combos
1. Foo 2. Bar * Baz * Quxpractice:
mostly solid: HK xx ssMK > MKSBK MP , 2MP > MKSBK 2HP xx ssHK , j2MK , j2MK , jHP > jHP LP > LP , LK > MK/ODLegs LP , MP , 2MP > MSbk
needs some work: LP ~ LP > DRC LP , 4HP xx ssLK > MSbk SA2 safe jump combo both sides instant j2MK from ground stance unstance mix dash DR 2LK MSBK oki
lots of work: DR MK xx ssLK > MSbk DR MK xx ssLK > ODFb , 2MK > MSbk {corner only} tkLegs on wakeup and PC combos
down the line: OD SBK safe jump setup in the corner hit confirm 6MP L or M Legs 2MP frame trap hit confirm corner: 4HP > HLegs , j2MK , j2MK , Legs PDR using forward, downforward so i can get charge as early as possible for OD SBK , PDR 2LP>HSbk
PC 6HK combo: DR 2HP xx ssMK > HTen LLegs > SA3 both sides hlegs oki = double dash 4HP , 2MK > ODSBK > SA1
MP , 2MP > MSBK (2160) +34 MP , 2MP > ODSBK > LSBK (2539) +30 MP , 2MP > ODSBK > HTK (2680) +37 have to drive rush to get oki MP , 2MP>ODSBK , SA1 (3030) +22 no oki, too far away after back tech
- +3
- can give grab mixup, but must be point blank, 1 jab into LLegs leaves you in grab range, 2 jabs require you to walk forward for about 5 frames. you can condition opponents not to mash with 2MP frame trap which allows you to get the walk up throw
- can frame trap after with 2MP
- hitconfirm into CH HSbk or M/ODSbk, difficult hitconfirm but possible
- HKik is the easy autopilot option and leaves you safely spaced at -4 on block at worst
- +3
- functionally the same as LLegs, except that chun takes a step forward while doing MLegs, changing the spacing of follow-ups
- LP , LK > MLegs puts you in range for a grab mixup
- LP ~ LP , LK >MLegs require you to walk forward for about 7 frames at least to be in grab range
- +50KD
- pretty hard to combo into, only combo-able from 4HP, 2HP, and MK without CH/PC/DR
- can combo into from punish counter 4/6MP, 2MP, 2MK,
- can combo into SA1 and SA3
- during the legs animation you have enough time to charge kikoken, slight delay MKik can meaty tech in place and can pressure tech away, they have enough time to jump the kikoken but you can anti air before they can punish
- double dash 4HP
- +10 on hit, +4 on block
- link into 2MK or 4MP
- this frame traps any buttons
- meaty 4HP> 2MK > MKSBK (2260)
- 2MK is better for sbk oki, 4MP is more hit confirmable
- 4HP xx ssHK > j2MK > j2MK > jHP,HP (2500 +46 safe jump)
- can route into SA1 or SA3, SA2 is possible but difficult and not worth cause youve used all the juggle points
- 4HP xx ssHK > j2MK > j2MK > jHLegs (2610 +25 can be more if closer to the ground)
- DR 4HP +15 on hit, +9 on block
- link into 2HP xx ssLK > MSBK (2940)
- this is also a frame trap on block, ssLP is another frame trap
- link into 2HP xx ssLK > MSBK (2940)
- +29KD
- dash meaty 4HP (corner or neutral tech only)
- +8 on hit, +2 ob
- link into 2MK or 4MP
- meaty 4HP> 2MK > MKSBK (2260)
- 2MK is better for sbk oki, 4MP is more hit confirmable
- dash meaty MP (corner or neutral tech only)
- DR meaty 4HP potentially +15 on hit, +9 on block
- link into 2HP xx ssLK>MSBK (2940)
- this is also a frame trap on block, ssLP is another frame trap
- link into 2HP xx ssLK>MSBK (2940)
- +33
- dash, walk up, MP/throw meaty
- DR 4HP
- DR 3HP (+7 oh / +4 ob)
- +29
- dash, meaty 2MK
- dash, "meaty" 2HP, hits first possible frame, but not possible to get better frame advantage
- DR 5MP
- you have time to drive rush and block dps
max 5LP range ![[Pasted image 20230910014627.png]]
--- 4f ---
LP ~ LP ~ LP > LLegs (1370) LP ~ LP , LK > MLegs (1438) LP , MP , 2MP > MSbk (2160) LP ~ 2LP ~ 2LP > LSbk (1509) LP ~ 2LK ~ 2LP > LSbk (1419) LP , 2LP > LSBK (1369) LP ~ 2LP ~ LP > LLegs (1370) LP ~ 2LK ~ LP > LLegs (1280) LP ~ LP ~ LP > HTen (1650) LP ~ LP > MTen (1370)
LP ~ LP ~ LP > ODTen (1790 +29KD) LP ~ LP ~ LP > ODLegs (1790 +29KD) LP ~ LK > ODTen (1690 +30KD) 2LK ~ LP > ODTen (1590 +30KD) LP ~ LP , LK > ODKik , 4/6MP > MLegs (2178) corner only, very spacing specific
LP ~ LP > DRC LP , 4HP xx ssLK > MSbk (2005 +34KD) LP ~ LP > DRC LP , 4HP xx ssHK ^ j.MP(2 hit) > late HLegs(5 hit) LP ~ LP > DRC LP , 4HP xx ssHK ^ j.MP(2 hit) > SA1 LP ~ LP > DRC LP , 4HP xx ssHK ^ stomp(x2) > HLegs LP ~ LP > DRC LP , 4HP xx ssHK ^ stomp(x2) , HP~HP (2041 +48KD) {safe jump} LP ~ LP > DRC LP , 4HP > HLegs , SA1 (2470 +20KD) LP ~ LP > DRC LP , 4HP > HLegs , SA3 (3756 +6KD)
2LP ~ 2LP > LSbk (1369) 2LP ~ 2LP ~ 2LP > LSbk (1509) 2LP ~ 2LK > LSbk (1279) 2LP ~ 2LP/LP ~ 2LP/LP > HTen (1650) 2LP ~ LP , LK > MLegs (1438) 2LP ~ LP ~ LP > LLegs (1370)
2LK ~ 2LP ~ 5LP > ODFb , 2MK > MSbk (2170) {as close as possible in the corner, auto-spaced} 2LK ~ 2LP ~ 5LP > LSbk (1409) 2LK ~ 2LK ~ 5LP > LSbk (1319) 2LK ~ 2LP > LSbk (1269) 2LK ~ 2LP >HTen (1430) 2LK ~ 2LK > LSbk (1179) 2LK ~ 2LK > HTen (1340)
- LP > LK > MLegs (1290 +3)
- Important link to maximize damage
- LP>LLegs (1020 +3)
- can give grab mixup, spacing dependent
- LP>EXLegs (1580 KD+29 / 1020 +3)
- can cancel into SA2
- drive rush meaty 4HP and be super plus
- can go for throw mix after that
- +10 after dash, can get meaty delay 2MK/4MP easily
- if frame perfect you can get HP
- +3 after drive rush, you have enough time to block DPs
AA combos HK , ssMK > DRC > 4HP xx ssMK > SA1
safe jumps corner: ODSbk , MLegs HLegs , LLegs
LP>any tensho
EXLegs in corner, MP frame kill, meaty 4HP +3ob DI wallsplat , 4HK xx ssLK > DI reset > 4HK xx ssHK
lvl 2 into late jMK dash under MP light and med lightning legs are +3 on hit, meaning you can go for a grab after hit. once youve conditioned them with the grab you can do jab 4MP, if the jab counter hits it combos and you can confirm off of the 4MP. jab 2MK also works for this, if you want to hard read a throw tech you can also do 6HK, its considered airborne so you dont get grabbed and you get a crumple state on punish counter
back tech:
- DR LP can counterhit jab wake up, lets you get
- DR LP>2MK>MSBK
- DR LP>2MK>MLegs
- DR LP>2HP>ss>...
