Ultra Street Fighter IV/T. Hawk/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

T. Hawk

SSFIV-THawk Face.jpg


In a nutshell


T. Hawk has been radically redesigned in Omega. By removing hard knockdowns and slowing down his Mexican Typhoon to 4 frames, Capcom has made the character less of a grappler. Instead, he gets much better conversions from his neutral buttons with easy combos into Condor Spire. Hawk had very few ways to end combos in USF4, so patching this hole in his gameplan instantly makes the character more viable. He has a much easier time starting and converting juggles, which leads to above average damage and great corner carry. His dash is 5f faster, and his new 6HP overhead helps chip away at passive opponents.

T. Hawk's improved Condor Dive gives him multiple approach angles from the air, leading to tricky crossups or whiffed dives into Mexican Typhoon; they are also much safer on block, acting more like a traditional divekick. He can even use HP Dive to fly straight forward in the air, then fall with air normals or EX Dive. In exchange for these buffs, Condor Dive now loses to Focus Attack, so T. Hawk still has to mix up his jump options to avoid being punished with a full combo. Earth Rage is a new ground-pound special move that lets Hawk zone effectively while also countering the opponent's projectile game, forcing long-range characters to play outside their comfort zone. MP and HP Tomahawk have been buffed to have full invincibility, which helps make up for the loss of his fully invincible EX Mexican Typhoon. And while most Omega characters require 3 bars to make their reversal safe, T. Hawk kept his EX Tomahawk into EX Condor Dive, giving him a (mostly) safe 2-bar escape.

In USF4, T. Hawk was considered a low tier character who had to take risks to achieve any results, and relied on running a vortex once he finally secured a knockdown. He has become a very solid character in Omega with the potential to use many different playstyles, making him a contender for the most improved character.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - T. Hawk
Detailed Frame Data with USF4 Comparisons - T. Hawk

  • General/Movement Changes:
    • Walk speed: slightly slower (Forward: 0.0341 > 0.031) - reverted buff from USF4
    • Forward Dash: 5f faster (23f > 18f)
    • Back Dash: slightly longer distance
    • Throw: slightly shorter range


  • Normal Move Changes:
    • cl.5HP is 1f faster (7f),hits twice; has juggle potential and causes air knockdown
    • cl.5MK is 2f faster (4f), hits twice; 1st hit maintains air juggle state for extra corner damage
    • cl.5HK hits twice, launches opponent into a juggle state; 2f worse on block (-2)
    • far.5HK is 2f worse on block (-7)

    • 2MP has less range, but is now cancellable
    • 2MK is no longer cancellable
    • 2HK 1st hit doesn't knock down, so both hits will connect for more damage; also applies to free juggle situations
    • j.MK is now a crossup; has 2 separate hitboxes making it very easy to land
    • Hunting Hawk - 6HP - New attack, 2-hit airborne overhead; safe, but can't combo afterward


  • Special Move Changes:
    • Mexican Typhoon (360P) - all versions slowed down to 4f startup; more damage to compensate for loss of oki
    • Thunder Bird (360PP) - costs 2 bars; has armor but no invincibility; does significantly more damage/stun
    • Condor Dive (air 236P) - new input and radically different effects; no longer breaks armor
      • Different angles: LP version goes almost straight down, MP/EX at 45 degree angle, HP straight forward
      • No longer bounce off on block, making them safer
    • Condor Spire (236K) - much faster startup; meterless versions are multi-hit, knock down, and are more useful in combos and juggles
      • EX version launches for a juggle anywhere on the screen; much more unsafe at close range (-12) but more active frames to make it easier to space safely
      • All versions have much more whiff recovery, making it harder to do Spire into Mexican Typhoon
    • Tomahawk (623P) - meterless versions are slightly slower; MP and HP versions have true invincibility; all versions do more damage
    • Earth Rage (214P) - new move, similar to C. Viper's Seismic Hammer; attack has a strike hitbox, so projectile invuln moves cannot beat it
      • Meterless version combos from cl.5MP, and puts opponent into free juggle state
      • Button strength determines the distance of ground pound, and EX version covers wide area with a high vertical hitbox
    • Condor Rise (KKK) - new move, command jump that flies straight up; can also preemptively anti-air
      • Can kara cancel prejump frames, or use air normals/Condor Dive


