NEWLEGACY.FR

THE CHANGELOG

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- T.HAWK -

T.Hawk on SRK Wiki (ST)

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GOAL OF THE CHANGES

Make him the definitive version of T.Hawk, fixing all his vulnerabilities so he has no bad match-ups. His change list is kinda big I know, but you'll notice that around 80% of the changes are just PARTIAL undos of his nerfs, because CAPCOM exaggerated on them. Now he still do less damage on normals than O.T.Hawk and still has worse priority on some normals, so O.T.Hawk still is a viable pick. But N.T.Hawk will also receive some normal buffs of his own, meaning now O.T.Hawk's normal set won't be a literal upgrade, just an alternative. I want N.T.Hawk to be the most well rounded version of T.Hawk so he can win every match-up, O.T.Hawk will still be good for a little more damage on heavy moves as well as the very good properties on some other ones (e.g. Crouching Forward, Far Standing Rh, Body Splash, all DPs passing through fireballs).

Colors

New Legacy colors
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Original colors
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Old character : confirm the color choice with Start.

MISC

Standing reel:

+ Priority buff: proper head hurtboxes that now match the sprites.

REASON: main reason for this change is so O.Ken's Horizontal air Tatsu can't hit with both front and back hits for a granted dizzy. Also, Hawk was one of the few characters that had static hurtboxes during the Standing reel animation that also didn't matched the sprites. Otherwise this has very little impact, specially in the case of ground combos, since his hurtboxes are very tall anyway.

Standing gut reel:

o Priority tweak: medium and heavy versions now have proper head hurtboxes that now match the sprites.

REASON: Hawk was one of the few characters that had static hurtboxes during the Standing gut reel animation that also didn't matched the sprites. He did get one frame on the heavy version in which he is easier to reach at the front, but in practical terms this is not very meaningful.

Crouching reel:

o Priority tweak: medium and heavy versions now have proper head hurtboxes that now match the sprites.

REASON: Hawk was one of the few characters that had static hurtboxes during the Crouching reel animation that also didn't matched the sprites. Basically, the new head hurtboxes are taller but also spaced some pixels back, which means that some moves that didn't had enough downwards reach to hit him will not whiff anymore, as long it's in a combo after a Medium or a Heavy normal (e.g. N.Boxer's Crouching Strong xx Straight Rush), but also means that some moves that used to hit T.Hawk around his head area may whiff if T.Hawk is in Medium or Heavy hitstun (couldn't find examples).

Juggle state:

- Priority nerf: Juggle hurtbox expanded 16px downwards.

REASON: T.Hawk had by far the weirdest juggle hurtbox in the game. A few juggle setups worked well on most characters but not on him, and it became more of a problem with the Dictator and DeeJay Super changes (they now launch the opponent in the air 1 hit sooner - this is done to limit to only 1 extra hit after super, to make their damages more consistent) so now with this change T.Hawk's juggle hurtbox is "normalized".

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ST NL
Throws:

+ Behavior buff: ground throws range increased by 10px (almost the same as N.Zangief's normal throws).

REASON: For a grappler his normal throws have very low range in ST. This change is mostly to make the Rh Throw more usable, but I changed the other ones too for the sake of consistency.

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ST NL
Passive grab animations:

+ Behavior buff: last Strong normal throw animation vs Cammy, FeiLong and Sagat tweaked so now the built-in safejump setup also work on these match-ups. Also tweaked the animation vs ChunLi, so it will now be a meaty jump, but not a safe jump (Roundhouse Tensho beats it).

REASON: there's a built-in safejump setup in ST that works like this: when the opponent techs the throw and Hawk is on a specific distance from the corner (not too close, but not too far; when the opponent hits the corner on the downwards part of the air reset), Hawk can hold up-towards and that jump will be a safejump against Ryu, Honda, Guile, Zangief, Dhalsim, DeeJay, Claw and Dictator. Now, in NL this is more of a "global" setup in the sense that it basically works against almost the whole cast. This is a very specific setup, and this throw had very little use so I don't see a reason to not give him this. Doubt this will be too good, this is already not very known by most players.

- Behavior nerf: last Typhoon animation vs Chun Li tweaked so now she bounces a little farther when not cornered.

REASON: on ST Hawk can loop Sakos on her and there isn't much she can do if she don't have meter. Chun's BS was removed so it's only fair that the BS against her is also removed. So with this change N.T.Hawk can't Sako loop her, unless she's cornered.

+ Behavior buff: last Typhoon animation vs Blanka tweaked so now he bounces a little closer when not cornered.

REASON: this will allow T.Hawk to loop sakos on him, and that's fair considering how much advantage Blanka has on the match-up and the fact that he has tools to escape Sakos (mix-up Back Hop with Reversal Rolls for air reset).

++ Behavior buff: last Typhoon animation vs Sagat tweaked so now he bounces considerably closer.

REASON: T.Hawk is always close enough to attempt an air tick on Sagat now. He can sako loop as well, but it's not safe because Sagat's Tiger Uppercut outranges Hawk's jab. Also, after a Typhoon on the corner, there will be enough time for Hawk to try a safe jump (unlikely to work) or a sako tick(also unlikely to work).

+ Behavior buff: last Typhoon animation vs Claw tweaked so now he bounces a little closer when not cornered.

REASON: this will allow T.Hawk to loop sakos on him, and that's fair considering how much advantage Claw has on footsies and the fact that he has tools to escape Sakos (mix-up scarlet terror with the Back flips). It will also make it a little easier to time safe jumps on Claw on the corner.

- Behavior nerf: last Typhoon animation vs Boxer tweaked so now he bounces a little farther when not cornered.