- DR 2MP can punish counter jab
DR anything loses to wakeup slow buttons, like 2MKs, or DPs, can only walk forward a few frames and block
tech in place:
- walk forward 6MP
- walk forward fake throw loop
- 2HP. not meaty, but you can do some stance mind games
- DR, leaves you +0. If your opponent isn’t ready, you can go for fake throw loop, or light into tick throw or frame trap.
- DR 5LP, which will trade with reversal light, but it will be +5 and can link to 5LK for a trade combo
- LP>LP>
MP>LP 4MP>DRC>MP*>4HP can jab trade with the MP, but you can trade combo into 2MP > MSbk 2MK>DRC>MP>4HP
warmup double qcb supers on both sides socd supers socd 22k from down back socd fireball and dp instant air legs j2MK jMK loop 5LP > 5LK link combo blockstrings play against CPU and react to DI jump in jHP > 2HP xx ssHK combos (on release offensive pressure and counter attack pressure) 2MK gets punished by 2MP and LK, which is beaten by good spacing or 4MP twice
4MP > 4MP beats LP with every spacing beats MP unless the closest spacing trades with HP has to be decently well spaced to beat LK counterhit my MK, LP and 2LP beat, 2LP > 2MP combo
sweep knockdown into 3HK
4/6 mp punish counter into heavy legs
spacing traps 2mk only punishable when spaced pretty close, kens 2MP can punish (-6), any short button gets smoked
2MK > 2MK
punish counters any button they can press, can buffer sbk on whiff spacing, ex sbk lets you combo
only moves that are scary is sweep and HP, you have to space at their toes to punish counter, otherwise you get swept/HPed. if you expect it you want to hard read sweep you can 2mk to ex kicks/DI
DI can be a bit of a bother but can be cancelled after the second MK and punished with your own DI, 2mk into ex legs beats all buttons and drive impact, can be a read option after youve conditioned them to DI
2mk > kikoken Lkik counterhits all buttons if the spacing is good, other strengths are almost always a true blockstring (sometimes Mkik is a counter if really spaced)
2MK > ex Hazanshu can combo into level 3 heavy hazanshu > 2MK link combo
DI beats Lkik unless really far spaced
2mk > 2HK sweeps everything but 2LP ken can sweep on block and punish the buffer, but 2mk into Lkik beats this, and if you block you can punish sweep with 2MK unless its super perfectly spaced DI beats this sequence if you punish counter with the 2HK you can safe jump with neutral jump jHK
4F Punish: st.LP Close range 2720 st.LP(PC), b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 2588 st.LP(PC), b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki} 2320 st.LP(PC), b.HP xx ss.LK xx MK SBK {oki}
2900 st.LP(PC), b.HP xx ss.HK ^ delay j.MP(2 hits), OD Tensho 2638 st.LP(PC), b.HP xx ss.LK xx OD SBK, LK SBK {oki}
2937 st.LP(PC), b.HP xx ss.LK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 2864 st.LP(PC), b.HP xx ss.LK xx DRC > b.HP xx ss.MK xx MK SBK {oki}
3104 st.LP(PC), b.HP xx ss.LK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho 3047 st.LP(PC), b.HP xx ss.LK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
3270 st.LP(PC), b.HP xx DRC > cr.HP xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3252 st.LP(PC), b.HP xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
== Mid range == 1860 st.LP(PC), cr.MP xx MK SBK
2380 st.LP(PC), cr.MP xx OD SBK, HK Tensho
2691 st.LP(PC), cr.MP xx DRC > cr.HP xx ss.HK xx ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 2596 st.LP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx MK SBK {oki}
2896 st.LP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx OD SBK, HK Tensho 2857 st.LP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
3090 st.LP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3072 st.LP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
