jhk > crhp > LP > max > crhp,LP xx PP > PP > light lounge, dm2 (604 damage)
jhk > crhp > LP > max > crhp,LP > PP > PP > light lounge**dm1 (514 damage, works anywhere)
crlk,crlp,LP > max > crhp,LP xx PP > PP > light lounge, dm2 (511 damage)
crlk,crlp,LP > max > crhp > LP > PP > PP > light loungedm1 (441 damage) works anywhere, might do less damage, full corner to corner carry.
3 BARS
Jhk > crhp > LP > LP > x2 K xx x2PP
(520 damage) almost full corner to corner confirm)
5 BARS
Jhk > crhp > LP > max > crhp > LP > PP > air LP > air PP > air LP > air LP > LP > x2 K xx x2PP
868 damage
Jhk > crhpLP > max > Crhp > LP xx PP
Notes
Low starters: crlk is better than stlk (20 more damage and more range)
all followups are the same for damage (crlk,stlp and crlk,crlp are the same damage wise)
crlk,jab into dfa on average max into super confirm is the string of choice from low, since scaling doesn’t affect the damage with short combos such as – crlk,crlp,dfa**ex fireball, ex lounge, light lounge juggle into max 2 AA super.
564 from air senpuu ken (1 hit) and 511 from crlk,crlp,dfa
Cancels into light fireball or ex fireball will always connect, heavy fireball is not comboable outside of corner c+d** heavy fireball (sets in air juggle)
jhk does more damage than jhp if both hits come out, also more blockstun
jc+d counter hit will sets on for juggle and big damage with air senpuu ken loops
Videos
Hori.Sako made quite an impression with his Tung combo. I can’t find the original but Gillstolemyride has replicated it here
With a variety of timing you can “frame trap” the opponent with crhp*+fireball “mixups. CrLP has poor range, makes dfLP whiff on block, leaving you open for punishes and has next to no blockstun!
stand hk is his second best normal, good anti air, also the only button he has with frame advanatge, frame traps into crhp, although crhp on block or hit is kinda unhitconfirmable, unless you’re an alien.
jhk can be intentionally whiffed at the first hit to have the second connect later in the jump and apply the blockstun.
c+d can be used to kara stuff (cancel)
also decent to apply the same fireball mixups from crhp**fireball
air c+d on CH leads to great combo possibilities
https://www.youtube.com/watch?v=fuGqRn31Vj0
You can juggle off all the senshippo (lunge punches) but of course from ex you can do it grounded as the move itself sets in juggle, all normal lunge punches can juggle with Geki hou DM on air hit.
Ressen kyaku is a 1 frame startup command grab, it can be used for certain punishes at close-ish range.
Senpuu gou ken can be used to punish fireballs at close range, ex works even better.
Moreover, if you have good execution on long / high jumps, crlk whiff mash geki hou is an option, since crlk will low profile.
ALL supers are strike invincible on startup, possibly grab.
ANTI AIR
Vertical: shk, dfa, dai geki hou, crlk**geki hou
Horizontal: C+D, AA Dai geki hou,
Situational: fireballs, lunge punches, late climax can work
Air to air: jC,jD,JLK
CROSSUPS
jlp is the crossup of choice. Air senpuuken can work too if spaced and timed correctly.
NORMALS INTO SPECIAL CONFIRMS
Lows: crlk,crlpdfa light lounge 170 (less corner carry, more advantage, combos into dm2, combos into dm1 but opponent falls out, combos into climax)
— Crlk,crlpdfa heavy lounge 175 (more corner carry, less advantage) crlk,crlp+dfa*light fireball 166 (combos into dm1 for 306 damage, dm2 for 314)
High (jumpins etc): jhk, crhp,dfalight fireball 259 (249 with jhp) (379 with dm1) jhk, crhp,dfalight lounge 263(253 with jhp) (407 with dm2)
We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.