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--[[User:Born2SPD|Born2SPD]] | |||
===New & Old Versions Comparison=== | |||
Here is the list of differences: | |||
*Obvious stuff: O.T.Hawk can not tech throws and does not have a Super; | |||
*O.T.Hawk has a slightly smaller and thinner body hitbox than N.T.Hawk, it's unknown if it has any relevance. N.T.Hawk's hitbox goes from his feet to his nose, O.T.Hawk's goes from the feet but only to his jaw. Also note that this affects most standing normals as well so it will not be listed on the normal moves differences list; | |||
*O.T.Hawk has almost every normal with something better. Here is a list with differences worth mentioning: | |||
**Crouching Jab has a much fatter and slightly longer hitbox which allows it to beat some low moves which N.T.Hawk's version of this move can not; | |||
**Far Standing Strong has the active hitbox a bit bigger upwards and downwards, which allows you to hit crouching Blanka, Guile, Chun Li, Cammy, and M.Bison (Dictator); | |||
**Crouching Strong does not has the stray hurtbox in the recovery animation, which makes this move less risky; | |||
**Far Standing Fierce has better priority and range by some pixels and does more damage; | |||
**Crouching Fierce has the second active hitbox a lot bigger than N.T.Hawk's version, but it has less horizontal range and doesn't have to be crouch blocked; | |||
**Close Standing Short has a bigger active hitbox; | |||
**Far Standing Short has a bigger active hitbox downwards and can be special canceled, but its no big deal; | |||
**Far Standing Forward has a bigger active hitbox upwards, which makes it a better anti aerial, but that's not the purpose of this move; | |||
**Crouching Forward has a bigger active hitbox which gives this move a lot better priority and range; | |||
**Close Standing Roundhouse has a fatter active hitbox which allows you to hit crouching Blanka and Cammy and do more damage; | |||
**Far Standing Roundhouse has less range, but it will not miss crouching Blanka, Cammy and M.Bison(Dictator), which do helps in these matches (all hard ones) and does more damage; | |||
**Crouching Roundhouse is the only normal with different frame count. It is a lot faster than N.T.Hawk's version of this move. It also does more damage; | |||
**Both Jumping Strongs were nerfed for N.T.Hawk. Fortunately, this was not very used in the first place; | |||
**Neutral Jumping Fierce has a bigger hitbox, which does makes it a bit better, but the vertical priority is the same. It also does more damage; | |||
**Diagonal Jumping Fierce is one of the main reasons to play the Old version. The first active animation has a good air-to-air hitbox, but the most important is in the second active part: it can cross up and hits very low, which allows you to beat Dhalsim's slide (!), a move that most characters can not from air. It also does more damage; | |||
**Neutral Jumping Short and Forward both have the active hitbox bigger upwards, but this is meaningless; | |||
**Diagonal Jumping Short can be special canceled; | |||
**Neutral Jumping Roundhouse has a bigger hitbox which covers O.T.Hawk's entire legs which does makes it better, but that normal is not used much. It also does more damage; | |||
**Diagonal Jumping Roundhouse has a bigger hitbox which allows O.T.Hawk's to cross-up with it. It also has better priority by 1 or 2 pixels. It also does more damage; | |||
*His aerial command normals are also different: | |||
**O.T.Hawk's Elbow Drop has a fatter active hitbox; | |||
**O.T.Hawk's Body Slam can crossup, which is one of the main reasons to play him; | |||
*O.T.Hawk's Strong Tomahawk Buster second active part do more damage, Fierce version do less damage on the first active part and more damage on the second active part and both versions have more invincibility like the Jab version: can go through fireballs; | |||
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 a big deal since you're playing a grappler. People should fear being near you; if that does not happen then you are probably doing something wrong. Regarding the super, it's something to be feared 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 check the [http://wiki.shoryuken.com/O._T._Hawk_(ST) O.T.Hawk section]. | |||
--[[User:Born2SPD|Born2SPD]] | --[[User:Born2SPD|Born2SPD]] | ||
Revision as of 21:02, 18 August 2012
Introduction
T. Hawk is a grappler character added in Super Street Fighter II: The New Challengers (SSF2), and returns in Super Street Fighter II Turbo. The differences from CPS-2 Zangief are that his special throw, the typhoon, does not have a whiff animation or a grab window; he was given a special anti-air move that is similar to the shotos' Shoryuken and an air dash attack like E. Honda's headbutt or Blanka's rolling attack. Also, his arsenal of normal moves is different from Zangief's, making both very different characters which are often weak where the other is strong. Say, Zangief has no dash-like special and his sweep is fast but does not reach very far; T. Hawk has a dash-like attack and his sweep is very slow, but with long reach. The most important difference in high-level play, however, is the lack of a whiff animation. While it is harder to do a tight tick into special throw with T. Hawk, they can be made safe with the use of negative-edge.