== Max range == 1770 st.LP(PC), cr.MK xx MK SBK 1170 st.LP(PC), cr.HK {hard knockdown}
2280 st.LP(PC), cr.MK xx OD SBK, HK Tensho
2539 st.LP(PC), f.MP xx DRC > st.MP, b.HP xx ss.LK xx MK SBK
2779 st.LP(PC), f.MP xx DRC > st.MP, b.HP xx ss.LK xx OD SBK, HK Tensho 2710 st.LP(PC), f.MP xx DRC > st.MP, b.HP xx ss.LK xx OD SBK, LK SBK {oki}
3011 st.LP(PC), f.MP xx DRC > st.MP, b.HP xx DRC > cr.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 2982 st.LP(PC), f.MP xx DRC > st.MP, b.HP xx DRC > cr.HP xx ss.MK xx MK SBK {oki}
3090 st.LP(PC), f.MP xx DRC > st.MP, microwalk cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) {microwalk} 3070 st.LP(PC), f.MP xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {microwalk, oki, SA ender}
=== 5F Punish: st.MP === == Close range == 2760 st.MP(PC), b.HP xx ss.LK xx MK SBK
3200 st.MP(PC), b.HP xx ss.LK xx OD SBK, HK Tensho 3078 st.MP(PC), b.HP xx ss.LK xx OD SBK, LK SBK {oki}
3377 st.MP(PC), b.HP xx ss.LK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3371 st.MP(PC), b.HP xx ss.LK xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 3304 st.MP(PC), b.HP xx ss.LK xx DRC > b.HP xx ss.MK xx MK SBK {oki}
3920 st.MP(PC), b.HP xx ss.LK xx OD FB, f.MP xx OD SBK, LK Legs, HK Tensho {corner}
3544 st.MP(PC), b.HP xx ss.LK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho 3487 st.MP(PC), b.HP xx ss.LK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
3710 st.MP(PC), b.HP xx DRC > cr.HP xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3692 st.MP(PC), b.HP xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
== Mid range ==
2230 st.MP(PC), cr.MP xx MK SBK
2800 st.MP(PC), cr.MP xx OD SBK, HK Tensho
3049 st.MP(PC), cr.MP xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3016 st.MP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx MK SBK {oki}
3316 st.MP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx OD SBK, HK Tensho 3277 st.MP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
3510 st.MP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3492 st.MP(PC), cr.MP xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
== Max range == 2180 st.MP(PC), cr.MK xx MK SBK
2700 st.MP(PC), cr.MK xx OD SBK, HK Tensho
2959 st.MP(PC), f.MP xx DRC > st.MP, b.HP xx ss.LK xx MK SBK
3199 st.MP(PC), f.MP xx DRC > st.MP, b.HP xx ss.LK xx OD SBK, HK Tensho 3130 st.MP(PC), f.MP xx DRC > st.MP, b.HP xx ss.LK xx OD SBK, LK SBK {oki}
3431 st.MP(PC), f.MP xx DRC > st.MP, b.HP xx DRC > cr.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 3402 st.MP(PC), f.MP xx DRC > st.MP, b.HP xx DRC > cr.HP xx ss.MK xx MK SBK {oki}
3510 st.MP(PC), f.MP xx DRC > st.MP, microwalk cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) {microwalk} 3490 st.MP(PC), f.MP xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {microwalk, oki, SA ender}
=== 5F Punish: st.LK === 1258 st.LK(PC) xx MK SBK {charged, oki} 1168 st.LK(PC) xx MK Legs
2040 st.LK(PC) xx MK SBK xx OD SBK, HK Tensho
2368 st.LK(PC) xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho {charged} 2358 st.LK(PC) xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 2267 st.LK(PC) xx DRC > st.MP, b.HP xx ss.LK xx MK SBK {oki}
2596 st.LK(PC) xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho 2555 st.LK(PC) xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
2897 st.LK(PC) xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 2870 st.LK(PC) xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
3071 st.LK(PC) xx DRC > st.MP, microwalk cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 2979 st.LK(PC) xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
=== 6F Punish: cr.MP ===
- If close: cr.MP(PC), b.HP... >>> same route as st.MP(PC), b.HP...
