I was intrigued lately with TK CS thanks to @Ramma so I did a little study. I’ve used a small tool of mine that is able to perform inputs on a specific frames in order to measure and decompose the motion.
For people who don’t know what a TK CS is
[details=Spoiler]Basically, it’s doing :qcb: :uf: :k: instead of jumping and then doing the cannon strike).
As you may know, you must be at a certain height to do a Strike. Therefore, you cannot perform an instant air Strike like you would do on SF4 using instant EXCS. But, it is technically possible to do this by delaying the input of your kick when you are allowed to do the Strike. If you hit the kick too late, the buffer won’t recognize that you have made a :qcb:.
[/details]
First and foremost: the motion buffer seem to be 11 frames starting at the beginning of your last input of the motion. Meaning, you don’t need to be fast to perform each input of your quarter circle, but you need to be fast to switch from to :uf:.
Now, for the height restrictions, how many frames do you need to wait for your input to work?
[list]
[] For normal strikes: you need to wait 9 frames.
[] For EX strike: you need to wait 6 frames.
[/list]
If you make a perfect transition between and :uf: (1f on the back position, no neutral). You have 2 frames to perform the normal strike, and 5 frames to perform the EX strike. If you are 1f slower on your motion, then it’s a “just-frame” for normal strikes, etc… you get the idea.
Remember that I’m not talking about inputs using the standard input buffer. These are exact measures and a just frame is actually 16ms.
Have fun.
EDIT: @Rikir was kind enough to make a video of this motion in practice so here it is
Oh, yeah, the height restiction is so high that you can do a dive kick as close as possible with the “traditional” input. If you can do 100% of the time, I’m envious of you, and you should always do it like that
I usually do the normal Strike using the half circle motion (because you have 9 frames to do it remember which is fast but doable). I’ve executed normal TK CS by hand but this is definitely hard, while EX TK CS is really doable with some practice and becomes a viable option to play with.
just chiming in here for people who might be struggling with this motion on a square gate (or hitbox without socd cleaning): you might be doing it too quickly.
the game will not recognize the cannon strike if you do 9314 - there must be a clean 2 input for at least one frame or it will be considered a halfcircle instead and you will not get cannon strike.
I do this for TK Cannon Strike on pad and I find it to be very consistent: :uf::hcb:
I would also add that a good measure for the minimum height restriction seems to be right around Lauras height (as in the top of her head). That is you are standing right next to her and if you perfectly execute the TK CS you’ll basically breeze past her ear and end up on the other side.
Yeah, this isn’t the “Tiger Knee” motion. The term for the Tiger Knee technique comes from Street Fighter 2, where Sagat had a move called Tiger Knee, and the input motion was 2369+K.
Doing a jump, then an input is the exact opposite order from how you do the Tiger Knee technique, which is to do the input motion, finish in a jump, then hit the button. Depending on the game’s input buffer and direction of the special input and/or jump, this technique can be used to do lowest possible air specials.
The OP in this thread is describing a Tiger Knee technique. 963214 is not a Tiger Knee - it is a jump followed by an attempt at a really fast input.
If we all want to get really technical, the Tiger Knee motion never applies to Cammy in any game she’s ever been in. It’s used to explain how to do something like Dhalsim’s IA teleport. People just call it the TK motion because it ends with jump forward, which doesn’t really make sense.
One day long ago, someone probably said “…it ends in up-forward, like Sagat’s Tiger Knee in SF2” and unfortunately, it caught on and now we’re stuck with it.
On the left side I’m at like 80%. I’ve also started plinking the dive kick with the punch button above it [Kicks have priority over punches so I get two chances at the input for 2F timing].
Right side is another story. sigh forever grinding this shit out.
Good way to practice is putting yourself right next to the dummy (point blank) and set to all guard. You should be able to push them corner to corner from this position w/ repeated TK CS without changing sides. If you whiff or switch sides, you missed the earliest timing.