REASON: Boxer lands considerably farther now. Hawk can't loop sakos on him anymore. Not that this was extremely unbalanced on ST, in fact Boxer had the advantage, but on ST he can at least escape with his Super. Now he can't escape with his super, he can't escape at all, which means that now once cornered Boxer is 100% done. If it wasn't for this change, all Hawk would need to have a 100% granted win would be a KD, now that will only be the case if Boxer also happens to be cornered. Yes, this would result in a worse match for Hawk, but Hawk received a lot of new tools and Boxer was nerfed a little so I think it's OK.

+ Behavior buff: last Typhoon animation vs Cammy tweaked so now she bounces a little closer when not cornered.

REASON: so sako attempts are a little easier. This won't be a game changer though, since her Thrust Kick is good at avoiding it.

+ Behavior buff: last Typhoon animation vs Fei long tweaked so now he bounces properly when cornered.

REASON: so now T.Hawk have enough time to time a safe jump on Fei after a Typhoon on the corner. T.Hawk needs this because Fei has the clear advantage on the footsies game, even with all the buffs on N.T.Hawk. Fei was the only character on ST that had a buggy bounce on the corner after a Typhoon. Also, this will allow T.Hawk to loop sakos on Fei, this won't really be a game changer though since Fei's Flame Kicks out range T.Hawk's Standing Jab, making these Sako attempts unsafe.

GROUND NORMALS

Standing Jab:

+ Priority buff: hitbox expanded downwards by 2px.

REASON: so it can reach a crouching Sagat from a little farther (I could have nerfed Sagat's crouching body hurtbox instead, but then a lot of characters would suddenly get more range vs him, like Honda's HHS, Claw's Crouching Punches, etc. Buffing Hawk's Jab on the other hand gives basically no impact on other match-ups, which is optimal).

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ST NL
Crouching Jab:

+ Priority buff: hitbox expanded 5px vertically (still 1px less than O.T.Hawk, and still has less 5px of horizontal range).

REASON: So it can beat Blanka's slide, like O.T.Hawk can. The difference of 1px with O.T.Hawk makes it whiff against Tatsu's spinning part, which is OK: N.T.Hawk can use Crouching Strong for that.

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ST NL
Close Standing Strong:

+ Behavior buff: activation range increased by 16px.

REASON: The usage of this move is very limited because of the activation range. I think this will be useful the most vs Dictator and Claw.

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48 ➔ 64
Far Standing Strong:

+ Priority buff: hitbox expanded 2px downwards (exactly in between ST's New and Old Hawks).

REASON: So it can now hit the following crouching chars: Zangief/Hawk/Boxer/Sagat. Also, can now hit Boxer's Low Rush and Dee Jays Crouching Strong.

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ST NL
Crouching Strong:

+ Bug fix/Priority buff: stray head hurtbox bug fixed (same dimensions as on O.T.Hawk's version of this move).

REASON: Fix for the stray hurtbox bug. I actually discovered the reason for this bug: the dimensions of the bug hurtbox are exactly the same as the new head hurtbox N.T.Hawk received on the 1st vulnerable part of Strong and Fierce Tomahawk Busters. It looks like they though this hurtbox slot was unused when they edited it to use on the new Tomahawk Busters...

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ST NL
Close Standing Fierce:

+ Framedata buff: startup 2f faster, 1st hitting part stays active for 2f less.

REASON: The startup buff is just for it to be usable as a link, like Crouching Fierce could be used on ST, so this move can be used as a replacement (since Crouching Fierce changed). The less time active is for the 2nd part to come out faster, so now it actually combos against all characters, assuming Hawk is close enough. Move will still be trash, but at least it combos properly now.

+ Damage/Dizzy buff: 1st hit increased from 20 to 30, dizzy increased from 1~7 to 10~16.

REASON: Since N.T.Hawk's Crouching Fierce is now a 1 hit move (as a balance purpose, because that's a footsies move now), I am buffing the damage on this move so if it does 2 hits it will do the same damage the Crouching Fierce used to do, so it can be used as a replacement for that.

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ST
8/6/6/9
NL
6/4/6/9
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20 ➔ 30
First hit
1~7 ➔ 10~16
Far Standing Fierce:

+ Framedata buff: startup 2f faster, recovery 3f faster.

REASON: So it's now more usable as a poke. As a reference, the startup is now as fast as Boxer's Far Fierce. Even with the buff on the recovery it's still kinda average though, this is just to make it usable.

+ Priority buff: head hurtbox reduced 7px downwards and 1px upwards.

REASON: So now it can beat Claw's Crouching Jab/Strong and Boxer's Crouching Strong instead of trading. As an unintended impact, it also can now beat Fei's Standing Fierce cleanly (it won't trade anymore unless close enough), but that's a bad match-up anyway so it's OK.
Boxer's counter for this (other than the obvious whiff punish with a Low Rush) is his Crouching Fierce: it can be used to hit hawk's limbs during its recovery from a good range (but requires precise timing). If timed wrong a trade will happen, but the damage will be even and the huge push-back will send Hawk far away to the other side of screen, so it's OK.

+ Priority buff: active part body hurtbox reduced 4px forward.

REASON: So it's a little better against Boxer's Crouching Fierce.

+ Priority buff: hitbox moved 10px forward (exactly like it was for O.T.Hawk).

REASON: Has a little more range to beat Claw's pokes.

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ST
10/8/13
NL
8/8/10
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ST NL
Crouching Fierce:

+ Startup buff: 2f faster.

REASON: This move is being slightly redesigned as a counter to Cammy's Crouching Forward, and it needs to be faster to be able to compete with it.

o Framedata tweak: 1st active part stays active for 2f less.

REASON: So the 2nd part comes out faster so it's better used on footsies (this makes the 1st part a worse anti air though).

