Akumas taunt

Mechanics time!

If you land ONE hit of air tatsu, you can do the following from what I’ve seen:
2 x HK tatsu (with dash forward in between)
lk tatsu followed by hk tatsu
lk tatsu followed by mk tatsu which can also be followed up by HP srk (see KYSG vid)

If you land more than one hit of the air tatsu then followup possibilities are reduced. Reset KKZ works at certain times off the air tatsu but I’m not sure what the exact restrictions are. Reset then SA1 works all the time.

If you juggle for two hits with just the first and the last hit of the HK tats, you can usually dash up and do either HP srk or another tatsu (mk or HK)

you can do MP shoryu too, 1 frame slower but way bigger hitbox.

Hehe i’m trying to understand what you guys wrotw but i’m not that good on the specific linguistics of the game yet.

But as Harmonaz says if you hit an airborn opponent with a hk (onehit) tatsu it means you can follow up with a Hk tatsu again. i don’t really understand the rest but if i landed that combo that i explained, i can follow it up with a Fierce shoryuken (Hp). quite a nice combo although doesn’t land all that often because of the timing.

What i come to notice i don’t know if it’s right or wrong but. If i time the HK tatsu so late as it nearly has gone by him (When airborn) it gives a higher chance of getting a one hit. It’s really hard timing but i think it can be done with vigorous training.

One more thing ^^ i guess you have all seen the KYSG video with Gouki, i’m thinking about one particular combo, and this is related to the one combo i have been talking about here. His opponent is Urien, he tatsus him of the floor then jumps after him with an air tatsu, and foollows up with yet another one and to finish it of he connects an SA3 ( i believe it’s called like this? The tatsuspecial).
I find it extremely hard to jump after and connect an airborn tatsu, the juggle is very hard.
Have you guys tested this? is it possible? what do i have to do to get off jumping the instance i have completed my first tatsu?

Sorry for the long post!

/Gakusee

Basically HarmoNaz was saying that after hittina an airborne (jumping) opponent with one hit of a tatsu, it’s possible to land first, hit them with a second HK tatsu (for two hits) and then finish the combo with a dash-up shoryuken.

It really isn’t that hard. You’ll wonder how you had trouble with it in the first place after you’ve mastered it.

I’ve only done the double tatsu (not the triple). My strategy for that is as pretty simple. Basically, I jump in the direction of my opponent (a neutral jump works, but is harder to land because spacing has to be perfect before you ever leave the ground) and aim for his head. If done properly, two hits will strike him, knocking him upward and giving you more juggle time (the second hit should hit him somewhere in the abdomen). After landing super-jump immediately and aim as high as possible (mid-chest probably; I doubt you’ll have much luck with his head.) and do another hk tatsu. The first hit’ll connect in his chest, the second in his midsection (thong? lawl) and the third will crack him in the shins) You can follow this up with a fp shoryu as well.

Actually now that I watch the KYSG vid, I’m beginning to see what KYSG did. It’s generally the same as what I did but instead of giving up after the second jump he jumps immediately after the second jump and hits Urien with only two hits of the tatsu and cancels into SA3.

Sorry for the long reply I guess.

I dont mean to confuse our friend Gakusee, but I think naz meant you are in the air, and hitting a standing opponent once with a tatsu, then ground hk tatsu, then dash then hp srk

That’s what I said. :looney:

oh sorry man thought you meant they needed to be airborn (opponent)

Ah! ^^ then i understand!

About the followup tatsus Jida, i find it very hard to do, down up qcb hk fast enough. Anyone got tips?

/Gakusee

Yeah, practice :slight_smile: