Skip to main content
Ryu
Ryu

Tatsumaki Senpu-kyaku

↓↙←K
Tatsumaki Senpu-kyaku
必杀技

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-kyaku16D-131200
L Tatsumaki Senpu-kyaku12D-15900
M Tatsumaki Senpu-kyaku14D-131000
OD Tatsumaki Senpu-kyaku13D-141000

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