Used to be +0 before the last patch. There's even a few frames of lenience but +2 seems to be the max.
If we can find one more frame it's a true loop.
At +2 sMP is your best option since it trades with jabs +10.
Used to be +0 before the last patch. There's even a few frames of lenience but +2 seems to be the max.
If we can find one more frame it's a true loop.
At +2 sMP is your best option since it trades with jabs +10.
There's a regular up kick ender that doesn't burn you out and is only 40 less damage but sharing for info purposes.
sHP xx H Chop, DR sLP xx OD up kick (X2), L chop xx Lv3
There's a regular up kick ender that doesn't burn you out and is only 40 less damage but sharing for info purposes.
sHP xx H Chop, DR sLP xx OD up kick (X2), L chop xx Lv3
Might be new in the patch. I don't recall jab xx OD up kicks working before. Either too slow or passed under them?
Regardless, super cool, even if the damage is crazy.
sHP xx H chop, DR sLP xx OD up kick, DR cLK DR sMP xx up kick, L chop xx Lv3
Might be new in the patch. I don't recall jab xx OD up kicks working before. Either too slow or passed under them?
Regardless, super cool, even if the damage is crazy.
sHP xx H chop, DR sLP xx OD up kick, DR cLK DR sMP xx up kick, L chop xx Lv3
+0 cMP double can restock
cMP variant for use after sMP xx sHP xx run slide.
H can
cMP, sMP xx sHP xx H can
DR cMP xx Run Slide
OD restock, H can (+0)
At +0, opponent can hold up to avoid throw but cLP hits their grounded pre-jump frames.
sMP xx run slide does not juggle.
+0 cMP double can restock
cMP variant for use after sMP xx sHP xx run slide.
H can
cMP, sMP xx sHP xx H can
DR cMP xx Run Slide
OD restock, H can (+0)
At +0, opponent can hold up to avoid throw but cLP hits their grounded pre-jump frames.
sMP xx run slide does not juggle.
+0 sHK double can restock combo.
H can (after wall splat up kick starter)
sHK, sMP xx L can
DR sHK, sHP xx OD restock
H can (+0)
All Auto-timed.
At +0, they can jump out of a throw attempt but cLP hits pre-jump frames.
+0 sHK double can restock combo.
H can (after wall splat up kick starter)
sHK, sMP xx L can
DR sHK, sHP xx OD restock
H can (+0)
All Auto-timed.
At +0, they can jump out of a throw attempt but cLP hits pre-jump frames.