Hawk but the normal Typhoon already does great damage. For the old version specific information please check the O.T.Hawk section.
Color Options
Jab | Strong | Fierce | Start | Old |
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Short | Forward | RoundHouse | Hold | Old Alternative |
--Born2SPD
Move Analysis
Normal Moves
Ground Normals
- Close/Far Standing Jab:
Damage | 3 | File:THawk stjab1.png | File:THawk stjab2.png | File:THawk stjab3.png |
Chain Cancel | No | |||
Special Cancel | Yes | |||
Super Cancel | No | |||
Frame Count | ? | ? | ? |
A short stab that's same for any distance.
- Crouching Jab:
Damage | 3 | ![]() |
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Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Super Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A low stab that can rapid fire.
- Close Standing Strong:
Damage | 15 | ![]() |
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Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Super Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A quick hook punch.
- Far Standing Strong:
Damage | 15 | ![]() |
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Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A two-handed stab.
- Crouching Strong:
Damage | 15 | ![]() |
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Chain Cancel | No | |||
Special Cancel | No | |||
Super Cancel | No | |||
Frame Count | ? | ? | ? |
T.Hawk brings out both hands. As can be seen, the hitbox only exists on one side.
- Close Standing Fierce:
Damage | 12+12 | ![]() |
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Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? |
A two handed chop.
- Far Standing Fierce:
Damage | 17 | ![]() |
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Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Super Cancel | No | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A far hand sweep.
- Crouching Fierce:
Damage | 18+12 | ![]() |
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Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Super Cancel | No | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? |
A strong chop.
- Close Standing Short:
Damage | 11 | ![]() |
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Chain Cancel | No | |||
Special Cancel | Yes | |||
Super Cancel | No | |||
Frame Count | ? | ? | ? |
A short knee.
- Far Standing Short:
Damage | 11 | ![]() |
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Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A ranged kick.
- Crouching Short:
Damage | 3 | ![]() |
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Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Super Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A low kick.
- Close Standing Forward:
Damage | 15 | ![]() |
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Chain Cancel | No | |||
Special Cancel | Yes | |||
Super Cancel | No | |||
Frame Count | ? | ? | ? |
A foot stab.
- Far Standing Forward:
Damage | 15 | ![]() |
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File:THawk stfarfrwrd5.png |
Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A far kick.
- Crouching Forward:
Damage | 15 | ![]() |
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Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A floor kick.
- Close Standing Roundhouse:
Damage | 17 | ![]() |
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Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Super Cancel | No | |||||||
Frame Count | ? | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A backwards kick.
- Far Standing Roundhouse:
Damage | 17 | File:THawk stfarrh1&6.png | File:THawk stfarrh2.png | ![]() |
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File:THawk stfarrh1&6.png |
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Super Cancel | No | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
A backwards high kick.
- Crouching Roundhouse:
Damage | 17+12 | ![]() |
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Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Super Cancel | No | ||||||
Frame Count | ? | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? | ? | ? |
Two sweep kicks in a row. One of the best sweeps in the game.
Aerial Normals
- Neutral Jumping Jab:
Damage | 12 | ![]() |
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Chain Cancel | No | ||
Special Cancel | Yes | ||
Super Cancel | No | ||
Frame Count | ? | ∞ |
- Diagonal Jumping Jab:
Damage | 12 | ![]() |
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Chain Cancel | No | ||
Special Cancel | Yes | ||
Super Cancel | No | ||
Frame Count | ? | ∞ |
Always jump in with this. Has priority up the ass, we're talking beating shoryus except from O. Ken, it stays out until you land, and can easily tick into Mexican Typhoon. It's that stupid.
- Neutral/Diagonal Jumping Strong:
Damage | 15 | ![]() |
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Chain Cancel | No | |||
Special Cancel | No | |||
Super Cancel | No | |||
Frame Count | ? | ? | ∞ |
- Neutral Jumping Fierce:
Damage | 17 | ![]() |
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Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Fierce:
Damage | 17 | ![]() |
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Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Frame Count | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Short:
Damage | 12 | ![]() |
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Chain Cancel | No | |||
Special Cancel | No | |||
Super Cancel | No | |||
Frame Count | ? | ? | ∞ | |
Simplified | ? | ∞ |
- Diagonal Jumping Short:
Damage | 12 | ![]() |
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Chain Cancel | No | |||
Special Cancel | No | |||
Super Cancel | No | |||
Frame Count | ? | ? | ∞ | |
Simplified | ? | ∞ |
- Neutral Jumping Forward:
Damage | 15 | ![]() |
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Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Forward:
Damage | 15 | ![]() |
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Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Neutral Jumping Roundhouse:
Damage | 17 | ![]() |
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Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
- Diagonal Jumping Roundhouse:
Damage | 17 | ![]() |
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Chain Cancel | No | |||||
Special Cancel | No | |||||
Super Cancel | No | |||||
Frame Count | ? | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Command Normals
- Downward Jab: (On ground, ←/→ + Jab)
Damage | 3 | ![]() |
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Chain Cancel | No | |||
Special Cancel | Yes | |||
Super Cancel | No | |||
Frame Count | ? | ? | ? |
Lower hitting jab, but since Hawk's normal jab hits all crouchers anyway it's only useful for ticking into Mexican Typhoon.
- Elbow Drop: (Jump diagonally, ↓ + Strong)
Damage | 15 | ![]() |
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Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Frame Count | ? | ? | ? | ∞ | |
Simplified | ? | ? | ∞ |
Stays out untill Hawk lands. He has better jumpins therefore you don't see this often.
- Body Slam: (Jump diagonally, ↓ + Fierce)
Damage | 18 | ![]() |
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Chain Cancel | No | |||
Special Cancel | No | |||
Super Cancel | No | |||
Frame Count | ? | ? | ∞ | |
Simplified | ? | ∞ |
Doesn't cross up like O.Hawk's version, so it's kinda garbage. One of the main reasons why O.Hawk is better.
Normal Throws
T.Hawk can throw with Strong, Fierce and Roundhouse. A important thing to note is that while he has the second biggest throw range in the game with his Command Grab, all his normal throws have a very crappy range, beating only Feilong's normal throws, so keep in mind that you will always be vulnerable to be counter throwed when choosing to use the normal throws.
- ←/→ + Strong:
Strong throw is a one handed toss. Not great to use as it puts opponents further away than optimal, but if you're in the corner and you want the opponent cornered then this can be useful.
- ←/→ + Fierce:
Fierce is a two-handed neck choke. Not as bad as the Strong throw for distance and holds for multiple hits. But lets the opponents recover quickly for a reversal if you follow up.
- ←/→ + RoundHouse:
Roundhouse throw is an elbow bash. T.Hawks best throw hands down. It's a hold for multiple hits and drops the player right next to you letting you mix up, cross over, tick throw again etc. This is one of T.Hawks most important moves as it can help set up many other traps and keeps people close where you want them.
NOTE:
This throw is somehow made for fighting Shotos (Ryu, Ken and even Akuma), since it's possible to cross-up afterwards, with j.forward or j.↓+fierce the last one only works for O.Hawk. If you're a real monster you can hit-confirm the cross-up and then follow up with cr.jab -> cr.jab -> st.jab -> Rising Hawk Jab or Strong version. If the opponent blocks the cross-up just do cr.jab -> cr.jab -> negative edge Typhoon or SUPER.
Walk-under meaty cr.strong -> negative edge Typhoon or SUPER is also a good tactic versus everyone in the cast, except Zangief and T.Hawk since they're both capable of doing a reversal command throw after the cr.strong.
Mayakon does j.forward -> cr.strong -> negative edge Typhoon or SUPER. Requires strict timing.