+ Priority buff: 2nd active part leg hurtbox reduced 9px forward.

REASON: I'm turning this move into a good counter to Cammy's Crouching Forward (but is also good vs DeeJay's Crouching Forward, Claw's slide and Sagat's Crouching Rh).

+ Priority buff: 2nd active part body hurtbox moved 1px upwards.

REASON: So It whiffs vs Cammy's Crouching Forward and Sagat's Crouching Rh. It will also whiff vs Chun's Crouching Forward, but this was already been dealt with (see below).

- Priority nerf: 2nd active part hitbox reduced 1px vertically.

REASON: So it now whiff's vs Chun's Crouching Strong/Fierce (so Chun has a good counter to it while keeping downwards charge, she could beat it already with Far Standing Short and Far Standing Forward but I guess she can have a little buff in this situation since Hawk is already not a simple match-up for her). It now also whiff's vs Honda's Crouching Strong, but this move was never useful vs him anyway.

+ Damage/Dizzy buff/hit amount nerf: 2nd hit damage increased from 20 to 28 and dizzy increased from 2~8 to 10~16 but is now a 1-hit move.

REASON: The 2nd part need to do more damage to be really useful on footsies, but it can't 2-hit anymore otherwise it could do too much damage.

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ST
8/6/8/10 (2hits)
NL
6/4/8/10 (1hit)
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ST NL
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20 ➔ 28
second hit
2~8 ➔ 10~16
second hit
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30+20 ➔ 30/28
total
10~16 + 2~8 ➔ 10~16 / 10~16
total
Close Standing Short:

+ Framedata buff: stays active for 4f more.

REASON: It's now +1 on hit/block instead of +5 so it's easier to use as a tick into super. This is mainly done for T.Hawk newbies, experienced players won't have anything to win from this.

+ Priority buff: hitbox expanded 5px forward.

REASON: so now it has the same range as O.T.Hawk. When CAPCOM nerfed this move they forgot to change the activation range as well... the way it is in ST is buggy... it is whiffing on a lot of situations. I opted to keep the activation range and increase the hitbox horizontal size back to how it was on O.T.Hawk though.

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ST
3/4/4 (frame advantage : +5)
NL
3/8/4 (frame advantage : +1)
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ST NL
Far Standing Short:

+ Startup buff: 2f faster.

REASON: so now this is Hawk's standing normal with the fastest startup, giving it a purpose: good to use as a quick reaction to Cammy's Hooligans. This has the secondary effect of also making it be a special cancelable move, just like with O.T.Hawk, but as a canceled move this is not really useful so it's meaningless.

+ Priority buff: hitbox expanded 6px upwards and 2px downwards.

REASON: Can always hit high enough to hit Cammy's Fierce Hooligan (it couldn't on it's apex, on ST). The hitbox now has the same size as O.T.Hawk's but is positioned 4px upwards.

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ST
4/5/4
NL
2/5/4
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ST NL
Crouching Short

+ Damage buff: from 4 to 12.

REASON: No ground light normal that is not chain cancelable should do so little damage, unless there's a reason for it, and I don't think it's the case here.

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4 ➔ 12
Close Standing Forward:

+ Framedata buff: stays active for 2f more.

REASON: It's now +1 on hit/block instead of +3 so it's easier to use as a tick into super. This is mainly done for T.Hawk newbies, experienced players won't have anything to win from this.

+ Priority buff: hitbox moved 1px downwards.

REASON: so it can beat O.DeeeJay's MGU for a tick. T.Hawk will need help vs O.DeeJay now that he got considerably better. This will not be usable vs N.DeeJay since he can use Jacknife Maximum as reversal instead.

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ST
3/8/7 (frame advantage : +3)
NL
3/10/7 (frame advantage : +1)
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ST NL
Far Standing Forward:

+ Priority buff: active part body (leg) hurtbox reduced 6px downwards but increased 6px forward.

REASON: the downwards priority buff is for it to not get hit from far away by Fei's Crouching Fierce. The horizontal priority nerf is just to compensate the hitbox buff he also received.

+ Priority buff: hitbox moved 6px forward, expanded 3px downwards and 5px upwards.

REASON: hits as low as O.T.Hawk's, this will allow it to hit Fei's Crouching Fierce a little easier now (due to the nerf N.Fei received on that move - the new head hurtbox on the 1st recovery frame) and a Crouching Sagat. Will now be able to trade with Sagat's Standing Punches as well now (i know this isn't that relevant) and also beat O.Zangief's 3K Lariat arms (important because Hawk need to zone O.Zangief out now that O.Zangief also got no whiff on his SPD).

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ST NL
Crouching Forward:

+ Priority buff: leg hurtbox reduced 2px upwards.

REASON: So now Fei can't beat it with his Crouching Strong and his tweaked Forward Flame Kick and O.Sagat can't beat it with his Fierce Tiger Uppercut (since the hitbox on it was nerfed to how it was on CE).

+ Priority buff: hitbox expanded forward 4px.

REASON: N.T.Hawk nerf on this move was a little too much IMO. Now it's somewhat in between O.T.Hawk and ST N.T.Hawk (O.T.Hawk's is still 6px better).

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ST NL
Close Standing Roundhouse:

+ Priority buff: hitbox expanded 17px upwards.

REASON: so now it hits as high as O.T.Hawk's, this move isn't exactly useful but with O.T.Hawk it sometimes come in use when the opponent jumps out of an elbow grab attempt, so I thought it would be interesting for N.T.Hawk to have that as well. It will still whiff vs crouchers though, unlike O.T.Hawk's.

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ST NL
Far Standing Roundhouse:

+ Startup buff: 1f faster.