  • Super/Ultra Changes:
    • Super - does 470 damage (was 430)
    • Ultra 2 - new input (63214,63214+PPP)


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5HP, 5MK, 5HK; Far 5LP; 2MP; Hunting Hawk (6HP)
    • Condor Spire (236K), Earth Rage (214P), Focus Attack + Forward Dash

Character Specific Data

T. Hawk

VITALS
Health: 1100 Stun: 1100
WALKING
Forward Walk Speed: 0.031 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: Forward: 6+40+4
Back/Neut: 6+40+5
Jump Distance: Regular: 1.76 Forward, 1.81 Back
*Short hop: 1.75 Forward, 1.56 Back
DASHING
Forward Dash Frames: 18 Forward Dash Distance: 0.95 [1.11]*
Back Dash Frames: 26 Back Dash Distance: 0.84
FA + Forward Dash Frames: 22 FA + Back Dash Frames: 21
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-19 FA + Back Dash Airborne: 6-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -7 Lv1 FA + Back Dash (Block): -6
Lv2 FA + Forward Dash (Block): -1 Lv2 FA + Back Dash (Block): 0

*[Refers to dash distance when holding a direction or inputting a button at the end of the animation]
*Short Hop is input by neutral jumping, then transitioning to a forward/back jump during pre-jump frames