Specifically versus Guile, Chun Li, Sagat, Fei Long, Claw, Dhalsim (substitute j.jab with j.forward) you can follow up with j.jab -> cr.jab -> negative edge Typhoon or SUPER afterwards.
--Decca
--Born2SPD
--Jedi.10 07:25, 24 July 2007 (UTC)
Special Moves
- Mexican Typhoon: (360 + punch)
T.Hawk's bullshit bread and butter command throw. Picks the opponent up and jumps in to the air spinning them to the ground headfirst. This can be used with a multitude of ticks, Jab, Strong and Forward being his best. Like his super, it doesn't have a whiff animation, therefore you can't mess up the throw like Gief. This is great move as it can be used with T.Hawk's negative edge 360 for safe Cyclone attempts. Prove to be able to land it at a moments notice and it will stop a lot of people from trying to hard to get close and crossup/wakeup game on Hawk. Again this can also be negative edged while getting up to be safe. That's what makes it so dangerous if done correctly getting up: while down, hold all three punch buttons, start at downback, while getting up do a 720 ending at downback and release all 3 punch buttons piano. Either Super to the face or blocked wakeup move. This can also be done from back on the stick to back to stop Ryu's and other overheads.
- Tomahawk Buster: (→↓↘ + punch)
AKA Rising Hawk. Acts similar to a Dragon Punch but does not go straight up. It moves diagonal up from the jumping point. Can go through fireballs if time correctly and the Fierce version has a long range. Jab version works well for AA if done late. Fierce hits two times up close for larger damage.
- Condor Dive: (In Air, Jab + Strong + Fierce)
T.Hawk dives diagonally from where the move was started towards the ground. This move can only be performed on a neutral or diagonal jump on the way up. Once T.Hawks reaches his apex and starts coming down from his jump, the move cannot be performed. Extremely good move for punishing fireballs. Good for closing distance after a mid screen Cyclone. This move does not have great priority and can be punished easily if blocked by Honda, Boxer, Dic, Blanka and Dhalsim. Also be careful as Ryu and Ken can jump immediately after blocking and j.RH if blocked high on their hitbox. Can be done close to the ground for shenanigans and dodging and punishing slow recovering lows like Guile's sweep.
It can be extremely useful but can get a lot of inexperienced players in loads of trouble if used too much/incorrectly. It covers a lot of ground very fast. You can use it to punish fireballs by jumping and Condor over them. Remember though that if you don't connect, or it's blocked, you hit the ground and "slide" a bit. Now you can be punished by sweeps and/or certain combos at this point. But, this can also be a useful tool against a scared/slow opponent. In your slide you can Tomahawk Buster(DP) or Typhoon while sliding at the end. You can deceive a player thinking your going to connect and bounce back and if they don't react to you hitting the ground you can punish. Again be careful with this move. Can be a big help or a big hindrance.
- Characters not to hit with Condor dives unless your sure they will not be able to block: Dhalsim, Ryu, Ken, Sagat, Guile. Dhalsim the most as he can punish easily with multiple normals. Sagat can punish with fireballs. Now Ryu, Ken and Guile are safer as they have to time an immediate jump after the block and RH. If they do it too late and miss it can leave them in a horrible position(good for T.Hawk). Remember also that Guile is extremely hard to punish for Sonic Booms as he recovers very quick compared to Sagat, Ryu and Ken.
- Characters not to hit with Condor dives unless your sure they will not be able to block or you know they do not have charge: Dictator, Boxer, Blanka, E.Honda. All four can punish with charge back->forward + Fierce.
- Characters that cannot punish after blocking a Condor dive: Chun Li, Gief, Cammy, Dee Jay, Fei Long, Hawk, Claw.
--Decca
--Jedi.10 07:40, 24 July 2007 (UTC)
Super Move
- Double Typhoon: (720 + punch)
T.Hawks super arts hits like a freight train. Can be used after ticks, on wakeup and CANNOT be wasted. If you see T.Hawk start the Super Animation that means it going to hit for sure. Also can be negative edged on wake up and after tick for safe attempts. Extremely hard to do after most ticks though as Hawk gets off the ground fairly fast.
