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Can only normals that can be jump cancelled be tk move cancelled?
One a square gate stick, do you think 2148 hits easier than 2149 due to shorter stick travel? I usually finish the movement by hitting the corner of 9, then allowing a few frames to jump before hitting the attack button.
Could you tell me what happens when you miss the Tiger Knee, and which move you are trying to do.
Also, I guess 2148 is easier than 2149, but it is not necessary to do those motions. It is easier to just do 2147, unless if you need an upward or forward movement on the jump special you are trying to do.
TK isn't an actual mechanic, it's a name the community came up with to describe this thing. Due to that, there's no actual "tk cancelling" mechanic in place, it's just a normal jump cancel with the air move being inputted so as it'll come up as soon as possible.
You can TK any air move, as for doing it mid-combo, you need to do it after a move which is jump-cancellable.
For TKing crescents 2147 is good as a mixup cause Lambchops needs to be as close to the ground as possible, if you do em after like, a 6A mid-combo though, 8214 is fast enough too.