The reasons why I believe Hawkgirl needs buffs are:
1. Her flight is 2asy to neautralize.
2. Her neutral game struggles due to lack of mix-ups and overall short range or slow normals.
To create the 50/50 mix ups you can do these things I've thought of.
1. Make it where b2 doesn't push back so make b2,2 connect at full b2 range (or at least not nearly as much). This along with making WE2 go a slightly further (not necessarily full b2 range, but further) give her 1 true 50/50. The start up on b2 is slow anyway. with d1 being plus 16 on hit you could then set it up with that.
2. Make b2 a true mid for on every character at max distance so it can't be ducked.
3. Make f3 go slightly more forward. It's slow anyways
4. Make WE2 or dive kick two hits to deal with armor. She's using both of her feet anyways. WE3 would be too dirty if it counted as 2 hits. WE2 can be blown up anyway due to it's slower start up so if would have to be timed to punish armor.
Other suggestions.
1. Make b3 1-3 frames faster for easier combo damage. It's already hard enough to open people up with 1,2,3. It shouldn't be this hard to punish them. I can do it consistently, but a lot of people can't
2. Make ground mace throw mid. It has horrible start up. She's at horrible disadvantage on block due to its horrendous recovery. It can be be punished if jumped over. This will give chip as well.
What do you guys think? I think it doesn't save her from her negative match ups and almost every character can neutralize flight if played correctly. This gives her more options to at least stand a chance. She would still be mid, but mid with a chance of winning a tourney in the right hands.
Please add more, and let's objectively break them down.
1. Her flight is 2asy to neautralize.
2. Her neutral game struggles due to lack of mix-ups and overall short range or slow normals.
To create the 50/50 mix ups you can do these things I've thought of.
1. Make it where b2 doesn't push back so make b2,2 connect at full b2 range (or at least not nearly as much). This along with making WE2 go a slightly further (not necessarily full b2 range, but further) give her 1 true 50/50. The start up on b2 is slow anyway. with d1 being plus 16 on hit you could then set it up with that.
2. Make b2 a true mid for on every character at max distance so it can't be ducked.
3. Make f3 go slightly more forward. It's slow anyways
4. Make WE2 or dive kick two hits to deal with armor. She's using both of her feet anyways. WE3 would be too dirty if it counted as 2 hits. WE2 can be blown up anyway due to it's slower start up so if would have to be timed to punish armor.
Other suggestions.
1. Make b3 1-3 frames faster for easier combo damage. It's already hard enough to open people up with 1,2,3. It shouldn't be this hard to punish them. I can do it consistently, but a lot of people can't
2. Make ground mace throw mid. It has horrible start up. She's at horrible disadvantage on block due to its horrendous recovery. It can be be punished if jumped over. This will give chip as well.
What do you guys think? I think it doesn't save her from her negative match ups and almost every character can neutralize flight if played correctly. This gives her more options to at least stand a chance. She would still be mid, but mid with a chance of winning a tourney in the right hands.
Please add more, and let's objectively break them down.