Tiger Knee

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Tiger Knee (abbreviated to TK) is the act of doing an air special attack immediately after jumping. This technique got its name from Sagat's Tiger Knee attack in Street Fighter 2, which was GG236.pngGG9.pngGGK.png.

The idea is to:

  1. buffer the motion for the special attack while on the ground
  2. input jump after the motion
  3. once airborne, immediately press the button

This can be applied to any air special/super attack and allows players to do an air special almost as if there were a ground version!


Baiken Youzansen (J.gifGG623.pngGGH.png). Inputted as GG623.pngGG9.png~GGH.png
Youzansen is an overhead, and gives Baiken access to a fast overhead attack
I-No's Ultimate Fortissimo (air GG236.pngGG63214.pngGGS.png). Inputted as GG236.pngGG63214.pngGG7.png~GGS.png
Ultimate Fortissimo grants a lot of frame advantage on block, thus allowing I-No more time to do mixups
Nu's Crescent Saber (J.gifGG214.pngC.png). Inputtted as GG214.pngGG7.png~C.png
Crescent Saber is an overhead, and greatly improves Nu's mixup game.

In these examples the goal is to input a jump after inputting the motion for the special move, then press the button shortly after.

Minimum Height[edit]

Some air attacks require that you be at least a certain height off the ground before the attack can be used (referred to as minimum height). A common example of this is Ky's Air Stun Edge. In cases like this, you will need to delay your button press so you can gain more altitude first.

Inputting the Jump[edit]

It should be noted that the jump motion doesn't have to be inputted at the end of the move! For example, to TK a GG63214.pngGG6.png motion, you can do GG63214.pngGG7.pngGG6.png!


Frame TrapBlockstringOption Select
Using Frame DataHitboxesGame State


Jump-inEmpty JumpTick ThrowCrossupBufferingOkizeme


Hit ConfirmReversalMeatySafe JumpTiger KneeResetGuard SwitchKara Cancel


Fuzzy GuardFuzzy OverheadFuzzy JumpProximity Block Option Select


NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary