Command Normals:
F + MK (800) +5/+5
15/4/15
I don’t use this move that often, but it has some uses. It can keep people in the corner. Some people like to jump out of the corner after blocking a s.MP xx Kikoken. You can use F + MK to intercept their jump and keep them cornered. In footsie situations on opponents who can’t duck this move, it is a useful way of getting in. F + MK gives + 5 on hit or block so depending on how close you are you when on hit you can link into one of the following normals and cancel to kick super:
-close s.HP (2-frame link)
-close s.HK (1-frame link)*
-d.MP (1-frame link)*
(*Hard, not practical).
On block you are at +5 and can continue the pressure with standard poke patterns or try to get a counter hit by:
-walk up throw (get the opponent to try to hit you)
-walk up close s.HP (3 frame attack)
-walk up close s.LP x 1-3 (2 frame attack)
-walk up d.LP (2 frame attack)
-very slight pause d.LP or s.MP or d.MP
If you score a Counter Hit with F + MK, the above links become a lot easier, as you will be at +8 and depending on how close you are to the opponent you will be able to easily link into any one of these normals and cancel to kick super:
-close s.HP (5-frame link with Counter Hit)
-close s.HK (4-frame link with Counter Hit)
-s.MP (3-frame link with Counter Hit)
-d.MP (4-frame link with Counter Hit)
These characters cannot duck F + MK: Raiden, Geese, Chang, Zangief, Sagat, Eagle, Rugal, Yamazaki, Benimaru, and E.Honda.
DF + HK (1000) down/+6
36/6/8
I probably use this move too much for my own good. It is best use after a knockdown and try to time it meaty. On block you have at least +6, and from there you can go for throws, go for counter hit, use d.LP to keep yourself at +6 then go from there, go low with d.MP to try to catch the opponent blocking high.
You can control somewhat where you want this move to hit. Generally, if you want it to hit behind the opponent do it right next to the waking opponent (this has the added bonus of sailing right over most light DPs and then hitting them out of the DP). If you want it to hit the front of the opponent, do it a little further back from the waking opponent.
I sometimes use this move when after doing a s.LP x 2 + d.LK attack sequence. I hope that the threat of d.LK xx lv2 kick super has the opponent favouring low guard and then the DF + HK throws them off so they don’t hit me out of it, but instead block or get hit by it. After post super juggling with j.HK, I sometimes use this move after I walked underneath. If you hit with DF + HK you can juggle some characters with Kikoshou (note that this juggle is glitchy, check the Combo/Glitches thread for deatails). Good to know if it is just enough to kill the opponent. Apparently you are air-born immediately upon activating this move, this means you should be able to escape any throws with it.
F + HK (1100) -4/-4
11/3/25
A good poke. It moves you forward, does decent guard damage, has good priority, and the ability to skip over many common pokes. e.g.,
-Guile’s d.MK
-Athena’s d.HP
-Geese’s d.HK
-Cammy’s Spiral Arrow, d.MK
-Ground Fireballs
-Shoto d.MK
-Balrog/Vega d.HK
-beats clean Hibiki’s d.LP or d.MP (can’t tell which one it beats
b/c animation is the same, maybe both?)
Mid-air D + MK (900)
4/10
This move is used for mix-ups for post sjc off kick super or close s.HK. Depending on how early you connect D + MK you will either land on the same side or the opposite side of the opponent. Because you are allowed to follow with any aerial attack after this move prior to landing, you can do a j.LK for cross-up or to stay on the same side. If the opponent blocks incorrectly, d.LP x 2 + d.MP xx kick super or if you like and are in a small jump groove you can land and do small jump D + MK and mix up again. Also, in small jump grooves you can use this move as a quick overhead. This move can trade and sometimes beat some common d.HP anti-airs, e.g., Guile d.HP, Vice d.HP. This move is useful against P/K grooves as you bounce away from the opponent after a Parry or JD, leaving you relatively safe.
Jumping forward or back HP, HP:
1st HP is: (700), 5/8
2nd HP is: (500), 5/10
Another follow up to post sjc on close s.HK and kick super. This is also a good anti-air move for jumps that d.HK can’t handle. You can intentionally whiff the second punch and try to throw upon landing. Alternatively, when opponent is in the corner, you can choose to connect both hits and upon landing mix between RC HK lighting kicks (a) or close s.HK xx kikoken or sjc (b). For (a) on hit link into d.LP + d.MP xx kick super and if blocked you’re only at -3, pretty safe. Use (b) if your getting thrown out of (a).
far standing LK, LK
2nd LK (300) -2/-2
2/4/13
No real use for this move other than perhaps a fancy combo. Something like HK lightning kick link far standing LK, LK xx kick super will work.