I am just looking for some feedback on TK Tatsumakis. I am not a tournament caliber SF player but I am at least a veteran over years of playing. I put more hours into SFA3 TBH.
Ken’s juice kick is known and useful. I’ve used it back in my SSF2T 3D0 days to my SNES days. Sagat be gone. However I never tried doing tatsu variants with the other shotos.
Well I was messing around in training and pulled off a TK tatsu with Akuma. I was like cool, never used these variants before. Looks like Ken’s juice kick…but not really. After testing I was pulling off the TK tatsus with all the shotos. I was thinking that this is something new to me but why not well known or documented? I browsed the internets and got nothing.
This is my third forum looking for feedback and by far the best place for it. However I had to wait for my account activation :sad:. So IGN and gamefaqs got most of my write-ups. Anyway IGN yielded nothing (to be expected) and gamefaqs got me a bit of information.
I’m just looking for some feedback on TK tatsus. AFAIK there are three variants, UB/U/UF, but I am having a lot of trouble with the U version. I pull off the UB/UF versions no problem but the U version just doesn’t come out really, no matter how accurate I am. I’ve seen it once, just once.
Anyway I’m surprised at the UF TK tatsu. It is like Ken’s juice kick but has a higher arc and a much shorter distance. It is still interesting. And the UB TK tatsu is fun since it retreats like a UB early Air tatsu but hits the opponent before execution. Cool. And the vertical…well I have no feedback since it isn’t going over well with my hori.
Here is my sort of hypothetical breakdown:
3 variations
UB = D,DB,B,UB + K
–Travels the distance of the field. Hits opponent on the way up if close.
U = D, DB, B, UB, U + K
–Travels straight up. Hits opponent on the way up if close.
UF = D, DB, B, UB, U, UF + K
–Travels around UF jump distance with a high arc. Hits opponent on the way up if close.
Now, like I said I can’t do the TK tatsu U on command. And there is such a fine line between the UB and UF that sometimes I do one instead of the other. This makes me wonder if my control definitions are proper.
After I laid this out on gamefaqs I was told this is nothing new (with a poor attitude) and that the usefulness is nil. Well I figured it was nothing new but the reason for the lack of usefulness is that the timing is hard. So I guess if something is hard it isn’t useful…
In gameplay I’ve used the TK tatsu UB against opponents like Honda. On his rise, if I am caught close, I throw this command out on his wake. The TK tatsu UB hits him, blocked or not, and I travel to the other side of the screen with space control. Fireball trap ensues.
The TK tatsu is more fun because it leads to throw traps and a nasty Raging Demon combo.
I would just like to hear everyone’s thoughts. Once I get some concise information I can move onward and upward ;).