Saturday, September 08, 2007

O.Hawk Guide

I've been playing quite a bit of T.hawk lately, and heres a little guide i put together for him. Some of this stuff may be wrong, so i am totally open to criticism and corrections. I just hope it helps someone get better with hawk. Low tier power.

Important Normals

c.lp - godly priority, will beat out alot of pokes and torpedo type moves (blanka ball, honda headbutt and even psycho crusher). And is the main normal he uses to tick into 360.

c.mp - very high priority long reaching crouch poke. Also good to tick into. Good move to punish pokes that c.lp can't reach, and is an excellent meaty.

c.mk - good long range low hitting poke

st.hk - hits mid so opponents can't duck it like regular Hawks. Very long range, good for punishing at range and stuffing fireball attempts

st.mp - another mid hitting move unlike regular Hawk. high priority and good for stuffing fireballs attempts closer than st.hk

j.lp - the highest priority jumping attack in the game, use it often, it will beat 99% of moves in the air. Great for jumping too and setting up ticks.

j.mk - crosses up to set up combos and ticks

j. d+hp - splash which crosses up everytime unlike regular hawks to set up ticks and combos. Also can be done fairly low to ground for a quick jump to catch your opponent off gaurd.

Specials

Hawk Dive - Great for punishing careless fireballs, just don't abuse it as most characters have a way of stopping on reaction. Any character with rapidfire standing jabs will beat it clean. And some characters can punish you they you block it. I mainly use it to close the grab from range after knockdowns.

Rising hawk? - His dragon punch move, has alot of priority (move than regular hawks) and is his best combo finisher. I doin't think i need to explain when and how to use a dragon punch.

Typhoon - His 360 attack. Doesn't have no where near the range as gief's 360, but i think it might do a tiny bit more damage. Regardless as long as you tick it right you'll land this 99% of the time. Ticks of so many moves, even just jumping straight in with an attack or no attack and pull it off. Its also quite useful if you can do walk in 360,

Throws

- his best regular throw is the HK one, the one where he elbows the opponent in the face, after you come out of it you can cross up with jumping mk or jumping d.hp and on some characters actually walk underneath them like balrog does with his throw and setup a nasty tick into 360. His other throws are good. MP toss is good for throwing the opponent into a corner, but i generally go for the HK one due to the free crossup or tick afterwards.

Timing 360s

- Anyone familar with Gief's 360 will instantly know hawk's 360 has a much different timing to it, due to quicker jumping frames (its easier for him to leave the ground during the 360 spin). The best way i know is that if you wait a split second after your tick move then quickly spin, the 360 is alot more consistent. Other method which works is to do a more slower spin after pressing for a tick. Either method works, just go with the one your more comfortable with.

Landing 360 - negative edge style

- Theres loads of ways of landing the 360, some drum the buttons, so to increase the chances instead of just pressing one button, others are good enough to get the one they want everytime. (each punch gives a different strength 360, generally its best to go for the HP since it gives most damage, but it also leaves you furtherest away from opponent afterwards, the LP version leaves you much closer and i reccomend it more if your mid screen, since your trying to force your opponent back into a corner)

-The best way is to negative edge it, so its safe from reversal attacks like dragonpunches. Basically you start from down-back, and press your tick attack like c.lp or c.mp. then spin the stick/pad untill you get back round to down-back (hold it) and releasing the button as get there, this will result in 1 of 2 things. You get the 360 if they fail to reverse, or you block since your holding back if they do get it. To negative edge a HP 360, or different strength from the move you tick with, just hold down that button and release that one instead of the tick move.

The Loop

- If you knock down your opponent and they are near or in the corner and you start "The Loop". This is the most advanced thing Hawk has and its his key to winning matches. Watch guys like Toutanki, K and Mayakon to get familar with it. Basically how it works is that you do a Safe Jumping LP*, into crouching LP ticked in a negative edge 360. Then keep doing it. As long as you do it right, the opponent has only 2 chances to escape, and even then your totally safe. The first chance is duriong the safe jumping LP, buit if you indeed do a safe you'll land in time and block the attack. The next chance is ticking the 360, which as long as negative edge it you'll be safe aswell.

*Safe Jumping LP - Its hard to explain, but you can basically land from a jumping LP in time that 99% of all reversal attacks will miss you. Only ones which will hit you are reversals with 0 frame delay. Only ones i can even think off the top of my head are Ken's HP dragon punch, Blanka Ball and maybe a couple of supers. Timing has to be very precise so i suggest you watch some matchvids to get the timing down.

What if the safe jumping LP hits the opponent? Then you should go for a combo instead, easiest one is jumping LP, standing LP/c.LP/MK, rising hawk. This will cause more damage, than blocked jumping lp, blocked c.lp in 360, but not as much if the moves aren't blocked. So why combo you ask? Its much more likely to dizzy and ita guarunteed if the first hit lands. Remember the opponent can still get out of the loop, but once a combo has started they will have to eat the damage. And if you do manage to dizzy them then you can just combo again, and 2 combos does alot of damage.

r3ko's Butchered loop (stolen from Bullet Proof)

- Heres an easier version of the loop, which can be done anywhere on the screen, but its easier to reverse, but you can still be totally safe as long as negative edge. When knocking your opponent down and they quite close, just walk up to them and do a meaty crouching MP tick into 360, and repeat. If you knock the opponent down further away, and you try and be cheeky with a meating crouching LK (must be at max range, any close and they will be up and much easier for them to reverse) tick in to 360. If your really far away and you knock them down, say after a MP throw or HP 360, then hawk dive in and do c.LPx2/c.MP meaty into 360. Very easy to reverse the last one, but its more a susprise than anything else.

Anti-air's - Rising Hawk is great as anti-air but try not to get baited into whiffing it. As it has a long recovery and easily punished. If someone tries crossing you up you can hit him cleanly most of the time with a close standing MP. c.LP rapidfire works pretty well if the opponent press to attack in the air too early. Standing HK is not very reliable and is only good to catch people on their way up, rather than on their way down.

Dealing with Fireballs - be patient and take your time, but don't be afraid to try a jumping LP when you get the chance, its ok to receive a couple of dragon punches and other reversals, its lot more risky for them than it is for you, as if they mess up its a 360 time. When using the hawk dive try to anticipate fireballs so that you'll the hit the opponent before they recover and can dp or hit you. Hardest characters to do hawk dive on are O.sagat and Ryu as they recover very quickly after fireballs. Also if you mange to get close enough and you rising hawk straight through a fireball, works best on fast fireballs.

Combos - I know this is the part people have been waiting for, sorry to dissapoint but Hawk really only has a couple of practical combos.

- Jumping LP > LP/MK/c.LP > Rising Hawk
- Cross-up MK/d+HP > MK/MP > Rising Hawk
- Cross-up MK/d+HP > c.LPx2, LP > Rising Hawk (dizzies 90% of the time)

Can swap out rising hawk for a 360 for most of these, if the opponent blocks or you mess up and allow your opponent to block midway.

Thats about it, i hope this guide helps you on your hawk ownage. Please don't ask me about matchups. I haven't played hawk nearly enough. But against everyone just try and get and land those ticks. Just be wary about doing them against Honda, Blanka, Dhalsim. There regular throw ranges are longer than yours and nearly as long as your 360. And especially beware Geif as his 360 has a much longer range than yours.

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