So I went back to page 1 & looked at all the tech from beta and put it in a list. I haven't tested it all to see what still works yet, but this is my ROUGH list. I'll try to make it pretty later, but essentially this is my little checklist:
Tech:
- cross under via j.lp (launcher, j.hp, AD j.lp)
- tick air throw from launcher, air chain, j.mk > j.air throw
-- try to jump up for Instant air grab
-- try fake crossunders after as test
-- s.mp, s.hpx, sekhmet call crossunder
-- s.mp,
c.hk, special
- throw > SnapBack
- burst bait w/j.mk/
j.hk > sekhmet call to avoid burst
- using s.mp for mini chains (j.mp, j.hp) & resets (j.mk, j.hp...then IAD j.hp)
-- (air light, j.mp)
- launcher, air grab (fast fall)
--
j.hk for fast fall
- IAD j.lk
-- sekhmet summon after crossup
- sekhmet using regular lp summon to crossunder & graze bottom of player after sekhmet launch. Low to ground & after launch @peak of foes height
-- dash under launch then "flylo" crossunder after!
- last combo chain noted (in air a tiny bit) s.lk, c.mk, c.hpx1, sekhmet call crossunder
- typical air chain, but then
j.hk fast fall tinyyyyy bit then IAD > air throw
- use couch push as burst bait
- using grab summon on wakeup with assists
-- also couch
- sekhmet taunt on Divekick
- safe jump in j.mk (grab call, s.lpx2 before)
- tag on wall bounce!
-- squig throw
- tag in combos
- c.lp sekhmet > callback bait
- try normal air chain, but adc w/j.mk, maybe fast fall, then j.air grab
- simple air bait, ...j.mk, badc j.mk
- tigerknee upper khat > divekick
- false run jump into nbac
- s.hp sekhmet bait
- IAD j.lk after j.hp
- tick s.lp prior to landing for IAD or grab
- khapri sun > upper khat
- go under divekick for
c.hk/c.mk direction change (back to corner)
- in corner after fall, c.lp, c.mpx1, c.hp for crossunder (lights/Bella/bb)
- badc, delay, j.mk for retreat
- tiger kneeing after upper khat mp, hp is good if don't wanna wall bounce
- upper khat far away convert jump chain restand: j.mk, acd j.lk, j.mp