“Tiger Knee,” is a general term adopted by the fighting game community for any air move done almost immediately when leaving the ground, usually by doing the move’s motion while on the ground and adding an up at the end. You can read about it here: http://shoryuken.com/wiki/index.php/Glossary#T
And no…there isn’t really a shortcut to doing it. It’s just something you have to get use to doing. I actually find it REALLY easy to do on a pad.
I can’t really explain it other than doing exactly what the motion says…a quarter circle back, hit upforward, then kick. What exactly is the problem you’re having? Are you just jumping forward and doing a kick? Jumping backwards? Doing a move on the ground?
You might try doing the EX version first to make sure you have a handle on the whole tiger knee mechanic. Since you don’t have to be jumping forward for an EX dive kick you can just go from down to up-back and hit two kicks.
When I do the motion, I either end up jumping backwards in the air or jumping forward in the air. I do exactly what the thread tells me (I even printed it out). Now the EX is alot easier for me to do than the regular but I still cant do it consistantly. Maybe my finger slips, I dunno. I want to get adjusted doing the regular more since I have more problems with that than the EX one/
Practice practice practice, if you’re jumping backwards then you’re backjumping, gotta put your thumb more forward and away from the back while you press up. You can’;t do 214789, i have more luck like 214,tiny microsecond pause, 69+k
The EX one Is easier because you can do it from jumping back or jumping straight up.
When I wanted to learn TK dive, I went into training mode and practiced until I could do it 10 times in a row on one side, then 10 in a row on the other, then I’d take a break. It helped me to do the back quarter circle then make Certain that I went to neutral before hitting up-forward. Also, Cammy needs to be fully airborne to do the move, meaning you have to have a slight pause between when you hit up-forward and when you actually hit kick.
Pay careful attention to what you’re doing; be methodical and deliberate. With practice it will become easy.
Thanks man.
I trying to be a beast (or at least average) at using the pad with every character on SFIV (I was on Alpha on PS2 though), including C.Viper. I got a LOOONG way to go though.
I didn’t see this in the openning thread and it might be worth posting for people that don’t know.
At least her Ultra has limited passthrough (and goes under Hadoukens and high Tiger Shots). There are two instances in the same match that I did this. One, it was a fast Tiger Shot (HK version), and it was like right right in front of me (almost overlapping Cammy) and I went through it and caught him with the Ultra. The second time was a LK Tiger Shot (very slow moving) and the thing was a good couple inches (probably more like 3-4 inches) in from of Cammy on my 32" LCD HD (so wide screen) and I did pass through that thing cleanly (lucky for me because I pulled it off too early becuase my timing was off).
Hey im a pad user aswell, for the tk.cs think of it this way, do a cannon spike on the ground and just jump forward immediately. Go to practice mode and do the motion slowly and put controller input on to make sure u have it down. Once youve gotten a few reps of it slowly, try doing it faster. Dont try to do it like allen immediately cause you wont plain and simple, dont worry at first itll seem impossible(it did for me) very soon youll be able to pull it of in combos.
Hope i helped, and good luck. P.S. if you still cant get it then dont worry, you dont have to be able to tk, so long as you can throw out CS close enough to the floor that you can combo of it you shouldnt have any issues.
Anyone know a good AA against Ken’s j.MK crossup, c.MK, Fireball or throw combo? Almost any Ken player I come across will stomp me real fast with that combo if I don’t block. I’ve tried DP of different strengths, but it always gets defeated by the j.MK. Same thing if I try a close FP, a close MP, a c.FP, or a c.Mp. Is my only option to block? (Oh…and usually when they do this…I am either crouched or recovering from a fall. Not as much of a problem if they do this while I am standing up as I can sometimes walk underneath their jump and hit them with a Close FP to DP combo. Thanks in advance Cammy Gurus. :wgrin:
About the Ken cross-up, depends a lot if he uses that on wake up (meaty) or while jumping over you while you stand still.
On wake up, you can try a reversal Cannon Spike, should work, since it auto-turns most of the time. Safest route though is blocking and get ready to counter-throw.
Outside of wake up games, jump back + air throw seems ok, works against Dictator etc for me.
If you really wanna escape that and are pretty sure he will j.mk then throw, I guess one way to escape that trap is Focus Dash cancel forward (focus blocks both ways, then dash once you get the hit confirmation to escape the throw)
Unless he is very predictable about it, I would still bet on blocking, just because good Kens can dish out a LOT of damage from a cross up combo, especially with an Ultra or Super in their bag.
to stop ken’s crossup combo i do one of two things (my brother love Ken and loooooooves crossups):
wait for the crossup, block it, then jump straight up… it’ll avoid throws attempts, and it’ll avoid c.MK lead in, then it’ll leave them open for a nice falling counterattack… only thing you gotta worry about is if the cancel into a shoryuken instead of a hadouken if you become predicatable…
2)input the DP motion as you’re about to wake, then when jump over you, just as they get past the crossing point, add in the K button… it’ll turn around and CS them right outta the sky… it might take some practice but it is very possible
… all you really gotta do is be fast and stay a few steps ahead…