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.
Reader Comments (3)
Link for crouching Medium punch is showing crouching Heavy punch.
Command normals
Drop Elbow: Jumping neutral or diagonal and down+medium punch beats out or trades with most air-to-air attacks.
Thrust Peak: Down forward+jab will swat most jumps-in clean and reset the opponent. Very fast start up and good recovery. Great for opponents who jump in from close range, safer than committing to a Tomahawk Buster.
Also, Jumping neutral or diagonal and down+fierce is a body-press similar to Zangiefs. Good for cross-ups.