Right. We have to make sure not to stray into "SnapKick" territory here. If you don't know what a snap kick is then i STRONGLY
recommend reading my other tutorials that can be found also in this board somewhere.
It's essentially this (see first replay attachment)
Ok, onto an actual, respectable kick starter, my good friend Ern uses these quite a lot, and to devastating effect. here's an example:
Ok, to do this you can do what ern does. Try and twist one way in your first turn, then the other in your second (or at the right time). this attack will usually hit the chest or "T" region but if blocked can be rather weak. While it usually cannot be fully blocked unless it's expected it can be weakened.
BUT THAT'S NOT THE POINT OF THIS TUTORIAL! THIS ONE'S ABOUT DESTROYING EVERYONE AND CRAP RRRRAAAAAAWWWWWWRRRRRR!!!!!!
Ok so, i mentioned 2 ways of doing it, the second is far nicer and can be much more devastating. I've seen Jaker do it before. Put extremely simply, you can do a weak kick with one leg and sharply come in with the second.
The first kick can be used as a block or maybe for a cheeky little dm to break your opponents defenses. One of the attatched replays see both me and Imsku try this to varying and hilarious effects.
It is a little more complicated than some kicks but the effects can be well worth it.
Not to mention if you're against someone good, such as imsku, it can make for a more fun match. I've also attached a replay of StikTori kind of doing this on me and how you can use it to effectively form a combo if the 2nd kick doesn't quite go to plan.
And now for the next thing i'm going to explain:
Yes, adapting, improving. A huge part of taekkyon and definitely something i use in every match. It creates variance, unpredictability, and creates a lot of opportunities... If you can see them.
Seeing these opportunities comes with experience.
For example, If they are going for a kick and you're in a retracted position, like i am in the picture with me and ern, if he were to try to kick, i would definitely not try to kick first or even try to stop it!
(it's fucking ern for god's sake, you dont stop his kicks, what are you nuts?)
No, you let him kick, and dodge it. try and just keep away for a bit, then after that you can try and attack.
I guess part of the whole adapting thing, timing.
I'll come onto it in a bit more detail in a sec.
Another major part of improv. is your starter. For me this is the hardest thing, and there are multiple things you can do:
1) Erth starters:
i) The simple grab:
yea, some of you who play with me, especially in ErthTk will have seen this one. I do it wuite a lot because it's simple, easy, quick, and can change to suit whatever your oponent does (pretty much). Some sneaky fuckers can do a snap kick variation which rapes this starter because as you can see there is a weakness on the left hip. MOVING ON!
ii) The Erthquake:
My signature starter, if you will. A risky move which can lead to some gnarly matches. I'm not going to tell you how to do it because it's mine... MIN I TELL YOU! But what i will say some serious starting momentum is always gonne intimidate your opponent.
If you can find a way to spin fast in the first turn you can tear of an arm realy quickly and give yourself an early advantage.
Howvever, spin to fast and you can completely miss leaving your side open for some heavy pwnt.
2) Shinigamii starters:
i) RANDOM JOINTS EVERYWHERE. I say it's shini's starter, but in actual fact a lot of well known tk'ers do that. Rocker, trip, shini, ern, most of them at some point.
ii) there is also here a holdy kick starter which is very hard to block. I won't reveal how it's done or anything, just know that there is a kick that involves a few held joints and is good.
I can add to this movelist as a when new moves arise/i find them.
Now a message from a good friend and rising star in taekkyon, BlueEvil:
Hello at first,
my name is BlueEvil and I'm a OoT(Order of Taekkyon) member. I will show you how to use „Wrist-touch-techniques“. It should be kinda simpel, it's like a punch where you won't use the power – here is used quickness. There are more ways to use the „Wrist-touch-technique“.
First of all you must be in contact with your opponent, you have to grab him.
Anyways.. you should know how to punch and I think that won't be the problem.
Ok. As you can see on the picture you have to contract 20frames (in taekkyon) before you hit your opponent. I think you're able to assess when you gonna hit him. Work with your ghost.
Take a look at the picture!
Now there are 10 other frames left before you gonna hit your opponent. You have to extend your wrist now. (With contracting the wrist you get more speed and finally extend to use the power of it)
Your wrist should be extended now. Ok, now it's gonna be a little bit complicated. If you contracted your elbow before too you must extend it now. Ok but you got to do something with your other arm (you're grabbing your opponent). If your other arm(elbow) was extended before(in frame 20) then now you have to contract it now and vice versa. Otherwise be carefully with you wrist. It is very sensitive and can easily break. But the result is most of the time the same, you just got a broken wrist.
Alright, after a long wait, here I am continuing this thread.
The last thing I want to touch on is gaining momentum.
Now, momentum is a tricky thing in any situation, let alone multiplayer. I say let alone, but it's a lot easier than in single player because you can use your opponent's weight.
Their weight will be your greatest advantage. NEVER underestimate it's power. If you dm an arm or a leg, that can often be enough to swing yourself around.
A simpler way of putting it may be that the heavy limb you have a hold of, can be thought of as a pivot.
If you lower your shoulder, the heavy thing my stay in position as you swing around it (in addition to any momentum you already have).
IT'S JUST PHYSICS.
But Erth, physics is hard. It makes my head hurt!
Don't worry, I HAVE PIX.
Right, so here we have a diagram of 2 tori's before and after a kick:
this is before. As you can see, the only force acting upon the tori at this point is it's weight.
This one is after. As you can see, weight is still there, all the time, due to gravity. In addition to the other forces.
When playing taekkyon, due to the fast nature, you have to ALWAYS be aware of all of these forces.
Once you know how each joint affects the force, you can learn how much force it takes to dismember, how to dodge.
Most importantly, maybe, how to absorb. If you can go WITH the force, then the difference in momentum is less, and so a dm is less likely.
So yeah, that pretty much concludes this edition, i'm going to be compiling all of my tuts in the tutorials board in my complete tk guide with space left for more should i decide to do some.