- cr.MP(PC) xx ss.MK... >>> same route as st.HK(PC) xx ss.MK...
2480 cr.MP(PC) xx ss.MK xx MK SBK
3000 cr.MP(PC) xx ss.MK xx OD SBK, HK Tensho 2859 cr.MP(PC) xx ss.MK xx OD SBK, LK SBK {oki, max range}
3249 cr.MP(PC) xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3159 cr.MP(PC) xx ss.MK xx DRC > st.MP, b.HP xx ss.LK xx MK SBK {oki}
3448 cr.MP(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho 3409 cr.MP(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
3642 cr.MP(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3624 cr.MP(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
3710 cr.MP(PC) xx ss.MK xx DRC > st.MP, microwalk cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) {microwalk} 3690 cr.MP(PC) xx ss.MK xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {microwalk, oki, SA ender}
=== 7F Punish: f.MP === 2180 f.MP(PC) xx ss.LK xx MK SBK 2120 f.MP(PC) xx HK SBK {max range, charged} 1720 f.MP(PC) xx HK Legs {max range}
2700 f.MP(PC) xx ss.LK xx OD SBK, HK Tensho 2480 f.MP(PC) xx OD SBK, HK Tensho {max range, charged} 2080 f.MP(PC) xx OD Legs > OD Legs {max range}
2949 f.MP(PC) xx ss.LK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 2848 f.MP(PC) xx ss.LK xx DRC > b.HP xx ss.MK xx MK SBK {oki} 2790 f.MP(PC) xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) {max range} 2666 f.MP(PC) xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki}
3148 f.MP(PC) xx ss.LK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho 3109 f.MP(PC) xx ss.LK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki} 3028 f.MP(PC) xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho {max range} 2987 f.MP(PC) xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {max range oki}
3329 f.MP(PC) xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 3302 f.MP(PC) xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
3401 f.MP(PC) xx DRC > st.MP, microwalk cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) {microwalk} 3393 f.MP(PC) xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {microwalk, oki, SA ender}
=== 7F Punish: cr.MK ===
- note cr.MK(PC) has more range but worse scaling than f.MP(PC)
1840 cr.MK(PC) xx ss.LK xx MK SBK 1720 cr.MK(PC) xx HK SBK {max range, charged} 1400 cr.MK(PC) xx HK Legs {max range}
2280 cr.MK(PC) xx ss.LK xx OD SBK, HK Tensho 2080 cr.MK(PC) xx OD SBK, HK Tensho {max range, charged} 1730 cr.MK(PC) xx OD Legs > OD Legs {max range}
2392 cr.MK(PC) xx ss.LK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 2384 cr.MK(PC) xx ss.LK xx DRC > b.HP xx ss.MK xx MK SBK {oki} 2391 cr.MK(PC) xx DRC > cr.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) {max range} 2296 cr.MK(PC) xx DRC > cr.HP xx ss.MK xx MK SBK {max range oki}
2624 cr.MK(PC) xx ss.LK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho 2567 cr.MK(PC) xx ss.LK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki} 2596 cr.MK(PC) xx DRC > cr.HP xx ss.MK xx OD SBK, HK Tensho {max range} 2489 cr.MK(PC) xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx LK SBK {max range oki}
2790 cr.MK(PC) xx DRC > cr.HP xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 2772 cr.MK(PC) xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
=== 8F Punish: b.HP and LK Legs ===
- b.HP(PC)... >>> same route as st.HK(PC)...
- LK Legs(PC), st.MP, cr.MP... >>> same route as MK Legs(PC), st.MP, cr.MP...
=== 11F Punish: cr.HP ===
- cr.HP(PC)... >>> same route as st.HK(PC)...
