Hi guys … I want to warm up this subject and discuss JK combos or JK strings that are actually not too bad to implement in some MU.
The idea to use HK JK as a combo ender in a combo or a block string:
As you can see in the list from this thread you can combo a hard JK from close MP. But what is it good for if you could instead hit confirm two lights into RJ … well the interesting part is that you get a string that will combo on hit (with similar damage/stun like a regular RJ combo) … will combo from a CH if first hits get blocked … will be 100% safe on block … will chip for 33 damage … will break focus (back dash).
So you will ask … why should I do this … my reason is --> I can go 100% autopilot on this combo … it will combo on hit / let me stay in my opponents face with +X on hit and 0 on block / does has an integrated frame trap (3 or 2 frame gap) that will combo on hit. I can just hammer this combo in without looking if my opp is blocking or not … the only way out for him is DP or a risky back dash.
It is also an interesting wake up pressure option, because you use a combo that will OS to far MP if your opponent does a back dash.
Another important part is that you will hit late with the HK JK … the JK should hit with the 3rd or 4rd active frame and therefore the JK gets better on hit/block … so this means that you should be positive on hit and neutral on block --> And you are in kara b.throw range (is a bit char specific). If you hit you can just continue autopilot into cr.lp > cr.mp > MK/HK JK. Also nice is that you constantly hold your opp in a tick throw or kara throw range and he will start to tech. This will also change if your opponent is crouching, and one of the problems is that sometimes the close MP whiffs but mostly against chars where the combo anyway does not work (e.g. Chun).
Damage & Stun:
cr.lk > close MP > HK JK does 206 damage / 294 stun
jump in MK > cr.lk > close MP > HK JK does 256 damage / 356 stun
CH close MP > HK JK 208 damage / 305 stun
The three scenarios for close MP combos currently I got in mind are:
- Regular jump in MK > cr.lk/cr.lp/close lp > close MP > HK JK (char specific !)
- EX RJ > empty jump > cr.lk/close lp > close MP > HK JK
- Meaty cr.lk > close MP > HK JK (opp corner)
Damage is actually not bad and stun is better than with an regular RJ combo, the minus 10 damage in USF4 hurts it a bit.
CH close HP > HK JK or close HP > MK JK:
This is a similar situation and a close HP frame trap into HK JK does 430 stun … if you connect a throw afterwards you are one ambiguous jump in away from stunning a low stun char.
I need to test if the MK JK also hits with later active frames and also becomes 0 on hit, but unfortunately I don’t think so … It feels like the MK JK hits with the first active frames and than you are fully point blank and negative on hit or block.
Conclusion:
Why not go for the RJ knock-down? Well it is not better than a regular RJ combo and will never be better overall but it does mix up your patterns … it will confront your opp with unusual stuff and if he likes to press buttons he will eat counterhits. You can use it if you need some time to think (you can go autopilot) and want to test how your opp reacts after HK JKs. If you hit a late HK JK and you are +1 on hit you can immediately go for a neutral jump HK … if he wants to tech or throw you he will eat a full combo! It is also very nice if you cornered some one … you are in perfect range for cr.lp (CH) > cr.mp > LK RJ > MK RJ or an light IAJK.
I am 100% sure that this is something that is only useful in some MU … especially against Chars where you can hit a cr.light > close MP from any MK jump in into close LP > close MP.
They are even other things possible that are kind of a funny fact:
Like --> (Against Shotos) Punish after stun --> jump in HK > close MP > close MP > MK JK … o.O … this should be safe because the MK JK hits a bit later (I do think so).
This stuff really has a strange timing … and you will often get the throw (reset) afterwards.
It does also build good stun and does not slow down the match with a knock-down … you are still both standing …
When stuff goes on block:
Sure a regular close HP frame trap can score a nice CH combo … but if you instantly go for the frame trap close HP > HK JK … you will be in a better situation when your opp blocks the frame trap + you build in another small frame trap with the HK JK … and if you hit … well than you get solid damage and stun … when he blocks he will eat chip damage atleast and maybe the JK will score a counterhit.
I know that you don’t see much Adons using it … but I am using currently some close MP into JK in my matches and it does feel very good … especially because the close MP is -4 on block … it just feels like that this poke was designed to be canceled into HK JK.
It is just … u know … we all abusing the hell out of cr.lp > cr.mp > MK JK … why not using a normal that will lead to a combo with HK JK and is safer on hit/block !?
Cheers