Ultra Street Fighter IV/T. Hawk/Omega

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.png

T. Hawk

SSFIV-THawk Face.jpg

Fill in Omega SF4 info


In a nutshell


-Omega SF4 frame data, combos, new moves, etc. will be put on this page and then linked from the main character page when it's finished.


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range


  • Movement Changes:


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


Character Specific Data

T. Hawk

VITALS
Health: 1100 Stun: 1100
WALKING
Forward Walk Speed: 0.031 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: Forward: 6+40+4
Back/Neut: 6+40+5
Jump Distance: Regular: 1.76 Forward, 1.81 Back
*Short hop: 1.75 Forward, 1.56 Back
DASHING
Forward Dash Frames: 18 Forward Dash Distance: 0.95 [1.11]*
Back Dash Frames: 26 Back Dash Distance: 0.84
FA + Forward Dash Frames: 22 FA + Back Dash Frames: 21
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-19 FA + Back Dash Airborne: 6-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -7 Lv1 FA + Back Dash (Block): -6
Lv2 FA + Forward Dash (Block): -1 Lv2 FA + Back Dash (Block): 0

*[Refers to dash distance when holding a direction or inputting a button at the end of the animation]
*Short Hop is input by neutral jumping, then transitioning to a forward/back jump during pre-jump frames