=== 13F Punish: st.HP ===
- st.HP(PC) xx ss.MK... >> same route as st.HK(PC) xx ss.MK... route
- If close: st.HP(PC), st.MP, cr.MP... >>> same route as MK Legs(PC), st.MP, cr.MP...
3873 st.HP(PC) xx ss.MK xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2), j.HP > j.HP {microwalk, builds 1 SA gauge}
=== 14F Punish: st.HK and MK Legs === 3030 st.HK(PC) xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 3000 MK Legs(PC), st.MP, cr.MP xx MK SBK {close oki} 2890 st.HK(PC) xx ss.HK ^ stomp(x2) xx HK Air Legs {max range, oki} 2840 st.HK(PC) xx ss.MK xx MK SBK {max range}
3440 MK Legs(PC), st.MP, cr.MP xx OD SBK, HK Tensho 3360 st.HK(PC) xx ss.MK xx OD SBK, HK Tensho {max range} 3328 st.HK(PC) xx ss.MK xx OD FB, st.LK xx LK SBK {max range oki}
3669 MK Legs(PC), st.MP, cr.MP xx DRC > cr.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 3617 MK Legs(PC), st.MP, cr.MP xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3609 st.HK(PC) xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho {max range} 3602 MK Legs(PC), st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx MK SBK {oki} 3519 st.HK(PC) xx ss.MK xx DRC > st.MP, b.HP xx ss.LK xx MK SBK {max range, oki}
3842 MK Legs(PC), st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx OD SBK, HK Tensho 3808 st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho {max range} 3785 MK Legs(PC), st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki} 3769 st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
3899 st.HK(PC) xx ss.MK xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 3898 st.HK(PC) xx ss.MK xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx MK SBK {oki}
4002 st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3984 st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki and SA ender}
4070 st.HK(PC) xx ss.MK xx DRC > st.MP, microwalk cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 4050 st.HK(PC) xx ss.MK xx DRC > st.MP, microwalk st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {microwalk, oki, SA ender(builds 1 SA gauge)}
=== 16F Punish: f.HK === 3240 f.HK(PC), b.HP xx ss.MK xx HK Tensho 3400 f.HK(PC), b.HP xx HK Legs, HK Tensho {corner}
3440 f.HK(PC), b.HP xx OD Hazanshu, HK Tensho
3923 f.HK(PC), b.HP xx ss.MK xx DRC > cr.HP xx ss.MK xx OD Tensho
- For tall characters [JP, Marisa, Dee Jay, Zangief]: f.HK(PC), b.HP ... >>> f.HK(PC), st.HK ...
=== 19 Frame: DR > b.HP Punish === 3480 DR > b.HP(PC) xx HK Hazanshu, cr.MP xx MK SBK
3920 DR > b.HP(PC) xx HK Hazanshu, cr.MP xx OD SBK, HK Tensho
4149 DR > b.HP(PC) xx HK Hazanshu, cr.MP xx DRC > cr.HP xx ss.HK ^ j.MP(2 hits) xx late HK Air Legs(5 hit) 4097 DR > b.HP(PC) xx HK Hazanshu, cr.MP xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho
4416 DR > b.HP(PC) xx HK Hazanshu, cr.MP xx DRC > cr.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender(builds 1 SA gauge)}
4609 DR > b.HP(PC) xx HK Hazanshu, cr.MP xx DRC > cr.HP xx ss.MK xx OD FB, st.MP, cr.MP xx DRC > cr.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {corner, SA ender(builds 1 SA gauge), max damage route}
=== HK Hazanshu Punish ===
- HK Hazanshu(PC), b.HP... >>> same route as st.MP(PC), b.HP...
