Added: 1 year ago
From: horseshoeGANG
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  • Hey sorry to bother you but I cant get the third tatsu no matter how hard I try. It wont come out fast enough and I'm doing it exactly as I see in video any help. I make sure the first tatsu is only one hit. I hold up forward during second tatsu but I dont seem to jump fast enough.

  • @Im2Godlike It might be the second tatsu (just don't do the second tatsu too late or too early, youll know if you did it too early if only 1 hit of the second tatsu connects and you'll know that you did the second tatsu too late if they don't bounce high enough) you might want to hold forward after the first tatsu to get as close as possible that might help.

  • can you do one of these tutorials on the true kara demon? I've watch the other vids on YT from harmonaz pherai or whoever else and they haven't helped me. I've done it maybe 3 times since I've been practicing it for years. I just can't figure out a method how to do it T_T

  • @Spore5006 if your talkin bout a true kara demon whereas there are no hidden jabs i can't really help you since i use the same method as Harmonaz, just make sure your pressing each button input seperatley and in the correct order, you should slow down first and then speed up once you get the hang of it. There's also an easier way of doing it where you buffer 2 jabs during a move.

  • @horseshoeGANG yea the only way i ever really land it is if i do a reset and the guy doesn't jump. or i do like s.hp when they are waking up and demon inside that.

  • It's like watching a post stamp on a blackboard.

  • @DukeP00L sorry for the bad quality, this is when i first got FRAPS and didn't know how to configure the settings, but you could always watch this in full screen.

  • can you cancel the 3rd tatsu in SA3 if you are fast enough? I've done that from a super jump tatsu into a leaping opponent

  • @obscenebiscuit yes, you can also cancel to sa1 too (but i don't think all the hits connect). The most common way would be to mash the super motion after the 3rd tatsu or try a shortcut method after the second tatsu which would be:

    d, df, f, uf, f, df, d, db, b+HK, b, db, d, df, f+P (or K depending on super art) if done right u should cancel from the 1st hit of the 3rd tatsu, i hope that helped.

  • I EXPECTED SHUN GOKU SATSU IN THE VERY END!!!!

  • thnx! i call this the Kuroda tatsu

  • @waya121 haha thx 4 the comment, honestly i didn't know what it was called, i figured "Triple Tatsu" sounded more fresh, just like someone i know who can do 3 tackles and headbutt with Urien (from cr. HP) he calls it the Triple Tackle Headbutt instead of TTTH.

  • Thank you so much, I tried to do that Kuroda combo before to no avail. Didn't think the key was a late HK tatsu since I tried to input things as fast as possible.

    Will definitely train on that

  • @speedsterh Thank you for watching, me (and probably everyone else) thought that everything needed to be executed as fast as possible when they first saw Kuroda do it, until i started doing some testing (thank god for the 3rd strike training mode).

  • my secrets out!

  • @defghui this was never going to be a secret for very long with guys like me willing to help the 3s community improve, and I'm pretty sure Kuroda uses this technique himself cause adding a super jump when you don't really need one is just .....

    but anyways thx 4 watching my vid and commenting.

  • 1. Type in "kysg gouki"

    2. Skip to 3:42

    3. ???

    4. Profit

    That's how Japs do triple Tatsu.

  • @zGHyper Yeah and how many Japanese players have you seen do it? You do realize that KYSG uses a programmable pad (even though it is possible, i landed it once or twice) the timing is so strict you'd be better doing HP srk instead of a 3rs air tatsu. (watch my other vid for the tutorial for that combo.)

  • @horseshoeGANG

    Haha, don't take it too serious. I know that even the best Japanese players stick with the "easy" combos. At least most of the time. For example, I know RX can do cr.HP - 3 tackles into aegis on Shotos in the corner, yet he rarely does it. Of course there are many more like Dudley MGB juggle in the corner and stuff like that but rather get a bit less damage than dropping the combo. Nice tutorials btw.

  • so does it only work on a standing opponent in the corner? you only covered what to do when the opponent is jumping. is it harder when they are standing?

  • @spitfiremanlizerd it works on a standing opponent anywhere (but I've only manage to land it on a few characters) yes it is definitely harder than a jumping opponent but it is possible, i think it would be easier to hold forward after landing the first air tatsu and doing the 2nd HK tatsu slightly earlier than you normally would.

    Well i hope that helped.

  • Imposible with pad...

  • @Raxel7 actually its pretty easy to do on a ps2 pad.

  • which does more damage. triple tatsus or double tatsu dash up SRK?

  • @dkblade27 definitely triple tatsu, it does about 56 damage while dash up srk only does 48 damage.

  • thanks i have been looking for this forevar

  • i find it easier to do it on urien :S but it could be the hitboxes that makes this akuma combo so hard :S correct me if im wrong anywho :D

    great tutorial (Y)

  • @TsukiPanda yes you are right Urien (and Q) would be the easiest to land this on, but since i practice on the 360 console using the old xbox games same stages lag hard out when i knock them high up into the air making it sometime impossible to land it on them, Makoto's stage was the only stage that never lags for me, so i found it easier to land in on her, well at least she's easier to land on than shotos.

  • Also when i Say "hold UP+FORWARD" i mean hold up+towards (your opponent)

    not to get confused with the American notation of forward being MK.

  • Hey guys here's a tip, for beginners i suggest practicing on Makoto first since she's the easiest to land this on IMO, also there seems to be a misconception that a super jump is needed to connect the jumping HK Tatsu, that is not true you can land this combo anywhere using this method, adding a super jump for the jumping HK Tatsu just makes executing this combo harder.

  • It's very hard to get the jumping HK Tatsu. Any tips? I try to replace the jumping HK with SA1 to see if its connect but it indicates I cannot continue the combo.

  • @izwanhaiqal Remember that the first tatsu(air) has to only hit ONCE, and secondly the 2nd HK tatsu has to be done semi late so that the 1st and last hit connect (as the video stated.)

  • is this a practice mode bcuz i want to practice my combo's on ggpo but i cant...cause its arcade

  • @FreestyleEntOnline nah there's no training mode oh GGPO, what i did was just mapped the p2 jump on 1 of the buttons on my stick and held it down while doing the combos

  • Man I just cannot get the one that works on the grounded opponent.

    I jump in with HK tatsu, I can time it correctly to do the juggle on the second HK Tatsu most of the time, but I can never get the jumping HK tatsu after.

    Awesome video though.

  • @Armagedon5 to do it on a grounded opponent is much harder cause they don't bouce as high as an airbourne 1, try jumping in with lk tatsu and doing the 2nd hk tatsu slightly earlier to make the opponent bounce higher a bit.

    But i wouldn't recommend doing this on grounded opponent though, as any1 with a decent level of skill would just wait for u 2 land & parry the last hit and do a big combo on you.

    I think the combo's only practical after an air to air parry or an air to air hit.

  • Very nice....Thanks alot....I will try them soon

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