
T. Hawk
In a nutshell
T. Hawk is much less of a grappler in Omega with the loss of hard knockdown oki and a slower Mexican Typhoon. Instead, he gets much better conversions from his neutral buttons with easy combos into Condor Spire. His improved Condor Dive gives him a way to approach at different angles, leading to tricky crossups or whiffed dive into command grab (at the cost of losing its armor-break property). Earth Rage allows him to both zone and counter-zone effectively, which can force opponents to play at a close-mid range where T. Hawk is most effective. While most Omega characters require 3 bars to use a safe reversal option, T. Hawk kept his EX Tomahawk into EX Condor Dive, giving him a safe 2-bar escape.
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)
- j.MK is now a crossup; has 2 separate hitboxes making it very easy to land
- 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 | - | 5-26f 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 | 4+17 land | -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 | 4+18 land | -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 | 4+19 land | -10(-3) | KD | 60*80 | 100x2 | M | Su | 2 hits, only 1st is cancellable; KD Adv: +21 |
![]() |
![]() ![]() 236+KK |
9 | 17 | 6+15 land | -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 | - | Forward/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 | - | Forward/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 | - | Forward/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 (120) |
200 (150) |
M | - | (Refers to version cancelled from EX Tomahawk); works from any 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 | - | 1-3f full invuln; opponent can't jump out post-freeze; KD Adv: +50 |
Raging Typhoon (Ultra 1) |
![]() ![]() ![]() 236236+K |
1+0 | 2 | 41 | - | KD | 510 | - | T | - | 1f full invuln; opponent can't jump out post-freeze; KD Adv: +8 |
Raging Slash (Ultra 2) |
![]() ![]() ![]() 236236+K |
0+3 | 6 | 18+26 land | - | KD | 450 | - | T | - | 1-8f full invuln; hits airborne opponents only; KD Adv: +39 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
- 252/330 -- 2LK, cl.5LP, far.5LP, 2MP xx HK Condor Spire
- 314/443 -- cl.5LP, cl.5HP, far.5LP xx LP Tomahawk
- 262/360 -- cl.5MP, 2MP xx HK Condor Spire
- 278/340 -- cl.5MP, 2MP xx LP Tomahawk
- 310/390 -- cl.5MP, 2MP xx EX Condor Spire, MP Tomahawk
Punishes:
- 304/430 -- cl.5LP, cl.5HP, far.5LP xx LP Tomahawk
- 363/495 -- cl.5HP, far.5LP, 2MP xx EX Condor Spire, MP Tomahawk
- 410/550 -- cl.5HK, EX Condor Spire, EX Tomahawk (powerful 2 bar juggle)
- 198/260 -- far.5LP, 5LK xx LP Tomahawk (works at max range where 2MP whiffs)
- 220/300 -- 2MP xx HK Condor Spire - ranged punish (far.5LK also works, faster but less damage)
Counterhit Confirms:
- CH 2MK, far.5LP...
Ultra Setups:
- Ultra 1 - can only combo from Focus Attack crumple
- HK Condor Spire xx Lv. 2 Focus can cause crumple, but is heavily scaled
- Ultra 2 - Can't be juggled into, mostly used for AA or catching backdash
Useful Info
Reversals:
- Tomahawk (
/ 623+P) - EX version can be safely cancelled into EX Condor Dive, while MP/HP versions can work meterless
- Thunder Bird (
/ 360+PP) - Armor on startup
- Meterless versions of Mexican Typhoon can go through gaps in blockstrings, but much less likely to work in Omega due to 4f startup
- Super (
/ 720+P) - Invincible, inescapable after flash
- Ultra 1 (
/ 720+PPP) - Invincible, inescapable after flash
Anti-Airs:
- Tomahawk (
/ 623+P) - LP version is fastest but has no invincibility, MP/EX are most reliable, HP is invincible but slow
- cl.5MP - reaches fairly high for a close range AA
- Thrust Peak (
/ 3LP) - Weak but consistent AA jab, can work even against crossups
- Ultra 2 (
/ 63214,63214+PPP) - Good damage, but has a fairly shallow trajectory that makes it difficult to use against close jumps
- far.5HK - slow, but works well against long range neutral jumps
- 2MK - can low profile some jump attacks
- Condor Rise (
/ KKK) - Slow and only hits straight above; allows juggle into Condor Dive or air normals, and can juggle after a trade
Anti-Focus:
- Condor Spire (
/ 236+K) - Fast armor breaker
- EX Earth Rage (
/ 214+PP) - Multiple hits to break armor
- cl.5MK / cl.5HP / cl.5HK / 2HP / 6HP - all 2-hit normals that can break focus from close range
- Since Omega characters do not have invincibility on focus backdash, it is unlikely that they can escape between hits
- 2MP xx Mexican Typhoon (
xx
) - Cancelling into a command grab works from fairly long range
Anti-Projectile:
- Condor Dive (Air
/ Air 236+P) - Can use on reaction if a projectile is thrown while neutral jumping
- Earth Rage (
/ 214+P) - If used preemptively (or on reaction at long range), will trade in T. Hawk's favor
Juggles:
- EX Condor Spire is a consistent juggle starter
- Can juggle with another Condor Spire, cl.5HP, MP/EX Tomahawk
- Tomahawk (high-connect anti-air) allows followup juggles
- If you juggle EX Condor Spire, it still retains more juggle potential
- cl.5HK launches for a juggle, useful in punishes
- Earth Rage (ground pound) can juggle if close enough (far.5HK or LK/EX Condor Spire midscreen, anything in the corner)
Miscellaneous:
- 2LK does not have the usual buffer afterward, so the link into cl.5LP is a true 1f link
- cl.5MP > cl.5MP can work on some characters
- LP Mexican Typhoon can set up a meaty MK Condor Spire (safe on block) or whiffed LK Condor Spire into another command grab