REASON: So it can be used to punish Cammy's Thrust Kick on block a little easier. The timing is still kinda hard though.

+ Priority buff: hitbox expanded 4px forward and 2px upwards.

REASON: I think it's ok for him to get some help in fireball trades. By the way, O.T.Hawk will still hit higher by 2px, and O.T.Hawk's is still way more useful since it hits most crouching characters. N.T.Hawk's still whiffs vs all crouchers - a fair trade off for it having better horizontal range.

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ST
11/8/17
NL
10/8/17
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ST NL
Crouching Roundhouse:

+ Framedata tweak: 1st startup 1f faster, in between parts 1f faster.

REASON: So it has the same frame data as O.T.Hawk up until the recovery part. The recovery is the same from ST though (8f slower). I kept the recovery as is because changing it would remove the built-in safe jump against Sagat (read the wiki in case you don't know what I'm talking about), it's not extremely useful but it's something. Sagat is a hard match-up for T.Hawk so even though Hawk would get better on all match-ups if this move had a faster recovery, I don't think taking away Hawk's tools on his worst match-up is a good idea.

+ Priority buff: 2nd active part leg hurtbox decreased 16px downwards but body hurtbox expanded 20px downwards.

REASON: So now it has very good priority vs DeeJay's Crouching Forward (while behaving the same against all the other crouching normals, with a few exceptions). The exceptions are: Dictator's Slide, Claw's Crouching Kicks and O.T.Hawk's 2nd active part on his sweep. As it can be seen, all these match-ups are bad match-ups for Hawk (other than the mirror match), and these characters all have obvious counters to this (even DeeJay) so it's OK.

+ Priority buff: 2nd active part hitbox expanded 3px upwards.

REASON: so it can beat Guile's new Overhead. This has basically no other impacts.

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ST
7/7/7/8/21
NL
6/7/6/8/21
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ST NL

AERIAL NORMALS

Neutral Jumping Jab:

+ Priority buff: hitbox like the diagonal version.

REASON: Usually, when the Neutral Jumping version of a move animates the same as the diagonal version, the priority on the Neutral version tends to be better. For some reason CAPCOM thought this shouldn't apply for this move, but I disagree. The move will still be mostly unused though. The only match-up (AFAIK) that this will actually be useful is vs Claw, which is a bad match-up anyway.

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ST NL
Neutral/Diagonal Jumping Strong:

+ Priority buff: hitbox moved 15px downwards, expanded 12px forward and 2px backwards.

REASON: now it has O.T.Hawk priority at the front and hits just as low, but not as high. Just so this move can have a use (mix up with Jab as a tick?) while still leaving O.T.Hawk's version better. With O.T.Hawk this move is still very much underused so this will be by no means a dramatic change, it's just an attempt to make this move somewhat usable.

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ST NL
Neutral Jumping Fierce:

+ Priority buff: hitbox moved 6px forward and 2px downwards.

REASON: so it has the same priority forward-wise as O.T.Hawk. With O.T.Hawk this is actually a good move. Useful on some situations. I think N.T.Hawk needs this. Also, the additional change on the downwards priority is for it to reach Blanka's slide. Won't be a game changer but I think it can be useful enough on this bad match-up.

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ST NL
Diagonal Jumping Fierce:

+ Priority buff: hitbox from 2nd active part moved 2px forward and 2px downwards (O.T.Hawk's still hit 1px lower).

REASON: So now this can beat Dhalsim's slides every time just like O.T.Hawk but with the hitbox not being as "fat" on the back. This was too big of a nerf on ST. The 1px of difference with O.T.Hawk is enough for it to not beat Blanka's electricity attack, which is something that didn't really made sense (the only exception is if it's T.hawk's first jump in on the round, then it will still beat it, due to some ST weirdness). Blanka's move is already useless, it being beat from the air by T.Hawk makes little sense.

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ST NL
Neutral Jumping Short:

+ Priority buff: hitbox expanded 11px downwards and 9px upwards.

REASON: Just making it equal to the diagonal version so maybe it can be used on ticks vs Cammy. The hitbox size change is because it makes more sense for the neutral version to be "fatter", not the diagonal one.

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ST NL
Diagonal Jumping Short:

+ Priority buff: hitbox expanded 11px downwards but reduced 31px upwards.

REASON: Now T.Hawk has a light air move to use as safe jump against all crouchers (may not really be used vs Blanka, but Cammy could just crouch his aerial jabs and shorts in ST, which forced Hawk to jump with j.forward or elbow drop, which do too much block-stun which can difficult the tick into Typhoon).

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ST NL
Neutral Jumping Forward:

+ Priority buff: Body hurtbox during startup and active frames expanded 9px downwards, leg hurtbox during startup and active frames removed, hitbox moved 2px forward and expanded 7px upwards and 9px downwards.

REASON: so now it can beat Honda's Headbutt, I think it's reasonable for him to have a Neutral Jumping move that can reliably beat Headbutts just like he can on diagonal jumps (with Jumping Fierce). Not gonna be a game changer but still a nice way to give an otherwise useless move a role on a frequently played bad match-up.

+ Framedata buff: stays active for 3f more.

REASON: this complements the change above. Now it's like the Diagonal version.

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ST NL
ST
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5/13/∞
NL
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5/16/∞
Diagonal Jumping Forward:

o Behavior tweak: 1st recovery animation animates like Neutral Jumping Forward's 1st recovery animation frame.

REASON: so the leg hurtbox that was used on that frame is now exclusive to Diagonal Jumping Rh, allowing me to edit it without affecting other moves (see changes below). I'm doing this because I've ran out of unused leg hurtbox slots. This has almost no impact balance-wise since the priority on this move continues to be bad.

