Tiger Knee'd Air Fireballs

It honestly isnt that fucking hard. Just look at your damn keyboard numberpad.

Its weird when you first see it but it takes a second to understand.

When the fuck did we start using numbers though? If you input the same numbers on second player it doesn’t fucken work. Maybe it will for akuma cause you’ll get a red fireball in the air instead of a blue one…? lol

No, no numbers. Stop it. That’s not a street fighter convention, it’s a soul calibur convention, and it has no place here. In soul calibur, there’s no such thing as “3p” or “3k” so it’s fine to use numbers to represent directionals. Here, it’s a pointless new convention that potentially can conflict with already established conventions.

Tested the input, works really well.
Need to practice some uses tough.

PS: I don’t see any problem with the numbre notation. I don’t really have preferences, c.Fierce works as well as 2+HP, at least for me.

Numbers oh noez! People can use whatever they want.

yeah makes alot of sense to me now lol thanks

For some reason I having a hard time doing this consistently. The tiger knee motion followed by forward, downforward just isn’t working well for me. I can do them with qcf~up+punch but it doesn’t come out as consistently as I’d like and the timing just feels funny for some reason. I have no problem doing Dhalsim’s instant air teleport or Cammy’s jump-canceled canon strike, which would have thought is harder because the motion is qcb~uf+kick.

I found it easier to just jump in the air and immediately do the FB motion, but that’s mainly because I hate the tiger knee motion to begin with.

I’ve used/seen numbers used in correlation to a direction for fighting games for what seems like a very long time. Outside of SF as well, used for instructional reasons in SC4 and the such.

wow, i didnt know that this was possible lol

What? Using the numberpad for directional information on an almost universal device that we almost all have while making posts?

or something else?

2367~P. I used a ~ to signify a slight “pause” because you don’t want to hit upback AND punch at the same time, you have to wait like half a second to let Akuma leave the ground before you hit punch, so it’s registered in the air. The motion may feel unnatural at first, but get used to it because then it gets much easier and less strain on your wrist/hand for trying to spin the stick in Superman speed.

I use a similar motion to TK cancel Cammy’s jumping forward Cannon Strike (2149~K) and it works wonders.

:confused:

:tup:

would a TK’ed HP air hadou be a safer way to approach compared to forward jump LP air hadou?

P.S. I’ve always thought that the number pad was a easier notation system, and thought that SF and Tekken had a strange system, but that’s because I’m a calibur and GG player.

867-5309

Jenny, Jenny, who can I turn to?

…some of us are on laptops :rolleyes:

Don’t trip Laptoppers. Sas’ got you covered.

~ can’t mean pause because plinking now uses ~.

Thanks for posting. This has done wonders for my rush game.

This is sorely missing from my game. I still don’t think it’s that huge of a deal, but having it as an opiton is important to me. I don’t want to be lacking anything with my Akuma.

Is the way topic creator suggested the best way(d,df,f,uf,f,df+punch)?

Thx