Instant Air Jaguar Kick

How I see it, Instant Air is when you input the Up motion first and Tiger Knee is when you input the QCB first. IMO the TK AJK is harder to land than Cammy’s or Viper’s. You have to delay the kick even more… So I just IA JK and fuck it all :tup: It’s gotten to the point where I pretty much get the same height.

It’s not just you either. It’s everyone. Even valle cound’t IAJK in his tutorial vid.
I don’t mean to offend, it’s just fact. Everyone seems to have problems with it so far, it’s hard.

I realize now that it’s just a matter of really learning the timing of the move, and now it’s coming out very reliably for me. (Doing it ForgetfulFrenchie’s way).
My left side is still not as good with it, but with practice it’s almost becoming as good as my good hand.

I realize now that it’s just a matter of really learning the timing of the move, and now it’s coming out very reliably for me. (Doing it ForgetfulFrenchie’s way).
My left side is still not as good with it, but with practice it’s almost becoming as good as my good hand.

Hear me.

Plinking.

Yeah, if everything makes sense, plinking should make IAJK easier. You’re probably about to flame me now but read on.
I’m pretty sure the sf2 old code of kara inputs is there right. To help make moves easier. So basically, say, a jumping roundhouse is cancelable for like a frame in case you’re slightly sloppy with your inputs.

If anyone knows alot about SF4 engine specifically correct me but I don’t see why this wouldn’t be the case as every capcom game has that feature.

Now comes plinking. Let’s say you want to do HK IAJK. You do the motion then press HK~HP. If the first input was a jumping roudhouse, you still get a second chance with HP+HK. It makes sense. Remember reading how daigo pianos special moves in ST? It’s the same principle. Remember HF and shotos doing J.HK kara canceled into air tatsu? Same deal just much less leniency than HF. Plinking is like pressing a button in virtually a frame interval. You have to understand what plinking REALLY is. If you plink correctly, your input display will read HK then HP+HK, not HK then HP or anything else.

This is theory so far but I find IAJK much easier now. It could be placebo so I really want you guys to test this.
I don’t think this would help with TKJK as the issue is timing, not speed and precision.

Sometimes during my testings I get exactly this displayed in my input display (read from bottom to up)

:l::p::k:
:db::k:
:d:
:u:

I am 99% sure that this means plinking DOES help with IAJK. Previously, without the PK in the end I would have gotten a neutral jump kick at :db::k:

im confused…Are TK and IAJK different things?

by my understanding you jump and then do a jaguar kick. When you say instant you’re suggesting a shortcut to make it come out without jumping first? sorry if im nub :frowning:

Over time it has come to semi consensus that IAJK is jumping first then performing JK (very hard because of speed) while TK JK is performing the QCB then jumping (very hard timing). Both are hard, both have their advantages. IAJK seems better to me but whathever you can make work is good enough.

out of IAJK and TK JK what are the pluses and minuses? Which one brings u closer to the ground (thats whats desireale isnt it?). Cuz when i jump then to the JK i feel like i whiff a lot…I may be repeating info, but i read through all 7 posts and I still don’t quite understand.

IAJK:
+When you fuck up sometimes you will still get an air JK, it just won’t be low enough to be optimal.
+No extra motions before leaving the ground, that means it’s quicker to perform and easier to buffer off other moves
-Doing it too late means it whiffs on crouchers, that could be very insafe as you propel yourself forward for the whiff, the HK version is particularly vulnerable to this
-Requires you to be proficient with your stick, u, qcb has to be performed fast and precise without wasted inputs else you just get SAJK (shit air jaguar kick)

TKJK:
+If it comes out, it will be optimally low, no questions
+Could be safer, if you fuck up you get a neutral jumping attack, but a good player can combo you as you land (no tripguard)
-Slower to perform from neutral position, the time you do QCB is wasted, also harder to time if you buffer from something else
-Very good timing required
-Easier to fuck up and perform a neutral jump

Thanks TVG that was really helpful…I think I read somewhere that Gamerbee uses the IAJK? I could be wrong. Which does Valle use? Does he specify?

from Gamerbee videos, it seems he only use the IA version… dont know about Valle.

TK JK is really hard to use. in training, i have almos no problem now; but in a real match, due to being constantly moving the stick (dashing, blocking, crouching…) i just feel i have no time window to perform it… i guess it is a matter of training it more.

from Gamerbee videos, it seems he only uses the IA version… dont know about Valle.

TK JK is really hard to use. in training, i have almost no problem now; but in a real match, due to being constantly moving the stick (dashing, blocking, crouching…) i just feel i have no time window to perform it… i guess it is a matter of training it more.

I am now semi proficient at IAJK in matches. Plinking does help a little.

And IAJK is fucking awesome BTW. You can’t really know until you start doing it. The recovery alone makes it awesomeshit.

Plinking only helps with mk and hk. How you do you do for lk?

you plink lk and jab. it only works while crouching, but i do plink my lk rising jaguars when i’m doing a 2nd one in the corner so i don’t miss the timing.

why has no one mentioned that you can just do reverse dragon punch to get a jaguar kick that works just as well as all these methods that are beyond alot of folks execution?

Jester, you can’t plink short nor jab. You should double tap.

Karekov, because the whole point of all these methods is to get the air jaguar kick, which you can combo.

ohhh, lol i thought i was fucking up the combo this whole time.

You can plink crouching shorts. Ask gief players. Or just try it.