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 2 6 3 7 40 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 5 4 10 0 6 70 100 M Sp Su -
5HP (Close) cl. Hp.png 7 4 14 1 5 70*50 100x2 M - -
5LK (Close) cl. Lk.png 3 3 10 -2 1 30 50 M Sp Su -
5MK (Close) cl. Mk.png 4 2*3 11 0 3 80*50 100x2 M Sp Su / - 2 hits, only 1st is cancellable
5HK (Close) cl. Hk.png 7 1*3 14 -2 KD 70*50 100x2 M - Can juggle afterwards; KD Adv: +52
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 2 7 3 6 40 50 M Sp Su -
5MP (Far) far. Mp.png 6 3 12 -1 2 90 100 M - -
5HP (Far) far. Hp.png 8 2 21 -5 -1 120 200 M - -
5LK (Far) far. Lk.png 4 4 9 -2 1 30 50 M Sp Su -
5MK (Far) far. Mk.png 6 3 11 0 3 70 100 M - -
5HK (Far) far. Hk.png 10 5 22 -7 -3 120 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 3 8 0 3 30 50 M Ch Sp Su -
2MP Down.gifMp.png 6 8 8 -3 1 80 100 M Sp Su -
2HP Down.gifHp.png 8 2*3 20 -5 -1 90*50 100x2 M - -
2LK Down.gifLk.png 4 3 8 -1 3 40 50 L Sp Su Frame buffer does not apply afterward, making it a 1f link into cl.5LP
2MK Down.gifMk.png 6 2 14 -2 1 70 100 L - -
2HK Down.gifHk.png 11 2(9)2 20 -8 KD 80*50 150*100 L*L - If the 1st hit connects, the 2nd hit also combos; KD Adv: +20
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Thrust Peak Downright.gifLp.png 3 7 11 -7(-6) -3(-2) 40 50 M Sp Su 1st active frame only connects vs. standing opponents at close range; effective as an anti-air
Hunting Hawk
(Overhead)
Right.gifHp.png 23 2*2 11 -2 2 70*50 100x2 H - 5-26f airborne
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 6 - - - 60 50 H - -
j.MP (angled) Upright.gifMp.png 6 4 - - - 90 100 H - -
j.HP (angled) Upright.gifHp.png 11 6 - - - 120 200 H - -
j.LK (angled) Upright.gifLk.png 4 8 - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png 7 6 - - - 90 100 H - Crossup (has 2 separate hitboxes)
j.HK (angled) Upright.gifHk.png 10 5 - - - 120 200 H - -
j.LP (neutral) Up.gifLp.png 4 7 - - - 60 50 H - -
j.MP (neutral) Up.gifMp.png 6 5 - - - 90 100 H - -
j.HP (neutral) Up.gifHp.png 10 4 - - - 140 200 H - -
j.LK (neutral) Up.gifLk.png 4 6 - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png 7 3 - - - 90 100 H - -
j.HK (neutral) Up.gifHk.png 10 9 - - - 120 200 H - -
Heavy Shoulder Air Down.gifMp.png 7 10 - - - 80 90 - - Only hits airborne opponents; retracts hurtbox upward to avoid some anti-airs
Heavy Body Press Air Down.gifHp.png 6 9 - - - 110 150 H - Crossup
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+13 5 32 -21 KD 120 150 M Dash KD Adv: +11; +25 after Forward Dash, +26 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+15 5 32 -16 crumple 120 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 5 32 crumple crumple 170 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Neck Hanging Tree
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +8
Mexican Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +12
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Condor Spire Qcf.pngLk.png
236+LK
3 2(6)8 4+17 land -8(-1) KD 60x2 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +23
MK Condor Spire Qcf.pngMk.png
236+MK
4 2(9)8 4+18 land -9(-2) KD 60*70 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +22
HK Condor Spire Qcf.pngHk.png
236+HK
6 2(10)8 4+19 land -10(-3) KD 60*80 100x2 M Su 2 hits, only 1st is cancellable; KD Adv: +21
Ex.png Condor Spire Qcf.png2k.png
236+KK
9 17 6+15 land -12(-1) KD 130 150 M - Allows for followup juggle; KD Adv: +45
LP Tomahawk
(Uppercut)
Dp.pngLp.png
623+LP
5(9) 2(2)7 17+11 land -14 KD 160 200 M Su* No invuln; (AA hitbox appears); Su/FA cancel on hit only; only 1 hit despite 2 sets of active frames; allows followup juggle after high AA connect; KD Adv: +30
MP Tomahawk
(Uppercut)
Dp.pngMp.png
623+MP
7(10) 3*8 21+11 land -18 KD 100*80 100x2 M Su* 1-9f full invuln; (AA hitbox appears); Su/FA cancel on hit only; allows followup juggle after high AA connect; KD Adv: +33
HP Tomahawk
(Uppercut)
Dp.pngHp.png
623+HP
10(12) 2*9 26+11 land -27 KD 200 200 M Su* 1-12f full invuln; (AA hitbox appears); Su/FA cancel on hit only; only 1 hit despite 2 sets of active frames; allows followup juggle after high AA connect; KD Adv: +21
Ex.png Tomahawk
(Uppercut)
Dp.png2p.png
623+PP
5 3(1)7 29+11 land -26 KD 120*80 150*100 M Sp FA 1-7f full invuln; follow up with EX Dive (PPP or 236PP input), approx. -1 on block; 1st hit can FADC (on block: -6 forward, -5 back); followup juggle is possible after high-connect anti-air; KD Adv: +24
Earth Rage
(Ground Pound)
Qcb.pngP.png
214+P
19 7 17 -7 KD 100 100 M Su* Strike hitbox; strength determines distance; puts opponent into free juggle state; only cancellable if it connects; KD Adv: +45
Ex.png Earth Rage
(Ground Pound)
Qcb.png2p.png
214+PP
14 7*7*9 2 14
[4/6]
KD 50x2*80 50x2*100 M FA* Strike hitbox; FA cancel only possible if 1st hit connects; Block Adv: +14 if 3 hits connect, +4 if only 3rd hit whiffs, +6 if only 1st hit whiffs; KD Adv: +62
LP Mexican Typhoon 360.pngLp.png
360+LP
4 2 52 - KD 200 250 T - KD Adv: +23
MP Mexican Typhoon 360.pngMp.png
360+MP
4 2 50 - KD 230 200 T - KD Adv: +23
HP Mexican Typhoon 360.pngHp.png
360+HP
4 2 48 - KD 250 200 T - KD Adv: +19
Ex.pngEx.png Thunder Bird 360.png2p.png
360+PP
4 2 47 - KD 350 300 T - 1-?f armor; costs 2 bars; KD Adv: +16
LP Condor Dive Air Qcf.pngLp.png
Air 236+LP
19 until land 12 -5(1) KD 120 200 M - Forward/neutral jump only; steepest angle; not an armor breaker; puts grounded opponent into limited juggle state; KD Adv. varies based on angle
MP Condor Dive Air Qcf.pngMp.png
Air 236+MP
19 until land 12 -9(1) KD 120 200 M - Forward/neutral jump only; ~45 degree angle similar to USF4 version; not an armor breaker; puts grounded opponent into limited juggle state; KD Adv. varies based on angle
HP Condor Dive Air Qcf.pngHp.png
Air 236+HP
17 12 4 - KD 100 200 M - Forward/neutral jump only; flies straight forward; after recovery, can use neutral jump normals or EX Condor Dive; KD Adv. varies based on height
Ex.png Condor Dive Air Qcf.png2p.png
Air 236+PP
11 until land 12 -6(4) KD 150
(120)
200
(150)
M - (Refers to version cancelled from EX Tomahawk); works from any jump or after HP Condor Dive; not an armor breaker; puts grounded opponent into limited juggle state; KD Adv. varies based on angle
Condor Rise
(Command Jump)
3k.png 16 5 5 land - KD 100 150 M Kara Only hits directly above T.Hawk; as a special move, this can be cancelled into, then kara cancelled during prejump frames into focus, specials, super, or ultra; KD Adv: +29~41
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Double Typhoon
(Super)
360.png360.pngP.png
236236+K
1+0 2 41 - KD 470 - T - 1-3f full invuln; opponent can't jump out post-freeze; KD Adv: +50
Raging Typhoon
(Ultra 1)
360.png360.png3p.png
236236+K
1+0 2 41 - KD 510 - T - 1f full invuln; opponent can't jump out post-freeze; KD Adv: +8
Raging Slash
(Ultra 2)
Hcb.pngHcb.png3k.png
236236+K
0+3 6 18+26 land - KD 450 - T - 1-8f full invuln; hits airborne opponents only, has no juggle potential; KD Adv: +39
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 217/295, 0 bar -- 2LK, cl.5LP, 5LP, 5LK xx HK Condor Spire
    • 1f link (no input buffer); can also use 2MP instead of 5LK (character-specific)
  • 262/360, 0 bar -- cl.5MP, 2MP xx HK Condor Spire
  • 278/360, 0 bar -- cl.5MP, 2MP xx LP Tomahawk
  • 310/390, 1 bar -- cl.5MP, 2MP xx EX Condor Spire, MP Tomahawk


