force situations to block or otherwise stand into 236k/an unblockable scythe
poke with 2LP>5HK xx 214p, or 2LK xx 214p for a shorter range low starter
2HK is a slide that doesn't KD, use it as a pseudo dash in footsies to condition to block low
236k doesn't combo, overhead
623p, unblockable upward slash, better meaty than 2HP
214k, 4 way teleport
5LK xx super, lighting fast button
2LK chain god, 2LKx3>2HK for kd/otg
jHK is a great divekick, mix with lows
6HK is an overhead
great gun, use LP shot for zoning and forcing block from afar, combo into HP shot from 2LKx3/5LK>5HK
2LK>2LK>2HK xx 236k/super
2LP>2LP>(2LP>)2HP xx 236HK/63214HP
6HP xx 63214HP
force people to block flags (236k) either raw or canceled from 2HP/2HK. if blocked you get a confirmable jLK/2LK mixup into super.
use 63214HP as a poke or as a combo ender from other pokes.
cracker grenade pressure, insane ground speed, great gatlings
2LK>5HK xx super
2LK>2HP>5HK xx grenades
2LK>2HP>2HK, super (possible 50/50 setups with delayed j2HK/2LK after?)
2LP>5HP xx 623HK, otg 2LK>2HK (buffer 236236 during 2LP>5HP for easy 623HK)
2LK>2HK, no kd, neutral distance, what after?
2LK>5HK xx super
214HK slide into 2LP or 2LK for highly damaging combos, 214HP for pressure
Edited by pivotkraner - 11/3/2019, 23:32