Super Street Fighter IV AE/T. Hawk

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T. Hawk

SSFIV-THawk Face.jpg

T. Hawk's entire tribe and village has been left in ruins by the hands of M. Bison and the Shadaloo organization. Having his tribe driven from their home land, his father murdered by Bison, and his true love Julia brainwashed into becoming a member of Bison's "Dolls" project, T. Hawk wants nothing more than to take down M. Bison. Learning about the Dolls program and the Living Incubator program, T. Hawk has vowed to free Julia and prevent M. Bison from every brainwashing another person ever again.


In a nutshell

T. Hawk has gained several, much-needed changes to increase his opportunity to throw his opponents into the ground. First, his EX Condor Dive, once only accessible via EX Tomahawk Buster, can now be performed by itself and goes through all projectiles. It can also be done while jumping backward for some mind game action. His normals also increased in usability as well. The most important change is his Ultra 2, which is now very deadly against airborne foes, such as the new dive-kick happy twins. T. Hawk still has many challenges to overcome, but perhaps with these changes, he finally has the help he needs to combat them.


Moves

Unique Attacks

Name
Command
Notes
Heavy Body Press
(during angled jump) d + hp
high
Heavy Shoulder
(during angled jump) d + mp
high
Thrust Peak
df + lp

Throws

Name
Command
Notes
Neck Hanging Tree
f or n + lp + lk
throw
Mexican Throw
b + lp + lk
throw

Special Moves

Name
Command
Notes
Mexican Typhoon
360 + p
ex
Tomahawk Buster
dp + p
ex version can be canceled into ex Condor Dive if connected; ex
Condor Dive
(during vertical or forward jump) 3p
ex version: Press all Kicks
Condor Spire
rdp + p
armorbreak only during ex ; ex

Super Combo

Name
Command
Notes
Double Typhoon
360 360 + p
throw

Ultra Combos

Name
Command
Notes
Raging Typhoon
360 360 + 3p
throw
Raging Slash
hcb hcb + 3p
Cannot hit grounded opponents


