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The Power Nth -- Hawkgirl General Discussion Thread

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Umm the hell do you do with this character? I'm looking into her and I have no idea what to do to get in(in a non-sloppy way), and once I am in I don't really know what strings to abuse to keep the pressure.

Hawkgirl players HALP!
I think db2(3) is AMAZING for getting in. It's very fast, goes almost full screen, and seems extremely safe on block. I can do a throw or even better, abuse the f1,3 string for great pressure (it's only 6 frame startup!) While in training mode with a friend, he couldn't hit me out of it at all.
 

Blackburry

Buffs needs buffs
Has anyone tried using DB2(2) for mixups in strings? It seems good on paper...haven't tried it out in a match yet and I don't know how safe the over head, but it seems great for combos if you can confirm.
 
I don't know if this was said earlier or elsewhere , but Hawkgirl has the ability to "flight cancel" her strings or normal by pressing 4 , and she can do the same once in flight mode to cut down recovery frame from flight move and regaining the ground . Thus I guess we can do some mix up going at any point and quickly to aerial attack , like 2 which as the ability to launch slightly . You can also get easy hit confirm for super with stuff like 1,2 flight cancel , flight 2 (which if it catches the opponent ,will launch him) , then immediately cancel , and as soon as she stops flying (even before she actually touches the ground) do your super which will not be scaled that much I think as you only do 3 hits :) and visually it's pretty cool :p

What I said here is really basic , but this ability to flight cancel may lead to interessant thing , I'm pretty sure :)
 

Boodendorf

Bird woman!
Here are the two videos I promised:

That's pretty much day-1-in-europe gameplay and I started to improve since then, but I guess it can still be of use.
We need a Hawkgirl video thread don't we?
 
Has anyone tried using DB2(2) for mixups in strings? It seems good on paper...haven't tried it out in a match yet and I don't know how safe the over head, but it seems great for combos if you can confirm.
In the corner its good when doing her B2 Mix ups, B22 DB2(2) 22 F13 x4 is like 37%. In my experiences midscreen it whiffs a lot.

Anyone know what to do against Raven? I usually do Fly (get in air down mace range) and do Ex air down mace while praying she doesn't lift me.
 
How ambiguous is the divekick as a crossup? I have some corner madness setups that I can't test until tomorrow. I just end corner combos with d2 xx flight, then flight 3 for the knockdown and into divekick guess from that. Seems like it could be effective.
Her divekick is EXTREMELY ambiguous, I don't think anybody knows where she is going half the time. Great move.

How do you punish her mace charge? it says it's -55 on block but when I block it I'm put into a lifetime's worth of block stun.
It says -55 on the frame data but that move is 100% safe on block like seriously, the blockstun is so long. I think its just wrong you cant argue with results
 

KNX

Noob
I'm actually liking Hawkgirl. I have a knack for liking bad characters initially though so lets see how she turns out. So far what I've noticed and stuff,

Raw MCs are GOOD. For now at least. Don't know where NRS got -55 from lol, it feels really close to 0 but I can't tell for sure

Her zoning is interesting. All MTs have ass recovery but you can dash cancel her ground version. It means you never really have to commit to the Toss. Maybe something useful for mindgames

And so far it seems like b+2 would be decent for pressure up close. It can't be ducked, has both an overhead and low followup, flight cancellable and +1 on block. Haven't really abused it much as of yet but don't see why it wouldn't be a useful poke. Short ass range though
 

xInfra Deadx

Gimmick stolen by Jordan Peele
How are you guys handling zoning characters? I'm struggling just to find a good strategy, and don't mention Deathstroke either...he's pretty broken as far as I can tell...
 

The_Greatest_Username

Reincarnated Member
I'm pretty relieved by her gameplay after using her for a while. I was worried that she was going to be "Jade-tier" but I've had a good amount of success with her thus far.
I'm not too sure of the "proper" terminology to use, but I think her 3 (heavy) attack is pretty useless. Wing evade (followed up by 3) has saved me countless times online.
 