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 6 3 7 40 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 4 10 0 6 70 100 M Sp Su -
5HP (Close) cl. Hp.png 7 4 14 1 5 70*50 100x2 M - -
5LK (Close) cl. Lk.png 3 3 10 -2 1 30 50 M Sp Su -
5MK (Close) cl. Mk.png 4 2*3 11 0 3 80*50 100x2 M Sp Su / - 2 hits, only 1st is cancellable
5HK (Close) cl. Hk.png 7 1*3 14 -2 KD 70*50 100x2 M - Can juggle afterwards; KD Adv: +52
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 2 7 3 6 40 50 M Sp Su -
5MP (Far) far. Mp.png 6 3 12 -1 2 90 100 M - -
5HP (Far) far. Hp.png 8 2 21 -5 -1 120 200 M - -
5LK (Far) far. Lk.png 4 4 9 -2 1 30 50 M Sp Su -
5MK (Far) far. Mk.png 6 3 11 0 3 70 100 M - -
5HK (Far) far. Hk.png 10 5 22 -7 -3 120 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 3 8 0 3 30 50 M Ch Sp Su -
2MP Down.gifMp.png 6 8 8 -3 1 80 100 M Sp Su -
2HP Down.gifHp.png 8 2*3 20 -5 -1 90*50 100x2 M - -
2LK Down.gifLk.png 4 3 8 -1 3 40 50 L Sp Su Frame buffer does not apply afterward, making it a 1f link into cl.5LP
2MK Down.gifMk.png 6 2 14 -2 1 70 100 L - -
2HK Down.gifHk.png 11 2(9)2 20 -8 KD 80*50 150*100 L*L - If the 1st hit connects, the 2nd hit also combos; KD Adv: +20
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Thrust Peak Downright.gifLp.png 3 7 11 -7(-6) -3(-2) 40 50 M Sp Su 1st active frame only connects vs. standing opponents at close range; effective as an anti-air
Hunting Hawk
(Overhead)
Right.gifHp.png 23 2*2 11 -2 2 70*50 100x2 H - 5-?f airborne
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 6 - - - 60 50 H - -
j.MP (angled) Upright.gifMp.png 6 4 - - - 90 100 H - -
j.HP (angled) Upright.gifHp.png 11 6 - - - 120 200 H - -
j.LK (angled) Upright.gifLk.png 4 8 - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png 7 6 - - - 90 100 H - Crossup (has 2 separate hitboxes)
j.HK (angled) Upright.gifHk.png 10 5 - - - 120 200 H - -
j.LP (neutral) Up.gifLp.png 4 7 - - - 60 50 H - -
j.MP (neutral) Up.gifMp.png 6 5 - - - 90 100 H - -
j.HP (neutral) Up.gifHp.png 10 4 - - - 140 200 H - -
j.LK (neutral) Up.gifLk.png 4 6 - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png 7 3 - - - 90 100 H - -
j.HK (neutral) Up.gifHk.png 10 9 - - - 120 200 H - -
Heavy Shoulder Air Down.gifMp.png 7 10 - - - 80 90 - - Only hits airborne opponents; retracts hurtbox upward to avoid some anti-airs
Heavy Body Press Air Down.gifHp.png 6 9 - - - 110 150 H - Crossup
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 23 5 32 -21 KD 120 150 M Dash KD Adv: +11; +25 after Forward Dash, +26 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 33 5 32 -16 crumple 120 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png s 5 32 crumple crumple 170 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Neck Hanging Tree
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +8
Mexican Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +12
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Condor Spire Qcf.pngLk.png
236+LK
3 2(6)8 21 -8(-1) KD 60x2 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +23
MK Condor Spire Qcf.pngMk.png
236+MK
4 2(9)8 22 -9(-2) KD 60*70 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +22
HK Condor Spire Qcf.pngHk.png
236+HK
6 2(10)8 23 -10(-3) KD 60*80 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +21
Ex.png Condor Spire Qcf.png2k.png
236+KK
9 17 21 -12(-1) KD 130 150 M - Allows for followup juggle; KD Adv: +45
LP Tomahawk
(Uppercut)
Dp.pngLp.png
623+LP
5(9) 2(2)7 17+11 land -14 KD 160 200 M Su* No invuln; (AA hitbox appears); Su/FA cancel on hit only; only 1 hit despite 2 sets of active frames; allows followup juggle after high AA connect; KD Adv: +30
MP Tomahawk
(Uppercut)
Dp.pngMp.png
623+MP
7(10) 3*8 21+11 land -18 KD 100*80 100x2 M Su* 1-9f invuln; (AA hitbox appears); Su/FA cancel on hit only; allows followup juggle after high AA connect; KD Adv: +33
HP Tomahawk
(Uppercut)
Dp.pngHp.png
623+HP
10(12) 2*9 26+11 land -27 KD 200 200 M Su* 1-12f invuln; (AA hitbox appears); Su/FA cancel on hit only; only 1 hit despite 2 sets of active frames; allows followup juggle after high AA connect; KD Adv: +21
Ex.png Tomahawk
(Uppercut)
Dp.png2p.png
623+PP
5 3(1)7 29+11 land -26 KD 120*80 150*100 M Sp FA 1-7f invuln; follow up with EX Dive (PPP or 236PP input), approx. -1 on block; 1st hit can FADC (on block: -6 forward, -5 back); followup juggle is possible after high-connect anti-air; KD Adv: +24
Earth Rage
(Ground Pound)
Qcb.pngP.png
214+P
19 7 17 -7 KD 100 100 M Su* Strength determines distance; only cancellable if it connects; KD Adv: +45
Ex.png Earth Rage
(Ground Pound)
Qcb.png2p.png
214+PP
14 7*7*9 2 14
[4/6]
KD 50x2*80 50x2*100 M FA* FA cancel only possible if 1st hit connects; Block Adv: +14 if 3 hits connect, +4 if only 3rd hit whiffs, +6 if only 1st hit whiffs; KD Adv: +62
LP Mexican Typhoon 360.pngLp.png
360+LP
4 2 52 - KD 200 250 T - KD Adv: +23
MP Mexican Typhoon 360.pngMp.png
360+MP
4 2 50 - KD 230 200 T - KD Adv: +23
HP Mexican Typhoon 360.pngHp.png
360+HP
4 2 48 - KD 250 200 T - KD Adv: +19
Ex.pngEx.png Thunder Bird 360.png2p.png
360+PP
4 2 47 - KD 350 300 T - Costs 2 bars, has armor; KD Adv: +16
LP Condor Dive Air Qcf.pngLp.png
Air 236+LP
19 until land 12 -5(1) KD 120 200 M - Forwrad/neutral jump only; steepest angle; not an armor breaker; KD Adv. varies based on angle
MP Condor Dive Air Qcf.pngMp.png
Air 236+MP
19 until land 12 -9(1) KD 120 200 M - Forwrad/neutral jump only; ~45 degree angle similar to USF4 version; not an armor breaker; KD Adv. varies based on angle
HP Condor Dive Air Qcf.pngHp.png
Air 236+HP
17 12 4 - KD 100 200 M - Forwrad/neutral jump only; flies straight forward; after recovery, can use neutral jump normals or EX Condor Dive; KD Adv. varies based on height
Ex.png Condor Dive Air Qcf.png2p.png
Air 236+PP
11 until land 12 -6(4) KD 150 200 M - Can be done from back jump or after HP Condor Dive; not an armor breaker; KD Adv. varies based on angle
Condor Rise
(Command Jump)
3k.png 16 5 5 land - KD 100 150 M Kara Only hits directly above T.Hawk; as a special move, this can be cancelled into, then kara cancelled during prejump frames into focus, specials, super, or ultra; KD Adv: +29~41
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Double Typhoon
(Super)
360.png360.pngP.png
236236+K
1+0 2 41 - KD 470 - T - 1-?f invuln; KD Adv: +50
Raging Typhoon
(Ultra 1)
360.png360.png3p.png
236236+K
1+0 2 41 - KD 510 - T - 1-?f invuln; KD Adv: +8
Raging Slash
(Ultra 2)
Hcb.pngHcb.png3k.png
236236+K
0+3 6 18+26 land - KD 450 - T - 1-?f invuln; KD Adv: +39
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes


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