Low forward spam = you win,
Bronzefist, post: 2501991 wrote:
This maybe my inexperience, but I'm seem to get Hawk close standing roundhouse at the WORST times, when I simply want to poke with the far version. I think the close version triggers way too soon. It's become so bad that I'm using standing forward kick instead (which is a pretty good poke itself). Anyone else run into this issue?
Ryu1999, post: 2501992 wrote:
I have the same problem with st. strong. Would have been nice to have some A3-esque controllable limbs
oldschool_BR, post: 2501993 wrote:
Not sure if that is what you mean, but the first game where Sim's attacks would vary depending on the direction of the stick was ST (back + attack= CPS1/super close version, towards + attack = CPS1/super far version).
gridman, post: 2501980 wrote:
i think this is also a guaranteed dizzy - crossup splash, cr.jab x3, jab 360. its dizzied giefs and bisons and such many times.
gkrohwon, post: 2501997 wrote:
cammy is more winnable by a lot compared to guile or DJ.......block alot. cr jab, footsies, jump cross up splash into choke. ...hawk dp is good but not hawk dive
Bronzefist, post: 2502002 wrote:
Hrmmm is there a list of what characters get hit twice by his fierce DP? I noticed that on some characters you only get 1 hit out of it, but on others you get both hits for ALOT of damage. I dunno if anyone made such list for original ST? The fierce DP with one hit does less than the jab version, so I'd genuinely like to know--especially when it comes to cross up combos.
FreshOJ, post: 2502009 wrote:
Hey all, in preparation for getting this game, I broke out the CCC2 version of ST and tried to do crossups that I used to use in SNES SSF2 (yes, I know...that game).
With T.Hawk, much like Zangief, it's all about that splash (jumping d+fierce), but I also found that all of his weak and medium jumping attacks cross up. He lost crossup jumping roundhouse. Any of those other crossups create any ambiguous blocking situations?
Anybody tried anything crazy like crossing up with the Hawk Dive? Is the angle too shallow?
Sorry if I'm sounding noob-ish, but I figured while I'm waiting to get the game I might get some folks thinking about the tools that Hawk has...if they haven't been already the past 14 years. :P
FreddyL0c0, post: 2502013 wrote:
its too bad it has a whiff animation now, safe 360s were fun, but i guess in this new setting itd be too strong......right?
margalis, post: 2502011 wrote:
Jumping roundhouse will cross up Honda. Doesn't seem too useful but it does seem to work.
FreddyL0c0, post: 2502013 wrote:
I found gridman's point about the dive not bouncing back anymore to be interesting, dont u land right in front of the opponent, thus allowing u to go for unsafe 50/50s at a much closer range (dp or 360). How long does the opponent stay on block stun from the attack?
Buktooth, post: 2502022 wrote:
(casual thawk user speaking) i don't get how the old dive was high reward though, except in the corner. sure you got a knockdown, but the bounceback often didn't even leave you in tick range to set up anything worthwhile. you often had to resort to whiffing a dive back in at disadvantage, then doing a dp/spd mix up
that's basically the same thing you get now, except now you also get that situation on block (yes there are some subtle differences i know)
EDIT: i guess old dive did push the opponent much farther back towards the corner, which could eventually end up in insta-win