Im gonna skip the second part of the poke stuff right to the 3 cuz all do/add more switch stance stuff after…
3.ducking lp, standing hp
–3a. qcb+lk
------3aa. standing lk
-----------3ab. ducking mk qcb+mk
----------------3aba. standing hp
----------------3abb. Random super*
The hangetzan part of this does not combo. Makes alotta since how a hp doesnt combo into qcb+lk but a duck mk does eh? riiiiiight. anyway. So if for some reason the opponent tried to sweep or something beacuse they saw a opening you hit them. Of course if they saw the opening and shoryuken or something. well your fucked. The other stuff should be fairly self explainatory from what i said earlier in the thread.
-----------3ac. ducking roundhouse
-----------3ad. standing fierce
------3ab. tiger knee qcf+k
------------3aba. throw
------------3abb. go to 3aa.
------------3abc. Random super*
As you can see im adding alot of moves after the hangetzan here. Its the short one so its less obivous as the common strings like duck lk,lp,mk stuff. So you might be able to get these in if you feel so. The 3ab stuff then go back to the 3aa is just about though the only one i use in this piticular set. I would say about 75% of the time i do a qcb+lk i will go to 3ab then probably lean towards 3aa or the random super part. The tiger knee qcf+k should beat a sweep or low attack that the opponent may try to do (depending on how high you tiger knee how high there low attack is). Then just contiune hit or not. This does alotta gaurd damage. It has a lot of wholes but your doing alot of shit. The most time i get hit from this is acctualy if the sweep is to high for the hishou kyaku to go over.
Sorta on topic sorta. But for style points punishing low attacks with hishou kyaku and the super version is always nice if you do it on reaction. =p
------3ac. standing fierce
------3ad. ducking roundhouse
------3ae. go to 1bcac
------3af. ducking mk
-----------3afa. qcb+mk
-----------3afb. back foward+hk
-----------------3afc. then do one of the options after 1bcb
–3b. down down+hk(hold)
------3ba. hp
------3bb. mp
hmm more stuff to do trying to hope that the opponent doesnt attack you from the qcb+lk. 3ae is the roll series of the string. The 3af part is sorta differnt you could get a few hangetzans in the poke strings or a hangetzan thats basicly going into a comet cruncher. It looks differnt but it has some pretty punishble stuff(depending on how your rangeing things. and comet cruncher is pretty hard to space to make it even remotely safe at times.)
at the end we have the switch stance stuff. Lets forget that for just a sec as all try to put the switch stance stuff all togther for you.
1.duck lp, stand hp, down down+hk(hold)
–1a. lk
–1b. lp
-----1ba. qcb+k
-----1bb. down down+hk(hold)
-----------1bba. hp
-----------1bbb. mp
-----------1bbc. mk
-----------1bbd. lk
–1c. mk
-----1ca. duck hk
-----1cb. duck mk qcb+mk
-----1cc. qcb,hcf+hk (level 3 if on counter hit level 2 will work)
–1d. mp
–1e. hp
2.F+hk(hold)
–2a. infintie command
------2aa. mk
------------2aaa. ducking roundhouse
------2ab. lp into back foward+hk
------------4aba. then do one of the options after 1bcb(from earlier in the thread.)
OK now lets break them down…
1.duck lp, stand hp, down down+hk(hold)
–1a. lk
–1b. lp
-----1ba. qcb+k
-----1bb. down down+hk(hold)
-----------1bba. hp
-----------1bbb. mp
-----------1bbc. mk
-----------1bbd. lk
ok this is all you need. lol This is the most usefull. let alone lets get rid of 1a the lk. Its just the way it ran. Anyway the lk is well not that good. The lk is good like at max max range. Beacuse it like flows really well. Into random super of course. =p stand roundhouse then lk is what i do when i do this. Nothing much else with this as theres usualy better things to do.
anyway at the lp to qcb+k is fucking deadly. landing a cross up hk, to just duck lp,stand hp, down down+hk(hold) lp qcb+mk or hk does insane amounts of gaurd damge. against P or K you literaly have just broken there gaurd near abouts. And if your raged in K and are vs P groove you have. This is super good poke string. And against a character with a acceptable low block(like they cant duck under the first hit of the hangetzan) there is only one place to even get out of this(the lp from the foot stomp) making it pretty realible to use. Also the the priorty on the lp from the stance is pretty nice beating alot of attacks. If you happen to land this whole string you did a whole lot of damage(im saying like if you hit with the string and didnt cancle the foot stomp into a super and the opponent happens to try and attack the lp and you hit with it into the qcb+k. It does good amount of dizzy and damage.)
