for IAD, I use jk> jp> j2s, or jk> jp> jp> j2s, or jk> js> j2s (depends on character).
for jump in:
I use a very low j2s by itself for any covered jump ins (like with roger). You can either land and continue pressure, or throw out a yoyo set3 for a mixup. If the j2s connects, just land and go into a combo.
for non-covered jump in, a simple-
jk> delayed js
-will usually be fine to keep you from being thrown upon landing(follow with a 2p upon landing if they FD your js, because 2k won’t reach, and 2p is faster than 5k).
a neat string that works on the taller people would be to jump in with jk and do this:
initial jk> jp> jk> JC> jp> jp> js> j2s
if you do it right, the 2 jp’s will nail them barely. This is good as a mixup, and it combos (crap damage though, but it connects, which means you can knock them down and that’s always good). Another very good thing about this string is that you can practically cancel any of it into a yoyo set3 for extended mixups.
ok, it’s time to remedy an outlook I’ve had for sometime that is rather scrubbish…
KSMH, JI or not, is not the best option. It’s the EASIEST option, and it deals the most damage.
…but i have severely underestimated 2d> FRC as a link to aircombos.
if you gatling to the point where your 2d can be FRC’ed immediately, you can dash out of the FRC, and do a 2p/5k> (s(f)>) 6s> aircombo.
does 20 less damage, but costs only 25%. Tension is precious to bridget, because in most cases, you will want to save as much as possible incase you knock them down, and manage to have 50% left for the super.
the gatling usually depends on the momentum you enter into the gatling, the range you start from, and the character you are facing. For point blank and running:
s©> 6p> s©> s(f)> 2s> 2d> FRC> DASH> 5k/2p> 6s> JC> js> j2s> JC> js> j2s
(note: use this only as a reference, because it’s better to do option 1 or 2 from a point blank and running)
2d(far) or 2d(near) are 2 of those “near instant” FRC’s, so you have to FRC it at the moment of startup.
theres 3 ways to connect the FRC with a combo…
1)be point blank for the close version
2)be somewhat close, use normal FRC into 2p/5k> 6s (no dash)
3)gatling to far version (see above)
a good use of 1 would be if you connect with some point blank yoyo mixups and connect with a s©. A good use of 2 is after landing from an IAD, 2d> FRC> 5k> 6s> AIRCOMBO. If you are too far though, it wont work. A good example: yoyo behind opp…
pull> IAD> jk> js> j2s> LAND> 2d> FRC> 5k/2p> 6s> AIRCOMBO
3 Is used when you are too far for 2 to work, or the character falls too fast for 2 to work.