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« T.Hawk - General Strategy | Main | T. HAWK - COMBOS - SUPER STREET FIGHTER 4 »
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.

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