With all that said, this is a key move in T.Hawk's arsenal, it's one of the main ways T.Hawk has to get in and is the go to move for setting ticks into Typhoon from the air.

Your crouching MP will swat it clean every time. It is very dangerous to spam this move if the enemy has an horizontal super move ready, and it can also be punished if it misses. When you are sure walk up and DP for the knock down and start doing the safe-jump ticks I mentioned above. ", "She's looking outside again... As if she's waiting for someone. This is to say, as it does not have a whiff animation, you will obtain a normal if the enemy is not throwable and you press a punch button, but nothing if you use negative-edge. This by large is not a good matchup though for Hawk as it is very hard to get on top of a good Boxer with Hawk. Two sweep kicks in a row. You'll only be stuck for the entirety of the landing recovery if you want to walk back/forward. O.T.Hawk's version of this move is considerably better, since it has a better priority/range of 10 pixels. For instance, Flash Kicks and Shoryukens are unsafe on block, and you can simply do a typhoon or Tomahawk Buster as they recover. This is a list of quotes used by T. Hawk.

Street Fighter 2: Champion Edition - Sagat (Arcade) Hardest - Duration: 22:53. After the bash, immediately jump at Claw as he flips away with jump Jab into cr.Jab into negative-edge Typhoon. The second active part works differently deppending on which T.Hawk version you're using: O.T.Hawk's has less horizontal range but has more vertical range, leaving O.T.Hawk less vulnerable than N.T.Hawk to medium level normals while using this move. The more you hate me, the more power I will possess! The second active part works differently deppending on which T.Hawk version you're using: O.T.Hawk's has less horizontal range but has more vertical range, leaving O.T.Hawk less vulnerable than N.T.Hawk to medium level normals while using this move. O.T.Hawk's version also has better vertical priority by 14px, but this is meaningless. A strong chop. Also, N.T.Hawk's version of this move got its hitbox nerfed upwards by 20px, making it even more terrible. Basically, it's outclassed by the neutral Standing Jab, since that can hit all crouchers too but with way more range. T. Hawk is a grappler character added in Super Street Fighter II: The New Challengers (SSF2), and returns in Super Street Fighter II Turbo. A low stab with chain cancel properties, so it can be used as a rapid fire move. Also, just like the Neutral Jumping version, this can be special canceled into Condor Dive, but doing it isn't really useful. Has access to high damage potential, combos, spd, and a lot of normals do above average damage. Can be done close to the ground for shenanigans and dodging and punishing slow recovering lows like Guile's sweep. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Basically, it's outclassed by the neutral Standing Jab, since that can hit all crouchers too but with way more range.
Because it can be used as a rapid fire move and has very good horizontal priority, it can also be used to beat torpedo like moves like E.Honda's Headbutt or Blanka's Beast Rolls. O.T.Hawk's also does a little more random damage with this move than N.T.Hawk. Get used to baiting Deejay's super a character's length away from him. This attack stays active until T.Hawk lands. -x64, Ugh. T.Hawk can throw with Strong, Fierce and Roundhouse.


N.T.Hawk's also does less normal and random damage than O.T.Hawk's. Dhalsim the most as he can punish easily with multiple normals. Claw might freak out and flip kick right after getting up and you can repeat the elbow bash routine.

It can also work as an anti-anti-air in case the opponent is using certain low priority normals to counter T.Hawk's Diagonal Jumping Jab. O.T.Hawk's version has a bigger hitbox: it's 4px bigger forward, 2px backwards and 7px upwards and downwards. Hop over it if you can or just block. The backwards priority change allows O.T.Hawk to use it as a crossup as well, but he has better options for that.

This is one of those "knockdown or die" type matches for Hawk. T.Hawk's long range, bread and buter command throw. Say, Zangief has no dash-like special and his sweep is fast but does not reach very far; T. Hawk has a dash-like attack and his sweep is very slow, but with long reach. This is T.Hawk's main attack tool and can be used with a multitude of ticks with Jab being his best. cr.RH is very good at dominating the ground against Boxer.

Good walk and jump speed for a command grab character. Hits low enough to hit a lot of low kicks, but it has like no range so it's not really useful at that. I think I did alright, but I was kinda cheap. In fact, on some matchups you'll be forced to use Close Standing Short instead, since Close Standing Forward gives too much pushback which results on the Tomahawk Buster to whiff completelly or to only do 1 hit instead of 2, if using the fierce version. This is a way of holding your ground and forcing Claw to jump back away from you, going closer to his corner. These can also trade unfavorably; cr.Frc can be used for anti air, but its not great.

It also does more normal and random damage than N.T.Hawk's.

T.Hawk does a body press attack, somewhat like Zangief does with his down + fierce move.

Every single jump in you have can be beat by Bison's jumping MP. T.Hawk has a considerably fast prejump. Due to a weird bug, with N.T.Hawk the move has a stray vulnerable hitbox during its recovery, which allows it to be punished from far away, basically nullifying any use this move could have as a poke.

Stick to using a neutral meaty standing LP on sagat's wakeup to set up a mesh point. After the bash, immediately jump at Claw as he flips away with jump Jab into cr.Jab into negative-edge Typhoon. Doing so usually doesn't achieve much so it's not recommended. This time around you should be close enough to the corner to end it with safe-jump loops. Some Chuns get cocky and try to walk under your jumping LPs to throw you so watch out for that (nothing stops this like mixing jumping LP and jumping HP body slam). A foot stab. The Claw match is pretty hard but its not unwinnable. In fact, on some matchups you'll be forced to use Close Standing Short instead, since Close Standing Forward gives too much pushback which results on the Tomahawk Buster to whiff completelly or to only do 1 hit instead of 2, if using the fierce version. The differences from CPS-2 Zangief are that his special throw, the typhoon, does not have a whiff animation or a grab window; he was given a special anti-air move that is similar to the shoto's Shoryuken and and air dash attack like E. Honda's headbutt or Blanka's rolling attack. You have specials (SRK) and normals (Standing MP, Standing HK. A important thing to note is that while he has the second biggest throw range in the game with his Command Grab, all his normal throws have a very short range, beating only Fei Long's normal throws, so keep in mind that you will always be vulnerable to be counter thrown when choosing to use the normal throws. If done right, you will either obtain a Typhoon or a Tomahawk Buster. The characters that can be hit from this move even while crouching are Boxer, Dee Jay, Dhalsim, O.Fei Long, Sagat, another T.Hawk and Zangief.

Grab wiffed SRKs with HK throw for a free safejump. It actually works well as an antecipation move against shoto's hadoukens, for example. Safe. A far kick. The dive against Claw is safe on block so you can spam the dive.

Another aerial knee attack but with a little more damage and stun but less active frames.