Unleash a series of roundhouse kicks while moving forward. A useful attack for knocking opponents away.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Tatsumaki Senpu-kyaku | — | — | — | — |
| H Tatsumaki Senpu-kyaku | 16 | D | -13 | 1200 |
| L Tatsumaki Senpu-kyaku | 12 | D | -15 | 900 |
| M Tatsumaki Senpu-kyaku | 14 | D | -13 | 1000 |
| OD Tatsumaki Senpu-kyaku | 13 | D | -14 | 1000 |
Evaluation
A horizontally-long special with knockdown on hit. Has lower-body fireball invincibility, so it ducks under most grounded projectiles. Raw use is heavily punished — its value lives in combos and as a fireball read. The May 2024 patch buffed the non-OD versions across the board.
How to Use
Strength selection
- L (214LK) — light-starter combos. Front-step into oki
- M (214MK) — combo carry, decent drive-gauge return
- H (214HK) — long travel, lands on the cross-up side. Useful for escaping the corner; oki is weak
- OD — stays in place, used for corner extensions; pulls real damage from light-starter combos
As a combo tool
- Mid-screen ender: 2LP × 2 → LK → 214LK for oki continuation
- Mid-range: 2MK → 236MK is standard, but 214MK works when you want carry
- Corner carry: MP → 2MP → 214MK
- Tip-range hits leave the opponent floating in front — confirm into SA1 or 623P
Fireball escape
Lower-body invincibility ducks Ryu mirrors and most casts' ground fireballs. Don't reach with it — -15 on block is round-changing.
Use it when:
- The opponent has just switched from anti-airing to checking jumps
- Light Hadokens are being thrown on autopilot
- A burned-out opponent is forced to throw a fireball
Corner escape
H Tatsumaki travels far enough to leave the corner. Risky if the opponent's oki is set, but viable when their plan isn't locked in.
Pitfalls
- Never raw. Combos and fireball reads only
- High-level players punish lazy Tatsumakis on sight; reduce frequency vs. stronger opposition
- Air Tatsumaki is a separate move with separate uses
How to Counter
Used as a combo ender. On block, anything punishes it — go for the max damage combo.
Recommended counters
Always run the maximum punish:
- 214LK: heavy-starter max combo
- 214MK: heavy-starter max combo
- 214HK: heavy-starter max combo
- 214KK: max combo including SA
Drill these in training. Missing the punish is worse than blocking nothing.
6MP active-frame overhead after 214LK ground hit
- After a grounded 214LK, Ryu is +1 on block and can fish for a deep meaty 6MP overhead. If you don't recognize the animation, you eat it clean
- In the corner the overhead links into a full combo after a light-attack frame burn — be ready to just-parry
Watch out: fireball invincibility
It's easy to forget Tatsumaki ducks fireballs.
- A long-range late hit confirms into 623HP — possibly killing you
- During Burnout, Tatsumaki chip can close out a round
- When your zoning is being read, switch to Hadoken feints (214LP) or close space — don't sit still
How to make Ryu not throw it
Ryu doesn't want to throw raw Tatsumaki — it's punishable on block and reactable.
- Throw fireballs only with the Tatsumaki read in mind: safe-fireball, mix in DI threats
- Have your max punish from -13 / -15 ready in muscle memory

