Tiger Knee: Difference between revisions

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A Jump Cancel Cancel is canceling the grounded startup animation of a jump into a ground special attack. While not exactly the same as a Tiger Knee, this uses the same motion as one with slight differences - namely that you need to time the button press to to happen during the jump's ground startup.
A Jump Cancel Cancel is canceling the grounded startup animation of a jump into a ground special attack. While not exactly the same as a Tiger Knee, this uses the same motion as one with slight differences - namely that you need to time the button press to to happen during the jump's ground startup.


An example of this is Susano'o Dancing Dual Kick (236B). The final hit is jump cancelable, which can let you cancel into ground special moves by using this technique. So to cancel into a second Dancing Dual Kick, do {{214}}{{7}}{{B}} right when the final hit of the first one happens.
An example of this is Susano'o Dancing Dual Kick (236B). The final hit is jump cancelable, which can let you cancel into ground special moves by using this technique. So to cancel into a second Dancing Dual Kick, do {{236}}{{9}}{{B}} right when the final hit of the first one happens.


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Revision as of 01:59, 21 December 2019

Tiger Knee (abbreviated to TK) is the act of doing an air special attack immediately after jumping. This technique got its name from Sagat's Tiger Knee attack in Street Fighter 2, which was Template:236Template:9GGK.png.

The idea is to:

  1. buffer the motion for the special attack while on the ground
  2. input jump after the motion
  3. once airborne, immediately press the button

This can be applied to any air special/super attack and allows players to do an air special almost as if there were a ground version!

Examples

GGXRD-R2
Baiken Youzansen (J.gifTemplate:623GGH.png). Inputted as Template:623Template:9~GGH.png
Youzansen is an overhead, and gives Baiken access to a fast overhead attack
I-No's Ultimate Fortissimo (air Template:2363214GGS.png). Inputted as Template:2363214Template:7~GGS.png
Ultimate Fortissimo grants a lot of frame advantage on block, thus allowing I-No more time to do mixups
BBCF
Nu's Crescent Saber (J.gifTemplate:214C.png). Inputtted as Template:214Template:7~C.png
Crescent Saber is an overhead, and greatly improves Nu's mixup game.

In these examples the goal is to input a jump after inputting the motion for the special move, then press the button shortly after.

Minimum Height

Some air attacks require that you be at least a certain height off the ground before the attack can be used (referred to as minimum height). A common example of this is Ky's Air Stun Edge. In cases like this, you will need to delay your button press so you can gain more altitude first.

Inputting the Jump

It should be noted that the jump motion doesn't have to be inputted at the end of the move! For example, to TK a Template:632146 motion, you can do Template:63214Template:7Template:6!

Jump Cancel Cancel

A Jump Cancel Cancel is canceling the grounded startup animation of a jump into a ground special attack. While not exactly the same as a Tiger Knee, this uses the same motion as one with slight differences - namely that you need to time the button press to to happen during the jump's ground startup.

An example of this is Susano'o Dancing Dual Kick (236B). The final hit is jump cancelable, which can let you cancel into ground special moves by using this technique. So to cancel into a second Dancing Dual Kick, do Template:236Template:9B.png right when the final hit of the first one happens.