IMO, you really don’t need to OS s.hk. It has enough hit stun, and the knock up allows you to hit confirm it. See/hear CC shk, press and HP DP. If you want to burn meter, do (CC) S.hk xx Run, MK tatsu, Ex DP.
S.HP OS run is great for fishing, and makes your pressure a lot safer. The only time you should be commiting to Shp run is when you are punishing things with Shp. For example, when you bait throw, and punish throw whiff with shp xx run combos. That’s just how I use it anyways :}
Should note that when baiting throw in corner, that unless you’re getting CC st.HP in the corner, the most optimal way to punish it is with TC2 (mk>hk) > HP/EX DP or EX Tatsu. Midscreen it’d be TC2 > EX Tatsu
tech traps for different KDs - all on grounded opponents. will beat anything that’s not invincible.
roundhouse tatsu, quick rise - slight delay s.LP then throw or b+MP
roundhouse tatsu, back rise - dash in s.LP then throw or b+MP
special sauce
roundhouse tatsu, normal wakeup - whiff c.FP then neutral jump rh - confirm with c.mp midscreen. b+mp in corner.
** this setup can be a safe jump. it’s not as foolproof as I’d like, there is maybe 2 frames of wiggle room in here that will either make your jump in whiff, or make it not a safe jump. still the timing is ambiguous in this game where you can’t FADC and don’t have to worry about OSing an invincible backdash it’s a pretty good way to bait DPs. even vs. SRK characters that can’t be safejumped, don’t press a button and you’ll get to block their reversal attempt and take your CC punish
mk tatsu, quick rise - one dash s.LP then throw or b+MP
mk tatsu, back rise - two dash s.LP thne throw or b+MP
fierce SRK, quick rise - one dash s.FP crush counter combo
fierce SRK, back rise - one dash s.RH crush counter combo (need very slight delay here or your RH will whiff)
this is vs. grounded opponents only, vs airborne that will mess with the timing
I’ve got some junk in the works, I think you guys’ll like it. It’s pretty demanding of reaction time but it tightens up kens pressure on wakeup a lot, in certain situations.
If you hit lower with cross up tatsu you can combo into b.mp seems a bit hard but might be worth it to practice. Maybe a good option for a safe jump setup.
I honestly don’t expect it to be super useful until people are more comfortable with the general game and timings of things. For now you should just practice the TC hitconfirms. If the first hit of the kick TC hits, do the second one into h.SRK. If the first or second hits of the punch tc hit, cancel into h.Tatsu. If the second hit of punch tc hits and you have meter or want to push advantage, finish the target combo on their block and cancel the last hit into an ex.Hado. If you don’t have/ want to spend the meter end it with b.mp if they block it.
That shit is way more important than the junk I’m coming up with, at least as a rudimentary skill.
If they don’t quick rise you have time enough to threaten whatever, honestly. If they don’t quickrise I’ll usually dash once or twice while they’re laying there to push them towards the corner, and then go for overhead/ low/ throw. I honestly go for meaty crouch strong, because you can frame trap with the target combo after it, and if it hits you heavy tatsu and if it’s blocked you can ex fireball to maintain pressure.
And I’m glad people are getting use from my stuff!
Just starting to update the OP still working as I go, if I’ve missed any combos in my 1st section that need to be added for optimal damage numbers let me know, until then I’ll work on expanding it with as much useful information as I can. I will eventually sift through this thread and add a section in the OP with all of the tech posted by you guys with proper crediting etc, don’t worry!