What's new

The Power Nth -- Hawkgirl General Discussion Thread

Status
Not open for further replies.

Espio

Kokomo
So I was in the lab last night testing a bunch of things for Hawkgirl, not sure if it's all new or all known, but some observations:

You guys are familiar with wing evade 3 being listed as -1 correct? Well apparently from what I tested it's less negative than that the lower you do wing evade 3 to the point it's positive enough(neutral) and your down 1 can trade with corps charge or if you do it super low it'll be so positive that corpse charge won't even come out so you can get your pressure game going on Lex or as the case may be, anybody with a 6 frame special or normal would get stuffed.

Other interesting notes on the Lex match up, straight air maces are really good and apparently they seem to be positive on block because I had the cpu set to do reversal corps charge after blocked straight mace and my mace charge beat out corpse charge 8/10 times and the times it didn't the mace charge traded with corps charge and the trade is in her favor since corps charge does 9% and mace charge does 13%.


Last thing I was messing with, is anyone familiar with the fact that Hawkgirl can do like jump in 2/1. and then cancel into flight on hit and on block? I'm not sure what to do with this yet, but I was testing this and it could be interesting for setting up fake jump ins and to blow up low pokes since strings don't jail when someone goes to down 1 and you didn't time your jump in as good you can cancel into flight then divekick them.

On hit, you have enough hit stun to combo into dive kick, her air normals, mace charge etc.
 

Boodendorf

Bird woman!
Last thing I was messing with, is anyone familiar with the fact that Hawkgirl can do like jump in 2/1. and then cancel into flight on hit and on block? I'm not sure what to do with this yet, but I was testing this and it could be interesting for setting up fake jump ins and to blow up low pokes since strings don't jail when someone goes to down 1 and you didn't time your jump in as good you can cancel into flight then divekick them.

On hit, you have enough hit stun to combo into dive kick, her air normals, mace charge etc.
I did know, and I thought about some stuff that might work but never actually tried because Hawkgirl's jump in sucks.

Let's just say we have a way to do something like j2 and then immediately jump back and do j1 (like a fuzzy, obviously HG's jump being so slow in a real match it won't work). Basically if j1 did hit you could do j1 4 2 mc (mb) for a very nice amount of damage, especially if in the corner since you can combo after mc mb.

I thought about doing jd3 j1 but jd3 is too negative to work.

Thoughts?
 
I did know, and I thought about some stuff that might work but never actually tried because Hawkgirl's jump in sucks.

Let's just say we have a way to do something like j2 and then immediately jump back and do j1 (like a fuzzy, obviously HG's jump being so slow in a real match it won't work). Basically if j1 did hit you could do j1 4 2 mc (mb) for a very nice amount of damage, especially if in the corner since you can combo after mc mb.

I thought about doing jd3 j1 but jd3 is too negative to work.

Thoughts?

Last time I tried to jump in without d3 with hawkgirl, I ended up eating 50% Maybe the jumps are best left for characters who don't float like Luigi in Super Mario 2.
 

EMPRESS_SunFire

Regina George of discord
I sometimes do Ji1~Dive Kick since her jump ins are negative on block! And some characters can D1 after it breaking your string! So that's why i sometimes cancel Ji1 on Dive Kick
 

Boodendorf

Bird woman!
Okay about her theory buffs that would solve her toughest matchup (si/ds) being air projectile block during flight, here's my morning idea on how she could deal with teleport attacks that completely destroy her flight move:

Air block against physical attacks but with a cost:
EITHER:
A)A system similar to parrying (3S) or instant blocking (blazblue), by pressing back during flight just before the attack hits, it'll block it, meaning it'll take hours of training to do that consistantly. I'm thinking of a window of about 3 to 4 frames.
B)Pressing the MB button during flight makes [HG stop in her track and block for 10~15 frames every attack/gives her armor for 20 frames so that she will be hit by TP but will be able to immediately punish]. Costs 1.3 meter.

Thoughts? I like both ideas.
 

RunwayMafia

Shoot them. Shoot them all.
Okay about her theory buffs that would solve her toughest matchup (si/ds) being air projectile block during flight, here's my morning idea on how she could deal with teleport attacks that completely destroy her flight move:

Air block against physical attacks but with a cost:
EITHER:
A)A system similar to parrying (3S) or instant blocking (blazblue), by pressing back during flight just before the attack hits, it'll block it, meaning it'll take hours of training to do that consistantly. I'm thinking of a window of about 3 to 4 frames.
B)Pressing the MB button during flight makes [HG stop in her track and block for 10~15 frames every attack/gives her armor for 20 frames so that she will be hit by TP but will be able to immediately punish]. Costs 1.3 meter.

