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Tuesday
Jul202010

T.Hawk - Intro - Super Street Fighter 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE MOBILE GRAPPLER
STRENGTHS Has many mobility options and huge damage output once he gets in.
WEAKNESSES Many of his mobility options leave him open to coutenr attck.
STAMINA 1150 - WELL ABOVE AVERAGE
STUN 1100 - WELL ABOVE AVERAGE
CROSS UP  BODY PRESS
ANTI-AIR TOMAHAWK BUSTER
ARMOR BREAK CONDOR DIVE
GOOD MATCH UP N/A
BAD MATCH UP N/A

 

COMMUNITY VIDEOS:

True Standing 720 Techniques by Desk: Desk shows techniques on how to do true standing 720 motion.  This is a new technique and entirely different from the method used by other Zangief players. The existing method requires the player to hide or 'buffer' half of the motion in a normal or jump. This does not. Its practicality is exactly parallel to how hardcore a player you are. So, if you're not hardcore, then it won't be practical.

Tuesday
Jul202010

T. HAWK - MATCH VIDEOS - SUPER STREET FIGHTER 4



Sunday
Feb072010

T. HAWK - NORMAL MOVES - SUPER STREET FIGHTER 4

LIGHT (JAB) PUNCH

    

Standing Light Punch: This is good for tick throws.

Diagonal Jump Light Punch: If you hit them out of the air with this move it will reset them and you can follow up with a Condor Dive while you're still in the air for mix-ups.

MEDIUM (STRONG) PUNCH

    

(Anti-Air) Standing Medium Punch: Good for poking and footsies.  From very close it can be used as an anti-air.

HEAVY (FIERCE) PUNCH

    

Crouching Heavy Punch: Is an experimental anti-air. Sometimes it will beat certain cross-ups, but it's on a case by case basis with most characters.

Neutral Jump Heavy Punch: Sometimes works as an instant overhead but it is too risky, even on hit, to do unless it will finish your opponent off.

LIGHT (SHORT) KICK

    

Standing Light Kick: Is good for setting up a tick throw.

MEDIUM (FORWARD) KICK

    

HEAVY (ROUNDHOUSE) KICK

    

Crouching Heavy Kick: Is a sweep move that results in an untechable knockdown. It's good against opponents who Focus Attack recklessly or back-dash.

Command Normals:

Thrust Peak: Down forward jab

-This is a very fast move and swats most jump-ins clean if timed correctly. I use this move when I'm crouching and don't want to commit to a Tomahawk Buster when I don't have meter. This move resets the opponent a few feet away from you. Great for baiting out moves after the reset or just walk up and command throw. This is a GREAT move as it forces them to jump less and stay grounded.

Heavy Body Press: Diagonal Jumping Down + Fierce

-LIke Zangiefs Body Splash
-Easy hit confirm BNB is Heavy Body Press into standing Medium punch then Tomahawk buster

Heavy Shoulder Drop: Diagonal Jumping Down + Medium Punch

-Beats out a lot of air to airs
-NOT a good jump-in move as it doesn't stay active for very long
Saturday
Feb062010

T.Hawk - General Strategy

(Submitted by Kongief)

T.Hawk is a very match-up knowledge oriented character. As with any other character, but I feel like with him it's a lot safer just to go into training and figure out what moves have higher priority than others because a lot of his moves,combos, and ways to get in leave you at a significant disadvantage on block.

Example: When I use Tomahawk Buster as an anti-air, at times I will get stuffed on jump-ins by a very random attack that I feel as though I should have some priority or frame advantage over. This is why I like Thrust Peak as an anti-air because if I whiff his DP I don't have enough recovery time to block where as the Thrust Peak, even if it whiffs it's such a fast attack that I'll have time to block most of the time. This is sort of a give and take move, you sacrifice the raw damage of a Tomahawk Buster as an anti-air but it's less risky so I only use the Tomahawk Buster when I'm positive that they're too far away for Thrust Peak to hit (down+forward jab).

if you have somebody cornered and do EX Tomahawk Buster and follow up with EX Condor Dive at the appropriate time, the Condor Dive will cross them up. You have to hit the EX Dive rather quickly, but you get the idea. The EX Condor Dive only comes out after the EX Tomahawk Buster has been blocked.

Monday
Sep212009

T. HAWK - SPECIAL MOVES - SUPER STREET FIGHTER 4

MEXICAN TYPHOON

360 + PUNCH

T. Hawks command grab inflicts massive damage and even the threat of the attack can be used to make the opponent do certain things, such as jumping which you can punish. You can use this to punish attack or set it up after a a Crouching Light Kick or Punch.

 

 

 

TOMAHAWK BUSTER

FORWARD, DOWN, DOWN-FORWARD + PUNCH

This is T. Hawks go-to anti-air special attack, allowing him to knock the opponent out of the air. The EX version is useful on wake up to get the opponent off you. Follow up with an EX Condor Dive by pressing three punches in mid air after the EX Tomahawk Buster. This attack breaks Armor too, punishing opponents who are charging up a Focus Attack.

 

 

CONDOR DIVE

IN AIR 

IN AIR, THREE PUNCHES

Useful for closing space and punishing opponents who have not recovered from throwing a projectile. You can also land short of the opponent and us eit to set up his command grab or Ultra 1.

 

 

 

CONDOR SPIRE

   
 BACK, DOWN, DOWN-BACK + PUNCH

This attack is primarily used to close the distance between T. Hawk and the other player. The EX version can go through fireballs as well. 


 

 

SUPER - DOUBLE TYPHOON

720 + PUNCH

Although T. Hawks EX special moves are good, this Super can be a great attack to finish the round when the opportunity arises. 

 

 

 

 

ULTRA 1 - RAGING TYPHOON

720 + THREE PUNCHES

This will be the preferred Ultra for many players considering it inflicts massive damage and is a great all purpose punisher.  

-Crouching light kick into Ultra 1 works because there out of block stun by the time they get grabbed (also works with super)
-Another set up for this ultra is if you hit them with diagonal jumping jab and reset them, condor dive after they've been hit at the appropriate time to dive right under them and buffer ultra so when they land, if they don't jump again they'll get grabbed.

 

 

 

 

ULTRA 2 - RAGING SLASH

    
 HALF CIRCLE BACK X2 + THREE PUNCHES

This Ultra is useful for opponents who jump away from T. Hawks close range pressure. It can be effective in the corner as well for players why are jumping away from T. Hawks mix up game.

-Works as a set up option if you don't Tomahawk Buster much and do empty jumps. Hits ANY DP clean on wake from close range, so if you're low on life or something and a shoto character is trying to chip you to death with an EX DP it will hit them out of it close range. Also works pretty well on wake up if you can anticipate somebody jumping in on you. (The ultra must be activated right as they leave the ground or you will wiff)

 

-Sometimes it's easier/faster to do a 720 motion instead of two half-circle motions. 
-Easy to land if you jump over a projectile, buffer the move in the air so if somebody tries to jump-in on you as you're landing it will instantly activate.
-Sometimes I use Standing Roundhouse to buffer the 720, so if the kick whiffs and they jump-in, I can catch them with the ultra as soon as they leave the ground. This works kind of as an option select in some cases as the kick is a decent anti-air so if they jump and are in range of the kick, they're hit and reset and if they block, just react to what they do.
Sunday
Sep132009

T. HAWK - COMBOS - SUPER STREET FIGHTER 4

Standing medium kick into EX Condor Spire

Heavy Body press, medium punch, Tomahawk Buster

Jab x3, medium punch or kick

Sunday
Oct122008

T. HAWK - MATCH UPS - SUPER STREET FIGHTER 4

Coming soon.