SSF2T HD Remix, Part 3: T.Hawk
This article is reprinted with permission from Capcom Unity.
Last time we looked Ryu’s short change list, so this time lets look at something more extensive. We’ll have to dig deep into the abyss of Super Turbo tiers to find this character. Buried somewhere near the bottom, we find T.Hawk. Attention readers, a T.Hawk “megaton bomb” is coming.
Most (both?) T.hawk players play Old T.Hawk in Super Street Fighter 2 Turbo. He’s the version that can’t soften throws and doesn’t have a super, but his normal moves are better. The HD Remixed version is kind of a “greatest hits” of T.Hawk’s moves, so he gets to keep his super and his ability to soften throws, and he also gets the better normal attacks from Old T.Hawk. That means his standing roundhouse and standing strong have better hitboxes and are good for poking, and his low roundhouse is faster than ST’s New T.Hawk. He can also crossup with either his jumping splash (down + fierce in the air) and his jumping medium kick.
His Dragon Punch priority is also the (better) Old T.Hawk version, and the timing is more lenient (as it is for all Dragon Punches in the game). T.Hawk’s uppercut often did not knock down before as part of a game-wide problem where 2-hit moves are tagged to only knock down on the second hit. This has been corrected by making both hits able to knock down and the first hit juggles into the second. Don’t get too excited about T.Hawk juggles though, this is actually a small change that just makes the move function as it was meant to (if it actually hits you, you can’t hit it back).
The Street Fighter trivia experts out there know that T.Hawk’s low strong had a stray vulnerable box that allowed him to get hit from really far away during that move’s recovery. Yes, we fixed that, too. ![]()
More exciting than these normal moves and Dragon Punches, the 360 command has changed. Well, you can still do the old 360 command if you like, but the special throw will also come out with the new motion that doesn’t require holding up on the joystick/d-pad. The motion is half circle back, then forward + punch or half circle forward, then back + punch. It’s even more lenient in that you can start from defensive or offensive crouch if you like, instead of straight left or right. And finally, you can even replace the final left or right input with any of the three up inputs if you really want. If all that sounds complicated, just remember this: half circle back, then forward + punch is the main way to do it and doesn’t make you accidentally jump.
This change alone breathes new life into T.Hawk. His 360 was incredibly hard to do in ST because T.Hawk, unlike Zangief, jumps in only 3 frames. You had very little leeway in getting that up input before you accidentally jumped, but now doing the command throw is breeze. The emphasis is much more on *should* you do it, rather than *can* you do it.
The 720 motion is also much easier. It’s either half circle back x 2, then forward + punch, or half circle forward x 2, then back + punch. Yes, that means you can walk up and do a super throw without jumping. This is potentially very dangerous, but so far I don’t see a problem. T.Hawk’s non-super throw does about third of your life, so if the opponent is down to that much life, it doesn’t matter much if you land a super on him as opposed to a non-super throw. For this to really matter, you have to have full super meter and the opponent has to have more than 1/3rd of his life, and you have to get into a situation where you can do a command throw, have time to do it, and you have to successfully pull off the super. It’s on my watchlist definitely, but it has not yet let him beat characters he otherwise couldn’t. If it does prove to be a problem, we could lower the damage of the super throw.
And now for the megaton bomb: T.Hawk’s aerial dive is now SAFE on block. Incidentally, it can also be done with jab + short or strong + forward or fierce + roundhouse, in addition to the original command of jab+strong+roundhouse. The new command is for gamepad players, but the SAFE ON BLOCK is a huge balance change that will strike terror into all your hearts.
After the hawk dive, T.Hawk falls mostly straight down rather than bouncing back. This is a great tool for getting in. You’re probably thinking it’s an insanely overpowered tool, so let’s take a look at that. When I first implemented this move, it immediately seemed too good, but I tried it for a while anyway. Note that the bounce still puts him too far away to get a command throw, so you’re not literally “in” yet, you’re just “almost in.” You end up at a distance where you’re close enough to Dragon Punch if the opponent sticks something out, but he could block and punish you if he guesses that. You could also walk up and try for a command throw, but you’re really too far to just walk up, so the opponent can counter that with sweeps pretty easily.
Specifically, Guile can block the dive, then low forward kick. If T.Hawk decides to walk up, he will always get hit by low forward. If T.Hawk decides to Dragon Punch when he lands, it will whiff vs the low forward (because of angles of the hitboxes) and Guile can punish him afterwards. If T.Hawk jumps in after the dive or jumps and dives again, Guile has time to retract his low forward and flash kick on reaction. Guile has plenty of answers here.
