Super Street Fighter II Turbo HD Remix/T.Hawk

From SuperCombo Wiki

Moves

Standing Normals:

  • Jab (LP): Great all around attack. Good priority, good damage for a Jab,

good range (note that this is all regarding the neutral Jab). Try to avoid using the downwards Jab, as the Neutral Jab is better than it in pretty much every way.

  • Strong (MP): Great range and priority. Can stuff fireball attempts on

reaction at the correct range. Up close the move changes and Hawk will lunge his arms upwards.

  • Fierce (HP): I don't use this often personally, but it does have its uses

and does some good stun damage. When you're next to your opponent, this is two hits.

  • Short (LK): Okay tick. You should really only use this to mix-up your

ticks, because the Jab is a much better option than this.

  • Forward (MK): Very reliable, good range and an excellent meaty tick. If

a Shoto misses a Jab Shoryuken, kick them out of it with this.

  • Roundhouse (HK): Probably my favorite normal among the rest of Hawks as long

as you know how and when to throw it out. Now, this attack does not reach as far as it looks. The hit box will actually end at the cuff of Hawk's pants. There is no hitbox at all on his boot. This attack can also hit crouching opponents at the correct distance. When Hawk does his Roundhouse, his legs have a striking resembalance to a right angle. Imagine a 90 degree box in between his legs. This is the part that can hit crouching opponents. Its weird to explain, but try and it and you'll see what I mean.

Up close, Hawk does a fast kick that has some decent Anti-Air properties. One more thing, this attack is THE BEST counter to a whiffed Dragon Punch from a shoto. Try it on the next Ken you see whose constantly Jab DP'ing.

Crouching Normals:

  • Jab (LP): Awesome move. Priority beats a lot of stuff. Awesome tick.
  • Strong (MP): Works as a great AA against most jump-ins. Can cleanly knock

any Shoto out of their Hurricane Kick.

  • Fierce (HP): If someone is right above you, do this if you don't have time

to DP. The best time to do this move is after a whiffed Fierce DP from Ken or a whiffed DP from Cammy.

  • Short (LK): Good as a tick. Not too much else.
  • Forward (MK): Great poke. Awesome move against Guile and many others.
  • Roundhouse (HK): Do not underestimate this attack like I did at first.

Sure Zangief's is better in most ways, but this is a very sneaky attack and it has some really sweet range. Also, priority is good.

Jumping Normals:

  • Jab (LP): Ridiculously high priority. This bad boy should be sticking out

the majority of the time when you're in the air.

  • Strong (MP): I wouldn't bother with the normal version or the elbow drop.

Jab is pretty much everything Strong isn't, and the elbow drop isn't that useful as far as I'm aware.

  • Fierce (HP): Along with J.Jab, this bad boy is a force. Can cleanly beat

moves like Honda's Torpedo or Blanka's Ball. Whiffing this move on purpose on a jump-in and then grabbing is a strong tactic.

  • Short (LK): Mix this up with the Jab when you start getting within grab

range. This will also hit opponents that the Jab can't reach (I.E. Blanka).

  • Forward (MK): Can cross-up, but the Hawk Splash is a better option.
  • Roundhouse (RK): This doesn't have the same range as Zangief's J.RH, but

it still has okay range. Stick this out if you know it'll connect, otherwise, stick with the Jab as your air attack (or be an asshole and whiff it into a "720" :P).


Diving Hawk: (In air only) New command LP+LK or MP+MK. Old command PPP.

A love or hate move, depending on how you use it. This move can get you in your opponents face so fast, Zangief could only dream of having the same ability. However, you can also be knocked cleanly out of this everytime you use it if your opponent stays on his/her toes. This can actually work out largely in your favor however, as everytime you jump, they'll get ready for a Hawk Dive. There will be many times where you'll jump straight up and do nothing, and your opponent will whiff an Anti-Air. Also, if your opponent is a chip away from death, finish them off with this.

Some good method's of baiting your opponent into thinking you're doing a Dive is to jump into the air and do J.Fierce, since T.Hawk sorta pulls back when he does that move. Think of it as kind of a "fake" dive.

Rising Hawk: DP Motion.

Hawk's Anti Air. Has okay priority. Will trade usually with Roundhouse attacks if your timing is bad. This can be used as a reversal. Jab and Strong do one hit, and Fierce does 2-hits.

There is a bug with this move also. The last Rising Hawk you did will come out as your Reversal no matter which of the three punches you input. For example, if the last Rising Hawk you threw out was Fierce and you try to do a Jab DP as a Reversal, the Fierce version will come out instead.

Hawk Splash: (In air only) Down+Fierce.

Instead of doing his normal fierce, Hawk will do a body slam much like Zangiefs. The stun on this thing is unbelievable. Cross-up with this whenever you have the opprotunity. If your opponent blocks it, tick into a Tyhpoon when you land. If your opponent doesn't block, do a Forward and cancel it into a Fierce Rising Hawk for a combo that not only does big damage, but will almost always stun.

Mexican Typhoon: New command HCF+back or HCB+forward. Old command 360+Punch.

The main reason you're using Hawk is this move. This move is a command grab, meaning it cannot be blocked. Range is longer than an Ochio Throw, but shorter than an SPD. All three versions of this move vary in strength. Always use Fierce. If you do not know how to do this move standing, learn too. Its absolutely necessary at higher levels of play.


You can substitute back or forward if you do the HCB or HCF command with any of the up directions (back-up, up, forward-up).


Double Mexican Typhoon: New command HCFx2+back or HCB+forward. Old command 720+Punch.

Once you get your Super meter filled, tick into this instead of the normal Typhoon. The massive damage can really turn the tides in a losing battle. Learn to walk-up and pull this move off to really put pressure on your opponents.


Please note that you can also end the command with any "up" direction instead of forward. So for example, instead of doing HCBx2+forward and punch, you could do HCBx2+up-back and punch.

Changes From Super Turbo To HD Remix

The Basics

Advanced Strategy

Matchups