Old Hawk is the version from SSF2: he has no super nor he can soften throws. On the other hand, he has better normals across the board.
Picking Old T.Hawk
To select O.T.Hawk, choose T.Hawk and then press → → ← ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
New & Old Versions Comparison
Here is the list of differences:
- Obvious stuff: O.T.Hawk can not tech throws and does not have a Super;
- O.T.Hawk has a slightly smaller and thinner body hitbox than N.T.Hawk, it's unknown if it has any relevance. N.T.Hawk's hitbox goes from his feet to his nose, O.T.Hawk's goes from the feet but only to his jaw. Also note that this affects most standing normals as well so it will not be listed on the normal moves differences list;
- O.T.Hawk has almost every normal with something better. Here is a list with differences worth mentioning:
- Crouching Jab has a much fatter and slightly longer hitbox which allows it to beat some low moves which N.T.Hawk's version of this move can not;
- Far Standing Strong has the active hitbox a bit bigger upwards and downwards, which allows you to hit crouching Blanka, Guile, Chun Li, Cammy, and M.Bison (Dictator);
- Crouching Strong does not has the stray hurtbox in the recovery animation, which makes this move less risky;
- Far Standing Fierce has better priority and range by some pixels and does more damage;
- Crouching Fierce has the second active hitbox a lot bigger than N.T.Hawk's version, but it has less horizontal range and doesn't have to be crouch blocked;
- Close Standing Short has a bigger active hitbox;
- Far Standing Short has a bigger active hitbox downwards and can be special canceled, but its no big deal;
- Far Standing Forward has a bigger active hitbox upwards, which makes it a better anti aerial, but that's not the purpose of this move;
- Crouching Forward has a bigger active hitbox which gives this move a lot better priority and range;
- Close Standing Roundhouse has a fatter active hitbox which allows you to hit crouching Blanka and Cammy and do more damage;
- Far Standing Roundhouse has less range, but it will not miss crouching Blanka, Cammy and M.Bison(Dictator), which do helps in these matches (all hard ones) and does more damage;
- Crouching Roundhouse is the only normal with different frame count. It is a lot faster than N.T.Hawk's version of this move. It also does more damage;
- Both Jumping Strongs were nerfed for N.T.Hawk. Fortunately, this was not very used in the first place;
- Neutral Jumping Fierce has a bigger hitbox, which does makes it a bit better, but the vertical priority is the same. It also does more damage;
- Diagonal Jumping Fierce is one of the main reasons to play the Old version. The first active animation has a good air-to-air hitbox, but the most important is in the second active part: it can cross up and hits very low, which allows you to beat Dhalsim's slide (!), a move that most characters can not from air. It also does more damage;
- Neutral Jumping Short and Forward both have the active hitbox bigger upwards, but this is meaningless;
- Diagonal Jumping Short can be special canceled;
- Neutral Jumping Roundhouse has a bigger hitbox which covers O.T.Hawk's entire legs which does makes it better, but that normal is not used much. It also does more damage;
- Diagonal Jumping Roundhouse has a bigger hitbox which allows O.T.Hawk's to cross-up with it. It also has better priority by 1 or 2 pixels. It also does more damage;
- His aerial command normals are also different:
- O.T.Hawk's Elbow Drop has a fatter active hitbox;
- O.T.Hawk's Body Slam can crossup, which is one of the main reasons to play him;
- O.T.Hawk's Strong Tomahawk Buster second active part do more damage, Fierce version do less damage on the first active part and more damage on the second active part and both versions have more invincibility like the Jab version: can go through fireballs;
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 a big deal since you're playing a grappler. People should fear being near you; if that does not happen then you are probably doing something wrong. Regarding the super, it's something to be feared 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 check the O.T.Hawk section.
