Nice, them links in the Tatsu post are dope blitzfu. Always coo to have some visual. Thanks mang, and thanks to every one else again.
Forget sprinklin some knowledge, yall throwing buckets of it round here, hahah.
Nice, them links in the Tatsu post are dope blitzfu. Always coo to have some visual. Thanks mang, and thanks to every one else again.
Forget sprinklin some knowledge, yall throwing buckets of it round here, hahah.
Ryu’s Reversal Tatsu can beat Hawk’s DP.
Don’t believe me? Check it out:
[media=youtube]FiEzMuQjKWU&#t=0m05s"]**ShootingD (Ryu) vs. Mayakon (T. Hawk) [/B[/media]
[media=youtube]0HQvTx1V1Oc&#t=1m55s"]**Futachan(Ryu) VS Toutanki(Hawk)[/B[/media]
IDK if this is old news, but I just found out. Apparently only the Forward and RH Tatsus will work, and only when the DP is from point blank range. Anything less than point blank range and the Tatsu will lose: [media=youtube]C0Dum50NgmA&#t=1m43s"]**ShootingD (Ryu) vs. Mayakon (T. Hawk) [/B[/media]
It looks like Ryu’s 4 frames of startup invincibility allows him to move forward at the same time as Hawk also moves forward, so it’s like they cross each other up and Hawk whiffs his DP. And then the Tatsu strikes when Ryu’s back is turned. Very, very sweet. Will be very useful to avoid Hawk’s safe jump jab, DP install.
edit: I was mistaken I guess.
Cool that this works
Can you perform a super (say on the 1P side) and then (quickly) juice kick over to the other side (i.e., end up on the 2P side)?
Which way would you have to block if this is possible?
^^No idea bro. I generally suck at executing Juice Tatsus, but if I had to guess, I would say the opponent will be out of blockstun by the time the Juice Tatsu can hit. Either that or it’ll whiff (unless it’s a tall character like Gief or Hawk), or it will hit and the opponent will have to block the opposite way (eg df). The Juice Tatsu is fast, but it’s not that fast IMO.
If you do get it to work, let us know, or maybe somebody more knowledgeable can comment.
Just to make it a little more interesting: what if you replace a regular, boring juice kick with one that crosses up. What then?!?!
I would so try and pull this off, but I’m sort of limited in time.
It is already hard to get to the other side of the enemy with a jab hadouken and a Maj jump. I do not think it is possible with a fierce one, or a super.
I can confirm that a juice tatsu (Hurrican Kick) will NOT cross you over to 2P side after super. You’ll land directly in front of your opponent. This is mostly due to the pushback created by the super which moves your opponent back enough to prevent you from crossing. Not very useful because of the risk involved in not landing that juice. Also, even if you land it, the recovery frames for your opponent make u susceptible to being DP’d. Only advantage to this tactic would be if you hoped to bait the DP whiff and score a knockdown after safely landing from the juice. Very low probablity tho.
I’ve spent a lot of time in training practicing different juice setups. Juice out of super is my least favorite. Just my opinion tho. Hope this somewhat addresses the query. Jump in RH, low medium (forward) kick, fake FB cancel into juice however, WILL score a cross or, result in a knockdown if your opponent unblocks on reaction from the fake FB. Also low RH, light (short) Hurricane kick into juice kick will also have the same result. My recommendations on Juice kicks that do cross. :tup:
This is probably not the best place to ask this question What is the best way to deal with short hurricane kick, the recovery on it is so quick that I usually either get dp or throw.
Throw him as he lands (requires timing and being in range), hit him before he lands (depends on distance and not being in blockstun) or have him land on a normal (make sure you will not whiff). Ryu can only jump or block after a tatsu, and is not allowed to throw the next frame, so his options are limited.
(Edit) BTW, no-one worries about giving such advice. If the enemy does not punish you for mistakes and predictable behavior, you do not correct those flaws. Anyway, short tatsus in lag are hard to deal with, specially if you play on PS3, due to input latency.
If you’re a charge character how do you deal with the cross-up tatsus? Using Vega and Dee-Jay this remains my huge weakness vs. Ryu. Thank you!
Vega - if you are sure it is a cross up, block. Back flip is very risky you can get throw or meaty.
Dee-Jay - if it is not a safe jump, MGU. If they do it real late, DJ will be facing ryu’s side and you can do short up kick. Blocking is always good.