KA-GE-MA-TSU-RI Posted March 18, 2008 Posted March 18, 2008 I swear, after years of playing, I still can't do tiger knee all the time. Help. 269? 1269? 12698? 2698??? And when does the hit button go, on the (for example) 9, or after a 9? Before the 9???
Hideki Posted March 18, 2008 Posted March 18, 2008 The input depends on the character and the move itself. Doing it on diferent ways may change the effects of the combo after it: - c.S, S, 2369+K (RC): With Jam, after this input you can only air dash when the TK Tyujin is RC'ed. - c.S, S, 9236+K (RC): But this ones gives you a jump install (you can either jump or airdash after the Roman Cancel), and you have only changed the TK input. But the input depends only on the move you´re trying to TK. While I found more easy to do TK Ryujins as 9236+K, the Ensenga or Dizzy's bubbles are way too easy with the traditional 412369/2147. Just keep practicing, all you have to worry about is doing the motion well, and press the attack button at the same time you reach the "9".
Sunnyday Posted March 18, 2008 Posted March 18, 2008 Hmm. Now i wonder. Is there a tread about tiger knee moves for every charater? Because i wanna learn it aswell.
4r5 Posted March 18, 2008 Posted March 18, 2008 Do it after the 9. If you do it on the 9, you don't jump and get a jump-install instead of a tigerknee. It's all about the timing between the jump and the button hit. If you are trying to tigerknee off of normals, you may need to do timing tricks, like Hideki's S, 9236K, to compensate for stuff happening.
KA-GE-MA-TSU-RI Posted March 19, 2008 Author Posted March 19, 2008 I'm getting conflicting information whether to hit the attack button on or after the 9. :shrugs:
excelence Posted March 19, 2008 Posted March 19, 2008 for Ryujin(Ja),Ensenga(Jo),Bubbles(Di),Yousanzen,VT+RTL(Ky),Fortissimo(I-no mid air super), Anji Blue Orb, Venom Mid air FB, Starship(Br),BL(Te) the attack button input was pressed a while after the 9/7 for Jam Ryujin 2369 pause k not 2369+k for Rk Rocket and any Ky Stun Edge variation u need to delay the attack button a lot longer, i'm not certain with RK but i think his jump start frames was to fucked up and SE has minimal aerial height before when it can be inputed for Axl Bomber if i didn't mistaken do it like these 21478963hs edit: forgot to add, on Jam gattling the input should be c.s,f.s,9 pause,236k
Teyah Posted March 19, 2008 Posted March 19, 2008 I was testing out TKing using various delayed timings, and found that you can fairly easily extend the 'TK window'. Since I haven't seen it posted yet, this might be helpful to people who are struggling with getting TKs to come out at all. As you may know, you can't delay a button press for too long, or your special move input gets erased from the game's memory. So trying to do 2369S for someone like Robo who has a long jump startup, can be tricky. To make this much easier, simply extend your command so that you're still inputting directions during the time you'd normally be 'paused'. Eg. 2369...S -> 23696S The extended commands make TKing much easier in general, but some characters, such as Millia, can make very good use of this for controlling TK height. Her TK Bad Moon will crossup if done fairly high, which is easily achieved via a fairly slow 23696P input (or even 236969P!). Or you can input a quicker 23696P for a low, consistent TKBM.
Hideki Posted March 19, 2008 Posted March 19, 2008 If you pause after the 9, you won´t connect against small oponents (Baiken, Zappa)....
excelence Posted March 19, 2008 Posted March 19, 2008 dunno ... if i don't pause i got normal Ryuujin
KA-GE-MA-TSU-RI Posted March 19, 2008 Author Posted March 19, 2008 Is the input display in training mode at all accurate? It displays all the time 2369P fine, but yet only sometimes this TK moves comes out correctly.
040488 Posted March 19, 2008 Posted March 19, 2008 I dunno if being a pad-player has a factor, but sometimes some moves are easier to TK on the right side than the left for me (maybe cuz I'm used to fighting on the right side more). When you TK from the left side, your thumb can easily skip the down-left position. For instance, with Johnny, 412369 can easily end up being 42369, giving a super jump H instead of an instant ensenga. The only way I can see of dealing with it is making sure the thumb holds left and down before finishing the motion. With quarter motions from down to up right its the same thing on a pad, gotta make sure your thumb holds what you need held down before going on, if you can help it. (im assuming your just missing an input. amI right?)
rtl42 Posted March 19, 2008 Posted March 19, 2008 Is the input display in training mode at all accurate? It displays all the time 2369P fine, but yet only sometimes this TK moves comes out correctly. like others have said, depending on the timing of your directional and attack input, the TK move may not come out.
040488 Posted March 19, 2008 Posted March 19, 2008 So THAT's why I occasionally screw up Sidewinder and do VV instead... I think that would be you going from 9 to 236 to fast. If you 9236 to fast, itll give you a volcanic viper instead of a sidewinder. (shrugs) When screwin around with trainin mode sol, I'd usually do my sidewinders with a half circle forward, if I jumped forward before doing it that is. Hope this solves your problem.
Hintalove Posted March 20, 2008 Posted March 20, 2008 Another method of tking I find helpful, especially when I'm tking moves in a combo is doing an input like 2368(or 7, or 9) but the jump comes as somewhat of a seperate input. It'll guarantee your tkand as long as you input it fast enough it'll give you that perfect low tk you've always wanted. The only times this method doesn't work well are for dragon punches and moves like chemical love, where traditional tk inputs(6923/632147896) work wonderfully. As a random side note, if you ever want to learn to consistantly tk in melty blood... that is the way:kitty:
yukichi Posted May 8, 2008 Posted May 8, 2008 I think I have a bit of a weird approach to TK. I use a non-modified HRAP 2, so I am forced to constantly listen to my joystick clicking, which sort of helps me TK in a way. I sort of seem to count 1() - 2() - 3() - 4() in my head as I hear the clicks, and as I count the 4, I press the input. For low TKs I input about the moment I hear the click and start counting 4 to about halfway for the click (cli - press - ck, fo - press - ur.) Now, even when I attempt TK on a dualshock, I still seem to mentally hear the clicking whenever I do TKs. It's stuff like this that keeps me up at night. .___. On a side note, I can TK Youzansen when I am on the left side, but cannot on the right side of the screen. It makes me die a little inside.
Hintalove Posted May 9, 2008 Posted May 9, 2008 Basically, the key to perfect tks has nothing to do with how you input the move at all. It is all about knowing what the hit stop your character is going to go into on the move before feels like and when abouts the jump is going to come so you can cancel it right away. Conceptually it's the same as doing iad loop combos where the only way you can continue the combo is if you iad as soon as possible(roughly). I have no idea why I'm writting this. What it all boils down to is execution muscle memory, but I guess what I was trying to explain is why you cant jc into tk instantly.
Keo-bas Posted August 10, 2008 Posted August 10, 2008 Play I-no, Tiger knee is mandatory. But really I always played aria fighters so in year I finally master it.
10stars Posted August 14, 2008 Posted August 14, 2008 ugh, ive been playing accent core for about two weeks now, i found dustloop the day after i bought AC. After learning all of johnnys timings on juggles and KJ cancels, im left with learning this. Everything else a solid 12-13 hours in training mode was picked up, but this i cant seem to figure out :\ i can do the divine blade TK, but that seems rather useless, the ensegna TK is the one screwing me.
Chomite Posted August 14, 2008 Posted August 14, 2008 You probably just need to give it a bit more time. You probably get the coin right? Just press HS a bit later. :D Good luck.
4r5 Posted August 14, 2008 Posted August 14, 2008 if you get a coin, press HS latter if you get some sort of j.HS, press it sooner remember to let Johnny jump before pressing HS if you're trying to tkEnsenga off a JCable move, remember there is no jump startup when canceling into a jump
10stars Posted August 14, 2008 Posted August 14, 2008 Its like trying to figure out FRCs all over again, but i dont get a shiney blue explosion when i do it right Thx 4r5/chomite, i got it a couple times in the corner by waiting later, now im just flipping back and forth between too late and just on point.
Kyle Posted August 14, 2008 Posted August 14, 2008 Here's the super cheap way to Tiger-Knee Dragon Punches. 6321478963+whatever button Start with forward, do a full 360, end on down+forward.
iora Posted August 14, 2008 Posted August 14, 2008 what in the fuck lol eat my 360 VV! wouldnt 9613 work easy and be simplier, since its hold right, down a smidge, corner in anger, corner in anger? maybe even 913... but im at work and cant check
Adelheid Posted August 14, 2008 Posted August 14, 2008 I just do 6923. I thought most people did this, actually.
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