- Other routes usually better
3150 HK Hazanshu(PC), b.HP xx ss.LK xx MK SBK
=== df.HK Punish ===
- not efficient route for more than 2 drive gauge
- no good way to get oki
3500 df.HK(PC), cr.HP xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 3360 df.HK(PC), cr.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki}
3680 df.HK(PC), cr.HP xx ss.HK ^ delay j.MP(2 hits), OD Tensho
3717 df.HK(PC), cr.HP xx ss.LK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho
3884 df.HK(PC), cr.HP xx ss.LK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho
4050 df.HK(PC), cr.HP xx DRC > st.HK xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho
=== Jump in Punish ===
- j.HP, j.HK and nj.HK
- j.HP gives most frame advantage for following st.HK
3500 j.HP(PC), st.HK xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 3360 j.HP(PC), st.HK xx xx ss.HK ^ stomp(x2) xx HK Air Legs {oki}
3780 j.HP(PC), st.HK xx ss.MK xx OD SBK, HK Tensho 3739 j.HP(PC), st.HK xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
3957 j.HP(PC), st.HK xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3884 j.HP(PC), st.HK xx ss.MK xx DRC > b.HP xx ss.MK xx MK SBK {oki}
4124 j.HP(PC), st.HK xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho 4067 j.HP(PC), st.HK xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
4222 j.HP(PC), st.HK xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 4218 j.HP(PC), st.HK xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender( builds 1 SA gauge)}
4262 j.HP(PC), st.HK xx ss.MK xx DRC > st.MP, microwalk cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {microwalk, oki, SA ender(builds 1 SA gauge)}
=== Drive Impact Punish Counter === 3080 DI(PC), st.HK xx ss.HK ^ j.MP(2 hit) xx late HK Air Legs(5 hit) 2960 DI(PC), st.HK xx ss.MK xx MK SBK {oki}
2791 DI(PC), df.HK, DR > cr.LP xx HK Legs, HK Tensho {side switch from corner}
3320 DI(PC), st.HK xx ss.MK xx OD SBK, HK Tensho 3269 DI(PC), st.HK xx ss.MK xx OD FB, st.LK xx LK SBK {oki}
3418 DI(PC), st.HK xx ss.MK xx OD SBK, DR > cr.LP xx ss.MK xx HK Tensho 3392 DI(PC), st.HK xx ss.MK xx DRC > b.HP xx ss.MK xx MK SBK {oki}
3420 DI(PC), st.HK xx ss.MK xx OD SBK, OD Tensho {not worth it}
3556 DI(PC), st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, HK Tensho
3635 DI(PC), st.HK xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.LK xx DRC > st.LP, b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {oki, SA ender}
=== Airborne Drive Impact Punish Counter ===
- Manually time the stance MK so that it hits when the opponent is lowest to the ground as possible, to prevent drive rushing underneath opponent
- You generate back 1 drive gauge during start of combo
2960 DI(PC airborne), dash, st.HK xx ss.MK xx HK Tensho 3080 DI(PC airborne), dash, st.HK xx ss.MK xx OD Tensho 3202 DI(PC airborne), dash, st.HK xx ss.MK xx DRC > cr.HP xx HK Tensho 3509 DI(PC airborne), dash, st.HK xx ss.MK xx DRC > cr.HP xx ss.MK xx OD Tensho ---- DI(PC airborne), dash, st.HK xx ss.MK xx DRC > cr.HP xx ss.MK xx DRC > cr.HP xx ss.MK xx SA
=== Super conversion routes === ... xx OD SBK,
- HK Tensho
- SA1
- SA2 ^ j.MP(2 hits) xx HK Air Legs
- SA2 ^ stomp(x2), j.HP > j.HP, SA1 {SA3 is better if possible}
- LK Legs, SA3/CA
... b.HP/cr.HP xx ss.HK, stomp(x2)...