Thoughts? I like both ideas.
Should we make a thread and tag the NRS guys?
 

Tiger Wong

Kombatant
Okay about her theory buffs that would solve her toughest matchup (si/ds) being air projectile block during flight, here's my morning idea on how she could deal with teleport attacks that completely destroy her flight move:

Air block against physical attacks but with a cost:
EITHER:
A)A system similar to parrying (3S) or instant blocking (blazblue), by pressing back during flight just before the attack hits, it'll block it, meaning it'll take hours of training to do that consistantly. I'm thinking of a window of about 3 to 4 frames.
B)Pressing the MB button during flight makes [HG stop in her track and block for 10~15 frames every attack/gives her armor for 20 frames so that she will be hit by TP but will be able to immediately punish]. Costs 1.3 meter.

Thoughts? I like both ideas.
I like the 2nd one much better. Just defending (It sounds like a CvS2 K-Groove system) would be trying at first but turn into being cheap as hell. It wouldn't take much to practice JDing and punish a lot of stuff with Flight 3 or Flight 2D3. ESPECIALLY since there's only a few moves each character can hit you with while you're flying.

Although...... Everybody else has a bunch of super dirty shit so why not HG?

Burning meter for armor is more fair. Although...... JDing in flight..... dirty dirty shit. :cool:
 

Tiger Wong

Kombatant
You can. It just doesn't really.... do much. It's a really situational tactic. I do it for doing the 3~WE vs some characters whose wakeup slide past HG during her WE.

For example..... Batman's slide goes past her WE during the 3~WE so she can't punish with WE2 or WE3.
So what I do is, cancel the WE into FL and punish with 2D3.
 

LEGI0N47

I like to play bad characters
I am newer to the ways of Hawkgirl and have a question or two.

On her hard knockdowns what do you use for a strat after, or a better way to put it is what is the best way to capitolize on it? Should the goal be continued preasure or back away. Also should getting these knockdowns be a goal of mine? I'm sure this is character dependant but I'm curious what the current tech is on it's uses? I only ask this since I play a char that lives on this.

I'm enjoying myself emensly btw.
 

Icy Black Deep

Still training...
Hawkgirl needs IN. Air blocks are nice and all, but she can't generally win from the air.

Possible buff: Change air mace toss so you can hold forward or backwards to make it far or near. (Really I care about far.) With her current air mace toss it will only hit if you're pretty much in the exact place characters with an upwards projectile will hit you. Except they're much safer shooting from the ground than you are from the air.
 

EMPRESS_SunFire

Regina George of discord
I am newer to the ways of Hawkgirl and have a question or two.

On her hard knockdowns what do you use for a strat after, or a better way to put it is what is the best way to capitolize on it? Should the goal be continued preasure or back away. Also should getting these knockdowns be a goal of mine? I'm sure this is character dependant but I'm curious what the current tech is on it's uses? I only ask this since I play a char that lives on this.

I'm enjoying myself emensly btw.
Well is not your goal to hit her knockdown! But Boodendorf found a tech a bit ago that defeats almost every wake up in the game, well he found that and we started to test it on every character, etc! And it also depends on the character...
After the hard knockdown hawkgirl must dash at you and her standing 3 is going to beat a lot of wake ups BUUT! The standing 3 is not what we want to hit them, it's 3~WE(2) that beats wake ups like Frost's slide, Lex's charge, etc... But there are some characters like Catwoman & Wonder Woman that beat the WE(2) so then we found out that with some characters we must NOT do 3~WE(2).. We must do standing 3 (The two hits) or... 3~Mace Charge etc... This is a great wake up pressure! The only characters that can't be defeated by this pressure are Deathstroke & Batgirl
 

LEGI0N47

I like to play bad characters
Well is not your goal to hit her knockdown! But Boodendorf found a tech a bit ago that defeats almost every wake up in the game, well he found that and we started to test it on every character, etc! And it also depends on the character...
After the hard knockdown hawkgirl must dash at you and her standing 3 is going to beat a lot of wake ups BUUT! The standing 3 is not what we want to hit them, it's 3~WE(2) that beats wake ups like Frost's slide, Lex's charge, etc... But there are some characters like Catwoman & Wonder Woman that beat the WE(2) so then we found out that with some characters we must NOT do 3~WE(2).. We must do standing 3 (The two hits) or... 3~Mace Charge etc... This is a great wake up pressure! The only characters that can't be defeated by this pressure are Deathstroke & Batgirl
How tight is the timing on this?
 

