Well then, I shall go into further detail as requested:
Warning! Wall-O-Text is approaching!
As I stated above, three concrete facts were produced during all this testing solidifiying my speculations as to what the special TC 6 actually does. With that, I mentioned Seth being the key to understanding the entire mechanics as to why TC 6 can launch some characters in the opposite direction. So I’ll go on and explain as to why I say this.
For one thing, I sat at my setup for a good hour or two going through different timings, trying out the TC 8 to see if it had similar properties to the TC 6, and why characters reacted so. After going through a majority of the characters from top to bottom at least once, I easily picked out 6 of the 7 that could be launched (i.e. Sagat, Akuma, Abel, etc). Beginning my second go around with the cast I eventually made it back to Seth. After trying out several different things once again on him it had finally produced what I was looking for (well close to it aleast).
When I went for the Special TC 6 with Seth I did not launch him in the opposite direction as I had hoped for, but instead I got something that explained it all to me afterwards. The last kick actually WHIFFED Seth completely, BUT recovered instantly. When it happened i was like “Lol Wut”? So I tried again, and low and behold, it happened. So I started ruling things out:
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timing? Definitely made a difference this go around so it could be character specific. Of course, this is true for the entire thing but another variable had played a part as to why this happened.
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Maybe is was positioning? Not really since timing would play a part in that as well, thus nullifiying this answer.
Of course it dawned on me then that it was not only in relativity to Seth, but to Ibuki as well.
SO, in a quick overview, The Special TC 6 is based upon 2 things that determine the outcome of it all:
- Your timing
- Ibuki’s positioning underneath the other character during the last hit.
You can actually notice this the best with Abel, or Sagat since the last hit is actually connecting at her knee thus making the launcher cross-up the opponent in the process. Of course that answered the question that not only was it possible to do it on everyone, but in another since that instead of it crossing up it would play out two other scenarios:
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On characters that cannot be crossed up with the launcher will instead be treated as if they were launched from Ibuki’s current position, reducing the amount of distance between them, and Ibuki.
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Cutting their jump in half, and lowering their height while aerial allowing for Ibuki to possibly safe jump, or kunai (corner only) without having to worry about being reversal’d (as to why it does this do, I have no clue).
SO, from there, command dashing commons into play. A normal TC 6 will only allow for HK CD to cross-up (and on occassion MK). While a Special TC 6 will allow for HK, AND MK to be a definite cross-up on a good amount of the cast, and in some cases even LK. that solidifies the reasoning as to why I say the 2 statements above since crossing up with LK dash is usually out of the question because it doesn’t travel far at all.
Next comes into the possible setups and such afterwards. From reversal baiting, to resets, etc, could be made possible. Here’s just a few things I tested with the Dashes:
LK Dash:
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Usually puts you in perfect range for most characters to st.LP>st.MK, and so on. I believe slide is safe afterwards as well.
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Puts ibuki in perfect poking range really as well as counter hits with some moves.
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Can add in a HK dash afterwards to cross-up
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Will actually cross-up a few characters (I’ll figure out a list or something later)
MK Dash:
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Will cross-up a good amount of characters.
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If it doesn’t cross-up it’ll put you right infront of most characters
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I believe you can make it cross-up on some characters that it usually wont afterwards by simply walking forward.
HK Dash:
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Normal properties as if though applied with a regular TC 6.
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Will always cross-up, and place in in perfect position to as far as being up close goes.
Now on an unrelated part to dashing, characters that are launched in the opposite direction it can be a little tricky at times as far as following them goes. As long as you SJ after them though you should be safe from any possible reversal. Im also unsure as to weither or not CD will auto correct afterwards, but if it does then I believe all three dashes will cross-up.
Feel free to ask questions if your confused.