T. Hawk's has become a much more popular and powerful character since his Super Turbo days.
Now that it's easier to execute his Hawk Slam and his Condor Dive makes getting in so much easier, you can start to see what this guy is really capable of.
He has high damage out put, a great cross up game and offers heavy rewards for patient players.
• Strengths •
+ His Hawk Slam takes off a lot of power.
+ Outright scary once he gets in close.
+ Most of his moves do a lot of damage.
+ Range and damage on his Super is nutty.
+ Jumping Light Punch is a nice air to air counter.
+ Good stamina (defense) ranking, meaning he doesn't take as much damage as other characters.
• Weaknesses •
- Characters who turtle up and heavily focus on keeping him out can cause him problems.
- Well timed jump attacks counter his Condor Dive pretty well.
- Has some really bad match ups, like against Guile and E. Honda.
- Some of his normal moves are slow.
- Requires patience to play well.
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• Tomahawk Buster (Rising Hawk) •
T. Hawk's Shoryuken. It's a pretty good anti air — when timed correctly, and can be handy in combos as well. It's not something you're going to be able to do a lot in most matches, but it's a good situational move.
(In the air)
• Condor Dive •
This move can also be done by pressing a Punch and Kick button of the same strength while airborne. It makes T. Hawk dive forward with his head. Useful for hitting people out of their fireballs and closing ground quickly, but can be punished if you get predictable or sloppy with it.
(360 motion)
or
or
• Hawk Slam •
Even though this is typically referred to as a "360" i.e. a complete spin of the joystick, you only need to hit 6 points on the joystick to execute this move. In other words, doing a 225 degree motion will still perform this attack.
The Hawk Slam now has three different ways it can be executed, and a "whiff" animation if you do it when your opponent is outside of its range.
The new way to execute this move is a God-send for players who use a pad, and it's even more forgiving than you may think.
When doing the motions for this move, you do not have to press Left or Right on the joystick when you first begin. Starting from a diagonally down position works just fine for all three ways of executing this grab.
This does a high amount of damage and there are a ton of ways for T. Hawk to set this up, mostly out of Tick Throw situations. This is absolutely crucial move to master if you're going to play this character.
(720 motion)
or
or
• Super Hawk Slam •
• Cross up with Down + Hard Punch while Jumping, Standing Medium Punch, Cancel into Hard Punch Tomahawk Buster •
T. Hawk doesn't have many viable combos, but this one is pretty good.
* Condor Dive command changed to Light Punch and Kick or Medium Punch and Kick or Hard Punch and Kick while in air. Old command of all three punches still works though.
* Condor Dive's bounce changed so it ends with T.Hawk close to enemy and safe on block or hit.
* Condor Dive does not knock down.
* Hawk Slam command easier: Half-circle back, forward + Punch or half-circle foward, back + Punch, and you can actually start in down-back or down-forward (Original 360 command also still works).
* Hawk Slam now has a whiff animation if you miss.
* Super command easier: Half-circle back, Half-circle back, forward + Punch or half-circle forward, half-circle forward + Punch.
* Several of T. Hawk's normal moves are from Old (Super Street Fighter 2) T.Hawk, such as standing and crouching Hard Kick.
* Hard Punch Tomahawk Buster now always knocks down and juggles.
* Fixed a bug where a stray hitbox on crouching Medium Punch could be hit from very far away.
Contributions to this guide by FireInTheRain.
Zangief and Hawk is all I need in the old school games :)
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