AE Changes

  • Close Standing Hard Kick's recovery time reduced, and changed frame advantage to be +4 on hit.
  • Far Standing Hard Kick's hitstun and blockstun were increased, making it harder to punish.
  • Neutral Jumping Hard Kick has slightly more active frames.
  • EX Condor Dive can be used by itself now, by pressing all three Kick buttons. It's different from the regular version, as you can do it while jumping backwards as well, and it's invincible to projectiles until its active frames end.
  • Light Punch Condor Spire's hitbox was extended forward.
  • Condor Spire's meter gain upon activation was increased.
  • Increased his Super's grab range to be the same as his Light Punch Mexican Typhoon. Was previously 1.35 range and is now 1.5.
  • Ultra 2 has a faster startup time, and its invincibility window was lengthened and it remains active longer, making it very easy to use as an anti air attack.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 40 50 20 ch/sp/su 3 2 6 +3 +7
Close Strong.gif HL 70 100 40 sp/su 5 4 10 0 +6 Forces stand
Close Fierce.gif HL 130 200 60 - 8 3 14 +1 +6 +5 Hit advantage on crouching opponents
Close Short.gif HL 30 50 20 sp/su 3 3 10 -2 +1
Close Forward.gif HL 90 100 40 sp/su 6 3 12 -1 +2
Close Roundhouse.gif HL 140 200 60 - 8 3 14 0 +4
Far Jab.gif HL 40 50 20 sp/su 4 2 7 +3 +6
Far Strong.gif HL 90 100 40 - 6 3 12 -1 +2
Far Fierce.gif HL 120 200 60 - 8 2 21 -5 -1
Far Short.gif HL 30 50 20 sp/su 4 4 9 -2 +1
Far Forward.gif HL 70 100 40 - 6 3 11 0 +3
Far Roundhouse.gif HL 120 200 60 - 10 5 22 -7 -3
crouch Jab.gif HL 30 50 20 ch/sp/su 4 3 8 0 +3
crouch Strong.gif HL 80 100 40 - 6 3 13 -2 +1
crouch Fierce.gif HL 90*50 100*100 60*20 - 8 2*3 20 -5 -1
crouch Short.gif L 40 50 20 sp/su 4 3 8 0 +3
crouch Forward.gif L 70 100 40 - 6 4 12 -2 +1
crouch Roundhouse.gif L 120*50 100*100 30*30 - 11 2(9)2 20 -7 - Untechable knockdown
Jump up Jab.gif H 60 50 20 sp 4 4 - - - Legs immune to projectiles until end of active frames
Jump up Strong.gif H 90 100 40 - 6 5 - - - Legs immune to projectiles until end of active frames
Jump up Fierce.gif H 140 200 60 - 10 4 - - - Legs immune to projectiles until end of active frames
Jump up Short.gif H 50 50 20 - 4 3 - - - Legs immune to projectiles until end of active frames
Jump up Forward.gif H 90 100 40 - 7 3 - - - Legs immune to projectiles until end of active frames
Jump up Roundhouse.gif H 120 200 60 - 10 4 - - - Legs immune to projectiles until end of startup frames
Jump forward Jab.gif H 60 50 20 sp 4 6 - - - Legs immune to projectiles until end of active frames
Jump forward Strong.gif H 90 100 40 - 8 4 - - - Legs immune to projectiles until end of active frames
Jump forward Fierce.gif H 120 200 60 - 10 3 - - - Legs immune to projectiles until end of active frames
Jump forward Short.gif H 50 50 20 - 4 8 - - - Legs immune to projectiles until end of startup frames
Jump forward Forward.gif H 90 100 40 - 7 6 - - - Legs immune to projectiles until end of startup frames
Jump forward Roundhouse.gif H 120 200 60 - 10 5 - - - Legs immune to projectiles until end of startup frames
Heavy Body Press (Down.gif+Fierce.gif air) H 110 150 60 - 6 9 - - - Legs immune to projectiles until end of active frames
Heavy Shoulder (Down.gif+Strong.gif air) - 80 90 40 - 7 10 - - - Legs immune to projectiles until end of active frames, cannot hit crouching opponents
Thrust Peak (Downright.gif+Jab.gif) HL 40 50 20 sp/su 3 7 12 -8 -5
Focus Attack LVL1 HL 90 100 20 - 23 5 32 -21 -21
Focus Attack LVL2 HL 120 150 40 - 17+16 5 32 -15 -
Focus Attack LVL3 - 170 200 60 - 65 5 32 - -
Forward Throw 0.9 130 140 40 - 3 2 20 - - Untechable knockdown
Back Throw 0.9 160 140 40 - 3 2 20 - - Untechable knockdown
Mexican Typhoon Jab.gif 1.50 150 200 40/100 - 2 2 52 - - Untechable knockdown
Mexican Typhoon Strong.gif 1.45 200 200 40/100 - 2 2 50 - - Untechable knockdown
Mexican Typhoon Fierce.gif 1.40 230 200 40/100 - 2 2 48 - - Untechable knockdown
Mexican Typhoon EX.gif 1.45 200 150 -250/0 - 4 2 47 - - 1~5f strike and projectile invincible, untechable knockdown
Tomahawk Buster Jab.gif HL 130 200 30/40 - 5 4*7 17+11 -14 - 5f~ airborne, knockdown
Tomahawk Buster Strong.gif HL 150 200 30/40 - 6 4*7 21+11 -18 - 1~5f upper body strike and projectile invincibility, 6f~ airborne, knockdown
Tomahawk Buster Fierce.gif HL 160 200 30/40 - 8 4*7 26+11 -23 - 1~7f upper body strike and projectile invincibility, 8~11f strike and projectile invincible, 8f~ airborne, knockdown, can juggle
Tomahawk Buster EX.gif HL 80*50 150*150 -250/0 - 5 4*7 29+11 -26 - 1~7f Invincible, 5f~ airborne, knockdown
Condor Dive HL 120 100 20/30 - 11 until ground 22 - - Knockdown, armor break
Condor Dive EX.gif H 100[150] 50[100] -250/0 - 11 until ground 22 - - Knockdown, armor break, can juggle, [] refers to jump version(translate), immune to projectiles until landing
Condor Spire Jab.gif HL 120 200 30/30 - 20 9 4+7 -7 -5 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown
Condor Spire Strong.gif HL 120 200 30/30 - 20 10 4+7 -8 -6 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown
Condor Spire Fierce.gif HL 120 200 30/30 - 20 11 5+7 -10 -8 6~19f lower body strike and projectile invincible, 8f~ airborne, [air hit] knockdown
Condor Spire EX.gif HL 150 150 -250/0 - 15 9 4+7 -3 - 6~14f strike invincible, 1~27f projectile invincible (24f legs only? (translate), 6f~ airborne, [air hit] knockdown
Super Combo 1.53 430 0 -1000/0 - 1+0 2 41 - - 2f Invincible, untechable knockdown
Ultra Combo 1 1.46 510 0 0/0 - 1+0 2 41 - - 1f Invincible, untechable knockdown
Ultra Combo 2 1.63 450 0 0/0 - 0+3 6 18+26 - - 1~8f Invincible, 1f~ airborne, untechable knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: