Комбы
No-tension combos
- K [x1-5] → 2369K
- K [x1-2] → 2K, 2D
- 2K [x1-3] → 2D
- really close 2H → K [JC] j.K-2K → j.K [JC] dj.K-2K → dj.D
- c.S-f.S → c.S xx 214P → P
- Crosswise Heel → j.K → j.D-2K → j.K → land → c.S/P [JC] j.K-2K → j.K [JC] dj.K-2K → dj.D
- CH 6P → iad.j.H → land → c.S → air combo
- CH 2D → 2P → P [JC] air combo
- 2K → 2H → BBU → walk forward a bit → H iad.j.D [Basic, stable knockdown that works from most ranges.]
- 2K → 2H → BBU → early H [JC] iad.j.D-2K → j.K → land → c.S [JC] j.K-2K → j.D
- 2K → 2H → BBU → walk forward a bit → H [JC] j.2K → j.K [JC] dj.K-2K → dj.D → dj.2K → dj.D [Basic multi-flip ender to the air combo; pretty simple to adjust into a relaunch.]
- 2K → 2H → BBU → 2D → c.S-f.S → air combo [Better for covering ranges, but I feel like the air combo followup is a bit more unstable than H floorbounce followups.]
- 2K → 2H → BBU → 6H → air combo [I haven't messed with this much: timing is awkward to me; follow-ups are inconsistent because of the variation in when the 6H actually hits.]
- CH Mappa → BBU
- BBU → 2D → c.S-f.S [JC] air combo
- BBU → H [JC] rising j.2K → j.K [JC] dj.S (1)-2K → dj.D-2K → dj.K → land → P [JC] j.K-2K → j.D
- *launch* → <H [JC] j.2K → delay j.K → land> x3 → H xx PB
- It's Late → K xx K Mappa RC → c.S xx Pilebanger
- (corner) PB RC → c.S-f.S → air combo
- CH Mappa → K xx DOT
- 2D RC H [JC] j.2K → delay j.K → land → P/c.S/2S/H [JC] j.K-2K → j.K [JC] dj.S (1)-2K → dj.D
c.S-f.S → DOT FRC → j.K → land → c.S → air combo
c.S-f.S → DOT FRC → j.H → land → 6H → c.S → air combo
100% tension
- (deep in the corner) <H xx PB RC> x2 → H xx PB
- BBU → FB PB → DOT
- BBU x4
- CH DOT → DOT
- CH DOT → BBU → FB PB → c.S → air combo
- c.S (JI)-f.S xx DOT RC → j.K [NJC*] dj.P-K xx FLJ
- c.S-f.S → c.S xx FB PB → DOT FRC → j.K-2K → j.K xx FLJ
- CH DOT → 2-hit DHD → follow-up
- Note: the 2-hit DHD will only connect if the wallstuck opponent is diagonally above you.
Air combos
- j.K-2K → j.K → land → 2S [JC] j.K-2K → j.K [JC] dj.S (1)-2K → dj.D-2K → dj.D
- <j.K-2K → j.K → land → P [JC]> x3 → j.K-2K → j.D
- D → [8] j.DDH → FLIP OUT into extended flip combos. You can keep j.D → j.2K going for a few reps 'cuz of height, IIRC.
- D → [8] j.DDD ]8[ → j.H-2K → j.K [JC] dj.K-2K → dj.D → <dj.2K → dj.D> x2
- D → [8] j.DDD ]8[ → ad. → delay j.D → j.2K → j.K → landing → P [JC] j.K-2K → j.K [JC] j.K-2K → j.D
- D → [8] j.D-D-D ]8[ ad. delay j.D-2K → j.K → land → P [JC] jK-2K → j.K [JC] dj.K-2K → dj.D
- Note: against KY, JO, AB, ED, VE, PO and RO, you must add a j.P before the second j.K.
- (corner) D → TK DHD → land → Homing Jump → DHD *Note: For some reason, it's hard to do on Testament.