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Neutral Jumping Roundhouse:

+ Priority buff: hitbox expanded 6px vertically, leg hurtbox reduced 36px forward.

REASON: So now this move can maybe have a use. It's still very easy to be countered though. I adjusted the horizontal priority to be as good as the Diagonal Jumping Jab, but of course this is a Neutral Jumping Normal, so it's limited to defensive uses. I think this will only be really useful vs Claw, or as a projectile avoiding tool. The vertical priority is now in between ST's N.T.Hawk and O.T.Hawk, so O.T.Hawk's still got better vertical priority on this move.

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ST NL
Diagonal Jumping Roundhouse:

- Priority nerf: 2nd startup part leg hurtbox increased 12px forward and 12px downwards.

REASON: so it can be beat a little better if anticipated by the opponent.

++ Behavior/Priority buff: active part body hurtbox expanded 8px downwards, leg hurtbox expanded 10px downwards, decreased 4px downwards, expanded 14px forward and reduced 36px backwards, hitbox moved 5px forward, expanded 7px downwards and 5px upwards.

REASON: So he gets a new tool to get in. This is a very experimental change. This is specially useful vs Dictator, because you can impose danger to him from farther jumps now. This can also be good to punish low tigers, sometimes better than the dive because if that gets blocked, T.Hawk can be punished (on ST he always would, now the dive can be made safe if done with the right spacing), but with this jump if it whiffs T.Hawk is safe. I'm sure it can be useful on other match-ups as well, mainly the fireball match-ups, which he loses all (although some of them are very close to being fair). If this move hits a standing opponent (usually after jumping over their fireball), T.Hawk will most of the time be in range to link it into a Standing Jab, so he can setup a Sako tick on that situation.

- Recovery nerf: 1st recovery part is now longer by 4f.

REASON: so the bigger leg hurtbox stays active for longer, making it a little easier to be punished in case it whiffs.

- Priority nerf: 1st recovery part leg hurtbox increased 16px forward.

REASON: so if T.Hawk whiffs this move from far away he can be anti-aired more consistently.

- Dizzy nerf: from 11~17 to 3~9, like Shoto diagonal jumping heavy attacks.

REASON: the new priority on this move can be very good on a few match-ups. Knowing this, it's only fair if this is not as good at dizzying the opponent.

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ST NL
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11~17 ➔ 3~9

COMMAND NORMALS

Elbow Drop:

+ Behavior buff: will do normal Strong HIT stun vs standing opponents.

REASON: Hawk needs a way to tick into Typhoon vs Sagat, since Sakos are not viable vs a waking up Sagat (Tiger Uppercut out ranges it) and safe jumping Sagat simply isn't realistic (Tiger Uppercut has only 3f of startup). My idea is that Hawk will just do a well timed jump on Sagat's wakeup, which will beat any Reversal Tiger Uppercuts he may do while also being allowed to land safely before Sagat can do another Tiger Uppercut. This is a very experimental change.

+ Priority buff: active part body hurtbox moved 10px forward and decreased 4px downwards, new leg hurtbox with its backward and upwards edges where the old body hurtbox was, it's horizontal size is 33px and it's vertical size is 51px (extends 8px downwards than where the old body hurtbox was).

REASON: so it's very effective in beating Sagat's Tiger uppercut 2nd active part.

+ Priority buff: hitbox expanded 12px downwards.

REASON: this is needed for the change above to work well enough. Another plus is that this will now hit all crouchers too.

- Damage nerf: from 24 to 22.

REASON: Just to compensate a little for the better priority as well as to make it not outclass the normal aerial strong too much.

- Dizzy nerf: from 5~11 to 3~9, like Shoto diagonal jumping heavy attacks.

REASON: Just to compensate a little for the better priority as well as to make it not outclass the normal aerial strong too much.

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Body Slam:

+ Priority buff: hitbox expanded 14px backwards.

REASON: Now it's usable again as a cross up, but not as easily as with O.T.Hawk. On some match-ups (e.g. Shotos, Chun) the jump will now have to be spaced properly for it to hit. If you find that a hassle, then just stick with Diagonal Jumping Forward.

- Framedata nerf: stays active for only 14f.

REASON: Just to compensate the buff above a bit. 14f is more than enough, it's not hard to time. I don't want N.T.Hawk to use it as a pressure tool like O.T.Hawk can, I'll leave that as O.T.Hawk only.

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SUPER / SPECIAL MOVES

All Specials/Super (minus Dive):

o Behavior tweak: Input window is no longer random and is fixed at the minimum value.

REASON: The input window on all special moves is now fixed to the minimum value of 7f instead of being random at 7~14f. Having random input timers makes no sense.

o Behavior tweak: 1st input's timer now stays at the maximum value while the 1st input is being hold.

REASON: I am doing this to all non charge special moves. This fixes a problem that affected even the best players on the world regarding walk in DPs: depending on the timing you go for downward (2nd required input for a DP), a walk-in DP would always fail. Lemme explain: on the 1st frame that you input towards (1st required input for a DP), the input COUNTER will be updated and the input TIMER will receive a value that will be decremented on each frame (this is the input timer, this was semi-random on unmodified ST, but is now a fixed value on my hack), meaning you have up to 6 frames to input downwards (2nd required input for a DP). If you input downwards before that timer reaches 0, the counter will be updated again, the timer will also receive a new value again and will then wait for the 3rd input direction required (down-forward). But there's a problem: if you spent all these 6 frames walking forward and then input downward on the 7th frame, the input window will not be increased because at that moment the DP input counter would be back to 0 and is now expecting the 1st input direction again. If you do it on 8th frame it will work though. And that's only considering a frame perfect scenario, a human player will spend more than 1 frame to go from forward to down so there are more than enough chances of missing. So that means that walk in DPs will fail around 10%~20% of the time, not even the Grand Masters can avoid this fact.
With my change, this problem is solved: it's now possible to be 100% consistent with walk-in DPs. I also applied this same change to all non charge special moves as well, since there isn't really a reason to not do it. Normal anti-air (stationary) DPs are not any easier though.