Espio

Kokomo
Didn't wanna make a thread about this so I'll just post it here and it might already be known, but I was messing around with MB mace charge today and most of us are now familar with the fact that you can combo off of it in the corner and cancel into flight normals on block as AspyxiaDyslexia made a thread on it, which is awesome.

Apparently she can also combo off MB mace charge midscreen too, the timing was tight, but I was able to do a regular mace charge follow up for 31%.

This is probably known already, but I thought this was kind of cool.
 

EMPRESS_SunFire

Regina George of discord
Didn't wanna make a thread about this so I'll just post it here and it might already be known, but I was messing around with MB mace charge today and most of us are now familar with the fact that you can combo off of it in the corner and cancel into flight normals on block as AspyxiaDyslexia made a thread on it, which is awesome.

Apparently she can also combo off MB mace charge midscreen too, the timing was tight, but I was able to do a regular mace charge follow up for 31%.

This is probably known already, but I thought this was kind of cool.
Yes! I LOVE comboing after MB Mace Charge in the corner <3 Idk if you guys already knew this... But you can combo with F1,3 after MB Mace Charge <3

Go to 11:50 i performed a combo with that. And that's actually my favorite kind of combos

And about the midscreen one.. I didin't know that! But that would be pretty cool! I have comboed with Flight 3 after MB Mace Charge at midscen, but it was accidentally and i didin't take care.
 

Tiger Wong

Kombatant
For that MC MB combo into the corner.......

I know ending it with Flight 13 gives you the most damage. But as you saw, the opponent gets up with you still in Flight and at their mercy.

End it with Flight 1D3. You'll be able to set up her 3~WE/3~MC tech or whatever the heck you want then. A little practice and you'll get it easy.

Also..... instead of MC MB F13 F13 MC MB, you can MC MB F13 32 MC MB for a bit more damage and it's the same timing.

EDIT* And punish that damn Sword Flip from DS with a B23 combo!
 

Tiger Wong

Kombatant
Didn't wanna make a thread about this so I'll just post it here and it might already be known, but I was messing around with MB mace charge today and most of us are now familar with the fact that you can combo off of it in the corner and cancel into flight normals on block as AspyxiaDyslexia made a thread on it, which is awesome.

Apparently she can also combo off MB mace charge midscreen too, the timing was tight, but I was able to do a regular mace charge follow up for 31%.

This is probably known already, but I thought this was kind of cool.
I didn't know that. And after practicing it for 30 min, it's pretty tough to do.
 

EMPRESS_SunFire

Regina George of discord
For that MC MB combo into the corner.......

I know ending it with Flight 13 gives you the most damage. But as you saw, the opponent gets up with you still in Flight and at their mercy.

End it with Flight 1D3. You'll be able to set up her 3~WE/3~MC tech or whatever the heck you want then. A little practice and you'll get it easy.

Also..... instead of MC MB F13 F13 MC MB, you can MC MB F13 32 MC MB for a bit more damage and it's the same timing.

EDIT* And punish that damn Sword Flip from DS with a B23 combo!
Lol yes! I actually end with 1,D3 but sometimes when i do the command so fast i press 3 instead of D3 and it 3 only gives 1% more lol.

And yes! I also sometimes do F1,3 3,2 But i was not sure of do it against Deathstroke since i don't know how high is his hitbox, and F1,3 3,2 sometimes whiffs on low hitboxes
 

RunwayMafia

Shoot them. Shoot them all.
Ok...so I was under the impression that D3 (heavenly stomp) was a hard knock down...? Someone posted a comment on my youtube mentioning that it wasn't...and sure enough I just tested it throughout a variety of combos with the computer set to roll...and they rolled....confusion.
 

EMPRESS_SunFire

Regina George of discord
Ok...so I was under the impression that D3 (heavenly stomp) was a hard knock down...? Someone posted a comment on my youtube mentioning that it wasn't...and sure enough I just tested it throughout a variety of combos with the computer set to roll...and they rolled....confusion.
Wtf! I thought it was a hard knockdown too!
 

Espio

Kokomo
Ok...so I was under the impression that D3 (heavenly stomp) was a hard knock down...? Someone posted a comment on my youtube mentioning that it wasn't...and sure enough I just tested it throughout a variety of combos with the computer set to roll...and they rolled....confusion.

I thought it was a hard knockdown too..haha :oops:.

Maybe it's a hard knockdown outside of combos, but not in them? I dunno just speculation.
 
Status
Not open for further replies.