I've taken the liberty to start another match up thread. However, this time around this will have summaries against all fighters in the beginning of the thread to help keep it organized and concise.
I will go through the current match up thread to pull out any useful data. I will not accept any blind setups when you're in frame disadvantage like whiffed CD into SPD.
All inputs will be accepted but please make sure to have thoroughly tested it.
No discussions of how T. Hawk ranks in the Tier list. There are plenty of discussions for that.
This thread is only for match ups!
Also check out Mr. SNK's introduction to this E. Honda match-up thread. It has some very useful general info.
Super E.Honda Match-Up Thread. (Before the war)
[note: I will start with place holders for organization purposes and will slowly fill this out over time. Be PATIENT!]
"Watch the fuck out, he has anti air now. Always jump in crossup splash on oki and OS a 360 on whiff to punish reversal roll. Abel's only way to deal with crossups right now is to either EX CoD, Roll, or block. He can't straight beat it. (Feels like the old ST loop without the j.lp) If he activates U2, immediately do a high arc hawk dive. You'll beat him, or fly right over him." - Heroic_Legacy
"Just don't EVER CD him when he has super or Ultra. EVER." - danmishima
"1) EX Tomahawk will beat cross up tatsu after a knockdown if you do it as a reversal but do the unatural thing of doing it in the direction he just came from and let it auto correct. If you try to reversal late on the side he is landing EX DP gets stuffed - strange but true. Have another bar and you can EX dive for a nice 230 damage (take what you can vs him really).
2) EX command grab seems to kill his cross up tatsu too. The tatsu vanishes into the void of EX and you grab him for a cool 200 damage.
3) U2 on wake up kills meaty demon flip, but as an auto correct option it whiffs as Akuma is too low by the time it comes out. I think U2 has its place in this match as with meter and Ultra his mix up game becomes much more limited IMO - meaty demon = U2, cross up tatsu = ex auto correct Tomahawk or SPD, Demon to grab or palm = U2. He can try and safe jump you and then you need to ride out the pressure and avoid the sweep or DP Option select, but ir seems his main option = less guessing games. " - TAMANAPANTS
Cross-up CD will reach Akuma if he decides to teleport backwords.
"Rog can straight dash a wiffed rh but with footsies vs all charge chars you need to pay attention and watch for them having charge or not. You want to s.rh when they don't have charge and block and wait or just inch forward when they do." - bp amoco
Spam cr.lp to stuff horizontal roll at medium/long range. Well-timed st.MP also beats Blanka ball.
"ST mp vs Cr mp: Cr always for counting med range and long range balls, block or footsy/poke with St Mp for close balls and hops. The MK timing does take some getting used to, but even trades are in your favor. Usually blocking the Ultra is better, but you can punish on reaction more when you get better at telling the two apart. Actually I've found after I proved I could consistantly punish it that my friend was almost always throwing out AA versions from that point on. I think it will come to be people will find U2 useless against Hawk." - Sakura.Densetsu
FADC rainbow roll with choice of punishment.
"You can punish Blankas U1 on block by dashing forward as he bounces away and 360 or 720 him." - Stricnine
"T. Hawk's crouching jab will beat out Blanka's electricity every time." - Gimpt
"On reaction, you can 360 him out of that stupid DF+FP slide" - danmishima
"Get a life lead on blanka and make him come to you really is the best way to fight him. Hes so good at running away its so fucking frustrating." - gridman
"There's almost zero reason to use CD against Blanka. Hell, you shouldn't even really be jumping towards him. Blanka's df.HP works as an AA provided the opponent does an attack that can be low profiled under, and it was the same way in SF4. He's the last character you want to give free damage against with Hawk." - Dullyanna
"but one thing he did, which was smart play, was baiting ball with jump back splash (worth testing what jump back elbow would be like?). The splash stays active for ages and also changes your hitbox to stop ball hitting your legs. It traded a few times or won clean on the Blankas recovery. When it was clean he would would combo into c.lp to mp strings or straight s.mp xx lp Tomahawk. The basic strategy was edge forward spamming c.lp often and then when he got a few steps forward o about 2/3 to mid screen, he would then jump back splash. The match was pretty lame to watch, but it basically bought it down to an extremely basic game of more a 50/50 than anything else. Advantage still to Blanka for sure when watching this match, but takes options away instead of chasing him down all match and more about a battle of wills and patience." - TAMANAPANTS
"The only thing that you have to afraid is that he has thunder knuckle as an anti air.
so becarefull with Dives and when you jump in.
Viper players must afraid this match because one mistake and the health bar gone.
The only thing with Viper is that she is pretty much safe in almost every move and after knock downs she has the ability to perform easy mind cross up traps.
So becarefull after a knock down.
The good thing is that you can focus her burning kick and seismic hammer so you can approach with dashing and ofcourse after a good focus on burning kick you can SPD her to continue your game or a combo etc.
The other thing that you must see is her easy way to fly away from you.
Viper can easily go away because of the super jumps and burning kicks while she can attack,defence and short her range of her jump.
You must watch her all the time.
It's not the easiest match but you have to be patient also.
In case that jump in to you don't hesitate DP her.You have an anti air shoryuken for her jump ins.But do it when she is up to the air and not very close to you because with a burning kick may stop you and punish you." - Tira
"The main thing here is definitely let her come to you, any attempts to jump in or Dive are gonna be stuffed by cannon spike, and even cross ups are a rough situation, she beats splash clean. It feels like a repeat of cheesing Gief in vanilla during challenge modes, but you just need to spam the living crap out of Cr LP to stop her. Getting a 360 or DP off after a blocked spiral arrow was a complete crapshoot since you can be counting on Cammy to spam Cannon Spike as soon as she recovers from it. You can punish a blocked Cannon Spike (only if she did it right in your face) with standing HK as she's coming down to the ground, which might help to teach the Cammy to not spam it since so many get in the habit of it being hard to punish.
Winning a match really just game down to standing in one spot and punish anything she tried to throw by spamming cr LP, and in the case blocking random Cannon Spikes, HK on her recovery. If you end up getting comboed I'd say go for the usual scrub-alicious tactic of mashing out DP/360. Feels retarded everytime I do it but beats missing that small frame gap and losing the chance to punish. Spire to build meter is risky because she could Spiral Arrow you on reaction." - Krandor311
"Don't forget neutral jumping from a safe distance to bait out whiffed cannon spike." - PumpkinBomber
"You can punish cammy's DP with dash up 360. Learn what ranges spiral arrow is safe from so you know if you can 360 punish. If you use U1 or have super, you can almost always punish close range spiral arrows with 720." - jmcrofts
"Reversal Ultra 2 catches blocked Cannon Spikes.
You can use cross-up Splash safely against Cammy after LP Typhoon. Take a very slight step forward, then do the Splash late, if timed right you'll be able to block Cannon Spike and punish. Have to be careful if she decided to go with Ultra 2 though (not sure why, but some do) because that will beat cross-up Splash." - Twin Rhapsody
"-MT(SPD) punishes spiral arrow and cannon spike (dash forward MT(SPD))." - BlueBlazer