 
			
		
	
		
			
			
				 
			
		
	
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							Yeah it does, I've done it
 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							Ok
 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							The trick to doing it is to do j.MP asap after the first launcher and then delay the j.MK a bit.
 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							OTG ground string > launch > delay M rush punch is his easiest double snap imo. I hate using j.LP j.MP j.HP because it always drops for me, lol. I think the one I just wrote is his fastest kill too but I haven't actually tested it.
 
			
		
	
		
	
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
			
		
	
		
	
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							Thanks for this! Not a lot of people have put work into optimizing combos off situational starters (I'm as guilty of this as anyone). Is there any way to work j.MKx2 into the last chain? That does a lot more damage than j.MP at max scaling.
 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							Does OTG s.MKx2 work on heavies? I didn't think that it did.I do:
DP > s.MP > s.HP > jump
j.MP > j.HP > j.HK, tech
OTG s.MK(2, delay the second hit slightly) > jump
j.LK > j.MK
s.LP > s.MK > jump
j.LP > j.LK > j.MK(2) > j.HP
(after landing) M A train > super
It does 7.3k after SSJ, just be wary that the j.MK float at the end does build the opponent a good chunk of bar.
Maybe it's harder but it definitely works. If you delay the j.HK (which is easier to delay on heavies too) it gives you more time for the OTG.
 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
			
		
	
		
			
			
				 
			
		
	
		
			
			
				 
			
		
	
										
											
	
										
									
								
							 
				
		