- xx HK Air Legs
- j.HP > j.HP, SA1/SA3/CA
- j.HP > j.HP, SA2 ^ j.HP(whiff) > j.HP
... xx OD SBK, DR > cr.LP xx {usually not the best route for super}
- LK Hazanshu xx SA3/CA
- ss.MK xx SA1
- ss.MK xx SA2 ^ j.MP(1 hit) xx HK Legs
- ss.MK xx DRC > cr.HP xx SA1/SA3/CA
- ss.MK xx DRC > cr.HP xx SA2 ^ HK Legs
=== SA2 routes ===
- 1 or more hits into SA2 4050 st.HK(PC) xx ss.MK xx SA2 ^ j.MP(2 hit) xx HK Air Legs 3930 st.HK(PC) xx ss.MK xx SA2 ^ j.MP(1 hit) xx HK Air Legs {oki}
4320 st.HK(PC) xx ss.MK xx OD SBK, SA2 ^ j.MP(2 hits) xx late HK Air Legs(5 hit)
- Raw SA2 Punish 2910 SA2 ^ j.MP(2 hit) xx HK Air Legs 2780 SA2 ^ low to ground j.MP(1 hit), rejump, stomp(x2) xx HK Air Legs {oki}
=== Corner conversion routes === ... xx HK Legs, HK Tensho ... xx OD SBK, LK Legs, HK Tensho ... xx OD SBK, DR > cr.LP xx HK Legs, HK Tensho next to corner ... xx ss.MK xx OD FB, st.MP, cr.MP xx ...
3040 cr.HP(PC) xx HK Legs, HK Tensho {next to corner} 3900 st.HK(PC) xx ss.MK xx OD FB, st.MP, cr.MP xx MK SBK {next to corner} 4380 st.HK(PC) xx ss.MK xx OD FB, st.MP, cr.MP xx OD SBK, LK Legs, HK Tensho {next to corner} 4438 st.HK(PC) xx ss.MK xx OD FB, st.MP, cr.MP xx DRC > cr.HP xx DRC > cr.HP xx HK Legs, HK Tensho {next to corner} 4402 st.HK(PC) xx ss.MK xx OD FB, st.MP, cr.MP xx DRC > cr.HP xx ss.MK xx DRC > b.HP xx ss.HK ^ stomp(x2) xx HK Air Legs {next to corner, SA ender}
3800 st.HK(PC) xx ss.MK xx OD SBK, LK Legs, HK Tensho {1/4 stage to corner} 3711 st.HK(PC) xx ss.MK xx OD SBK, DR > cr.LP xx HK Legs, HK Tensho {1/2 stage to corner} 4060 st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.MP, cr.MP xx MK SBK {1/4 stage to corner} 4048 st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, LK Legs, HK Tensho {1/2 stage to corner} 4250 st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD FB, st.MP, cr.MP xx DRC > cr.HP xx HK Legs, HK Tensho {1/4 stage to corner} 4070 st.HK(PC) xx ss.MK xx DRC > b.HP xx ss.MK xx OD SBK, DR > cr.LP xx HK Legs, HK Tensho {1/2 stage to corner}
=== Regular Parry Punish ===
- No additional extra scaling
- Less pushback than blocking
- Same routes apply
=== Perfect Parry Punish ===
- Additional extra 50% scaling multiplier
- Same routes apply but deal half damage (sometimes not half due to rounding down of values)
- Super Arts are not affected by this type of scaling and retain thier minimum scaling values(30%, 40%, 50%)
=== Airborne Punish Counter ===
- Extensions possible but depends on height of opponent
- Refer to Airborne Drive Impact routes
2040 st.LP(PC) xx ss.MK ss HK Tensho 2040 Air Throw(PC) 2360 st.MK(PC) xx ss.MK ss HK Tensho 2840 st.HK(PC) xx ss.MK ss HK Tensho
=== Drive Gauge Damage: Drive impact ender ===
- burning out opponent b.HP(PC)/cr.HP(PC)/st.MK(PC) xx DI
...xx DRC > b.HP/cr.HP xx DI
=== Notation === ^ : jump cancel DR : Parry Drive Rush DRC : Cancel Drive Rush stomp: Yoso Kick(j.2MK) ss. : Serenity Stream (stance move) PC : Punish Counter