The easiest way to do this move consistently, is by starting from d/b with cr.jab then b, u/b, u, u/f, f, d/f, d, d/b, jab press and hold fierce~strong, b, u/b, u, u/f, f, d/f, d, d/b + release fierce~strong. From my experience it's the easiest way to avoid jumping when you attempt it. You can setup his SUPER this way by cross-up j.forward, cr. jab x 2 SUPER as mentioned above. Furthermore after a Roundhouse throw, you can either walk under the opponent or cross-up j. forward and use above mentioned technique for a safe SUPER attempt.
If you hit your opponent with a Typhoon and your SUPER meter is nearly full, jump and do Condor Dive mid-air, upon landing press d/b, b, u/b, u, u/f, f, d/f, d, d/b cr.short~fierce~strong, b, u/b, u, u/f, f, d/f, d, d/b + release fierce~strong. You can substitute the cr.short with cr.jab, however I find using cr.short much more consistent, since you won't accidentally attempt a Typhoon.
You can use the above-mentioned method as well when safe-jumping. j.short, j.jab or j.D+strong upon connection press d/b, b, u/b, u, u/f, f, d/f, d, d/b cr.short~fierce~strong, b, u/b, u, u/f, f, d/f, d, d/b + release fierce~strong. Cr.short makes it a lot easier from my experience.
There's yet another option. If you walk up to your knocked down opponent and perform a meaty cr.strong ~ press fierce and hold both strong and fierce then buffer 720 starting at d/b and ending at d/b + release strong~fierce.
--Decca
--Jedi.10 07:46, 24 July 2007 (UTC)
The Basics
Get close. This is a lot easier said than done but T.Hawk has some tricks. Once your in, Hawk has a ton of mix-ups/tricks to stay and punish with Typhoons.
General strategy is to pick your spots and inch forward. This may take some time or a mistake by your opponent but you'll get there. If you don't, your most likely going to lose in a slow agonizing fashion. Don't get greedy though and go for it wildly. Most characters, if not all, have some way to punish T.Hawk for jumping in late, too soon etc.
Your main goal should be to get in and stay in at all costs. Use whatever you can to get there. Sometimes a sweep knock down is all you need to turn a almost perfect loss into a win. Never give up with Hawk, be patient, you'll get in and when you do...punish.
Hawk has some good range normals: st.RH reaches far and can trade with fireballs favorably. st.Forward has decent range but in close it's used for a tick and to combo T.Hawks DP. Jab is T.Hawks most important normal. Whether it is cr.Jab. Which is used for ticks into Typhoon a lot. Also stops, Hondas headbutt, Blankas ball roll, Boxers dash punch(careful with his low hitting one) and Bisons Psycho Crusher if timed correctly. These can also trade unfavorably. j.Jab(See Below). cr.Fierce can be used for anti air, but its not great.
Jumping Jab is your friend. Probably T.Hawks best friend as it has insane priority above an opponent and great priority almost all the time. Great for stuffing most characters normals and good for tick setups used with a safe jump on down opponents. Can cause some serious frustration in the mind games department, which, is about all the advantage you have playing T.Hawk most of the time.
j.Jab->cr.Jab->Typhoon is the main setup.(can use cr.jabx2 if close enough to mix up)
T.hawks main game is the tick setups for Typhoons. Once your in on an opponent you can get to business. cr.Jab->Typhoon is a simple yet Hawks most powerful tick throw. Use it whenever the opportunity presents itself. Coupled with other mixups, cr.Strong->Typhoon, st.Forward->Typhoon, cr.Jabx2->Typhoon, you can be devastating and end matches in seconds. Remember though opponents CAN reversal these ticks on wake up, in between some ticks and right before the Typhoon if they are quick/skilled enough. So be careful and mix up your timing as much as needed/necessary.