Punishes:

  • 282/360, 0 bar -- cl.5MP xx LP Earth Rage, HK Spire
  • 316/390, 1 bar -- cl.5MP xx LP Earth Rage, EX Spire, LK Spire
  • 414/495, 2 bar -- cl.5MP xx LP Earth Rage, EX Spire, EX Tomahawk
  • 486/585, 3 bar -- cl.5MP xx LP Earth Rage, EX Spire, EX Tomahawk ~ EX Dive

  • 410/550, 2 bar -- cl.5HK, EX Condor Spire, EX Tomahawk
  • 494/655, 3 bar -- cl.5HK, EX Condor Spire, EX Tomahawk ~ EX Dive

  • 288/410, 0 bar -- cl.5HP, far.5LP xx LP Tomahawk
    • Character-specific cl.5LP can also start the punish
  • [469/439]/305, 2 bar -- cl.5MP xx HK Spire xx Lv. 2 Focus, [Ultra 1 / delay Ultra 2]


-- Ranged Punishes --

  • 198/260, 0 bar -- far.5LP, 5LK xx LP Tomahawk
    • At max range where 2MP whiffs; can also just start with far.5LK
  • 220/300, 0 bar -- 2MP xx HK Condor Spire
    • For 6f punishes; 5LK starter works from farther, but this is stronger


Counterhit Confirms:

  • CH 2MP, far.5LP - combo to far.5LK xx HK Spire, or 2MP xx EX Spire
  • CH 2MK, far.5LP - can combo directly to HK Spire, or character-specific 2MP xx Spire
  • CH cl.5MP, cl.5HK - if midscreen, the only juggle is immediate LK Spire