--Born2SPD
Moves Analysis
Normal Moves
Ground Normals
Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.
- Close/Far Standing Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 4 | 4 | |
Simplified | 1 + 3 | 4 | 4 |
A short stab that's same for any distance. It does low damage, but has good priority and recovery. One of Hawk's best tick moves, as there is a special technique called 'sako special' that allows you to do this jab from the max range, walk a bit and try a typhoon, while being safe! More info in The Basics section.
- Crouching Jab:
Damage | 4 | ![]() |
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Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 1 | 4 | 4 | |
Simplified | 1 + 3 | 4 | 4 |
A low stab that can rapid fire. It does the same low damage as the standing version, but has good priority and recovery. This is Hawk's main tick. It's used to beat advance moves like Honda's head butt as well. O.Hawk's version has a fatter active hitbox which allows you to beat some stuff which N.Hawk's version can't, like Blanka's slide and also his super, in the last case you have to mesh it fast.
- Close Standing Strong:
Damage | 21 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes/No | ||||
Frame Advantage | ? | ||||
Frame Count | 3 | 3 | 6 | 5 | |
Simplified | 1 + 3 | 9 | 5 |
A quick hook punch. This Hawk's anti-cross-up move or close anti-air, if a Tomahawk Buster is risky. This is very good to prevent shotos from escaping the corner with aerial Tatsumakis and to hit characters with floaty jumps out of the air, back to the corner, where you want them. It cancels into special moves if it hits early.
- Far Standing Strong:
Damage | 21 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 3 | 2 | 7 | 7 | |
Simplified | 1 + 5 | 7 | 7 |
A two-handed stab. The O.Hawk version is better because the active hitbox is a bit bigger upwards and downwards, the last is the most important: it will not miss crouching Blanka, Guile, Chun Li, Cammy and M.Bison(Dictator).
- Crouching Strong:
Damage | 21 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | ? | |||
Frame Count | 6 | 8 | 7 | |
Simplified | 1 + 6 | 8 | 7 |
T.Hawk brings out both hands. As can be seen, the hitbox only exists on one side. Has decent anti air properties. Can also be used as tick, but i do not recommend this, you should always tick with his jabs. Does not has the stray hitbox in the recovery animation, which makes this move a lot safer.
- Close Standing Fierce:
Damage | 17+17 | ![]() |
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Stun | 1~7/1~7 | |||||
Stun Timer | 70/70 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 4 | 4 | 6 | 6 | 9 | |
Simplified | 1 + 8 | 6 | 6 | 9 |
A two handed chop. The move comboes into itself, for good damage if up close. However, for most punishment situations, you are better suited by using a cancelable close attack into Tomahawk Buster, or simply using the Typhoon.
- Far Standing Fierce:
Damage | 26 | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 5 | 5 | 8 | 4 | 4 | 5 | |
Simplified | 1 + 10 | 8 | 13 |
A far knife-hand strike. It has OK reach, but both start-up and recovery are long. Though not that long for a Fierce attack, the recovery is vulnerable to sweeps from mid and close range. O.Hawk's version is a bit better: does more damage and the size of the active hitbox is the same, but its positioned some pixels forward, giving it better priority and range.
- Crouching Fierce:
Damage | 26+17 | ![]() |
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Stun | 10~16/2~8 | ||||||
Stun Timer | 80/90 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 4 | 4 | 6 | 8 | 3 | 7 | |
Simplified | 1 + 8 | 6 | 8 | 10 |
A strong chop. Hits twice, has good reach and fine close-to-the-ground priority. With some luck, it will beat slides cleanly, bit it is not quite reliable, due to the start-up and recovery of the move, and the previous active part that does not cover that area. It can also combo after an aerial cross up for a 3 hit combo. The second active hitbox is a lot bigger than the N.T.Hawk's version, but it has less horizontal range. Probably the only normal that the new Hawk version has that is better, at least for the purpose of beating slides.
- Close Standing Short:
Damage | 16 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 4 | 4 | |
Simplified | 1 + 3 | 4 | 4 |
A short knee. OK as tick. The O.Hawk version will never whiff on grounded opponents while the N.Hawk version whiffs because of the nerfed range on the hitbox.
- Far Standing Short:
Damage | 16 | ![]() |
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Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes* | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 2 | 5 | 4 | |
Simplified | 1 + 4 | 5 | 4 |
A ranged kick. Does not has any use i can think about.
- Crouching Short:
Damage | 4 | ![]() |
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Stun | 0~5 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | ? | ||||
Frame Count | 2 | 1 | 4 | 5 | |
Simplified | 1 + 3 | 4 | 5 |
A low kick. This has good priority, but short range. It is an OK move to beat some low moves specially if you can position yourself out of reach. It is also a viable option to tick into Typhoon if Jabs are too fast for you.
- Close Standing Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 8 | 7 | |
Simplified | 1 + 3 | 8 | 7 |
A foot stab. A valuable move for combos since it can be canceled into Tomahawk Buster. It is also the easiest way to tick into Typhoon, but you should avoid using it since it's very easy to reverse it.
- Far Standing Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | 4 | 4 | 4 | 3 | 4 | |
Simplified | 1 + 8 | 4 | 7 |
A far kick. OK as a poke. The O.Hawk version has a bigger active hitbox upwards, which makes it a better anti-air, but that is not the purpose of this move.
- Crouching Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 3 | 3 | 6 | 5 | |
Simplified | 1 + 6 | 6 | 5 |
A floor kick that has very good range. Kinda like Shoto Cr.Forward. It helps against Guile. Nevertheless one of his better pokes.
- Close Standing Roundhouse:
Damage | 27 | ![]() |
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Stun | 10~16 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | ? | |||||||
Frame Count | 2 | 2 | 2 | 2 | 8 | 5 | 6 | |
Simplified | 1 + 8 | 8 | 11 |
A backwards kick. Not important for anything really. O.T.Hawk's version does not miss crouching Blanka and Cammy and does more damage.
- Far Standing Roundhouse:
Damage | 27 | ![]() |
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Stun | 10~16 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | 3 | 3 | 5 | 8 | |
Simplified | 1 + 11 | 8 |
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Frame Count | 4 | 6 | 7 |
Simplified | 17 |
A backwards high kick. Very good reach and damage. It can be used to punish moves from a distance, trade with fireballs and when predicting jumps, if in range. O.T.Hawk's version has a bit less range, but does more damage and it will not miss crouching Blanka, Cammy and M.Bison(Dictator), which does help in these matches (all unfavorable ones).
- Crouching Roundhouse:
Damage | 26/24 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 130 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 6 | 7 | 6 | 8 | 6 | 7 | |
Simplified | 1 + 6 | 7 | 6 | 8 | 13 |
Two sweep kicks in a row. It is one of the best sweeps in the game: it has good priority and the second active part has awesome reach, but it has the downside of having a long recovery in terms of being able to block again. It is very dangerous to spam this move if the enemy has an horizontal super move ready, and it can also be punished if it misses. O.T.Hawk version of this move does more damage.
Aerial Normals
- Neutral Jumping Jab:
Damage | 17 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Special Cancel | Yes | ||
Frame Count | 3 | ∞ |
- Diagonal Jumping Jab:
Damage | 17 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Special Cancel | Yes | ||
Frame Count | 3 | ∞ |
- Neutral/Diagonal Jumping Strong:
Damage | 21 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 50 | |||
Special Cancel | No | |||
Frame Count | 5 | 14 | ∞ |
- Neutral Jumping Fierce:
Damage | 26 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Special Cancel | No | |||||
Frame Count | 2 | 5 | 12 | 5 | ∞ | |
Simplified | 7 | 12 | ∞ |
O.T.Hawk's version of this move does more damage.
- Diagonal Jumping Fierce:
Damage | 26 | ![]() |
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Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Special Cancel | No | ||||
Frame Count | 5 | 2 | 11 | ∞ | |
Simplified | 5 | 13 | ∞ |
A lot better than the N. version. The first active animation has a good air to air hitbox while the N.T.Hawks version got completely nerfed. But the most important part is in the second active part: it can crossup and hits very low, which allows you to beat Dhalsim's slide, which most characters can not. O.T.Hawk's version of this move does more damage.