Swoops

Noob
So Hawkgirl is my current main right now. I've pretty much been spending all my lab time with her, I just haven't settled on a permanent main yet. She's a lot of fun though. Like the above I thought she was going to be pretty shitty after about an hour, but I'm getting a lot better with her and she has a lot of good tricks. Just has a very interesting play style. Kind of hit and run. Turtle with mace, AA, fly, and mace charge, then look for your opening to get super close for a good mix up for solid chunks of damage and good oki set ups.

But yea like the above poster said d,b+2, 3 is super important. Misses against duckers but gets her right into her range with time to pressure after. Plus having what I think to be the only 6 frame normals in the game, makes for really good pressure up close.

@Infra - Depends on the zoner, but generally you just want to focus on movement as much as possible. Fly shenanigans, cancel into divekick, look for opportunities to land air d,b+1, air mace charge (leads to 40% in the corner, super from anywhere) or d,b+2, 3.

But yea I'm realizing how safe mace charge is too. I'm thinking that the move is about -8 like the frame data says the air version is. Can't punish it with sinestro bands or even green lantern b+1, 3 which the game says is a 9f start up.
 

arNu

Df1 Specialist
How are you guys handling zoning characters? I'm struggling just to find a good strategy, and don't mention Deathstroke either...he's pretty broken as far as I can tell...
Air mace-charge and cancel into flight is what I've been doing lately.

I know it's been mentioned earlier, but you can flight-cancel any of her air specials. I highly recommend flight-canceling her air mace-toss into flight. Makes it a lot more safe in case they try to dash in for a punish, etc.

Random thoughts about her:
Initially I was wondering why she was even added to the roster, ended up being the first character I played. She doesn't feel super strong in any regard. Decent mix-up game, decent normals/specials, can use meter effectively, and she's pretty fun. I think her flight has a lot of potential though.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I picked up Hawkgirl on the side. This character is potentially very solid...her frame data is nuts.

All maces have really good block advantages, and because her jump is so high, she gets over shit easily and throw a mace. If they have to block our take it, if you cancel to flight, chuck away, then if you're ready to go in, MB mace and get in there. You're at so much advantage on block, 32 is guaranteed. Her high/low game is a guess...divekick is FAST and she has sweep, and she can do some funky shenanigans with flight into ambiguous divekick.

Evade 2 eats up d1 attempts, and you can 32 xx evade 3 then evade 3 back in for more pressure, or 32b1 and go into mace zoning. Flight is hilariously good at avoiding people, too.

Definitely picking her up.
 
What are you guys doing after D1? D1 DB2 always gives me mace throw, so I'm using D1 (4)2 WC.

22 4(2) WC also seems something that can catch people off guard. 2 is good because it hits mid as well.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
What are you guys doing after D1? D1 DB2 always gives me mace throw, so I'm using D1 (4)2 WC.

22 4(2) WC also seems something that can catch people off guard. 2 is good because it hits mid as well.
Turn off negative edge. That's why you get mace throw. The negative edge is vanilla MK9 status. d1 evade is solid on mind games.
 

Boodendorf

Bird woman!
Did you guys know you could flight cancel wing evade?
Whoaho, that just opened even more possibilites for wing evade. This is amazing.
 

NkdSingularity

Truth and Ugly
Just tested db2,3 offline with my brother, after he blocked it we both mashed 6 frame d1, and most of the time we traded. So it's probably neutral on block.
 