I first thought Dhalsim would have no chance against this megaton dive, because he always relied on hitting it back with standing roundhouse. I soon realized Dhalsim can jump back, then drill the dive. He can standing jab to hit the dive cleanly every time. He can medium slide under the dive to make it miss then hit back with far standing strong. That’s three answers right there, it’s just that he no longer has the universal answer of always block, then stand roundhouse.
Blanka is also able to beat this dive without too much trouble. His jumping straight up roundhouse has a good angle to either hit the dive, or even come down and do a combo if the spacing is right. He can use electricity (which is easier to do now) to hit the dive cleanly, too. Bison can use similar techniques with jump straight up roundhouse or jump towards strong punch. T.Hawk still hangs in the air just a bit before diving, and it’s often just the right height for Bison to do his juggling jump strongs.
T.Hawk still has a lot of trouble—maybe too much trouble—against Cammy. It’s hard for T.Hawk to hit her ducking medium kick and it’s even harder to deal with her unpunishable Thrust Kick (aka Dragon Punch).
The list goes on, but I think you get the point. The new safe dive is a very dangerous weapon that lets T.Hawk get in (almost), but there are a lot of countermeasures already in place. T.Hawk is now lots of fun to play with none of the frustrations of trying to do a 360 with only 2 frames of leeway. His safe dive and the ability to do his 360 throw reliably now (remember, it was harder than Zangief’s before) actually make T.Hawk feel like a new character to me.
–Sirlin
You can post comments here, but if you want a response, you have a better chance at Capcom Unity.


December 5th, 2007 at 12:48 pm
[…] SSF2T HD Remix, Part 3: T.HawkBy SirlinMore exciting than these normal moves and Dragon Punches, the 360 command has changed. Well, you can still do the old 360 command if you like, but the special throw will also come out with the new motion that doesn’t require holding up …Sirlin.net — Your source of… - http://www.sirlin.net […]
December 5th, 2007 at 5:42 pm
I officially cannot wait for this game. I’m going to have to of course due to the stupid linear passage of time.
I’ve never been too good at any SF game really, but this sounds like an excellent way for me to really get to grips with the whole thing. It seems really accessible and forgiving, but at the same time, going to retain the deep play that really interests me (but was never good enough to actually want to understand).
Is the computer still going to be able to “cheat?” I.e. flash kick without charging, just because i’ve jumped? That really peed me off.
December 5th, 2007 at 11:48 pm
It’s so exciting to read about all the changes that are being made, and that everything is being handled in a nice, paced manner. I can’t wait for the game, but it’ll be great not having a rushed title. Good luck!
December 6th, 2007 at 10:20 am
Same here, first Street Fighter game that I will purchase and I’m really looking forward to it (yes yes I know). The rebalanced controls are a huge sell point for me and it’s great to see you posting theses articles, I find them really interesting.
December 6th, 2007 at 8:00 pm
Hawk Dive into mindgame = fun.
December 9th, 2007 at 2:44 pm
Woo!
I love these posts.
To be honest, i don’t know enough about T.Hawk to make even half-way informed comments… so i won’t try. But i still like hearing about it.
December 11th, 2007 at 12:49 am
Indeed, Hawk’s dive starting a mindgame is awesome. Maybe I’ll actually try to play him now.
December 12th, 2007 at 8:52 am
lol thats only if he doesnt get hit out of it
February 7th, 2008 at 7:16 am
I am very happy with these changes, though I’m still not thrilled with T. Hawks SPD not getting increased range. Since I find it extremely irritating to get reversed tick throwed by Blanka and Dhalsim. If you were to enhance T. Hawks SPD range, of course his Condor Dive should not land him as close as you mentioned. Furthermore I don’t want Zangief-like SPD range for Hawk, just enough to outrange Dhalsim and Blankas throws. After all T. Hawks SPD is his BnB, therefore being able to use it more offensively would be a blessing.
March 16th, 2008 at 5:36 am
Wow, after reading how much you changed one of my favorite characters I am even more psyched for a no brainer purchase for me. For me, going into street fighter I went with the mentality with learn the worst characters and you’ll be better with the best. (local tournaments I consistantly placed in the top 3 with Ken (played all day once), Dahlhism, T-hawk and Zangief. I was an agressive-defensive-counter trap player that forced many opponents into making moves that I would then counter.
Street Fighter was a passion for me and I am overly plesed to see it go back to the roots. I wasn’t a big fan of 3, however I loved all the streetfighter vs series and nightwarriors/darkstalkers (bishamon rocked!). I know I can never reachieve the level that I was once at namely due to my disability, but I do know that seeing the vids I can at least have some fun with complete strangers reminiscent of my teen years at the arcades of yore.