Some of these combos have me cringing from how much resource you're burning for such small amounts of damage. But it's nice to see all of the options laid out for you
I have some contributions: - For any situation where only the second hit of Soaring Eagle Punches (jHP~HP) would juggle after using SA2, and you land with an SA1 for a kill confirm, you could simply do an immediate Aerial SA1 instead. Pros: You'll get a bit more damage this way, and it's much easier to execute. Cons: You won't build the sliver of SA gauge from the omitted jHP. Oki and corner carry is also (very) slightly worse, but if you're in a situation where you're using SA2 into SA1 rather than just doing SA3, I would hope that you're shooting for a kill confirm... so more damage seems more preferable. - There are numerous situations where doing three stomps into Aerial SA1 will do more damage than the stomp delay stomp HP~HP into SA1, but this isn't guaranteed for every route. It seems to be mostly true for combos with fewer hits than more hits. - If 4/6MP will reach after getting a +7 OD Kikoken on a cornered opponent, this button should be used instead of 2MK because it does slightly more damage. - re: 28:05 - Drive Impact (side switch) #2 - I've found that, by using Medium Legs rather than Light, you can squeeze out 80 more damage while still being +45, perfect for safe jumping. This should work regardless of range/pushback, too. - re: 27:16 - 6HK (side switch) #1 - The footnote reads that SA enders won't work on Zangief; skeptical, I tested it myself and was able to connect SA1 and SA3. SA2 is the only super I can't seem to connect.
Thanks for the info! The SA2 to SA1 does more damage but if you're going to take that route, it's better to simply do SA3. Using SA2 in conjunction with SA1 should ideally only be done when you're unsure if SA2 is going to kill (or when you think that extra jHP will build enough meter for SA1). Triple stomps and 4/6MP does more damage. You're also right about 6HK Zangief note. I'll update those on the next video. For DI combo, 236MK does work but it should be noted that it will only safe jump 6F and slower reversals and can be countered by some light DPs. Light version can safe jump all (at least for now) reversals. Thanks again for the feedback!
cool combos im at the start but i cant se them as viabul u do so litel dmg and get burnd out, why play chung when uthers can do more dmg and not get burnd out?
[2024/06/07] Updated video is out! Watch it here:
ua-cam.com/video/uhpqCnoGMGc/v-deo.html
Thanks for this gold mine of a guide. Love this community.
Some of these combos have me cringing from how much resource you're burning for such small amounts of damage. But it's nice to see all of the options laid out for you
Great video! Lots to choose from for players of all levels. Thanks!
Many Thanks for this video , when I read I don't really catch it , see it is better
Always on time! Thanks for this guide
I love you for this 🙏
I have some contributions:
- For any situation where only the second hit of Soaring Eagle Punches (jHP~HP) would juggle after using SA2, and you land with an SA1 for a kill confirm, you could simply do an immediate Aerial SA1 instead. Pros: You'll get a bit more damage this way, and it's much easier to execute. Cons: You won't build the sliver of SA gauge from the omitted jHP. Oki and corner carry is also (very) slightly worse, but if you're in a situation where you're using SA2 into SA1 rather than just doing SA3, I would hope that you're shooting for a kill confirm... so more damage seems more preferable.
- There are numerous situations where doing three stomps into Aerial SA1 will do more damage than the stomp delay stomp HP~HP into SA1, but this isn't guaranteed for every route. It seems to be mostly true for combos with fewer hits than more hits.
- If 4/6MP will reach after getting a +7 OD Kikoken on a cornered opponent, this button should be used instead of 2MK because it does slightly more damage.
- re: 28:05 - Drive Impact (side switch) #2 - I've found that, by using Medium Legs rather than Light, you can squeeze out 80 more damage while still being +45, perfect for safe jumping. This should work regardless of range/pushback, too.
- re: 27:16 - 6HK (side switch) #1 - The footnote reads that SA enders won't work on Zangief; skeptical, I tested it myself and was able to connect SA1 and SA3. SA2 is the only super I can't seem to connect.
Thanks for the info!
The SA2 to SA1 does more damage but if you're going to take that route, it's better to simply do SA3. Using SA2 in conjunction with SA1 should ideally only be done when you're unsure if SA2 is going to kill (or when you think that extra jHP will build enough meter for SA1).
Triple stomps and 4/6MP does more damage. You're also right about 6HK Zangief note. I'll update those on the next video.
For DI combo, 236MK does work but it should be noted that it will only safe jump 6F and slower reversals and can be countered by some light DPs. Light version can safe jump all (at least for now) reversals.
Thanks again for the feedback!
For Anti-Air HK #3, there is a typo, the combo does 4728 when CA'd, not 5728, regardless, fantastic combos.
Yep, that's a typo. Thanks for letting me know!
nice video ty
Thanks
Which combos are different in S2
Iirc it’s mainly just the routing. Cause if the damage nerfs to kiko and heavy kick
Basically starting with 5HK is super scaled now. In a jump in it is fine.
cool combos im at the start but i cant se them as viabul u do so litel dmg and get burnd out, why play chung when uthers can do more dmg and not get burnd out?
Que maravilla gracias😊
More miss li combos