KNX

Noob
Did you guys know you could flight cancel wing evade?
Whoaho, that just opened even more possibilites for wing evade. This is amazing.
Yeah one of the first things I tried. She can pretty much flight cancel anything like Marvel 3 Morrigan

Just tested db2,3 offline with my brother, after he blocked it we both mashed 6 frame d1, and most of the time we traded. So it's probably neutral on block.
Best way to practice the recovery of stuff I've found is to just record the dummy to do the attack then jump straight after. Block the recording and hold up. Whichever character jumps first is in advantage. This is why I think MC is actually neutral on block give or take a frame

Doing this I've found that Evade 2 and Evade 3 are both slightly positive also
 

Buffalo

Bison of Beat Downs
I don't know if this was said earlier or elsewhere , but Hawkgirl has the ability to "flight cancel" her strings or normal by pressing 4 , and she can do the same once in flight mode to cut down recovery frame from flight move and regaining the ground . Thus I guess we can do some mix up going at any point and quickly to aerial attack , like 2 which as the ability to launch slightly . You can also get easy hit confirm for super with stuff like 1,2 flight cancel , flight 2 (which if it catches the opponent ,will launch him) , then immediately cancel , and as soon as she stops flying (even before she actually touches the ground) do your super which will not be scaled that much I think as you only do 3 hits :) and visually it's pretty cool :p

What I said here is really basic , but this ability to flight cancel may lead to interessant thing , I'm pretty sure :)
First thing I did was mess around with this. My first combo was 123, 4, 12 MC. S
 

Dulllyanna

You're going to shoot guns at me?
I'm pretty relieved by her gameplay after using her for a while. I was worried that she was going to be "Jade-tier" but I've had a good amount of success with her thus far.
I'm not too sure of the "proper" terminology to use, but I think her 3 (heavy) attack is pretty useless. Wing evade (followed up by 3) has saved me countless times online.
Her string from it is solid, since 3 is an okay poke for what it is and even if the second hit whiffs the third will connect at its max range and is completely safe on block. 3 on its own also has a lot of active frames, I dunno how strong its hitbox is but I've had people jump on it before lol.

What are you guys doing after D1? D1 DB2 always gives me mace throw, so I'm using D1 (4)2 WC.
If you want negative edge on but still do d1 xx DB2, just hold down 1 while doing DB2. Closer to tip range that drops on at least some characters though so when that's the case I do D1 4 Fly 2 xx dive. Fly 2 xx MC works too but from my exp it tends to drop more on random characters and maybe stances and does less damage than DB2 stuff (It's really good off of D2 though, including as AA).

I'm pretty sure cancelling at least some stuff into fly on block gives the opponent a free float combo, I haven't tested it thoroughly though. Gotta do it for d1 xx db2,2 as well since 24 off of a d1 as good as hers is pretty damn good. Regardless, outside of a couple matchups I really like this character, she's kinda Doomsdayish in that she wins with lame neutral and basics, not by landing 40% combos off low-verhead mixup all day. Green Lantern doesn't let her get away with much though, the only safe spot from his db1 I've found so far (besides being outside of its horizontal range lol) is right above his head. I dunno what its hitbox is but it feels like a gigantic cone since not getting stuffed out of even longer ranged air fireballs is a pain in the ass.
 
What exactly is Mace Charge on block? It clearly is not -55 as stated in the game's frame data. In training mode, Flash's Lightning Charge cannot punish it on block as a reversal. Does anyone know how many negative frames it actually is?
 

KNX

Noob
What exactly is Mace Charge on block? It clearly is not -55 as stated in the game's frame data. In training mode, Flash's Lightning Charge cannot punish it on block as a reversal. Does anyone know how many negative frames it actually is?
No one knows the exact frames but its not negative since you can't punish with Superman's super (which is 1 frame) from any distance. Like I said earlier in the thread it is very close to 0 and has pushback
 
No one knows the exact frames but its not negative since you can't punish with Superman's super (which is 1 frame) from any distance. Like I said earlier in the thread it is very close to 0 and has pushback
Thanks, I didn't see your previous post. Mace Charge being neutral is really good lol
 

Law Hero

There is a head on a pole behind you
Ugh, I want to main Hawkgirl so badly, but her style doesn't suit me at all.

No matter how good I get with another character, I just don't have any peace of mind because Hawkgirl is the character I want to be playing as. I'm so jealous of you guys...
 
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