Tomahawk Buster:

o Bug fix/Behavior tweak: fixed the reversal bug in which the button used didn't mattered, the last version used comes out all the time.

REASON: It can be seen as a Nerf: most of the time you need the Jab version to come up and you won't be able to triple tap anymore to get a reversal Jab DP as easily. On the other hand you can now beat a low meaty with the new Strong Tomahawk Buster even if Jab version was used last.

+ Priority buff: head hurtbox reduced 14px backwards but expanded 6px downwards, body hurtbox reduced 6px upwards, leg hurtbox reduced 3px backwards, 1px forward and 7px upwards.

REASON: so the Jab version can still beat N.Ken's Strong Shoryuken (now 100% invincible) from point blank range and at least always trade with Boxer's Buffalo Headbutts. Hawk needs this, the N.Ken match-up is slightly disadvantageous on ST and he received a good number of buffs. As for the Boxer mu, it is a disadvantageous too, so it's only fair that Hawk gets a little better when he finally gets in.

+ Priority buff: Jab version's 1st active part hitbox expanded 2px upwards.

REASON: so it can still beat Fei's Short Flame Kick now that it has been buffed.
IMPACTS: other than a slightly better anti air (which doesn't make much difference on most cases), this also can now beat Ryu's Tatsumakis right on the first frame in which they're not invulnerable anymore. IMO this is a fair change, should come up, basically, only if T.Hawk is doing installed Tomahawks on his safe jumps.

+ Priority buff: Strong version's 1st active part hitbox expanded 2px upwards and 6px downwards.

REASON: can beat low kicks now. The purpose is to use this against Guile's Crouching Forward or Sim's Crouching Punches (but is useful in other matches like vs Claw's Slides). The upwards Buff is for it to still beat Fei's Short Flame Kick now that it has been Buffed, just like the Jab version (see above).
IMPACTS: regarding the upwards change, other than a slightly better anti air (which doesn't make much difference on most cases), this also can now beat Ryu's Tatsumakis right on the first frame in which they're not invulnerable anymore. IMO this is a fair change, should come up, basically, only if T.Hawk is doing installed Tomahawks on his safe jumps.

+ Priority buff: Fierce version's 1st active part hitbox expanded 2px upwards and 12px downwards.

REASON: so now Strong version "blends" between jab and fierce. The difference of 6px from the Strong version has no effect because no move in the game has hurtbox that slim to not be hit by the strong version. The upwards Buff is for it to still beat Fei's Short Flame Kick now that it has been Buffed, just like the Jab version (see above).
IMPACTS: regarding the upwards change, other than a slightly better anti air (which doesn't make much difference on most cases), this also can now beat Ryu's Tatsumakis right on the first frame in which they're not invulnerable anymore. IMO this is a fair change, should come up, basically, only if T.Hawk is doing installed Tomahawks on his safe jumps.

+ Priority buff: Strong version's 2nd active part hitbox expanded 2px downwards and 2px backwards.

REASON: The downwards change is for it to hit Dictator and DeeJay when they're crouch blocking. The only unintended effect AFAIK is that it also can now trade with Chun's sweep, but that's OK, since Hawk can't sako loop her anymore (unless shes cornered). A good unintended impact I noticed is that it can now hit DeeJay's Crouching Forward body hurtbox during active frames, but Hawk have to be pretty close for it to actually hit, so this doesn't really mean much. The backwards change is for it to be between the Jab version (unchanged) and Fierce version (changed).

+ Priority buff: Fierce version's 2nd active part hitbox expanded 4px downwards and 4px backwards.

REASON: It hits 2px lower than the strong version, so, other than doing what the Strong version now can do (see above), it can now trade with Honda's Crouching Jab (!). It will still whiff vs a Crouching Cammy/Blanka, though. As for the backwards change is for it to not whiff against Fei's Chicken Wing on Hawk's wake up. Hawk already suffers a lot in this matchup, it's very hard to get in vs a competent Fei, to be forced to deal with with this lame pressure on wakeup is just too much.

+ Priority buff: 3rd active part hitbox expanded 2px backwards.

REASON: so it will never whiff vs Sagat's Tiger Uppercut, when both moves are done point blank.

+ Priority buff: Jab version's 2nd active part hurtbox reduced 2px downwards.

REASON: so it always beats Honda's Jab Headbutt from point blank.
IMPACTS: lariats won't hit it anymore, but thankfully Zangief can still punish it on block with a Green Hand or a Running Grab so it's OK IMO.

+ Priority buff: Strong version's 2nd active part has no foot hurtbox.

REASON: The idea above of allowing this version to beat low moves didn't worked well enough on its own, because when timing it slightly off it would get straight up beaten by the low move instead of maybe get a trade. This change also allows it to pass above Low Tiger Shots, which is nice.

+ Behavior buff: Fierce version 1st hit now does Jab hit-stun.

REASON: it can combo better now. For example, on Honda the following combo now works: cross-up, Standing Forward xx Fierce Tomahawk (4-hit combo).

o Priority fix: 1st recovery frame now got proper hurtboxes.

REASON: Just so they match the sprite. Balance wise this is of (almost) no relevance, this is just me being perfectionist. By the way, the hurtboxes used on ST are actually from other moves, that's why they look so strange (head hurtbox is from the sweep, etc). The proper hurtboxes already exist on the rom but were unused.