This is where T.Hawks equalizer in close comes into play. T.Hawk has an amazing negative edge tick that is completely safe to reversals if done correctly.(except an opponent throwing you when you miss) Hard for them since you can usually jab again if needed and if you space yourself correctly it will make it double hard. The motion is this: start at downback->tick(jab, strong etc.)->now hold down all 3 Punch buttons as the tick goes out and do a 360 motion ending back at downback, and release the punch buttons piano style. At this point you get 1 of 2 things if done correctly:
1: Typhoon grabs the opponent and spikes him.
2: Nothing comes out and you are blocking in case of a reversal.
Safe. An opponent, say Ryu, either gets thrown after the tick OR you miss and he gets his DP reversal out but you block since you never actually hit a punch button, just released them. This, coupled with mixups, is how T.Hawk can win matches even though he is usually outmatched on paper.
T.Hawk's great Typhoon should be attempted as much as possible as long as you do it the safe way. If you whiff a Rising Hawk or land a little too close with Condor Dive, always attempt some negative edge Typhoons. There is literally no harm in trying, so go for it whenever possible.
--Decca
Zoning
Mixups
Advanced Strategy
Walk-in Super
Unlike Zangief, even if you use macros to do a perfect timed super, T.Hawk will jump out of it. This happens because T.Hawk has less pre-jump frames, meaning he jumps earlier. It's still possible to do the super without ticking or jumping by buffering part of the motion in a normal move and i'll explain here how to do it.
First you must know how the 360 motion works in this game, as i've explained in the Zangief article, the SPD (or in this case, Typhoon) motion isn't a 360, nor a 270 but the four main directions (→,↓,←,↑) in a row, meaning that the diagonals aren't actually needed. With this in mind you can understand why you can do a super with 4 main directions in a row twice (which results in a 630-degree motion).
The exact motion I use for this is (left side, for right side just flip it): →↘↓↙← Jab ↖↑ (walk a bit if necessary) →↘↓↙←↖↑ + punch. That's not the only way to do it though.
Now the explanation: First, i do a normal walk-in typhoon command with pressing jab earlier, i do this to prevent T.Hawk from Jumping. Note that the ↗ isn't needed here as i explained above. At this point you can walk a bit to get closer if needed. The window is very small though so you must continue the motion (with a normal walk-in Typhoon) or the first part of the rotation will vanish from the motion buffer.
--Born2SPD
The Loop
First of all ill just note that i can't do this thing. I'm just explaining the concept, this thing is hard as hell and i'm sure that you can count in one hand the number of players from all the world (japan) who can do this thing consistently. It works like a win algorithm, combining safe jumping and negative edge Typhoons, once you put them in the corner and starts safe jumping theres nothing they can do to save themselves (minus Zangief, T.Hawk and maybe Honda, because they all have Command Grabs which can grab you instantly when used as reversals, and also Ken and Blanka cuz they both have reversals that attack on the very first frame, negating the safe jumping), you can Typhoon them to death with no risk, their only hope is that you mess something or the round will end right there.
So let's say that you've knocked anyone who doesnt has a command grab/instant reversal in the corner and then you safe jumps successfully. At this points theres 2 possible scenarios:
- He actually reverses and then you land safely since you safe jumped, and just punish afterwards with a Typhoon, knocking them down in the corner again and so allowing you to do the same pattern again.
- He doesn't reverses or fails at it. If they block the safe jump or not it doesn't matter, you can link a Jab there to add a bit of distance to escape to be throwed and then negative edge Typhoon. Since you're linking normals they can only reverse between your last normal and the Typhoon attempt. At this point theres another 2 possible scenarios:
- He succesfully reverses but since you did the typhoon with a negative edge pattern you will just block the reversal, allowing you to punish with a typhoon when he lands, knoking him in the corner and so allowing you to do the same pattern again.
- He fails at reversing your tick throw so you Typhoon him, knocking him the corner again and allowing you to repeat the pattern.
