- U2 needs more horizontal range and or slight damage buff
-ALL non-ex spires should gain immunity to low attacks a little bit quicker…currently all non-ex spires gain immunity to low attacks on startup frames 6-19.
Make it start on frame 3 or 4.
^Reason being that in matches where the other character can crouch block and avoid t.hawk’s standing normals, he is FORCED to either use standing medium kick, crouch medium kick, far light kick, or spire. While spiring, he gets counter hit too often.
-Light spire should go through plasma (Even gief can whiff lariats against plasma to gain meter. t.hawk doesn’t have a solid way of building meter vs plasma)
-Medium spire should armor break
^ I’m sick of all non-EX spires being slow and cumbersome. They have too much startup and recovery to effectively chase anything. Heaven forbid you do one because you think they are going to backdash and then hit them only to get fatty punished.
- Fierce DP needs to come out a little faster…maybe 6 or 7 frames?
-EX Dive follow-up from EX DP NEEDS to NOT push him back full screen. (An EX DP gamble on hit leads to 230 damage and leaves Hawk full screen? Hardly worth it for 2 meters)
-Condor Dive should land a little closer on hit.
-EX DIVE should have a lower height restriction to allow for easier followups
-Fierce SPD should either get a little more damage (240) or yield more meter gains on whiff and hit from (40/100) to (50/110)
^ This is me just being super greedy.
-Buff Close Standing Roundhouse’s hitbox to make it a viable anti-air against neutral jumps which can be followed up with an easy EX Dive.
-make it able to hit crouching characters and pop-up for an easier follow-up with EX Dive.
—In exchange, make it bad on block…it’s currently 0…make it negative 3-5.
(If it becomes an anti-air normal…It should still whiff on crouching characters and stay 0 on block)
(Cl.Roundhouse > EX DP xx EX DIVE = 270 dmg and then no positioning? Considering how difficult it is to land a Cl.Roundhouse…No mames gue.)
-Crouch fierce needs either a better hitbox so it doesn’t trade as much or slightly more damage on the first hit (100 or 110 instead of the current 90) so that it doesn’t trade out of hawk’s favor
-Buff Cl.mp damage to 80/85 (or 90 like in super but apparently that was too godlike T.T)
-Buff Crouch medium kick damage to between 80-90
-Buff Far Stand medium kick damage to between 75-80
^ reason being that t.hawk loses in damage against most characters with good pokes because they can cancel into specials for more damage.
For instance: sakura cr.mk xx fierce dp= 215 dmg. Ryu cr.mk xx hadouken = 130.
My idea is that t.hawk is a footsies oriented grappler. I don’t expect all of these changes to be made but I’m just confused with Hawk’s current design…Is he supposed to be able to get in, stay in, and mess you up? Or is he supposed to play footsies like he can to an alright degree, struggle to get in, and lose to anyone with better normals?
This was a giant brain dump…I’ll be thinking about match-up specific changes in a while but a lot of t.hawk’s bad match-ups are inherent in his or his opponent’s design. For example, no good OS options against bison’s wake-up sucks balls but t.hawk just isn’t capable of dealing with that and nerfing Bison’s wake-up options hurts the character too much.