
T. Hawk
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:
- Walk speed: slightly slower (Forward: 0.0341 > 0.031)
- Forward Dash: 5f faster (23f > 18f)
- Back Dash: slightly longer distance
- Normal Move Changes:
- cl.5HP hits twice; has juggle potential and causes air knockdown
- cl.5MK hits twice
- cl.5HK hits twice, launches opponent into a juggle state
- 2MP has less range, but is now cancellable
- 2MK no longer cancellable
- 2HK both hits now connect instead of only one (also grants better knockdown advantage)
- Command Normal Changes:
- Hunting Hawk (6HP) - New attack, 2-hit airborne overhead
- Special Move Changes:
- Condor Dive (air 236P) - new input and radically different effects
- Different angles: LP version goes almost straight down, MP/EX at 45 degree angle, HP straight forward
- No longer bounce off on block, making them safer
- No longer break armor
- Condor Rise (3K) - new move, command jump that flies straight up (can also preemptively anti-air)
- Can kara cancel prejump frames, or use air normals/Condor Dive
- Condor Spire (236K) - much faster, meterless versions are mutli-hit, knock down, and are more combo-friendly
- EX version launches for a juggle anywhere on the screen
- Earth Rage (214P) - new move, similar to C. Viper's Seismic Hammer
- Strength controls distance of ground pound, and EX version covers wide area
- Mexican Typhoon (360P) - all versions slowed down to 4f startup; more damage to compensate for loss of oki
- Thunder Bird (360PP) - costs 2 bars, has armor, does significantly more damage/stun
- Condor Dive (air 236P) - new input and radically different effects
- Super/Ultra Changes:
- Super does more damage
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. ![]() |
3 | 2 | 6 | 3 | 7 | 40 | 50 | M | Ch Sp Su | - |
5MP (Close) | cl. ![]() |
5 | 4 | 10 | 0 | 6 | 70 | 100 | M | Sp Su | - |
5HP (Close) | cl. ![]() |
7 | 4 | 14 | 1 | 5 | 70*50 | 100x2 | M | - | - |
5LK (Close) | cl. ![]() |
3 | 3 | 10 | -2 | 1 | 30 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
4 | 2*3 | 11 | 0 | 3 | 80*50 | 100x2 | M | Sp Su / - | 2 hits, only 1st is cancellable |
5HK (Close) | cl. ![]() |
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. ![]() |
4 | 2 | 7 | 3 | 6 | 40 | 50 | M | Sp Su | - |
5MP (Far) | far. ![]() |
6 | 3 | 12 | -1 | 2 | 90 | 100 | M | - | - |
5HP (Far) | far. ![]() |
8 | 2 | 21 | -5 | -1 | 120 | 200 | M | - | - |
5LK (Far) | far. ![]() |
4 | 4 | 9 | -2 | 1 | 30 | 50 | M | Sp Su | - |
5MK (Far) | far. ![]() |
6 | 3 | 11 | 0 | 3 | 70 | 100 | M | - | - |
5HK (Far) | far. ![]() |
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 | ![]() ![]() |
4 | 3 | 8 | 0 | 3 | 30 | 50 | M | Ch Sp Su | - |
2MP | ![]() ![]() |
6 | 8 | 8 | -3 | 1 | 80 | 100 | M | Sp Su | - |
2HP | ![]() ![]() |
8 | 2*3 | 20 | -5 | -1 | 90*50 | 100x2 | M | - | - |
2LK | ![]() ![]() |
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 | ![]() ![]() |
6 | 2 | 14 | -2 | 1 | 70 | 100 | L | - | - |
2HK | ![]() ![]() |
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 | ![]() ![]() |
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) |
![]() ![]() |
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) | ![]() ![]() |
4 | 6 | - | - | - | 60 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
6 | 4 | - | - | - | 90 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
11 | 6 | - | - | - | 120 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
4 | 8 | - | - | - | 50 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
7 | 6 | - | - | - | 90 | 100 | H | - | Crossup (has 2 separate hitboxes) |
j.HK (angled) | ![]() ![]() |
10 | 5 | - | - | - | 120 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
4 | 7 | - | - | - | 60 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
6 | 5 | - | - | - | 90 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
10 | 4 | - | - | - | 140 | 200 | H | - | - |
j.LK (neutral) | ![]() ![]() |
4 | 6 | - | - | - | 50 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
7 | 3 | - | - | - | 90 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
10 | 9 | - | - | - | 120 | 200 | H | - | - |
Heavy Shoulder | Air ![]() ![]() |
7 | 10 | - | - | - | 80 | 90 | - | - | Only hits airborne opponents; retracts hurtbox upward to avoid some anti-airs |
Heavy Body Press | Air ![]() ![]() |
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 | ![]() ![]() |
23 | 5 | 32 | -21 | KD | 120 | 150 | M | Dash | KD Adv: +11; +25 after Forward Dash, +26 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
33 | 5 | 32 | -16 | crumple | 120 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
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) |
![]() ![]() |
3 | 2 | 24 | - | KD | 190 | 200 | T | - | KD Adv: +8 |
Mexican Throw (Back Throw) |
![]() ![]() ![]() |
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 | ![]() ![]() 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 | ![]() ![]() 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 | ![]() ![]() 236+HK |
6 | 2(10)8 | 23 | -10(-3) | KD | 60*80 | 100x2 | M | Su | 2 hits, only 1st is cancellable; KD Adv: +21 |
![]() |
![]() ![]() 236+KK |
9 | 17 | 21 | -12(-1) | KD | 130 | 150 | M | - | Allows for followup juggle; KD Adv: +45 |
LP Tomahawk (Uppercut) |
![]() ![]() 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) |
![]() ![]() 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) |
![]() ![]() 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 |
![]() (Uppercut) |
![]() ![]() 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) |
![]() ![]() 214+P |
19 | 7 | 17 | -7 | KD | 100 | 100 | M | Su* | Strength determines distance; only cancellable if it connects; KD Adv: +45 |
![]() (Ground Pound) |
![]() ![]() 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+LP |
4 | 2 | 52 | - | KD | 200 | 250 | T | - | KD Adv: +23 |
MP Mexican Typhoon | ![]() ![]() 360+MP |
4 | 2 | 50 | - | KD | 230 | 200 | T | - | KD Adv: +23 |
HP Mexican Typhoon | ![]() ![]() 360+HP |
4 | 2 | 48 | - | KD | 250 | 200 | T | - | KD Adv: +19 |
![]() ![]() |
![]() ![]() 360+PP |
4 | 2 | 47 | - | KD | 350 | 300 | T | - | Costs 2 bars, has armor; KD Adv: +16 |
LP Condor Dive | Air ![]() ![]() 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 ![]() ![]() 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 ![]() ![]() 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 |
![]() |
Air ![]() ![]() 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) |
![]() |
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) |
![]() ![]() ![]() 236236+K |
1+0 | 2 | 41 | - | KD | 470 | - | T | - | 1-?f invuln; KD Adv: +50 |
Raging Typhoon (Ultra 1) |
![]() ![]() ![]() 236236+K |
1+0 | 2 | 41 | - | KD | 510 | - | T | - | 1-?f invuln; KD Adv: +8 |
Raging Slash (Ultra 2) |
![]() ![]() ![]() 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 |