woah woah woah, you must be playing some REALLY bad hawks to be jumping in from that far that youll land on his cr.mk. holy jesus. only time i jump in against bison or chun is if its going to hit his head.
If you don’t believe me, try it for yourself. Doesn’t have to be far away at all. I’m pretty sure it still works if you are on top of Bison.
Actually a Hawk that knows how to play against Bison will never jump from far, Bison wins with just a meaty low foward into anything (another low forward-scissors combo, standing short-rh combo). the only place T.Hawk should be jumping is from close range or against a cornered Bison.
Never jump with Jab beyond the corner against Bison, jump with either a well timed fierce, down+fierce or just short which beats any low attack. Also take note that the Dive works wonders here in HD Remix, the match is somewhat reversed to Hawk’s favor now if he gets in with a dive.
Aside note, after switching on hit boxes I noticed that O.Hawk/R.Hawk has a really big box on his jumping strong (not elbow). When I tried it to my shock it was as good as Cammy’s from OG ST if not better priority, not only that but you can also cross-up with it !!
The first two paragraphs are exactly what I was thinking.
Yeah you can Xup with jab too hahah. problem with jump strong is that it doenst stay out long
Radpid-fire low jab stuffs Honda’s headbutts.
I played Gief today and had a little bit of a rough time.
What would you suggest against KKK lariats? Seems that timing has to be pretty good to counter legs otherwise he can easily use a piledriver to punish.
lol who would have trouble beating Chun as T-Hawk. All you need to do is make her block a hawk dive then just use j.jab you win
You can Crouch Block the Hawk Dive. Which leaves you still charged. And Chun Li’s Short Razor Kick beats T.Hawk’s J.Jab. So it’s not QUITE as easy as you say it is.
Against Gief you really have to mix it up. I tend to use a fair amount of low roundhouse, jumping straight up roundhouse, an occasional stand rh (but this can be lariated pretty easily so watch out), a decent amount of jumping around outside of range of any attack, etc. The second hit of low roundhouse has pretty good range, you have to learn both the range and the timing on it. It seems to go farther than Gief’s low roundhouse and someone using the kick lariat to go through and throw is not something that’s ever happened to me I don’t think.
This match actually feels pretty similar to playing against Gief as Blanka in that if you mix it up you’re in good shape and can really frustrate him. Hawk’s jumping straight up roundhouse has tremendous range and doesn’t get beaten air to air very often.
That said I don’t have a good handle on this match. One thing I do know is that the dive is pretty friggin worthless unless you need one last hit.
So I tested it out, and it’s interesting. Basically, T.Hawk’s Jump Jab CANNOT HIT a Crouching Bison. That’s why the Bison Low Forward works. There is no distance in which Hawk’s Jump Jab will hit a Crouching Bison. However, EVERY OTHER MOVE hits him, which is why if Bison tries to counter with a Low Forward, he can get REALLY mopped up. But, yes, a Low Forward is 100% guaranteed anti-air to Hawk’s Jumping Jab.
Im gonna have to try this out later. Seems really interesting. Thanks for letting me know. If bison keeps doing it then do the tactic that gets EVERYONE AT LEAST once and early whiff j.hk land 360
what i mean to say that its really hard to do that because you have to wait till j.jab is about to hit you for the short upkicks to beat it. Its too stric to be able to do consistently especially online i’ve lost to a lot of T-Haws who kept whoring j.jab out because the reward is well worth the risk. Even in St tourney’s i’ve always had a hard time with that macthup but in ST:HD it seems harder
Gotta say, I think the new 360 motions might be too easy.
You can start and down-back, or down-towards, and do a half-circle and punch and get the 360. (down-back, curl to up-towards+punch for example). That’s a half circle. Half 360. lol.
Hell, tap down-back, towards, then back + punch really quickly and you can get 360s. (I think you have to go to neutral down too, but you know what I mean)
Seriously. Hawks jab kills her upkicks like EVERY time unless you do it at the latest point possible and with the heavy startup on upkicks, good luck doing it every time.
I just played against a solid chun (and player) and the first and last round were just brutal. She still cant do nearly anything about [now old] hawks splash. What I know beats it is jump straight up lk, which works only if hawk is jumping from far and not on top of her, and a lucky air throw (and i stress lucky). If someone can tell me what else can beat his splash id love to know, just for curiosity sakes. As far as i know, once hawk is on top of her with his splash, its gonna tkae a huge mistake for hawk to lose.
Played a decent Honda tonight and it wasn’t fun.
Spamming HHS after a knockdown or a jumping roundhouse (which often beat or traded with my Rising Hawk) seemed to work wonders in the chip damage department.
And much to my dismay, I found that even when my low strong and low forward pokes hit he was able to retaliate with the HHS for a free hit. :amazed:
Honda is a frustrating matchup, and more importantly an annoying and often boring matchup.
Remember that when you do a DP you can pause on DF for quite a while before you have to press punch. This should help you get deeper DPs and maximize the chance of getting the fierce DP to hit twice. It’s especially important because Hawk is so damn tall that without pausing on DF you have to start the motion very early to avoid getting kicked in the face. You can wait literally a half second between DF and punch which allows your opponent to get lower to the ground and hopefully into the invulnerable part of the DP animation.
Ya Honda hasn’t changed much as far as bad matchup goes. If not the worst in vanilla, it hasn’t seemed to get much better in HD.
Really they just have to charge back and do jab headbutts to keep you at bay, and it becomes almost impossible to overcome against a good Honda player. But the Typhoon being a lot easier now has opened up a lot of in with standing 360’s.
I haven’t ran into any skilled Honda players as of yet to be honest so I can’t attest to the prowess of his Butt Slam, but that used to be effective against Hawk also in ST with the right set-ups. I know odd since we want them close but good Honda players used it well.
Off Topic: Is the wiki still being used by players and not messed up by griefers? I wrote most of T.Hawks stuff on there but someone came in and constantly jumbled it to the point I gave up. Looks like someone named Decca cleaned it up though.
If your out there good job Decca
Thanks dude, I really appreciate it, especially from another T.Hawk player.
Props to the guy who included the new HDR inputs. It doesn’t seem like many people utilize the wiki, however I love reading about other’s than Hawk.
I really feel like the whiff animation is destroying my old T.Hawk strategy, not it was complicated at all :“keep spinnin’ them 360s and release fierce~strong”. Now I have to carefully guess when peeps won’t reversal, which means never. Honda, Blanka and Cammy can just keep me away.
Am I the only one still using the old d/b~360~d/b + release method? Yeah the new motion works wonders for walk-in Typhoons, but after cr.jab or cr.short it’s just in my mind to spin. I can’t seem to do the walk-in SUPER consistently, and
cr.jab -> cr.jab -> safe SUPER attempt is impossible for me in HDR.
From my point of view they should let us try out T.Hawk without a whiff animation, but his Typhoon should rebound much like SFZ3 Zangief’s SPD, so you have to work your way in again after each succesful Typhoon.
hawks whiff animation feels like it changes ticking. sorry. situations where you would be able to walk up 360 after a bounce back or something DONT seem to work anymore. the whiff animation seems to have really really weird properties as well. i swear i cant count the times ive seen the whiff animation come out and then all of a sudden just grab them.
if anyone wants, i can write up some strategy (what i do) against honda and whoever else if you want
However his whiff animation charges meter.
Jab whiff recovers really fast. i think 9 or 10 jab whiffs builds to full.