I’m gonna past what I wrote on capcom unity (pg 6)
Let me know what you guys think… There’s a ton of garbage being posted on all characters’ threads.
I hope my thoughts are more reasonable.
Slightly widen the hitbox for fierce DP so that splash, cl.strong xx fierce dp combos on everyone. It’s his meterless bnb that nets barely more than 300 off of a jump in.
When you need to step down to a lower strength, not only do you lose damage, but more importantly, you lose positioning. I think this is more of a fix than an outright buff, considering that it’s currently character-inconsistent.
Decrease the pushback on cl.strong. This would make cl.strong, cl.strong, cr.forward, a consistent option for meterless damage that pushes hawk out to the neutral game, or cl.strongx2 xx ex.spire for a strong hit-confirm with good damage and positioning at the cost of one meter.
I feel that hawk lacks good hitconfirms. All he really has are links for mediocre damage and poor positioning. Considering he relies on meter to get past projectiles or have an invincible reversal, trading one bar for a good combo seems fairly balanced. Also, landing a pointblank cl.strong on a grounded opponent isn’t the easiest thing to do.
Change the input for spire to dp+kick, and if not too powerful, u2 input to qcfx2+PPP.
Ex.spire is Hawk’s only real way of getting past projectiles, considering his jump is so floaty. It can be quite difficult to walk forward and ex.spire on reaction, especially with the punch inputs overlapping with dp and spd. With ex.spire having less range than fierce spire, an easier input wouldn’t make for an overpowered move. While it’s safer on hit/block than gief’s ex.hand, it doesn’t have the same quick startup.
Again, I think changing the inputs for a move are more of a fix than a buff.
In regards to u2, the hcb motion is incredibly difficult, especially for an ultra that’s pretty much restricted to being a reactionary anti-air. Jumping in on hawk with u2 should be like jumping in on ryu with u2.
Or if it’s not going to work reliably as an anti-air, widen the hitbox so that it works consistently as a jump-in OS vs backdash on wakeup. As it stands currently, U2 is hard to utilize and often ignored for U1’s damage and threat factor.
Allow ex.spire to combo from cr.jab and/or far jab. -edit: Maybe far st.short, or a normal that can’t be linked into?
Either increase the hitstun on his jabs by a touch or lower the start-up on ex.spire?
Hawk is a footsie based grappler, but he’s pretty free on the ground to characters like chun, vega, bison, etc. to the point where they can mindlessly throw out st.strong, st.roundhouse and completely shut him down.
This would give him a tool, again, reliant on meter, to compete with such dominant pokes. Most of hawk’s other pokes are either lacking in speed or priority, and his slow walkspeed make his footsies rather ineffective.
When characters only have to worry about a measly 30/40 damage jab, they can go auto-pilot with their pokes and beat hawk on the ground.
The threat of a jab OS ex.spire would encourage opponents to actually think about the pokes their using, instead of nerfing them, and force an actual footsie game with hawk. It would work similar to Sakura’s cr.foward OS dp, except that it would rely on meter.
**Potential issue might be that his new bnb would be cr.jab, st.jab, st.jab xx ex spire. **
Cr.jab only chains into st.jab, but st.jab has enough range/frame advantage to easily link into itself, allowing for the special cancel into ex.spire.
This could be too strong, hit confirming damage+knockdown off any errant cr.jab.
I still think hawk needs an OS tool to get in like gief’s st.short OS ex.hand. It would also help him get in on Blanka after jabbing a random blanka ball.
Lower hurtbox on cr.forward akin to Akuma or Chun’s cr.strong, giving him the option to anti-air with cr.forward xx ex.spd/U1.
Would be neat, possibly overpowered. He can still do it against poorly spaced/less dominant jump ins.
[b/]Shrink/Narrow the hitbox on cr.short**.
Cr.short doesn’t seem to serve much purpose on its own. It has the same frame data as cr.jab, with 10 more damage at the cost of not being able to chain into itself.
It’s a 4-frame crouch tech, that’s about it.
Currently, I use it to buffer 720 motions for walking super/U1. While it’s current range is slighly less than super/u1, allowing it to work as a buffer, shrinking the hitbox would make it a bit easier to avoid accidentally hitting your opponent.
Decrease the range on jab spire.
This would improve his mixup game off of blockstrings, allowing him to frametrap with far st.jab xx fierce/med/ex spire or whiff the jab spire to go for the command grab/dp/ultra.
Jab xx spire isn’t a true blockstring, so it loses to reversals. Jab xx jab.spire would leave hawk at frame disadvantage, meaning that whiff.spire > grab would lose to reversals/attacks, beat blocking, and reset vs jump back/back dash. A proper rock/paper/scissors scenario.
I don’t know if it would make his mixup game of block jabs too strong…
Give jab.dp pursuit property. Corner only follow-up to cl.st. roundhouse, late-hitting ex.spire.
Allowing for meterless damage after a cl.st.roundhouse or well spaced ex.spire would make hawk’s corner game truly terrifying. Hawk has to work so hard to get in. Being cornered by him should put you in a terrible situation.
Also, perhaps early anti-air jab dp xx jab dp could give better damage at the risk of trading due to the weaker hitbox. Would be a nice punish for anticipating a close range neutral-jump mid-screen.
Overall, I think most of these changes would give Hawk what he needs to be viable without changing his core.
He would still be a footsie based grappler, very reliant on meter, with a weak wakeup game and a mix-up game not as dominant as gief’s and a weak wakeup game overall.
-He would use the same combos as he does now, but they would work consistently against the cast.
-He still needs meter/u2 for a reliable anti air, meter to get around projectiles.
-He would have an poke OS threat to make playing footsies with him more thought-oriented.
-He would be able to mix up and continue pressure a bit better than he can now, which he needs considering how hard he has to work to get in.
-Needs to block/tech on wakeup without meter, gamble on ex.spd/ex.dp
If the input is made easier on his U2, it should NOT be buffed to combo after cl.roundhouse/ex.spire/dp FADC (if buffed). It should either be a reliable utility ultra, OR a combo ultra. Only combo should be after focus crumple (because it’s fun, and Hawk’s focus attack is pretty terrible already).