Ok were at 1bb now. Another foot stomp. This is acctualy pretty good. You must consider that kims lp out of switch stance is kims really only hp worth of stun move he has(cancle out of wise at least). So the stun is pretty acceptable to let you do these strings. Anyway kims hp from the switch stance is pretty good. It hits more ducking opponents like ryu ducking then the hangetzan does. So unless it is a realy small block you should be pretty safe when using it. Its also a high move so against the shoryuken type moves that arnt invincable you have to do a hard version of the move to beat it clean in most cases. So genraly the opponent probably would to the jab or short version of there counter since well your on the ground.
The mp is the hop kick. It has more range so if the thrust kick would miss the opponent and you feel the top down attack is to slow use this. You can controll weather or not to go backwards or fowards ect. For whatever reason i find this is a good move if the opponent rolls as if the opponent rolls the hop kick is ususaly ok and you can block after there roll or throw them. shrug. Then again if its a fast roll your probably fucked.
The top down attack portion acctauly can be used like the hop kick. From this distance the mk acctuacly beats in alot of cases the other characters sweep attacks or whatever. If you do hit with this you can link a level 3 hou ou kyaku after words. If it hits on counter hit(like you beat a low attack with it) you are fairly free to combo with it after like duck mk to qcb+k whatever. Of course with this poke string youve pushed your self pretty far out for using this move sometimes so you may not be in range for the regualr attack and may have to just use a super. Another thing would be that this attack does hit low so if for some reason the tried the feirce or roundhouse version of there counter you would hit them out of it.(unless they were invincable say like a shoryuken ect.) Say if you were vs rock or terry say and they do rise tackle. Well you will hit them and they should stick to the ground allowing you to combo. Of course like ive said your pretty far away at some points so use your judgement.
The lk portion is better here then it was just all alone by its lonesome. but still in most cases there are better things to do.
–1c. mk
-----1ca. duck hk
-----1cb. duck mk qcb+mk
-----1cc. qcb,hcf+hk (level 3 if on counter hit level 2 will work)
–1d. mp
–1e. hp
If i do the switch stance stuff and i dont choose to use a the lp into an hangetzan or another switch stance these are the moves i would use. The mk is the top down attack and from this distance you probably wont be beating the low attacks but you might beat the counter attack. The hop kick is well a hop kick. I would probably go backwords when i do it. Or well maybe foward. Or well… I dunno i just guess which way to go i guess. lol Anyway like i said earlier this is good beacuse i GUESS it has good recovery or something. As its ok when the opponent rolls it seems. shrug. Anyway ok i lied i dont use the hp from this place though. So if i do it this close i wouldnt go for the hp probably.
Quick overview and notes sinces theres alotta shit happning in a small space. I ususaly just go with the lp to foot stomp to hp/ and the lp to hangetzan in many cases. Not many times do i do the other stuff. Also i hardly ever use the switch stance that doesnt go to a lp out of it. That is to say stuff what i just wrote above me. i usualy start with the duck lp, to stand hp also as its faster then the duck mk. So i get into the strings faster. Remember the second foot stomp if you do it misses, so dont look werid on it. Its acctualy good.
On a important note sorta. Since these all gaurd break pretty fast when you are apply pressure ect. If you happen to gaurd break in the first foot stomp the lp to foot stomp again does combo since the opponent wont be pushed away from the first foot stomp. So you can fairly easily go into the super. (the lp to foot stomp cancle to super that is) So its always nice when you do that. Also i guess remember that you can cancle the foot stomp to the super at any time so doing the lp, stand hp, foot stomp should give you amply time to realize if you were hitting or not to see if you should cancle or not. So its not like a short on reaction super if you see what im saying. Cross up roundhouse, duck lp, stand hp, foot stomp, level 1 hou ou kyaku. does a nice bit of damage for a level 1.
anyway… back on track i guess.