Friday, December 16, 2011

Hawkeye TLDR

Standing Startup Active Recovery On Hit On Block
St.L 5 2 11 0 -1
St.M 7 3 17 -2 -3
St.H 10/29/39 1/4/7 30/20/12 -5/+5/+13 -6/+4/+12
F.M 13 -- 27 0 -1
F.H 9 3(13)4 27 -- -9

Let's dig right in, shall we?

The first thing worth mentioning about Hawkeye's is that standard LMHS isn't possible.  He has to cancel from M to one of his command H's.  This makes hit-confirming a little more dangerous for close combos since he's extremely negative on block.  I use him as a reference a lot, but if Hulk can punish you on block then you should probably be careful.

Notes on his F.M are scarce at the time of this article's publishing.  I did a little testing and found that it seems to have around 10 low durability points.  It's also effective for medium range zoning since most projectiles at that range are faster than Spritzer (which beats most other projectiles clean).  Being -1 on block means that it's pretty spammable with the only way around it is to get over it.  It is still fairly safe though.

F.H is an interesting move in that it can be used in combos if your execution is up.  Canceling the first kick into Trick L -> M scores you damage before having to burn your ground bounce, but requires semi-tight timing.  Other than that it is bad on block (Hulk? Hulk) but does have notable knockback that puts your opponent in range of a F.M, although I believe they might be at slight advantage on recovering.

St.H is, of course, up for discussion at this point.  It's worth noting that the longer you charge it the better it is, but that of course adds up to the 39 (apparently 38 if you time it right) startup frames.  Other than the obvious "don't use this point blank" there isn't much else to mention.

Crouching Startup Active Recovery On Hit On Block
Cr.L 5 2 15 -4 -5
Cr.M 9 4 19 -5 -6
Cr.H 12 3 26 -- -7
DF.H 11 11 24 -- -13

Not too much to say here other than don't slide unless you know you're going to hit.  All of Hawkeye's pokes and hitconfirms should end at St.M if blocked.

Jumping Startup Active Recovery On Hit On Block
J.L 5 3 19 +11 +10
J.M 8 4 24 +16 +15
J.H 9 11 25 +18 +17

I thought it was worth mentioning at this point that J.H can crossup and only does the damage listed when both hits connect.  Aside from that, standard massive frame advantage on jumping normals is standard.

Launchers Startup Active Recovery On Hit On Block
St.S 9 3 29 -- -10
J.S 11 4 26 +15 +14

Coming to a close on Hawkeye's normals you can see he doesn't have much special (outside of the command normals and his St.H) but what he does have is very unsafe.  This plays to his zoning style since he's built to take advantage of his great projectiles.  If you find yourself fishing for a combo then I'd suggest stopping at St.M.  It has good range and is safe enough on block to keep you out of harm's way.

Quick Shots Startup Active Recovery On Hit On Block
Greyhound 10 9 35 -13 -14
Hunter 20 -- 30 +12 -9
Spritzer 20 -- 40 -11 -13

The projectile to look at here is Hunter specifically because it can be used to run loops.  Against airborne opponents it puts them in a unique knockdown state similar to a groundbounce and allows for a combo afterwards.  As an example, after a forward throw you can do:

Kamikaze -> Hunter -> St.H

...to see the effects.  This isn't the most prudent use of Hunter though since the timing to loop St.H back into it is tighter the farther away you are.

It should be noted that using these projectiles at a closer range will get you punished.  The rushdown crowd tends to have normals around 5-6 frames, which means a blocked arrow can lead into a quick dash up and punish.  Using these at range is key to avoiding the drawbacks of their bad frame advantage.

Tricks Startup Active Recovery On Hit On Block
Maneuver L 8/14/16 27 14 -- --
Maneuver M 11 19 6 -- --
Maneuver H 16 19 12 -- --

Trick Shots Startup Active Recovery On Hit On Block
Violet Fizz 5 -- 30 +5/-8/-3 +5/-6/-3
Ice Breaker 5 -- 30 +11/+6/+11 -3/-9/-4
Rusty Nail 5 -- 30 0/0/0 +1/+3/+1

Normally I wouldn't warrant a command dash type move being listed in these analyses but Trick L is an interesting case.  Depending on the arrow you want to use the minimum startup changes, which means that Fizz comes out the fastest, Breaker next, and Nail slowest.  This is why you can OTG in the corner using Fizz without backdashing first since it comes out fast enough to make the arc that low to the ground.

Other than that you should note that if applying pressure with projectiles then Nail is the best bet as it is always positive on block and advancing with Trick M -> H can help you adjust for more offensive spacing.

Just another quick note, Ice Breaker on hit gives you enough frame advantage on hit (from Trick L/H usually) to followup with a combo if you're close enough.  If you're unsure of your execution, then LM->DF.H should pick up fast enough if you're close.  Omit the L if you're more confident.

Ragtime Shots Startup Active Recovery On Hit On Block
Jack Rose 13 -- 37 -- --
Kamikaze 15 -- 45 -- --
Balalaika 21 10 35 -- --

Coming up on the end of the projectiles we have the Ragtime shots.  It's hard to say much about these other than to use them from a safe distance or under the cover of an assist.  They are expressly used for zoning (except maybe Kamikaze, which can be used as an OTG in some situations) and so long as you aren't interrupted should put you at neutral before their effects are seen.

Jack Rose will get a mention though because of its unique properties.  It is inactive for 37 frames upon landing (or explodes on contact if it hits before that) which is a little more than half a second.  At that point it explodes and has enough durability (99 low durability) to eat practically anything that runs into it.  That is really just a sidenote though since it isn't a reliable way to win projectile wars.

Hypers Startup Active Recovery On Hit On Block
Gimlet 8+1 -- 50 -8 -29
Kiss of Fire 9+1 -- 58 -- --
Tag Team Special 10+1 37 37 -- -45

On to the hypers, all with lovely 1 frame startups, and only Gimlet really worth mentioning.

Gimlet itself has been said a number of times to be punishable on hit.  This is actually true, as the numbers above show, but in some cases (really slow normals...Hulk) you're still considered safe.  -8 however is still dangerous in relation to the majority of the cast that fights up close so try to avoid landing it too close outside of combos.  Other than that it is a perfect punishment tool.  1 frame startup means that unless your opponent was already blocking beforehand there's a good chance you've hit them.  It's ideal for pegging people out of their recovery since it hits anywhere, instantly after that 1 frame.

Assists Startup Active Recovery Recovery (Other)
Greyhound 34 9 118 88
Violet Fizz 49 -- 136 106
Kamikaze 39 -- 126 96

Finishing up with this rundown we have Hawkeye's assists.  He comes pretty standard though with the Greyhound assist.  It's the staple go-to projectile cover that other characters have been seen with (Tasky specifically).

The other assists are almost situational though since Fizz is at weird angle and using Kamikaze outside of a combo makes for another awkward OTG.  The suggested combo method for Kamikaze though is to call it before your S and after MMH it will drag your opponent down for a relaunch opportunity.
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That concludes this analysis.  Thank you for your time in reading it and feedback is always welcome.  Shortly after this is published I intend to write up a quick news/informational post concerning some decisions about the blog I've had in the last couple of days.  Stay tuned for more.

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