- Neutral Jumping Short:
Damage | 17 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Special Cancel | No | |||
Frame Count | 2 | 3 | ∞ | |
Simplified | 5 | ∞ |
- Diagonal Jumping Short:
Damage | 17 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Special Cancel | Yes* | |||
Frame Count | 2 | 2 | ∞ | |
Simplified | 4 | ∞ |
- Neutral Jumping Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Special Cancel | No | |||||
Frame Count | 2 | 3 | 13 | 3 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Diagonal Jumping Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Special Cancel | No | |||||
Frame Count | 3 | 2 | 16 | 6 | ∞ | |
Simplified | 5 | 16 | ∞ |
- Neutral Jumping Roundhouse:
Damage | 26 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Special Cancel | No | |||||
Frame Count | 2 | 5 | 12 | 4 | ∞ | |
Simplified | 7 | 12 | ∞ |
O.T.Hawk's version of this move does more damage.
- Diagonal Jumping Roundhouse:
Damage | 26 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Special Cancel | No | |||||
Frame Count | 2 | 4 | 8 | 6 | ∞ | |
Simplified | 6 | 8 | ∞ |
O.T.Hawk's version of this move does more damage. He can also crossup with it.
Command Normals
- Downward Jab: (On ground, ←/→ + Jab)
Damage | 4 | ![]() |
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Stun | 0~5 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | 3 | 4 | 4 | |
Simplified | 1 + 3 | 4 | 4 |
Lower hitting jab, but since Hawk's normal jab hits all crouchers anyway it is only useful for ticking into Mexican Typhoon. It can chain into itself as a link, but not mashable.
- Elbow Drop: (Jump diagonally, ↙/↓/↘ + Strong)
Damage | 21 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 50 | ||||
Special Cancel | No | ||||
Frame Count | 5 | 30 | 4 | ∞ | |
Simplified | 5 | 30 | ∞ |
This move stays out for quite some time. He has better jump-ins therefore you don't see this often. The Japanese player Inomata uses this move often in safe-jumps.
- Body Slam: (Jump diagonally, ↙/↓/↘ + Fierce)
Damage | 26 | ![]() |
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Stun | 11~17 | |||
Stun Timer | 60 | |||
Special Cancel | No | |||
Frame Count | 3 | 4 | ∞ | |
Simplified | 7 | ∞ |
Stays out until Hawk lands. Unlike N.Hawk's version, this one can crossup, leaving opponents in line for some great dizzy/damage combos. One of the main reasons why O.Hawk is better.
--Born2SPD
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 short range, beating only Fei Long's normal throws, so keep in mind that you will always be vulnerable to be counter thrown when choosing to use the normal throws.
- Mexican Throw: (←/→ + Strong)
Damage | 32 | ![]() |
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Stun | 7~13 | |||
Stun Timer | 100 | |||
Range (from axis) | 48 | |||
(from throwable box) | 13 |
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 there you go.
- Neck Hanging Tree: (←/→ + Fierce)
Damage | 26 + 4*n | ![]() |
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Set amount of hits | 4 | |||
Holds do no stun | ||||
Range (from axis) | 48 | |||
(from throwable box) | 13 |
Fierce is a two-handed neck choke. Worse T.Hawk normal throw, it does more damage than the Rh hold but when released the opponent is at a worst position.
- Elbow Stomping: (←/→ + Roundhouse)
Damage | 26 + 4*n | ![]() |
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Set amount of hits | 3 | |||
Holds do no stun | ||||
Range (from axis) | 48 | |||
(from throwable box) | 13 | |||
Roundhouse throw is an elbow bash. This is T. Hawk's best throw, hands down. It is a hold for multiple hits and drops the player right next to you, allowing you mix up, cross over, tick throw again, etc. This is one of T. Hawk's 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 them up afterwards, with j.Forward or j.↓+Fierce. 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 or before 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.
Special Moves
- Mexican Typhoon: (360 + P)
Detailed Input: (→ [0~6f] ↓ [0~6f] ← [0~6f] ↑ [0~12/9/7/2f] Jab/Strong/Fierce/any P if you are at a jumpable state and the last direction was ↑. The first direction and the side you spin is not fixed. You just need to input the 4 main directions in order)
Damage (Jab) | 38 | ![]() |
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Damage (Strong) | 42 | ||
Damage (Fierce) | 46 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 83 | ||
(from throwable box) | 48 |
T.Hawk's long range, bread and buter command throw. Grabs the enemy by the face, jumps while spinning them, then smashes their head on the ground for high damage. This is T.Hawk's main attack tool and can be used with a multitude of ticks with Jab being his best. It has better range than any other throw but Zangief's Spinning Pile Driver and can be made safe with the use of negative edge. This is to say, as it does not have a whiff animation, you will obtain a normal if the enemy is not throwable and you press a punch button, but nothing if you use negative-edge.
