Obviously, we’re talking exclusively about the Alpha 3 characters. I’m still not 100% positive on how the meter works.
What I’m sure of:
- if you activate from 100%, you can tack on a super at the end of your custom
- you can activate anytime after your meter reaches 50%
- you can use 50% of your meter for a level 1 quality super
Things I hope other people can shed light on:
- can you tack on a super after a custom if you activated at any point less than 100%?
- is there a way to use 100% of the meter in a single super?
- does activating build meter (ie activating with 98% in CVS2)?
Karin’s CC is the most obvious one as we’ve seen it whored to death in a-cho videos:
Activate, s.HK x N, c.HK, QCFx2 + K super
You can mix it up with f+MK overheads, but connecting the s.HK after the overhead is slightly tricker.
I guess I have a bootleg custom for Rose, since her slide doesn’t knock down. However, I’m don’t know how the damage buffering works, so I’m not sure which is the best way to get damage. So to be safe, I just stick to:
Activate, random c.MPs and slides (df+MK)
I’m still not sure of the best way to land the super off of the custom.
hmm i played a bit with rose…im also trying to figure out CC’s. do you think its possible to add her reflect move while sliding? the drill might be too slow, unless you knock em in the air. and to end maybe you can do an OTG super. slide x n finish it with a trip then do the super where she grabs you in the air? This is all theory stuff so i dunno =P
Karin’s CC is of particular interest to me. Her s. RK actually advances her forward now. Is this only during a CC? Also, it’s kinda odd that she juggles with her kick super after a sweep. I’m certainly not complaining though.
I’d like to know if she can still OTG with her 360 grab as well.
And off topic: Posts by both Dr. Strangelove and Strangevision. We rock. 
Yeah, i havent seen anyone try to do her A3 customs - 360 grab into that one move where she goes upwards repeatedly. But that S. RH Custom does a shitload of dmg on its own.
I’m trying to get my team to be Felicia / Rose, so if I get the chance to play the game this Tuesday I’ll screw around with it. I think Rose just me stuck with corner cc’s really, with reflects. Any of her moves / normals that have her move fowward are too slow to continously combo into one another consinstently. Maybe. We’ll see.

I think my teams will be Muruko & Urien Urien & Rose
my japanese friend teach me a rose combo.
In the corner
H.Reflect(214+HP) > Exe oc > 2MP > HP*n
sliding: 3 + MK
Carry??
2HK > ( kara Sliding[move] > 2HP )n
2HK > ( kara Sliding[move] > 2MK2 ) * n [better]
Sliding[move] > 2HP )*n > in the corner > Sliding > 2HK > 2HP > Jump LPLPLPLPLP… > 236236+P
Here is another combo.
Sliding > 2HP > Sliding > 2HK > Sliding (kara) > 2HP >
2LP kara > Jump Attack * n
Kara means miss. do not hit the sliding and 2LP.