This is hard as hell. First, being consistent with safe jumping isn't simple, second, you must be able to hit confirm the safe jump, and you doesn't has so much time to do it. Other thing is that the negative edge typhoons are harder to do than normal button press typhoons, you have to train this a lot or nothing will come out/T.Hawk will just jump out of it, you must be able to buffer the typhoon motion while doing the normal, since you're just releasing buttons here not pressing, this means no kara Typhoons to help your life, so the rotation must be fast enough and the button release very precise.
I think this is the most hard thing to learn in all ST, but also one of the most rewarding.
--Born2SPD
Combos
O.Hawk
Cross Up j.D+FP->st.Forward->Tomahawk Buster
Universal
Cross Up forward -> st.forward -> Rising Hawk (jab or strong) Note: Versus T.Hawk, Fei Long, Boxer, Sagat, Zangief, Dhalsim and Cammy use the fierce Rising Hawk.
Cross Up forward -> cr.jab -> cr.jab -> Typhoon attempt if the jab's were blocked / st.jab -> Rising Hawk (jab or strong)
Match-ups
Matchups classified with this diagram in mind. Note that all these factors are for N.Hawk, not O.Hawk. For the old characters i guessed the positions.
--Born2SPD
Serious Advantage Match-ups
None!
Advantage Match-ups
Vs. O. Balrog (boxer):
Vs. O. Zangief:
Fair Match-ups
Vs. Balrog (boxer):
- 4.5 - 5.5
Your going to have a lot of trouble here if you cannot standing SPD or negative edge on wakeup. Once you have him down though Balrog is very easy to pressure with safe jumps as hit Buffalo headbutt takes 13frames (this may be incorrect checking) to hit. This allows you to jump in on wake up fairly easily. Once the tick is out if you can negative edge 360's your almost completely safe from counters in between ticks.
This by large is not a good matchup though for Hawk as it is very hard to get on top of a good Boxer with Hawk.
j.Jab works very well. cr.Jab to stop some rush punches (not very safe) cr.Forward to stop some rush punches (fairly safe) cr.RH is very good at dominating the ground against Boxer. Hits twice, has huge range and is out for a long time (which can be good and bad, if he guesses right or is out of block range your gonna eat a jump in).
--Jedi.10 06:36, 30 August 2007 (UTC)
Vs. Chun-Li:
- 4.5 - 5.5
Vs. O. Dee Jay:
Vs. Ken:
- 4.5 - 5.5
Vs. O. M. Bison (dictator):
Vs. T. Hawk (self):
Vs. O. T. Hawk:
Vs. Zangief:
- 4.5 - 5.5
Vs. O. Vega (claw):
Disadvantage Match-ups
Vs. O. Chun-Li:
Vs. Dhalsim:
- 3.5 - 6.5
Dhalsim has an incredible throw range which can be annoying, however if you're using the correct ticks he can't throw you even when he doesn't block to intentionally throw afterwards. J.forward -> cr.jab is something I've been using instead of j.jab. Make it hit late for the correct spacing.
--Jedi.10 06:36, 30 August 2007 (UTC)
Vs. O. Dhalsim:
Vs. E. Honda:
- 3.5 - 6.5
Vs. O. E. Honda:
Vs. Guile:
- 3.5 - 6.5
Vs. O. Guile:
Vs. O. Fei Long:
Vs. O. Ken:
Vs. Ryu:
- 4 - 6
Vs. O. Ryu:
Vs. Sagat:
- 3.5 - 6.5
Serious Disadvantage Match-ups
Vs. Blanka:
- 3 - 7
Vs. O. Blanka:
Vs. Cammy:
- 1.5 - 8.5
Vs. O. Cammy:
Vs. Dee Jay:
- 3 - 7
Vs. Fei Long:
- 3 - 7
Vs. M. Bison (dictator):
- 3 - 7
Vs. O. Sagat:
Vs. Vega (claw):
- 3 - 7