- Tomahawk Buster a.k.a. Rising Hawk: (→↓↘ + P)
Detailed Input: (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Jab/Strong/Fierce)
Damage (Jab) | 27 / 20 | ![]() |
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File:OTHawk tb5anm.png | |
Damage (Strong) | 27 / 20 | ||||||
Damage (Fierce) | 11 + 27 | ||||||
Stun | 9~15 // 2~8 + 9~15 | ||||||
Stun Timer | 100 // 90 + 100 | ||||||
Frame Count (Jab) | 4 | 5 | 5 | 5 | 15 | ||
Simplified (Jab) | 4 | 30 | |||||
Frame Count (Strong) | 4 | 5 | 5 | 5 | 16 | ||
Simplified (Strong) | 4 | 31 | |||||
Frame Count (Fierce) | 4 | 5 | 5 | 5 | 18 | ||
Simplified (Fierce) | 4 | 5 | 28 |
- Recovery:
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Frame Count (Jab) | 2 | 4 | 3 | 4 | 7 | 4 |
Simplified (Jab) | 24 | |||||
Frame Count (Strong) | 2 | 4 | 3 | 4 | 10 | 4 |
Simplified (Strong) | 27 | |||||
Frame Count (Fierce) | 2 | 4 | 3 | 4 | 13 | 4 |
Simplified (Fierce) | 30 |
Hawk becomes invulnerable for a split second, crouches, then rises diagonally to the air while hitting the enemy. After that, he falls defenseless to the ground. The Jab and Strong versions hit only once and cause a full knockdown, while the Fierce one hits twice, being that the second active part causes a full knock down. Unlike N.T.Hawk's, all versions can pass though projectiles, if timed really close to them. The Jab and Strong versions have the first active part, when T.Hawk is still invulnerable, doing more damage (20%). If it hits late, the Jab and Strong versions will do just 14% damage. The Fierce version, on the other hand, only does 9% damage if it hits up close, but it comboes into the last active part of the move, which does 20% damage. As it has less recovery, only use the Jab version, unless you have confirmed a combo. If you hit late, it will do less damage than the Fierce version, but you will not be wide open for punishment as you would with the Fierce one otherwise. This is T.Hawk's best anti-air move.
- Condor Dive: (In Air, Jab + Strong + Fierce)
Detailed Input: (Can be done from the 6th till the 25th jumping frame, all buttons must be pressed on the same frame)
Damage | 27 | ![]() |
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File:OTHawk dive3anm.png | ![]() |
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Stun | 9~15 | |||||||
Stun Timer | 100 | |||||||
Frame Count | 10 | 7 | ∞ | 2 | 9 | 10 | 6 | |
Simplified | 17 | ∞ | 27 |
- Bounce:
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Frame Count | 8 | 4 | 4 | 4 | ∞ | 6 |
Simplified | ∞ | 6 |
T.Hawk hovers in the air for a small period of time, then 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.Hawk reaches his apex and starts coming down from his jump, the move cannot be performed. Extremely good move for punishing fireballs. Can be done close to the ground for shenanigans and dodging and punishing slow recovering lows like Guile's sweep. Good for closing distance after a mid screen Typhoon. This move does not have great priority and can be punished by some characters.
- Characters not to hit with Condor dives unless your sure they will not be able to block: Dhalsim, Sagat, Guile (any versions).
Dhalsim the most as he can punish easily with multiple normals. Sagat can punish with fireballs, and Guile can either hit Hawk out of the move with a Flash Kick, or block it and then punish with aerial Roundhouse. 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 spam Condor dives against: Ryu, Ken, Cammy, Fei Long, T.Hawk (any versions).
These characters can react with SRK-like special moves or simply normals. Also be careful as if Ryu and Ken manage to block the move as it is about to cross them up, they can jump immediately after blocking and punish with j.RH. Ryu can also use a Fierce Hadouken, of even a Super, if he has bar. If they do it too late and miss it can leave them in a horrible position(good for T.Hawk).
- 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: Balrog(Boxer), Blanka, E. Honda and M.Bison(Dictator) (any versions).
