I cant confirm the medium and hard version but i know for a fact that the tea cup hits overhead.
Teacup hits overhead?! Confirmed best move in the game
another thing you can do after the full hp when they're at a decent height to the ground is a c.mp, this is a cross under that will connect to St.hk and be able to do a full combo.
I've started using this technique and it's surprisingly effective. People aren't used to Double suddenly being on the ground after 1 hit of j.HP.2. J.hp Has 2 primary ways to be used on offense:
First way is to try and anticipate a clean hit and let it hit 3 times for the confirm into full combo. People however have gotten so used to this that they pushblock the 3rd hit on block and push double out...
So the second use is to j.hp then cancel into j.hk which won't come out but will fastfall double to the ground and allow for an easy throw if the opponent tried to pushblock a 3rd hit that never came. The way to defend against this is to jump in the air and block, or pushblock early (which "loses" to full jump in j.hp) or throw tech when double lands.
xx means cancel. So in this case, do s.MK and cancel it into Flesh Step.
That's the only thing I still don't like about this character. There's a lot of situations where it feels like j.HP is my best option regardless of what I'm trying to do.tips? once theyre in the corner jump and press hp while calling tear shot assist, when they pushblock dash and jump and press hp while calling tear shot assist, when they pushblock dash and air throw them, when they tech dash jump and press hp while caling tear shot assist
(her corner pressure is brainless good)
random teacup actually sucks ass against good players.
But... but best move in the game... confirmed best move...
Whether thats a joke or not, I'm not whining for anything. And I post so many tips & tech over in squigly & filia I could've written a guide on them by now (which I actually will be doing soon). I'm just saying, knowing something can be canceled or linked into something else that no one would guess helps. I'm sorry if I'm asking for help or stuff that'd really be helpful to know instead of taking hours upon hours to learn something that's common knowledge among double players...Everyone's a critic... Have I not posted enough stuff? Where's your contribution?
Anywho... New theory stuff. Perhaps has already been explored but wth we have people asking for more tech:
Midscreen st.hp mixups:
Basically easy stuff here, just end your combo with st.hp and cancel into flesh step to gain ground, after flesh step recovers dash forward, wait a bit then jump over the opponent while calling assist, to crossup just do a regular jump, to mix it up just jump over them then double jump back at the last second.
Could be unsafe against filia when doing the double jump version if she fenrirs just as double is double jumping backwards, but against every other character should be completely safe if they wakeup with something invincible. How ambiguous it is completely depends on your timing.
Biggest problem is getting st.hp to hit and not corner the opponent and the fact that this can't be done if otg is used which means can't use it off of a throw midscreen. A cool thing though is that it can be done assistless with cats... So that's always something.
Now go and have fun, and stop whining for new tech :)