Ok, tiger knee’d air fireballs are not new to anyone who’s played past Street Fighter games. They were really useful in some situations in HD Remix. There also kind of good in a few situations in SF4 too. For those that don’t know, a tiger knee’d air fireball is executed by doing :d::df::r::uf: while grounded, and then hitting punch as you leave the ground. This let’s you achieve a super low air fireball, and one that comes out much faster than jumping and doing :d::df::r: + :p: after. The problem I had with this move in SF4 though is that since the game feels slower than others, it’s almost like you have to do :d::df::r:, then hold :uf: til you leave the ground and then press :p:. But sometimes in a clutch situation, this motion would have me doing bullshit like jumpin forward and punching nothing in the air. So I worked out a new motion, and I thought it could maybe help some others so I decided to post it.
The motion is :d::df::r::uf::r::df: + :p:
When I do a TK air fireball with that motion, the additional :r::df: adds on just enough time to the motion that when I press punch, akuma has just left the ground. The added :r::df: doesn’t mess up the air fireball any either, I guess the game just cares about seeing :d::df::r: somewhere in there. So far in SF4, this motion has allowed me to do TK air fireballs with much more consistency than doing the normal :d::df::r::uf: way. It also seems to consistently give you the lowest possible TK air fireball. I play on stick by the way. Again I’m not saying that this motion should be adopted by all or that the added :r::df: is even necessary for the TK air fireball, but it seems to allow me personally to do it more consistently.
Once you got the TK air fireball down (which ever way you do it), you can start doing a few more things with TK air fireballs for pressuring and combos.
A pressure example is doing a TK :lp: air fireball as the opponent is wakin up from a back throw. Timed right the air fireball can even cross up doing this. Another example is in the corner, doing a TK :mp: air fireball on someone’s wake up will let you followup with any ground combo on hit cause of the time of the hit and the hit stun. I like to follow up with c.:hp:, :lk: tatsu, :hp: srk when this hits. If the block it, then you can land and do c.:mk: xx hadouken if they block standing, or f + :mp: if they block low. TK :mp: air fireball is good for mid screen wake up pressure too, but it pushes the opponent back, so can’t do as many combos to follow up on hit.
An example of a new combo that opens up with TK air fireball is this 9 hit shit I made. It’s corner specific and burns up 2 blocks of super. Starting about sweep distance away, jump straight up, do EX air fireball on descent, as close to opponents head height as possible. Then buffer the TK air fireball motion and time your next :p::p: press for just as the fireballs start to dissipate. Timed right you should jump forward with TK EX air fireball point blank in their face and land while their still in hit stun. If you do this right it will be a 4 hit combo. Then follow up with the tried and true c.:hp:, :lk: tatsu, :hp: srk before they recover for 9 hits total. You can also start the entire combo by jumping in with EX air fireball close to opponents face as well. SRK memember LayZ can confirm, cause he’s seen me do this shit, and for all you “i need video” mugs, I can try and get fellow SRK member Darklightjg1 to record that shit this weekend. May not be super practical, but at least wanted to state that it was possible or whatever.
Well sorry for the long post. I’d like to leave the rest up to you guys for questions, or sharing useful situations for TK air fireballs, blah blah. Oh yeah, if reputable heads wanna confirm anything I’ve posted here, feel free to post as well.