Tiger Knee'd Air Fireballs

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.

I just call it AHVB x1 or x2 with EX.

same

and that acronym means what? Air Hadouken Version B?

That’s Air Hyper Viper Beam. Cable’s super in Marvel. You could combo it into itself by using a tiger knee motion xx 2P.

Oh. You know I’m not into Marvel like that. I mentioned you in the post at the start of the thread. And how the fuck did I get neg repped? SRK posters can be mad fagnetic.

I looked into the TK air fb wakeup setups pretty thoroughly in the strat thread a couple months ago. The conclusion is that most setups although they cause opponents to “freeze” the first time they see it, actually give you massive disadvantage on hit or block. For example, after the back throw setup, even if you cross them up and hit with the fireball, they will recover before you do. For a delicate character like Akuma, it’s never good to end up at point blank range without advantage.

There’s only two setups I found where you land at advantage, and that was after landing a demon, or after forward throw in the corner. Forward throw in the corner, the tk fb is not a good idea, since you can get the same advantage by jumping straight up and doing a jab fb on your way down. Plus if you do it that way, you can be sure if they reverse with something that beats fireballs you are already down in time to block it, whereas with the tk fb attempt you will eat it.

However, TK jab fb after demon is very good. Not only do you land with advantage, on hit you land in time to combo from it. And since you can make it cross up, this is a very good starter for stuff.

Never knew AHVB trick could transfer to SF4 :confused:…hmmm this gives me a few new ideas to try…thanks for the info

I actually find that I have trouble TKing with the classic 2369 motion. Has anyone had success with this? I use what Cassius Checks posted, 236936.

Not as effective in SF4 as it was in CvS2.

I dont understand how you do this. What does 234+p mean? Yes I’m a noob

The numbers are a short hand way to say directions. Look at your numpad, and you’ll discover what each number corresponds to. so 236963 would equal: down, down/forward, forward, up/forward, forward, down/forward

As for the TK, I’ve never found a truly useful situation for it, and it doesn’t pull off how you think it should.

Quick question, TK means?

Tiger Knee…

Is there a good, consistent way to do an instant jump-back air fireball?

The motion I use is 741236+P, but I have to spin it really fast.

Anybody has a different method?

hey there, i was wondering what the numbers meant??

if he says 2,3,6,9 so that would be d, df, fu, u?

so would 1 be, db ??

gah… im a n00b?

as explained above for my noob question

In SFHD, I toyed with doing

  • d, d/f, f, u, punch (neutral jump instant air fb)
    and
  • d, d/f, f, u/b, punch (jump back instant air fb)
    but the execution was very difficult for me. I wasn’t sure if it was it was even useful for anything so I never bothered practicing it.

I assume the same motions would work in SF4.

Yes you’re a noob. But no worries; everybody starts somewhere.

Ever seen a calculator?

789
456
123

ub u uf
b n f
db d df

Get rid of the trash numbers, this ain’t math. lol you’re just confusing people even more.