Is one jump cancel easier than another? I've been in the Robo subforum & was wondering if anyone has trouble for while, then gets it?
Or do they just modify jLK, jMK to jMK, jHK. Or can you modify to not having a jump cancel, but somehow continue a with a ground chain after the air chain? I guess I'm wondering if there's a beginner combo or video or some way of approaching the character. Thanks!
For something beginner try ground chain, air chain, ground chain into super.
First Ground chain is always cr.lk, cr.mp, s.mk, cr.hp. Easier version is just without the s.mk.
I find the easiest air chain with djc is j.mk, j.hk djc j.mk, j.hk. OR replace the part after djc with j.lp or j.lk, j.mp(all)
Since you find going from air to ground a little difficult go for a light move instead of a medium so like s.lp(2). So something like this for your 2nd ground chain.
s.lp(2), s.mp(hold), s.mk, s.hp, h danger, beam super.
Preferably only do this on Meds, and heavies, not lights
Oh and note. This might be really helpful when going from air to ground. It's important to note at what height the enemy is. I think the easiest way to go from air to ground is with double as the dummy. With double as the dummy, the last "j.hk" in the chain "j.mk, j.hk djc j.mk, j.hk" can end prematurely because double lands before you do. So just steer j.hk into the ground and immediately go into your ground chain.