All four can punish with charge back->forward + Fierce.
- Characters that cannot punish after blocking a Condor dive: Chun Li, Cammy, Dee Jay, Fei Long, T.Hawk, Vega(Claw), Zangief.
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 Dive 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 not react to you hitting the ground you can punish. Again be careful with this move. Can be a big help or a big hindrance.
The Basics
O.Hawk has significantly better normals than N.Hawk. This allows him to use more of his normals in footsies, creating more openings for either punishing with normals or walking in for the Typhoon. After Hawk uses a Typhoon, he can close the gap with a Condor Dive relatively close to the ground. After a knockdown, Hawk usually wants to apply great pressure on the enemy's wake-up with either a jumping Forward or Fierce aerial cross-up, safe jump then tick into Typhoons or a ground normal as a tick move. Other than O.Hawks ground game, he can use jumping Jab, as it has very good priority; diagonal jumping Fierce, which hits very low and does high stun, beating moves most characters can not; and Condor Dive, which punishes anti-air sweep attempts and long recovery moves in general, such as a Hadouken.
Advanced Strategy
Option-Select ticks
T. Hawk's main weapon is his Mexican Typhoon throw. Most other tools O.T. Hawk has often find use due to the enemy's (justified) fear of the Mexican Typhoon. Anyway, his strongest strategy is related to the Mexican Typhoon itself, using negative edge so as to avoid whiffed normals.
Say you tick your opponent with any attack, then input a 360 motion and press a punch button for the Typhoon at the exact time he recovers from blockstun. This is a strong strategy, as it forces the enemy to use a reversal attack to avoid the throw. Not any reversal attack, in fact: it must be either a reversal throw, a reversal invulnerable special move or a reversal instantly-airbone move. With the exception of Zangief's Spinning Pile Driver, reversal throws can be dealt with by ticking so as to be outside their throw range. However, if the enemy reversals with an invulnerable move that also attacks, such as a Shoryuken or a Flash Kick, a punch will come out and Hawk will be hit while performing it. If the enemy becomes airbone, he will surely evade the throw and may also evade or even hit Hawk as he punches. Fortunately for T. Hawk, he has a way of not whiffing normals when attempting Typhoons, causing reversal special to whiff or get blocked. As a number of such attacks are unsafe on block, Hawk can throw them afterward and reset the situation.
Negative-edge typhoon
Hawk's most simple option select consists of using a cr.Jab as a tick attack, then quickly pressing the other punch buttons and buffering a 360 motion, ending in defensive crouch. As the enemy recovers from the Jab, release the buttons one-by-one in a quick succession, giving you three chances of obtaining a Typhoon. As you are releasing buttons, no attacks will come out, and eventual reversal attacks will either whiff or get blocked. For instance, Flash Kicks and Shoryukens are unsafe on block, and you can simply do a typhoon or Tomahawk Buster as they recover. Coupling this strategy with safe jumps, it may be very hard or impossible to avoid taking damage for most characters. Even though this is very hard to apply consistently, that's what makes T. Hawk a viable character in high level play.
Walk-up button-release typhoon
Whiff a normal just outside your enemy poke range, and buffer ↑←↓→ (hold) + punches (hold). Continue to hold → and release the punch buttons one by one in a quick succession as you enter the Typhoon range. This allows you to obtain a Typhoon quicker while advancing. Would one try a normal walk-up Typhoon, you could get hit before completing the motion.
Buster-Typhoon option select
Do a negative edge Typhoon, but after reaching down back, move the stick to down towards, and release the buttons. If done right, you will either obtain a Typhoon or a Tomahawk Buster. This is good when dealing with safe-on-block reversal attacks, such as Cammy's Cannon Spike, and moves that may allow the enemy to escape from a corner, such as Ryu's tatsus.
Hit-Confirm cross-up
If T. Hawk scores a knockdown at mid-screen and stays close to his opponent, he has a chance of ending the round right there. In order to do that, he use jumping Forward of Fierce splash to hit the enemy as a cross-up. After that, he can use cr.Jab into st.Jab, which give enough time to check if the combo was blocked or not. If the combo is not blocked, Hawk can cancel the st.Jab into the Tomahawk Buster, for another knockdown and, possibly, a dizzy, leading to another damaging combo. Else, he can use the option-select Typhoon.