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Condor Dive:

+ Priority/Behavior buff: 5th part of bounce animation now uses the same sprite/hurtboxes from neutral jumping animation, with exception of the leg hurtbox that was expanded 8px forward.

REASON: harder to be punished by Guile's Jumping Rh or Sagat's Rh Tiger Knee when they block the dive. In the case of Sagat's Rh Tiger Knee, for it to be really safe for Hawk, he have to do it close to the ground so it hits at Sagat's front, if it ends up hitting above Sagat's head, then his Rh Tiger Knee will still hit Hawk. Dhalsim can still punish it with his Standing Rh too, specially because of the hurtbox change mentioned, though on some situations Dhalsim will have to block the Dive CROUCHING so the Dive is blocked closer to Dhalsim axis. Charge character's still punish Hawk normally with their torpedo-like moves, but in case of Honda it's now even easier to time it so it's safe on block, which is OK for balance. Honda is most of the time with Headbutt charge so he can just Jab Headbutt the incoming Dive anyway, he don't really have to block it. If he has no balls to punish it on reaction then he doesn't deserve to punish it at all IMO, since he already has the upper hand on the match-up as a whole.

o Cosmetic tweak: Flipping animation made a bit slower.

REASON: just so it doesn't look weird now that Hawk's last sprite is different. This has no impact in gameplay because the opponent is still on block-stun during these frames.

+ Priority buff: 1st landing frame now uses proper hurtboxes.

REASON: standing jabs now can't keep him out in case he lands close but not point blank. His ST hurtboxes look kinda misplaced by the way.

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Super:

- Behavior nerf: after-throw bounce now bounces T.Hawk farther away.

REASON: In case the opponent survives, he will have some chances to get a comeback (unless he is cornered). This also prevents Hawk from doing a Sako tick after landing the super on a number of match-ups.

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T.HAWK'S BAD MATCHUPS THAT NEEDED FIXING (and how I did it):

Blanka:

Crouching Jab can now beat slides like O.T.Hawk, this forces Blanka to be more passive since the chances of a random slide to work is way smaller now, this makes more sense match-up wise. Blanka now lands closer to T.Hawk after a Typhoon so he can now try to loop Sakos against Blanka, which is OK because Blanka is one of these characters that can escape Sakos loops. Still very hard to get in, but at least Hawk is now even more dangerous on knockdowns. Also, his super if blocked is punishable with a Typhoon/Super (!).

Honda:

Honda being grabable by 5px farther fixes the main match-up problem, since now it's always viable to attempt a tick throw on him (via sako ticks - In ST, the risk of eating an Oicho throw was too high). Jab Tomahawk Buster on point blank now can also beat his Jab Headbutt so installed DPs are now a thing vs him: the best he can do is a trade with his Butt Drop. Fierce Tomahawk Buster can now beat/trade with his Crouching Jab, so if the Honda player stays crouching and just spamming Jabs without caring of being predictable, Hawk will be able to score a trade KD and then tick into Typhoon. If Honda baits it he can pretty much punish with anything though, because of the huge recovery the Fierce Tomahawk Buster has.
These changes makes it a fair match-up, or it's at least pretty close to that, IMO.

Guile:

The new low hitting Strong Tomahawk Buster is very good to counter Guile's crouching kicks. New Diagonal Jumping Rh is decent at punishing Sonic Booms, if Hawk anticipates it. Before, jumping over a Sonic Boom usually achieved nothing, now if the Diagonal Rh connects (so there isn't too much push-back), Hawk will be able to link it into a Standing Jab for a Sako tick. Finally, a blocked Dive will now be safe on block on most situations.
My guess is that it's still not fair though, but I am satisfied with how it is now for Hawk.

Dhalsim:

New Strong Tomahawk Buster can hit his crouching punches which is good. I guess that indirectly fixes the match-up actually, one of the main problems in this match-up was not having a decent answer for the blocked crouching punches...

Cammy:

T.Hawk's new Crouching Fierce allows him to compete with her in footsies now, since it beats her Crouching Forward now(Cammy can use her Standing Forward to counter it though). Aerial Short now can be used to safe jump a crouching Cammy properly now. In case Cammy does a Reversal Thrust Kick in "response" to hawk's safe jump, Hawk can easily punish it with any Tomahawk Buster, and it doesn't need to be a reversal. And if Hawk is not close enough for that, a well timed Standing Rh can always hit Cammy before she lands from the knock back (hard to time though). On ST he could punish it, but only Fierce Tomahawk Buster worked, and due to the bug he had that forced him the last version used if performed as reversal, a punish was often impossible. Anyway, these two normal moves buffs fix the main deficiencies on this match-up. Finally, Cammy lands a little closer to Hawk now after a Typhoon, giving Hawk a little more time to setup a sako tick, which is an OK change since Cammy is one of these characters with enough tools to escape Sako ticks. Matchup is still on Cammy's advantage since it's hard to tick her safely, but the neutral is a little more fair I guess.

Fei:

Tomahawk Buster always beats Flame Kicks from point blank range now. Fei's Crouching Strong won't hit Hawk's Crouching Forward's legs anymore, and if a trade happens between Hawk's Crouching Forward and Fei's Crouching Fierce, the damage traded is more even now. Hawk's new Far Standing Forward can now punish Fei's Crouching Fierce and will trade with his Crouching Strong. Finally, Fei lands closer to Hawk now after a Typhoon, this not only allows Hawk to attempt sako loops on him (unsafe - Flame kick out ranges Hawk's Jab), but also fixes his buggy Typhoon bounce on the corner, allowing Hawk to safe jump him on that situation. It's still very hard to get in, but I guess the neutral game is less advantageous for Fei now.

