[media=youtube]-LiP5ABS0tM[/media]
LK, MK, HK and EX Ducking are all cancellable into any of the follow-ups on the same frame. They can all be used to carry to the corner, but it’s always best to use HK Ducking because you travel further.
There’s no trick to it; it’s just raw execution to hit the link from a recovering Skyscraper into Ducking at the earliest opportunity, and then cancelling into Skyscraper as early as possible, preferably on frame one.
Actually, thinking about it, you can plink input HK~MP when performing Ducking so that it comes out on frame one everytime, giving more leniency on the Ducking link part.
This should be the go-to combo midscreen towards the start of a round; the corner in this game is just TOO important. I’ll copy and paste the notation from my YouTube:
"Not his most damaging combo, but it is the most meter efficient and carries 4/5 of the screen.
Uses one bar, and builds 60% of a bar. With the right Gem loadout, it becomes (almost)* self-sufficient.
cr.MP xx HK Ducking xx Fox Hunt xx EX Ducking xx Skyscraper > HK Ducking xx Skyscraper > HK Ducking xx Skyscraper > Ducking Body > Ducking Hook > Flicker xx Flicker High Jab"
Flicker High also gives the furthest knockback and as they all cause a hard knockdown, this is generally best if you still have a few character lengths to go before they are in the corner. Obviously, this can be optimised for max damage with a heavy starter, and/or a heavy ender provided you’ve already reached the corner after less than three Skyscrapers.
*Perform a meaty British Edge with the right gems after landing it and you have another bar, and frame advantage.