Ultra Setups:

  • Focus Crumple - only way to combo into Ultra 1 / Ultra 2
    • Ultra 2 must be delayed until crumpled opponent drops to their knees
    • HK Condor Spire (1st hit) xx Lv. 2 Focus can cause crumple, but is heavily scaled
    • After Ultra 2, dash twice to be point blank and +3

Useful Info

Reversals:

  • Tomahawk (Dp.pngP.png / 623+P) - MP/HP/EX versions have full invincibility; EX can be safely cancelled into EX Condor Dive
  • Thunder Bird (360.png2p.png / 360+PP) - Armor on startup, but loses to throws
    • Meterless versions of Mexican Typhoon can go through gaps in blockstrings, but much less likely to work in Omega due to 4f startup
  • Super (360.png360.pngP.png / 720+P) - Invincible, inescapable after flash
  • Ultra 1 (360.png360.png3p.png / 720+PPP) - Invincible, inescapable after flash


Anti-Airs:

  • Tomahawk (Dp.pngP.png / 623+P) - LP version is fastest but has no invincibility, MP/EX are most reliable, HP is invincible but slow
  • cl.5MP - reaches fairly high for a close range AA
  • Thrust Peak (Downright.gifLp.png / 3LP) - Weak but consistent AA jab, can work against crossups and divekicks
  • Ultra 2 (Hcb.pngHcb.png3p.png / 63214,63214+PPP) - Good damage, but has a fairly shallow trajectory that makes it difficult to use against close jumps
  • far.5HK - slow, but works against long range neutral jumps
  • 2MK - can low profile some jump attacks


Anti-Focus:

  • Condor Spire (Qcf.pngK.png / 236+K) - Fast armor breaker
  • EX Earth Rage (Qcb.png2p.png / 214+PP) - Multiple hits to break armor
  • cl.5MK / cl.5HP / cl.5HK / 2HP / 6HP - all 2-hit normals that can break focus from close range
    • Since Omega characters do not have invincibility on focus backdash, it is unlikely that they can escape between hits
  • 2MP xx Mexican Typhoon (Down.gifMp.pngxx360.pngP.png) - Cancelling into a command grab works from fairly long range
    • If opponent backdashes, they will usually escape before they are grabbed


Anti-Projectile:

  • Condor Dive (Air Qcf.pngP.png / Air 236+P) - Can use on reaction if a projectile is thrown while neutral jumping
    • EX version has projectile invincibility, making it easier to land at a low height or vs. slow fireballs
  • Earth Rage (Qcb.pngP.png / 214+P) - If used preemptively (or on reaction at long range), will trade in T. Hawk's favor


Juggles:

  • EX Condor Spire - most consistent limited juggle starter
    • Can juggle with another Spire, MP/EX Tomahawk, cl.5HP knockdown, cl.5MP reset
    • Strong meter dump: EX Spire, EX Tomahawk ~ EX Dive (note: EX Spire x2 works, but spending the extra bar makes this combo weaker)
  • Tomahawk - high-connect anti-air allows followup juggles into Spire or EX Tomahawk; much easier in the corner, but possible midscreen
  • cl.5HK - launches for a free juggle; go into EX Spire for high damage punish
  • Condor Dive - gives limited juggle state; cl.5HP is easiest, EX Tomahawk is the strongest
  • Earth Rage - can juggle if close enough, such as cl.5MP xx Earth Rage, HK Spire
    • In the corner, juggle cl.5MK (1 hit) xx EX Tomahawk ~ EX Dive for high 2-bar damage


Miscellaneous:

  • 2LK does not have the usual buffer afterward, so the link into cl.5LP is a true 1f link
  • cl.5MP > cl.5MP can work on some characters; may depend on standing/crouching state
  • LP Mexican Typhoon can set up a slightly delayed MK Spire (safe on block) or whiffed LK Spire into another command grab
    • After blocked MK Spire, you can mix up with Thunder Bird or a safe EX Tomahawk ~ EX Dive
    • Note: the exact block advantage of MK Spire may depend on opponent's hurtbox width; wider = less safe


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