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All of Squigly's optimised combos posted on her main thread include the string s.hk, j.mk(2), j.hp, (land), (slight delay) > j.lp, j.mk(3), j.hk, Hk divekick; however, there is a more efficient way to do this. One can instead use s.hk, j.mk(3), j.hp, (land), j.lk, j.mk(3), j.hk, Hk divekick.
This is superior in several ways
-it is actually a net gain in damage(although small) its 7-50 extra damage depending on where s.hk is in the combo(the later the better)
-it is much more consistent, as not only is the j.mk cancel into next button timing consistent through out the string, but also you don't need to worry about jump timing after you land as you can just keep holding forward-up for the entire combo
-it in no way affects the damage of later portions of a combo, as both combos will put damage scaling at the minimum 20% no matter where they are in the combo.
This is superior in several ways
-it is actually a net gain in damage(although small) its 7-50 extra damage depending on where s.hk is in the combo(the later the better)
-it is much more consistent, as not only is the j.mk cancel into next button timing consistent through out the string, but also you don't need to worry about jump timing after you land as you can just keep holding forward-up for the entire combo
-it in no way affects the damage of later portions of a combo, as both combos will put damage scaling at the minimum 20% no matter where they are in the combo.