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Character Information

T. Hawk is a character who does a lot of damage with his command grab making his opponents jump a lot to try not to get thrown but end up getting hit by his anti airs or normals preventing them to jump. T. Hawks problem is that it is really tough for him to get in on a lot of opponents who are good at keeping characters out but if he does get in, he can turn the battle in his favor quickly.

Character Stats

Stamina 1150

Stun 1100

 

 Notable Normals

 

Standing Attacks

  • Standing Light Punch

Good poke with good range.

  • Standing Medium Punch

Good for hitting opponents normals.

  • Standing Hard Kick

Really far reaching normal but slow recovery. If you know the opponent is going to jump or back dash this normal will hit them.

Crouching Attacks

  • Crouching Light Punch

Decent poke.

  • Crouching Light Kick

Fast low that is great for tick throws. 4 Frame start up.

  • Crouching Medium Kick

Good poke for countering opponents crouching kicks.

  • Crouching Hard Kick

A slow starting sweep that hits twice but if the first hit hits then it will cause an untechable knockdown. 11 Frame start up.

 

 Jumping Attacks

  • Jumping Forward/Back Hard Punch
  • Jumping Forward/Back Hard Kick

Jumping Hard Kick has really good reach. Both do 100 damage and 200 stun.

  • Heavy Shoulder, Jumping Foward/Back Down+ Medium Punch

Good to use as an air to air. 80 Damage and 90 stun.

  • Heavy Body Press, Jumping Forward/Back Down + Hard Punch

Good jump in that can also be used as a cross up. 110 Damage and 150 stun.

 

Special Normals

  • Down Forward + Light Punch

Decent anti air.

Anti Airs

  • Crouching Hard Punch

Good anti air that beats most jump in and can stop opponents if they try to jump over you. 90 damage.

  • Ex Tomahawk Buster

Good anti air but cost 1 meter.

  •  Tomahawk Buster

Not as good as Ex but Medium and Hard are alright if done early otherwise you might trade hits.

  • Close Standing  Medium Punch

If the opponent jumps too close to you.

  • Ultra 2

Good to use if you have ultra. 450 damage.

 

 Special Moves

Mexican Typhoon

  • Back, Down Back, Down, Down Forward, Forward, Up Forward + any Punch or Forward, Down Forward, Down, Down Back, Back, Up Back + any Punch

T. Hawks command grab that does good damage and causes an untechable knockdown. The Light version puts you close to the opponent but does less damage. The Medium and Ex puts you farther away but does a little more damage. Hard does more damage but puts you far away from your opponent. All normal versions have a 2 frame start up. Ex version has a 4 frame but is strike and projectile invincible.

Tomahawk Buster

  • Forward, Down, Down Forward + any Punch

Anti air move. You can follow up  Ex Tomahawk Buster with an Ex Condor Dive by pressing all three Punches. 5 Frame start up on Light. 6 Frame start up on Medium. 8 Frame start upon Hard. 5 frame start up on Ex. Medium and Hard have upper body invincibility and Ex is invincible.

Condor Dive

  • All three punches in the air or all three kicks for Ex

Good for closing the space and punishing opponents who are recovery from a projectile. If timed right you can make it whiff close to opponents and land a command grab. This move has a lot of recovery so don’t over use it if the opponent is good at punishing them.

Condor Spire

  • Back, Down, Down Back + any Punch

Main move to get closer to opponent. This move also goes over low attacks. The Ex version goes through projectiles.

 

Super Move

  • Double Typhoon, Forward, Down Forward, Down, Down Back, Back, Up Back, Up, Up Forward, Forward, Down Forward, Down, Down Back, Back Up Back + any Punch or Back, Down Back, Down, Down Forward, Forward, Up Forward, Up, Up Back, Back, Down Back, Down, Down Forward, Forward, Up Forward + any Punch

It’s a powered up version of T. Hawk’s Mexican Typhoon. 1 Frame start up.

 

Ultras

  • Ultra 1, Raging Typhoon, Forward, Down Forward, Down, Down Back, Back, Up Back, Up, Up Forward, Forward, Down Forward, Down, Down Back, Back Up Back + all three  Punches or Back, Down Back, Down, Down Forward, Forward, Up Forward, Up, Up Back, Back, Down Back, Down, Down Forward, Forward, Up Forward + all three Punches

A even more powered up version of T. Hawk’s Mexican Typhoon. Main ultra for making come backs by punishing the opponent or getting a lucky grab. 1 Frame start up and it does 510 damage.

  • Ultra 2, Raging Slash, Forward, Down Forward, Down, Down Back, Back, Forward, Down Forward, Down, Down Back, Back +  all three Punches

Anti air ultra that has alright range. 3 Frame start up and 450 damage.

 

Basic Combos

All these work with most jump ins such as Jumping Hard Kick or Hard Punch

  • Crouching Light Punch, Crouching Light Punch, Crouching Light Punch, Crouching Light Punch,

Safe combo if they block

Hit Confirm Combos

These combos are best used from a really close distance to the opponent and will give you time to see if your hit connects to do the appropriate special move.

  • Crouching Light Punch, Crouching Light Punch, Standing Light Punch, Crouching Medium Kick
  • Crouching Light Punch, Crouching Light Punch, Standing Medium Punch
  • Standing Medium Punch cancel into Tomahawk Buster
  • Standing Medium Punch cancel into Ex Condor Spire, Ex Tomahawk Buster, Ex Condor Dive. 3 Meter.

Punish Combos

These will be your high damage hard hitting punishment combos. You want to use these when the opponent makes a mistake that is big enough for the particular punish.

   -1 Frames or More

  • Double Typhoon, 430 damage
  • Ultra 1, 510 damage

    -2 Frames or more

  • Any noraml version of Mexican Typhoon, 150 – 230 damage

    -5 Frames or more

  • Close Standing Medium Punch cancel into Hard Tomahawk Buster. 230 damage.
  • Light or Ex Tomahawk Buster. 130 damage

Combos Into Ultra

These will  be combos you want to use when you need to land Ultra. Usually if you are behind on life you will need to land Ultra when possible to gain the lead. Also anytime when presented that you can land Ultra in a under half health situation is always good.

  • Charged Focus Attack to ultra

Tick Throw

You hit the opponent with a quick recovery normal  then use Mexican Typhoon. Here are some good normals for tick throwing.

  • Standing Light Punch
  • Crouching Light Kick
  • Close Standing Medium Punch

 

 Strategy

 

How to beat T. Hawk

 

Matchups

 

Resources