Dee Jay:

Hawk's Crouching Rh received a small adjustment that makes it have awesome priority vs DeeJay Crouching Forward, but still be the same against other low moves (read the changelog to understand). Also Hawk's Standing Strong now beats DeeJay's Crouching Strong from a somewhat comfortable range, like O.T.Hawk's. These changes solve the footsies problems on this match-up. Also, Hawk's DPs can now reliably beat his Short UpKicks from point blank range, so installed DPs are now a thing in this match-up. Plus, now Hawk's Strong DP can be used against DeeJay slide as well as hit a crouch-blocking DeeJay from a comfortable range, though these come way less into play.
I guess it's still a slightly unfavorable match-up, but it's definitely way more honest now.

Boxer:

I gave Hawk an improved Far Fierce that can now beat Boxer's Crouching Strong and Standing Strong can beat Boxer's low rush too, like O.T.Hawk can on ST. Boxer received a number of nerfs too, his main used moves do less damage now and his Super can be punished with a Typhoon now. Because of that, Boxer now has no tools to avoid Typhoon ticks (a experienced Hawk player can deal just fine with wakeup Headbutts), so to compensate it I made Boxer land farther after a Typhoon so Hawk can't loop Sakos anymore (unless Boxer is cornered, of course). So now Hawk can't capitalize as much from a single Typhoon, but theoretically he is better on the neutral game so that compensates it a little. Also if Boxer finally gets cornered, he now has no way of getting out, which is fair, since it won't be easy for Hawk to corner Boxer. I have no idea of how the match-up is now, it needs to be tested.

Claw:

Hawk can loop sakos against him now, because of a tweak I made on Claw's Typhoon bounce as well as Claw's crouching hurtbox nerf (from the Fei vs Claw rebalance change) which gives Hawk's Standing Jab 5px better range. I think this is fair because Claw already dominates the neutral game as well as because he has tools to escape it(scarlet terror + back flip mix-up). Also, the neutral game is a little more balanced now: Hawk's Strong DP can beat Claw's slide now which then leads to a sako tick on his wake up, his Crouching Rh can also beat Claw's slide more consistently now due to a change made for the Hawk vs DeeJay match-up, and Standing Fierce is now a good counter to Claw's Crouching Punch pokes. My guess is that the match-up is around 4-6 now, which is OK, Hawk will get in a little more frequently since he got some good tools for it.

Sagat:

This was T.Hawk's match-up that I spent the most time thinking what to do. Hawk can't sako tick Sagat because Tiger Uppercut outranges it, and Hawk can't safe jump Sagat either since his TU has 3f of startup (ST N.T.Hawk has 2 built-in safe jump setups against Sagat, but it's hard to set them up). I completely disagree with most match-ups numbers, to me even O.T.Hawk vs N.Sagat is at best a 2.5-7.5, simply because you can't Typhoon a good Sagat. And IMO O.Sagat's best match-up on ST is vs N.T.Hawk, not against Zangief. With all that in mind, I thought about 3 ways of fixing this match-up: 1) nerf TU startup to 4f, so now Hawk can at least safe-jump him (abandoned this idea because I know Sagat players really like not having to care about safe-jumps, that's one of the main Sagat characteristics); 2) make sako ticks usable in some way (i managed to do this by making it beat TU 2nd active part, but unlike Shotos Shoryukens, Sagat is still on the ground so he would not air reset when hit, so it was kinda dumb, Hawk could grab Sagat too easily, it was also very weird - in the end I had to undo that change); 3) just give hawk an air normal that does high hit-stun vs grounded characters, this will allow Hawk to tick Sagat from the air with delayed jump (to beat TUs) and land before Sagat can do another TU; and 4) just make the neutral on Hawk's favor so even if he will rarely Typhoon Sagat, he may still win.
I went with a mix of options (3) and (4), because (3) could be easily countered anyway by doing delayed Tiger Uppercuts. Anyway, Hawk got a lot of buffed normals, so he can win by just counter poking: Crouching Fierce counters Sagat's sweep well now, and all of Sagat's Standing Normal counters for this are beatable cleanly with Hawk's DP and/or sweep. Sagat can still counter Hawk's new Crouching Fierce with his Crouching Fierce, but from that range Hawk's Crouching Strong beats it. New Diagonal Jumping Rh is very good at punishing Low Tigers, without the risk that a blocked Dive would give. A blocked dive can now be made safe from a Reversal Rh Tiger Knee if spaced correctly (make it hit Sagat at his front, not above him). Finally, Sagat's after-typhoon bounce animation was tweaked so now he lands a lot closer to T.Hawk, this allows Hawk to approach Sagat after a Typhoon with any kind of setup he wants, including when Sagat hits the corner (on ST he has a very low bounce, this didn't allowed Hawk to do much). I have no idea how the match-up is now, all I know is that it's a lot better for Hawk now, but I have no idea who has the advantage now. Needs testing!

Dictator:

The biggest changes are that Hawk got 2 new air moves to hit a crouching Dictator: Short is good for ticking, because it's a light move so it won't give too much push-back like Forward or Strong would, and Rh can now hit a crouching Dictator from far away, this helps a LOT. Of course Dictator can still beat it with his Crouching (and Far Standing) Fierce, but he can't default to them because Hawk can either use Fierce to beat it cleanly (if close enough) or jump with a low range move and do a Typhoon as soon as he lands (if jumping from not that close). So I think this alone already makes getting in a lot easier. Another change is that the Strong Tomahawk Buster 2nd active part can now reach Dictator from a Crouching position, this means that it can hit him out of his Crouching Forward, assuming T.Hawk is close enough for that. This is risky though, since if it's a bad read, Dictator will punish it easily with a knock down, which leads to a TOD attempt.