Tatsumaki Senpukyaku: Difference between revisions

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{{ArticleIcons|ssb4=y|ultimate=y}}
{{ArticleIcons|ssb4=y|ultimate=y}}
{{Infobox Special Move
{{Infobox Special Move
|name=Tatsumaki Senpukyaku / Input Tatsumaki Senpukyaku
|name=Tatsumaki Senpukyaku
|image={{tabber|title1=Ryu|tab1=[[File:Ryu Side B SSBU.gif|300px]]|title2=Ken|tab2=[[File:Ken Side B SSBU.gif|300px]]|title3=Ryu|tab3=[[File:Ryu Side SSBU.gif|300px]]|title4=Ken|tab4=[[File:Ken Side B SSBU.gif|300px]]}}
|image={{tabber|title1=Ryu|content1=[[File:Ryu Side B SSBU.gif|300px]]|title2=Ken|content2=[[File:Ken Side B SSBU.gif|300px]]}}
|caption=Tatsumaki Senpukyaku in ''Ultimate''.
|caption=Tatsumaki Senpukyaku in ''Ultimate''.
|user=[[Ryu]]
|user=[[Ryu]]
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}}
}}


'''Tatsumaki Senpukyaku''' ({{ja|竜巻旋風脚|Tatsumaki Senpūkyaku}}, ''Tornado Whirlwind Leg'') (or simply '''Tatsumaki''', '''Tatsu''' or translated as '''Hurricane Kick''') is [[Ryu]] and [[Ken Masters|Ken]]'s [[side special move]] in the ''Super Smash Bros.'' series.
'''Tatsumaki Senpukyaku''' ({{ja|竜巻旋風脚|Tatsumaki Senpūkyaku}}, ''Tornado Whirlwind Leg'') (or simply '''Tatsumaki''', '''Tatsu''' or translated as '''Hurricane Kick''') is [[Ryu]] and [[Ken Masters|Ken]]'s [[side special move]].


==Overview==
==Overview==
The move involves the user spinning forward like a top with one leg outstretched. When used on the ground, it will not go over ledges, despite the user appearing to be airborne.  
The move involves the user spinning forward like a top with one leg outstretched; Ryu spins at a constant slow rate, while Ken spins faster as he travels, though this is mainly aesthetic. When used on the ground, the move will not go over ledges, despite the user appearing to be airborne. In addition to its combat properties and use as a horizontal recovery, the move can be used to nullify weak [[projectile]]s with its hitboxes. In ''Ultimate'', the grounded version makes the pivoting leg [[intangible]], allowing the move to fly over low attacks and small projectiles.


This move can be used as a decent horizontal [[recovery]] due to it slowing the user's fall while moving and not causing [[helpless]]ness (which gives the user quite a good recovery if combined with his [[Shoryuken]]), but the move can only be used once in midair without landing back on stage or taking hitstun. Additionally, it can be used to nullify [[projectile]]s. In ''Ultimate'', the grounded version makes the pivoting leg [[intangible]], allowing the move to fly over low attacks and small projectiles.
Both Ryu and Ken's versions can be used as a decent horizontal [[recovery]] due to it slowing the user's fall while moving and not causing [[helpless]]ness (which gives the user quite a good recovery if combined with his [[Shoryuken]]). However, the move can only be used once in midair without landing back on stage or taking hitstun. If Tatsumaki Senpukyaku is used immediately after a jump, its will travel in a rising arc, which can be effective for certain recovery angles.


The move's distance and power goes up if the special button is held rather than just tapped; when the button is tapped, Ryu spins once and deals 8–9% damage, while he spins thrice and deals 12% if the button is held, with enough diagonal knockback to KO at 165% in ''SSB4''. Ryu's attacking leg is [[intangible]] while the move is active. When Ryu uses the regular special move input, he merely grunts.
The move's distance and power goes up if the special button is held rather than just tapped; when the button is tapped, Ryu spins once and deals 8–9% damage with average knockback, while he spins thrice and deals 12% with significant knockback if the button is held. In addition, the move acts somewhat like a reverse [[sex kick]], dealing much more damage and knockback the longer the move lasts, which makes it less effective up close. When Ryu uses the regular special move input, he merely grunts.


Ken's Tatsumaki Senpukyaku lands multiple weaker hits rather than Ryu's single solid attack and while it deals more damage than Ryu's version if held, the grounded version does not grant intangibility to Ken's attacking leg. Ken's tapped Tatsumaki Senpukyaku hits twice when tapped, dealing a total of 6% when grounded and when held, it hits four times, dealing a total of 12% when grounded. However, the tapped version's final hit does considerably more knockback than the held version's, yet is still too weak to offer much utility compared to Ken's other options. Unlike Ryu, Ken announces "Tatsumaki Senpukyaku!" when grounded or "Tatsumaki!" when airborne, instead of merely grunting.
Ken's Tatsumaki Senpukyaku lands multiple weaker hits rather than Ryu's single solid attack. Instead of being a combo finisher and KO move like Ryu's, Ken's version is tailored to extending combos due to its low damage, dragging hits and lower ending lag. While it deals more damage than Ryu's version if held, the grounded version does not grant intangibility to Ken's attacking leg. Ken's tapped Tatsumaki Senpukyaku hits twice when tapped, dealing a total of 6% when grounded and when held, it hits four times, dealing a total of 12% when grounded. However, the tapped version's final hit does considerably more knockback than the held version's, yet is still too weak to offer much utility compared to Ken's other options. Unlike Ryu, Ken announces "Tatsumaki Senpukyaku!" when grounded or "Tatsumaki!" when airborne, instead of merely grunting.
 
If a player happens to use the Heavy Down Tilt and then input this move (by either Side B or Input), the ending lag cancels out and immediately makes Ryu use this move. The length concept is still used. A similar combo using the Light Down Tilt can be used for the Hadoken as well, although the Inputted one is usually the best to use.
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===Canceling===
===Canceling===
Both Ryu and Ken can perform a Tatsumaki Senpukyaku out of some normal attacks due to their [[special move canceling]] mechanic. By pressing the special button or doing the command input after connecting with a normal attack, Ryu and Ken will cancel the endlag of the normal attack and perform a Tatsumaki Senpukyaku. The normal attacks that can be canceled include the first two hits of neutral attack, tapped and held down-tilt, tapped up-tilt, and proximity forward-tilt and held neutral attack (in ''Ultimate''), to name a few. This allows them to deal extra damage in combos, improving their punish game.
Both Ryu and Ken can perform a Tatsumaki Senpukyaku out of some normal attacks due to their [[special move canceling]] mechanic. By pressing the special button or doing the command input after connecting with a normal attack, Ryu and Ken will cancel the endlag of the normal attack and perform a Tatsumaki Senpukyaku. The normal attacks that can be canceled include the first two hits of neutral attack, tapped and held down-tilt, tapped up-tilt, and proximity forward-tilt and held neutral attack (in ''Ultimate''), to name a few. This allows them to deal extra damage in combos, improving their punish game. In particular, Ryu's held down tilt sends opponents far enough for the late stronger hit of Tatsumaki Senpukyaku to follow up consistently into it, making it a standard KO combo.


In ''Ultimate'', the command variant of Tatsumaki Senpukyaku can itself be cancelled into their user's Final Smash if close enough to an opponent.
In ''Ultimate'', the command variant of Tatsumaki Senpukyaku can itself be cancelled into their user's Final Smash if close enough to an opponent.
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|ru={{rollover|Тацумаки Сэмпукяку|Tatsumaki Sempukyaku|?}}
|ru={{rollover|Тацумаки Сэмпукяку|Tatsumaki Sempukyaku|?}}
|ko=Tatsumaki Senpukyaku
|ko=Tatsumaki Senpukyaku
|zh=Tatsumaki Senpukyaku
|zh=龍捲旋風腳
}}
}}